Fractal Softworks Forum

Please login or register.

Login with username, password and session length

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Damonvi

Pages: [1] 2
1
new update is not save compatible. caused mine to crash when loading. i reverted back to the 3.0 version, save still works (even though i deleted the mod, rather than copying my whole mod list, like i should have).

2
The existing members need to all be at least Welcoming or better with the prospective member.
You can raise relations between two NPC factions with negotiator or hybrid operatives (recruited from bars or by an existing level 3 operative),

MY MAN!!! everything i needed to know in that one reply!

3
Mods / Re: [0.95a] Unpack Blueprints
« on: October 07, 2022, 02:32:34 PM »
sorry to revive such a dead thread, but if i wanted to "enable" a mod that hasnt already been whitelisted by a mod creator, what line of code do i need to replace in order to make this mod function with X mod?

for instance, i have a few duplicate blueprint packs that i've already learned, for mods that arent "supported". i could take these packs to the prism freeport, and turn them in for points, but if i could unpack them, i could use the individual blueprints instead, and either get a bunch more points with the freeport, or use them with the Industrial Evolution mod, and reverse engineer ships that i dont have blueprints for already, and overwrite the plethora of blueprints i would get from unpacking the pack.


so here's what im looking at. i have 2 of these "Ork" packs from the Bultach Coalition mod that i've already learned.

here's the code in the special_items.csv

Quote
name,id,tags,tech/manufacturer,rarity,base price,stack size,cargo space,baseRaidDanger,icon,sound id,sound id drop,plugin,plugin params,desc,order
Skrapper Full Database,ork_project_package,package_bp,Skrapper,3,30000,1000,1,,graphics/icons/cargo/blueprint_basic.png,ui_chip_pickup,ui_bp_package_drop,com.fs.starfarer.api.campaign.impl.items.MultiBlueprintItemPlugin,ork_project_bp,ork thingie ,240

which of all of this do i replace with "data.scripts.UnpackBlueprints", like stated in a previous post?

this way, i can repeat the process for other mods that arent inherently "supported out of the box" by this mod.

4
There's no max alliance size, although there are factors tending to push larger alliances apart.
As Catscrath said it may be an alignment mismatch; if not, you may need to raise their relations with the existing members. Check the alliance entry in the intel screen to see what's happening here.

i know there's a screen that shows which factions "can and cant" join an alliance, or rather, are "eligible or ineligible", i reference it constantly as i try to expand the alliance, as well as see what factions exist that would be good candidates. currently, my alliance is technocratic, which is a broad one, and allows for several factions to join. i also have a small whiteboard with all of the factions listed that i'd want, with their respective commissioned crew buffs, so i can curate who to enlist next.

i wasnt certain if factions needed to only have a high standing with the player faction, or all factions involved in an alliance. if it goes off of the latter, how would one influence the AI factions to gain standing among each other? afaik, you cant really directly influence actions/diplomacy between the AI.

5
Mods / Re: [0.95.1a] Scrapyard Armories
« on: October 05, 2022, 08:29:12 PM »
what are the drop/recovery rates for the [R] Legion? i've killed a few fleet with them in my current run, but i haven't seen them recoverable, even with story points. i have the perk skill to have automated ships, inb4 that's asked.

It should drop relatively frequently, my only guess on why you haven't been able to get one to drop is bad ship loot rng, I have it set to have a slightly lower than normal break chance too. Hopefully one shows up in the recovery list for you soon.

my man! i'll keep trying. its been a B**** and a half trying to get a fleet with a legion to space far enough away from the fleets with 1/2 Radiants. and with all the mods i've installed that add to remnant fleets, they're hella deadly if they get a bigger deployment over me.

i'm running a high tech/ energy playthrough, so outfitting ships with enough kinetic to overwhelm remnants has been tough. i've been toying with hullmods that give energy weps bonus damage, plus give beams hard flux. anything but a Remnant capitol ship pops in seconds to my Odysseys running dual Tachyon lances.

Lance go BYOOOM

6
Mods / Re: [0.95.1a] Officer Extension (0.4.3)
« on: October 05, 2022, 08:20:28 PM »
I'd love to see an "unbalanced" addition to this mod, where you can increase the max cap of deployed officers, turned off by default of course, and only enabled and adjusted in the json files.

I completely understand the significance of balance by not having this feature, but it would still be cool to have it as an option.

I've tried to dive into the base game settings to see if I could increase the amount of bonus officers from the skills, but I don't think I looked deep enough to find where I could change it.
Why not just raise baseNumOfficers?

it seems silly to increase the base number, when there's skills that add 4 more officer slots in vanilla. i feel like this mod could/should adjust those skill perks to be much more than +2, so as to only modify officer cap when this mod is enabled.

so rather than doing a base amount change that changes [6+2+2=10] to something like [12+2+2=16], you get something like [6+6+6=18]. there's still work involved in increasing your officer cap, but you get a higher officer cap later on.

