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News:

Starsector 0.96a is out! (05/05/23); Blog post: Colony Crises (11/24/23)

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Messages - Deageon

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1
Mods / Re: [0.96a] Emergent Threats v0.2.6
« on: October 24, 2023, 03:57:34 PM »
Just a little curious, does this mod happen to mess with automated ships' base level CR when in a player fleet (with the autoships skill, obviously). I've been having my autoships stuck at 50% CR for a bit now, and I'm trying to suss out what's causing it. This is with a single Lumen, so, I'm not over the DP limit.

2
Mods / Re: [0.96a] Emergent Threats v0.2.6
« on: October 08, 2023, 09:34:48 AM »
Finally snagged myself two of the LG Gemini-refits. Pretty interesting stuff, while they're a bit top-heavy DP and supplies wise, their damage focused style to fighter strikes is greatly appreciated. Especially when the crew requirements aren't all that bad.

3
Modding / Re: [0.96a] Epitaph Frost
« on: October 02, 2023, 08:12:53 AM »
ngl I kinda liked it more when the vestige ships would occasionally pop up in remmie fleets. the system of their own makes sense but, even with the bar event, it's a little ... isolated.
I can see why it'd be like that. Not sure how to give them more of a campaign presence. Maybe some Domain-Exploratorium Probe-like things you have to fight guarded by vestige or low / medium danger systems for them to spawn in.

If you want the vestige ships back you can go to EpitaphFrost\data\world\factions\remnants.faction and delete all the #s I put to comment the vestige out and that should probably get them to spawn in Remnant fleets.

Re: fixing procgen overwrite: Tried to fix it, solution didn't work, gonna need to put down some time to figure it out.

both of those ideas could be pretty neat, perhaps keeping the current system in place as like a ... high-high level, guaranteed "go here if you wanna get into a brawl" option for people seeking the ships out in larger quantities? so like say someone really wants to risk their fleet to hunt for the cool vestige weapons.

4
Modding / Re: [0.96a] Epitaph Frost
« on: September 30, 2023, 02:44:17 PM »
ngl I kinda liked it more when the vestige ships would occasionally pop up in remmie fleets. the system of their own makes sense but, even with the bar event, it's a little ... isolated.

5
Mods / Re: [0.95.1a] Seeker - Unidentified Contact 0.53rc1 (2023/02/27)
« on: September 26, 2023, 03:10:20 PM »
I recompiled all the Seeker java scripts, fixed MagicLib import calls and methods to use the newer ones(fleet/captain spawning were using old methods). As far as I can tell everything functions as it should. Changed some hull probabilities so factions don't get spammed with Seeker ship designs. This should function in 0.96 without issue, at least I haven't had a crash so far.

https://drive.google.com/file/d/1Q7GWZMN5LYWSXPx4WZ1aaspmKizxXQoz/view?usp=drive_link

I'm also trying to update Scy Nation but the Phased Mine Torpedo crash is really hard to figure out...

just FYI, scavenger fleets still seem to be completely swamped with Seeker ships. Stuff like the Malet and it's bigger cousins pop up an insane amount.

6
Mods / Re: [0.96a] Pirate Mini Mod (1.3.1)
« on: September 26, 2023, 12:32:25 PM »
Just wanted to note, the Pirate Hullmod seems to actually not be decreasing flux cap or dis, at least in my experience. It adds a single point to each, which is weird. The *** up hull and armor works wellthough.

7
Modding / Re: [0.96a] Epitaph Frost
« on: September 21, 2023, 08:11:58 PM »
Did all the Greeny Boys ships get hit with a minor nerf bat or was it just the boxy frig, cause they all seem a little nuts given the 300% armor regen thing.

8
Mods / Re: [0.95a] Kadur Remnant 3.2.3 - life support 2021-03-27
« on: September 21, 2023, 08:09:41 PM »
So, I tried the fix mentioned, but a good chunk of the Kadur missions (1 2 3 and 6) still don't work at all. Any way to unfuck these myself?

9
Modding / Re: [0.96a] Epitaph Frost
« on: September 13, 2023, 02:15:37 PM »
alright, having finally encountered some of these bastards, they're ... a little bit overtuned. like, getting focused by half my fleet and the boxy frig is barely getting scratched level of overtuned. Still very cool to fight, but whew, *** they're tough little ***.

10
Modding / Re: [0.96a] Epitaph Frost
« on: September 02, 2023, 03:53:03 PM »
sick! they look pretty cool, would like to have more encounters with them when i get back into the game. also, the flourescence ship's description seems to have been halfway deleted.

11
Modding / Re: [0.96a] Epitaph Frost
« on: August 30, 2023, 05:05:12 PM »
how rare are the greenish ships that can pop up in REDACTED fleets, anyway? same goes with their weapons, do they always come fully kitted out with those?

12
Mods / Re: [0.96a] LOST_SECTOR - Exploration and quest content
« on: August 06, 2023, 07:23:28 PM »
Does this mod happen to add a "??? Cache" to a random proc-gen system with a trail of derelict ships leading to it, way out in the fringes?

13
Mods / Re: Thog's Domain (THG) - More Explorarium Drones
« on: July 24, 2023, 01:17:32 PM »
good mod, download it NOW!!!

:) it has nice fighters to be attacked with when you fight derelicts.

14
Modding / Re: [0.96a-RC10] Yoshgramm-wen Yards v1.0.1e
« on: July 14, 2023, 06:41:21 AM »
I do have to say, the small missile CMPG or whatever seems a ... taaaaaad bit overtuned. In terms of sheer burst amount coupled with the damage each missile does. While the short range does help, they are pretty usable as just close in strike weapons to very good effect, especially when you've got say multiple of them mounted.


15
Modding / Re: [0.96a-RC10] Yoshgramm-wen Yards
« on: July 06, 2023, 01:55:50 PM »
Well, it does give them a bit of a Signalis vibe, at least without the fuckin horror aspect lmao.

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