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Messages - BreenBB

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61
Speaking of UI, adding new altitudes is easy apparently, but its now have only one skill in it:

62
Interesting its possible to edit UI? For example I want add some skill as new one, without overwriting, but then skills kinda don't fit the screen:

63
Modding / Re: Mjolnir alteration causes crash?
« on: December 16, 2021, 01:48:53 PM »
I suggest using notepad++

I suggest not using this either, its very unhandy to edit csv files with text editors, its better to download some dedicated csv editor like Ron CSV editor, its both kinda simple and lightweight, this will greatly reduce change of making mistakes, since it will displayed as nice table with columns and rows.

64
Mods / Re: [0.95a] The Xhan Empire, version 2.2.2 Plans Set in motion
« on: December 15, 2021, 01:29:27 PM »
Became my always enabled faction mod (kicking out DA of its place), absolute must-have!
I've never seen Divine Gift during my playthroughs. Considering its prerequisite, does it trigger at all (since max player level is 15 or sth)?

You need either Vayra Sector or Bounties Expanded to make it appear, if you have, but still never seen it, try increasing quantity of max HVB's in Vayra or Bounties mod, since originally only 3 HVB's can exist at same time, new HVBs will only spawn if you kill existing HVB fleet, alot of mods adds many HVB's and you can can be just unlucky with bounty probability because of that, so you can increase odds of finding it if you have more bounties at same time. Also I see this ship regularly in Prism Freeport too.

Peplat Really cool update! Interesting, will United Pamed have more love in future updates? They have not much stuff yet, but their ships are great! Especially Carillon Cruiser and Urodelan Destroyer, I really like to see United Pamed Capital Ship, since they don't have one, and I really like how they are powerful too, please don't nerf them, Cruiser which have same DP as Onslaught should wreak faces.

65
Modding Resources / Re: [0.95.1a] LazyLib v2.7b (released 2021-12-10)
« on: December 15, 2021, 12:21:59 AM »
Getting an error when attempting to engage a Domain Era Cryosleeper Guardian.

Judging from log, its Archean Order issue, Flux Converter its its subsystem for it. Probably its got broken due new update, post this log in Archean Order topic.

66
Well, are you serious? You will get stuff like that:
Spoiler




[close]

Don't expect AI to produce something good yet.

67
Mods / Re: [0.95a] Automated Commands
« on: November 27, 2021, 11:32:49 AM »
You can already make a steady officer aggressive, (or an aggressive officer reckless .... or steady) by spending a story point. (and the story point is completely free .... 100% return)

This doesn't work at AI Cores, they have fearless AI regardless everything.

Also about AI ships, I didn't meant NPC fleets, I meant Derelict or Remnant drone ships which can be recovered with Automated Ships skill where you can assign only AI Cores as officers, which always have fearless personality.

68
Mods / Re: [0.95a] Automated Commands
« on: November 25, 2021, 10:35:57 AM »
About personality overrides, they work on AI ships? Cores also count as officers. If not, I hope what you will add options to make it override officer personality, I think its good to make two options actually, one for human officers and second for AI Cores.

Also another idea, is make personality override hullmod partially affect officers, I mean if you add to steady officer reckless hullmod he become aggressive, but not reckless, same with other officer types, if you add steady or timid hullmod to reckless officer he become aggressive, but not steady or timid.

69
Announcements / Re: Starsector 0.95.1a (In Development) Patch Notes
« on: November 08, 2021, 03:16:28 AM »
About modding suggestions, I think good idea is expand .skin files, add ability to set style for ship itself, and ability to override stats like Flux Vents\Cap, HP, armour and speed. Also I'd like to have ability to change ship OPs through hullmod too.

70
Mods / Re: [0.95a-RC15] Fast Engine Rendering v1.1.0 - Combat FPS Booster
« on: October 12, 2021, 12:06:50 AM »
Do you have plans making something like that for other effects? I found what all these jitter effects badly affects performance too, especially when they applied to fighters like Targeting Feed does, big battles with alot of fighters is just turn battles into crawl.

Also about graphic features, interesting how about idea to overlay color on ship or weapon sprites using masks? Like many multiplayer games do with skins, instead of premade textures of ships with different color they overlay its on top of the texture, main plus is what that uses much less resources, and still its good idea to make all ships in player fleet match each other.

71
I got crash in Manchester when I salvaged one of stations which says what hmi_fighteritu is not found. I checked in mod folder, while hullmod hmi_fighteritu removed from hull_mods.csv its still present in source files and in hmi_shell.ship.

72
Mods / Re: [0.95a-RC15] Fast Engine Rendering - Combat FPS Booster
« on: September 15, 2021, 12:52:02 AM »
Game definitely needs more mods like this.

Also small offtop, interesting how work on Pearson Exotronics are goes?

73
Modding / [0.95a] Fixed Doom
« on: August 28, 2021, 02:03:11 PM »
I heard alot of complains what Doom mines are unbalanced, so I made quick mod which fixes that issue: https://i.imgur.com/fw31SQB.jpg

Link: https://files.gamebanana.com/bitpit/zz_fixed_doom.rar

74
I'm most interested in seeing someone create a subsystem mod, and the sooner the pillars of the modding community get into it the sooner someone like me (only not me lol) will make something standalone that can be added to anything!

I thinking about subsystem mod too, sadly I don't know how to create such, make all subsystems as equipment which you can remove and add to another ship, also this can be expanded to reactor, armor, shield and engines, and make all ship hulls basically a hull, low tech, high tech, no matter - its depends on installed equipment.

75
I have to say I really like these - especially the Onslaught and Aurora. The Onslaught because of the facing and how it now better matches the Legion bay style. Where did you get these? Do I need permission from anyone? HMI is Hazard Mining Incorporated, correct? I'll send a PM to King Alfonzo.

The only one I likely won't go with is the Paragon. That's mostly because I intend upon increasing its bays to 6 instead of 4 and that would be too small of a bay to make visual sense.

From work of other people I only took hangars from Hazard Mining Incorporated pirate HWB Onslaught, I liked how bays are placed on it, so its doesn't alter the overall shape, Aurora bays are your work from AO Tempest, I don't know, maybe put armor at the top of the Hangar. Also sprites might be not very clean, but I'm not skilled at texturing, maybe they need some improvements, like how hangars blend on Aurora with the ship.

About Paragon, I replaced it circle because I liked perfect circle in middle from vanilla sprite, in AO its a bit messy, maybe as idea is copy that hangar which I leaved, and put it on sides of the circle, so Paragon will remain its design overall intact?

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