7
kind of hard to sift through the 300+ pages of comments, so i think it's fair to ask this, even if it's already been asked.

alliances. i'm in one. i use them primarily for the commissioned crew bonuses for my fleet. currently i'm in a 5-faction alliance (that includes me). there's another faction that i have a 97/100 status with, but they "dont trust my alliance", so they wont join. looking at their faction page, this faction has no relation with any of my alliance members, but that didnt seem to be an issue with the previous 3 factions i've recruited.

so i'm curious if this is a hard-cap to the amount of factions in an alliance, or is it just due to the AI faction not playing nice with the other AI factions?

i would assume there's no cap to how many factions can be in an alliance, but i could be wrong

8
Mods / Re: [0.95.1a] Scrapyard Armories
« on: October 04, 2022, 09:09:59 PM »
what are the drop/recovery rates for the [R] Legion? i've killed a few fleet with them in my current run, but i haven't seen them recoverable, even with story points. i have the perk skill to have automated ships, inb4 that's asked.

9
Mods / Re: [0.95.1a] Vanidad y Affliction Operation 1.2 (Quest! for real!)
« on: September 26, 2022, 05:36:59 PM »
any plans on animating the "mobile suit" fighters to swing their chainswords, instead of it being static?

for inspiration, there's another mod called Arma Armatura, which has a fighter slash with a beam sword. maybe the author of that mod could share the animation of the swing with you, since you already have the model.

im a huge fan of any mod that includes mobile suits as fighter wings (so long as the sprites match the art style of vanilla Starsector), so i just HAD to install yours too.

10
Mods / Re: [0.95.1a] Console Commands v2021.12.25
« on: September 24, 2022, 07:05:03 PM »
Did you try leaving the system then re-entering it? Or leaving, saving, reloading and re-entering it to see if it updates?


found a different way of handling it. utilized a terraforming mod to get a frozen/tundra planet from a barren planet, instead of just editing the barren planet, and just added extreme cold condition from commands.


on a different note, is there a way to add nebula clouds to a system? i use a mod called "ramscoop", which syphons fuel and supplies from nebulas (not hyperspace nebulas), and i found/made the perfect system, however, it doesnt have a nebula, so i cant "top up for free, but time". any of you mega-brained guys know how to spawn one of those clouds in, or is that out of reach?

11
Mods / Re: [0.95.1a] Officer Extension (0.4.3)
« on: September 21, 2022, 08:04:30 AM »
I'd love to see an "unbalanced" addition to this mod, where you can increase the max cap of deployed officers, turned off by default of course, and only enabled and adjusted in the json files.

I completely understand the significance of balance by not having this feature, but it would still be cool to have it as an option.

I've tried to dive into the base game settings to see if I could increase the amount of bonus officers from the skills, but I don't think I looked deep enough to find where I could change it.

12
Mods / Re: [0.95.1a] Industrial.Evolution 3.0.e - Campaign content expansion
« on: September 20, 2022, 11:16:25 PM »
im having an issue with the "fleet detach" ability. it may be because i have other mods that add abilities, but i dont see it in the "library" of abilities after right clicking an open slot on my hotbar.

am i silly, or is there some kind of condition i have to meet in order to create another fleet?

Edit1: after a while of head scratching, i considered starting a new game, to see if it would populate the ability in. well, it did. so when i went back to the save i had in progress (and invested a lot of hours into), the ability isnt there.

so is there a way to "refresh" the abilities you dont have in your hotbar in order to show all abilities (including all added modded abilities) mid-save?


Edit2: dammit, im a fool. i thought i read on the mod description that this was save friendly, but i must have mandella effect-ed the "save compatible" part from another mod i recently installed. i now realize that its NOT save compatible, and this is probably an effect of that. well, now im sad, because i get to miss a feature i was really looking forward to in my mid-late-game current playthrough, and i'd rather not shelf this great system i've painstakingly managed for so many hours.

13
not sure if it's been posted/discussed/or asked, but is there a way to either-

A. reduce the amount of com chatter from the wing pilots

or

B. scale down the size of their coms, so as to not have the left 1/3 of my screen be populated by a wall of text mid combat?

i love ComsChatter, but i notice it gets too... messy and takes up too much screen real estate.
(while posting this, i've gone into the Combat Chatter mod's settings and reduced the font sizes. i'll edit this if it makes a difference in the game once i reload after the changes)

14
Mods / Re: [0.95.1a] Console Commands v2021.12.25
« on: September 17, 2022, 01:19:16 AM »
editing conditions is easy. what i was looking for was for the planet to visually change in relation to the type it's given.

in my example. if i went to a barren planet, and did "addcondition cryovolcanic", the planet will still be labeled as barren, have the jpeg of a barren planet, but the only change will be that it now has a wide condition icon saying it's now a cryovolcanic planet.

i was hoping the edit would update the visuals of the planet, as well as changing it's typing.

15
Mods / Re: [0.9.1a-RC8] Tiandong Heavy Industries v1.2.1a - Updated 11/1/19
« on: September 15, 2022, 09:46:21 PM »
just picked starsector back up after a long hiatus. VERY sad to see my favorite mod isnt up to date with the current game version.

PLEASE come back to me! i need tiandong in my life!

Pages: [1] 2