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Messages - n3xuiz

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166
General Discussion / Re: a good frigate / small ship
« on: January 18, 2020, 01:10:10 AM »
wow thanks. i'll look into your suggestions. i'm very bad at piloting but now is as good a time as any to get better.

167
General Discussion / Re: a good frigate / small ship
« on: January 18, 2020, 12:08:45 AM »
lol i just 2 minutes ago got a cabal tempest :)

168
General Discussion / a good frigate / small ship
« on: January 17, 2020, 08:53:24 PM »
the way i've played starsector is rush through the early game and go for bigger and better ships. before mods that meant onslaught and paragon. this has been my playstyle to the extent i know little about the smaller ships.

i am looking for a small ship that i can deploy and that can hold its own in battle. i saw some on streams but i can't recall their names.

my modlist
if you can recommend any that are small and deadly (and if possible also can stay in the fight for more than a minute) that would really help me round out my fleet. because i have everything else now i just need a fast ship that can pick off the things my battleships are too sluggish for.

169
i am in a system with only my planet and nothing else. also far away from the core. but now i'll just conquer all worlds for AI research mandate and try to ignore the bug as best i can  :'(

edit: i hardy ever trade on the black market. for example in my home system with only my planet i can't even trade on the black market.

edit2: i do have my colony set to freeport though. not that that should trigger such behavior. just that i usually don't do that.

170
i have a lightly modded game running on my laptop (since its not really designed for games) and now my own system patrols keep trying to scan me while i'm in orbit around my planet.

my transponder is turned on.

also i sometimes loose relationship with the captain because they think i'm smuggling. a message sometimes goes like "suspicious cargo detected" even though the only items i have in my inventory are supplies, fuel, crew, marines and heavy machinery none of which are illegal afaik.

sometimes i leave my fleet in orbit just to pass time and get some money. during that time i have the infinitefuel and infinitesupplies turned on so i can safely go afk without my fleet blowing up.

my modlist:
Spoiler
Autosave (v1.1)
Console Commands (v.3.0 WIP 7.6)
GraphicsLib (v.1.4.1)
LazyLib (v2.4e)
MagicLib (v.0.2.8
Portrait Pack (v.1.5)
SkilledUp (v1.1)
SpeedUp (v0.6)
Version Checker (v.2.0)
Kadur Remnant (v.3.04 vs v.3.1)
Starship Legends (v1.3.1.3 vs v1.3.1.4)
Vayras Sector (v3.1.1 vs v 3.1.2)
and the Ultra Drive Field Stabilizer mod i requested some time back (http://fractalsoftworks.com/forum/index.php?topic=17550.msg276578#msg276578)
[close]

my save:
https://www.dropbox.com/s/082vivrndoqywtb/save_lindseycallisto_1957776184685993825.7z?dl=0
my starsector.log:
https://www.dropbox.com/s/6pqxixqy21bile4/160120_starsector.log?dl=0

edit:
a screenshot from a scan:
https://www.dropbox.com/s/zzxbb5u68ynrv8f/170120_cargo1.png?dl=0
and then of the inventory just after:
https://www.dropbox.com/s/izl6x7t7r7b6zva/170120_cargo2.png?dl=0

edit2:

also happens with a new savefile with the same mod loadout only now i am comissioned (with AI research mandate) and i actually take hits to rep (which is thankfully impossible with the player faction). its at the point where i go out of my way to avoid my allies because they might scan me. annoying really..

171
General Discussion / settings.json questions
« on: January 15, 2020, 02:32:28 AM »
i've been looking at the settings.json file and have some questions:



"oneClickJumpPoints":false
does this mean i don't have to confirm every time i try and go through a jump point. because early game its important because the danger of enemy fleets but in the endgame its just tedious.


"compressSaveGameData":false
can i turn this on? seems to me that it would be nice to have it save faster since i run a bunch of mods. is the warning below it related to the compressed save or the "enableScriptCaching":false? because from the spacing it seems to be the latter.


