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Messages - n3xuiz

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151
General Discussion / [redacted] craftable mod?
« on: November 12, 2020, 09:22:38 PM »
i'm currently playing a save with tons of faction mods (some of which already add OP stuff) so i was wondering if there is a mod that can make the [redacted] ships craftable so i can add them to my system defense fleets. i know they are not meant to be used as player ships but i already run dozens of alpha cores governing my planets might aswell go full AI War part 2..

if something like this doesn't exist can someone make it? i barely edited some of the mod csv files so this is beyond me. also if i had such a mod i could add it to a running game right?

152
nice i'll try that - thank you!

154
General Discussion / Re: hegemony AI inspection / relationship
« on: February 08, 2020, 11:36:15 PM »
omg thx :)

i guess others have had the same issue!

155
General Discussion / hegemony AI inspection / relationship
« on: February 08, 2020, 10:34:40 PM »
i currently run a save with boggleds terraforming and station construction mod and have sofar about 60 markets and am terraforming the sector. but to finance my dreadfleet with over 150k crew/marines i need my alpha cores. hegemony keeps trying to steal them and i sometimes miss it in the colony threats or the liveticker.

sofar i go console command sr hegemony -200 but due to nexerelin (i think) it slowly drifts toward 0 and eventually peace therefore my colony will just stand aside to allow them to loot my AI cores.



i want to either:

keep hegemony relationship fixed at -100 so i don't have keep resetting it to -100

OR

have a option (that isn't surrender AI cores) be selected by default like i'm okay with bribing them every time they come. i have lots of money but i'd be happy if it was toggled and stayed that way.



is there anything i can do short of making a mod?


my modlist for the save in question:
https://www.dropbox.com/s/pd9yrnjra1duna7/starsector_modlist_enyoeridani.txt?dl=0

edit: i know i can kill them off but i don't want to and they would respawn anyway.

156
Modding / Re: remnant blueprints
« on: February 06, 2020, 03:41:54 PM »
sry should have been more prescise. i used console command mod with the addship command so far.

when editing the ship_data.csv you mean the "vanilla" one in \Starsector\starsector-core\data\hulls?

am i right that would then extend to all saves running from this starsector folder? i don't want that. so instead copy this file into a new folder say remnant_bp\data\hulls and then for the ships / fighter_bps i add the midline_bp to the right location near the end where there is only ,,,, now?


at any rate i'll backup everything and try it.

thx!  :)

157
Modding / remnant blueprints
« on: February 06, 2020, 01:40:25 PM »
for my new playthrough due to RP reasons i need to be able to build the remnant ships.


so far i've spawned them in for my player controlled fleet but now i need blueprints for the system defense fleets. is there a mod that does this and can be safely added to a existing save?

158
Bug Reports & Support (modded) / Re: crash: Fatal: Index: 1, Size: 1
« on: February 05, 2020, 03:45:32 AM »
its cool i wanted to post it just because..

i could reload and play afterwards so its no big deal.

160
General Discussion / easily see dead factions in intel screen?
« on: February 04, 2020, 08:44:59 PM »
i'm playing currently with mods that put the total factions (after a few cycles ingame ~235) at 37. now i like to play very long games and i run nexerelim so the factions go to war against each other constantly. i also always check the faction respawn because the vanilla starsector felt too empty faction-wise to me.

so then sometimes factions get wiped. they are supposed to respawn. but if the resurgence fleet or whatever the event is called gets destroyed they sometimes don't respawn on their own again. happened to hegemony and a few others in my last save.

now with those 37 factions if i were to miss the "faction xyz has been destroyed" message i'd have no idea which faction was missing.

in the intel screen most (all?) messages seem to be archived so is there a section where i can easily see which factions are missing from my game if i have i.e. only 35 (of the 37) left?

161
Bug Reports & Support (modded) / Re: getting error loading my save
« on: January 23, 2020, 09:23:52 AM »
OMG you fixed it!

THANK YOU!

i had already given up on this save and was grumpy all day because it had corrupted.

 :) :D

162
Bug Reports & Support (modded) / getting error loading my save
« on: January 22, 2020, 11:37:10 PM »
i have a modded game with about 40 mods

and now when i try to load i get an error in the main menu:
https://www.dropbox.com/s/b2u7n5syht5f0qo/230120_screenshot003.png?dl=0

starsector.log:
https://www.dropbox.com/s/ic4u8m830uxz8zj/230120_starsector.7z?dl=0

savegame:
https://www.dropbox.com/s/3b8dik2o113pzzj/230120_save_enyocote_8970592327689169301.7z?dl=0

my modlist

sorry but since i can't load the game i'm not sure exactly which mods are not up2date i'll make a better modlist sometime soon.

also i have had this happen before. back then i was too lazy to post but could start a new game with the same mod folder no problem.


edit1: made a modlist by copying what is written in the version checker:
https://www.dropbox.com/s/k1fzh93qn5qc1fw/starsector_modlist_230120.txt?dl=0
is there a better way than to write down everything by hand? because i'll problably make some mistakes at some point also i'm lazy.

163
General Discussion / Re: orbital ring and planet conditions
« on: January 19, 2020, 12:11:53 PM »
i'm adding it ingame but i guess the sprite that is displayed on the system map is another entry in the savefile? idk anything about starsector save editing sooo...

maybe i can upload my savegame and someone knowledgable on the subject can edit it so the ring shows?



my save:
https://www.dropbox.com/s/4a0tw066wg5i9v4/save_EnyoCote_8970592327689169301.zip?dl=0

164
General Discussion / orbital ring and planet conditions
« on: January 19, 2020, 01:41:50 AM »
i recently started experimenting with planetary conditions and changing planets using console commands. the way i play at the moment is i just want one perfect planet and then i make a grand fleet to destroy my enemies. the huge cost of the crew and marines usually offsets the income i get.

so i add a orbital ring to my planet. but it doesn't show up except in the top bar where the conditions are. i'd like to "refresh" the planet image so it does just like nauvis and that one coalition world.

in a savegame with hardly any mods except console commands and a few utilities changing planets like arid to jungle instantly changes the image of the planet but not in my current save (with lots of mods).

my modlist

any idea how i get the ring to show up or is that just not possible?

165
General Discussion / Re: Need help with a UI issue
« on: January 18, 2020, 04:07:32 AM »
in the beginning this bothered me. now i automatically press f -> look at the stats -> esc and continue..

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