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Messages - geminitiger

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16
General Discussion / badly modded help chats
« on: February 06, 2022, 01:21:53 AM »
Anyone who is playing Starsector longer than a month is probably doing so because of the work of modders, so thanks for that, but..

My mod list is sitting at about 30, so I really have no idea what mod is responsible for this but I'm a little triggered by the help chats, I'm thinking it's not just one mod responsible either because basically I'm always getting some nonsense.

"You should read ___________"
"Learn to use your fists don't trust the police to help you"
"Don't pay your phone bill"
"Sell all your blueprints to black markets (insert long *** reason here,paraphrased)"
"Google Murray Bookchin"
(I did, he's an Jewish American anarcho-communist from the last century.. yawn, don't care)


I would really like to know where these help things are located in a mod so I could strip them out, and would like to see mods like "what mod is it" identify where a help tip comes from to make the process of identification easier.

Finally I'm guessing most mods don't insert rubbish into the tool tips and I appreciate that very much, because there is actually some stuff to learn there.

Those modders who feel necessary to push your politics or agendas into games, please be kind enough to include a warning in the description of your mod.  ;)



 

17
Mods / Re: [0.95.1a] Everybody Loves KoC
« on: February 03, 2022, 06:04:12 AM »
"Everybody loves koc."
 :o

18
Suggestions / Re: Are you sure you want to continue overloaded?
« on: February 02, 2022, 06:55:24 AM »
Not recently you haven't; it caps at 50 extra consumption now.
I'm still playing 95a because I got all the mods worked out for it that I wanted, but even after posting this I docked some ships and forgot to reduce crew and was charged 688 supplies before I could blink.  Are you saying that doesn't happen in 95.1?

I was thinking that a really good solution to this would be a speed reducer for encumbrance just like most rpgs handle it. Going slower would cost the same amount of supplies/fuel so it would be something to avoid, but not something that is a

GOTCHU SLEEPING BIOTCHHHHHHHHHH

19
Suggestions / Are you sure you want to continue overloaded?
« on: February 01, 2022, 09:51:05 PM »

There is literally no time ever where anyone is going to fly around with too many rocks on purpose literally killing your entire chance of survival past the week because suddenly your using up 10x your normal supplies because after playing for 10 hours you accidentally clicked on a stock of rocks and now your basically dead.

A confirmation of attempting suicide in this manner would be super good.




20
I quit playing for awhile and now I've started up again and I'm looking for a specific industry or production building that gave small amounts of a variety of goods (like either 1 or 2 units only of 3 different things) that was pretty clutch in my last game but for the life of me I can't find/build it, also I'm not sure if it had some specific requirement, I don't recall that it did. Any help would be appreciated. (Apologies if it's not related to this mod, I'm under the impression it is, but IDK)

21
Mods / Re: [0.95.1a] Unknown Skies v0.43 (2021/03/27)
« on: January 31, 2022, 09:58:09 PM »
Sorry if you already answered this, but is this mod compatible with existing saved games?

No, this mod changes the creation the sector, something that happens at the start of a new game.

22
General Discussion / Re: A list of myths and misconceptions
« on: October 05, 2021, 06:44:59 AM »
I've got enough fuel to go to the far end of the Sector to explore and come back here
absolutely

23
Mods / Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
« on: September 30, 2021, 09:03:37 PM »
I've been told the small fleets that hover around planets outside the core systems are from this mod. Can someone spoiler me about the purpose of these guys? Is it just flavor? Right now I'm looking at a small planet with 4 of these fleets, "Howard's Fleet", "Ganymede's Fleet", "Cleveland's Fleet","Rosi's Fleet". Just random names, but they are always hostile? Should I kill them? Is it quest related?

24
Mods / Re: [0.95a] Nexerelin v0.10.3c "SpaceLand Battle" (update 2021-09-18)
« on: September 30, 2021, 07:32:02 AM »
If you set off a transmitter trap while salvaging, this may attract hostile Remnant fleets. Fighting with them will ruin your rep with Remnants (due to a vanilla bug; they're supposed to have reduced rep impact), so try to avoid them.

Yeah that's the other odd thing, it says I can either engage them (and warns me I'm neutral with them and going to loose rep) or I can use a storypoint. feelz bad man.

25
Mods / Re: [0.95a] Nexerelin v0.10.3c "SpaceLand Battle" (update 2021-09-18)
« on: September 29, 2021, 11:51:48 PM »
I get a somewhat odd behavior when in Remnant systems, 90% of the time it's cool as cucumbers because I'm at something like 9 rep with them, but once in a while one of the fleets usually an Ordo decides to persue me after otherwise flying around in a system with several fleets with no problem.  I don't know if this is the intended behavior or what, would like to get some insight on the matter though, if any insight is to be had.

26
carriers, cruisers, destroyers, frigates, missile boats, corvettes and phase subs


27
How would I change the required 20,000 metal requirement for a Hypershunt?

28
Mods / Re: [0.95a] Grand.Colonies 1.0.c - More Building Slots
« on: September 26, 2021, 05:39:41 AM »
If you have building on page 2 and delete and building on page 1, it doesn't remove the "cramped penalty" for having too many buildings. (Something I didn't realize about this mod lol) Anyways, I had to delete an a building on page 1, so that it was 1 under max on the first page before the penalty for being cramped went away, after that I rebuilt the last building on page one and it was ok.

29
Mods / Re: [0.95a] Volkov Industrial Conglomerate 1.3.3
« on: September 25, 2021, 02:10:57 AM »
I'm honestly not a huge fan of how fragile these ships are.
As you say the ships are beautiful, but don't measure up to any tier of other ships lines, I tried to run with light fleet of vic ships and a heavy fleet of vic ships and both ended in disaster. I'm neither a master of starsector or ship combat, but I have to agree, they could use a buff all around. 

That mod itself adds a lot of flavor, I love their system, I love the look of their ships and will keep the mod around for that, but sadly I can't find a place for them in my go-to fleet. The Oriax is fairly good, but at 45dp there is a lot of good choices for ships, the smaller ships just seem to go boom.

It's also quite possible that in the hands of a more skilled captain these fast ships are OP.  ;D ;D



30
Mods / Re: [0.95a] Tahlan Shipworks 0.7.3 - Hammerheaderer
« on: September 24, 2021, 09:30:04 PM »
...
Thanks. Since I went from like 6 mods in version .91 to 40 mods in .95 I'm unfamiliar with too much, I restarted in .95 after a couple days when Vayla's Bootleg was released and also got ship and weapons pack, and really it's an amazing amount of stuff going on. I'm going to use the BP to fund a library of capitals so I get to play with all of it.  ;D

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