"maxCombatZoom":2.0
i once accidentally had devmode enabled when starting a battle and i quite liked the idea of being able to zoom out more. as far as i could tell it didn't tank performance. i also used to like supreme commanders feature of being able to zoom out very far. can i set it higher without breaking the game? how far does it go in devmode?


as i said before i run a bunch of mods and some of those also have settings.json files. do i have to change these settings in more than one place for them to take effect?
my modlist

172
Modding / Re: creating a hullmod mod out of the ox ability
« on: January 02, 2020, 02:46:21 AM »
cool thx i'll try it out right now.

edit: it works great! thank you!

  :D

173
Modding / Re: creating a hullmod mod out of the ox ability
« on: January 02, 2020, 01:26:46 AM »
if you can do it so the augmented drive mode gives a fleetwide bonus that would do just fine. just as long as i don't have to install it in every ship.

or make the augmented drive field not cost anything would do also.

174
Modding / Re: creating a hullmod mod out of the ox ability
« on: January 01, 2020, 11:50:43 PM »
i run Windows 10.

as for the tug if i had a mod as i described i'd not use tugs at all so it wouldn't matter if it got broken by the mod.

175
yeah i feel like the best games (indie) often suffer from singlethreaded engines. like kenshi for example. a dev with a great idea but not a lot of money and so you don't get Unreal Engine 16core capable sadly. maybe once the game goes 1.0 and hits steam (or other platforms) it will give the Alex a influx of cash to maybe improve the performance in the long run.

176
Modding / Re: creating a hullmod mod out of the ox ability
« on: January 01, 2020, 09:46:14 PM »
wow really? that would be very nice thank you.

177
Modding / creating a hullmod mod out of the ox ability
« on: January 01, 2020, 07:25:01 PM »
i am new to starsector modding. the only "modding" i have done so far is to make the caliph craftable via deleting some code in the kadur mod.



i have most of the updated faction mods installed and have a fleet full of dreadnoughts and battleships and other capitals in general. now these sometimes have a burn level as low as 6 and i don't want to keep having to use my precious fleet slots for ox tugs (currently have 4) and also not spend 40 points for the enhanced drivefield hullmod.

i want to create a "cheat" mod that is a copy of the tugs special ability but instead it costs 1 point and has idk 10 burnlevel so after installing it i would always have 20 burn level regardless of my fleet ships. and those ships i then could outfit for combat effectiveness instead of overmap speed.



are there tutorials for this or anyone have an idea how i'd go about it?

then finally i'd like this hullmod to be able to install in any ship and have it working in a existing savegame.

can this be done?

178
i wholeheartedly agree. i also read a lot of sci-fi and i enjoy post-apocalyptic / grim future kind of content. also ever since i watched stargate series space battles (and to a lesser extent other shows and movies) i wanted to be able to play that kind of game. i loved Sins of a Solar Empire and Distant Worlds but this is even better.

also Happy New Year to this awesome community thanks to Alex and the whole modding community for making this awesome game even better.

 :)  :-*  ;D

179
Mods / Re: [0.9.1a] Kadur Remnant v3.0.4 - Caliph Cleanup 2019-08-29
« on: December 29, 2019, 04:01:03 AM »
by far my favorite ship in the game is the caliph ever since i captured one in the 1mio. kadur bounty. at first i was sad because taking down that fleet killed most of my onslaughts and my then flagship paragon but soon i'd make the caliph my flagship (after repairing 2.3mio worth of d-mods)

now i want to produce them in my fleet composition. i know it goes against the canon of the mod and it would be insanely OP but still..

i've seen it on a list somewhere aka not eligible for blueprint or some such. can i remove it from that list and then find / spawn in a blueprint for it? or would i have to make more complex modding for this to work?

Vayra if you read this you surely know how right?
anyone else?

edit: also if i did make the necessary changes to allow the caliph blueprint to exist could i use this in my existing savegame?

edit2: managed to find the relevant file \mods\Kadur Remnant\data\hulls\ship_data.csv and edit it so you get the caliph with the kadur capital blueprint. also added it to prism freeport but in over 100 refreshes it never spawned. the ship costs 3mio to construct which is ok since i'm swimming in money anyway in the endgame.

180
General Discussion / Re: build caliph class superdreadnoughts
« on: December 29, 2019, 04:00:55 AM »
you are right. i'll post there and delete this.

edit: or not apparently can't delete threads once posted. guess i'll do better next time.

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