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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Messages - Aldazar

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1
Mods / Re: [0.95.1a] Special Hullmod Upgrades v1.2 - New Update!
« on: November 04, 2022, 01:08:43 PM »
Will Legio actually end doom stacks at me? I need to see my overpowered system defense forces be tested truly.  8)

2
Mods / Re: [0.95.1a] Gundam UC Mod v0.3.2 0080 Another QuickFix!
« on: October 30, 2022, 03:30:22 PM »
If you return I think the EFSF crew commission is reversed and it instead increases instead of decreasing.

3
Modding / Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72g1dc_exp
« on: October 28, 2022, 05:58:22 PM »
I'm on the experimental branch but for what ever reason even testing a new game with only uaf and its requirements if I try to interact with the queen and when I leave and go back to the menu she's gone.

Edit: Tried reinstalling nex and it works she doesn't poof. I swore I didn't touch nex settings yesterday but I think it might do with increasing contacts or bar events. Will test more but that is ultra weird.

Update: I had nex faction ruler option on and that actually just messes it up. Removing that option fixes my problems.

4
Modding / Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72g1dc_exp
« on: October 28, 2022, 03:58:15 PM »
Can we be allowed to gain access to submarkets from being in a Alliance? I can't get the faction stuff to work as the queen and important characters just disappear from contacts.

5
Modding / Re: Arthr's Faction Blender & Pirates but Epic
« on: October 27, 2022, 01:19:24 PM »
Right, thanks for the help guys. I will admit I'm not fully 100% committed to this little shitpost mod but I have received enough information to have a sort of hunch where to look to make it more compatible with more mods. Expect an update within the next month maybe at worst.

Hey it's actually cool since depending on mods, new game starts will not be as interesting if you end up using all limited bp and not giving them to pirates. Speaking of that can you add pathers to the pirate part as a submod with them?

6
Mods / Re: [0.95.1a] Better Colonies 1.86
« on: October 25, 2022, 05:10:18 AM »
Is it possible to get the luddic shrine npc again? I want free salvage in my system.

7
Modding / Re: [0.95.1a] Calvera Custom Star System 1.0.1
« on: October 22, 2022, 11:42:52 PM »
Getting save corruption with the newest industrial evolution installed. I think it has to do with the new artillery stations.

8
Mods / Re: [0.95.1a] Gundam UC Mod v0.3.2 0080 Another QuickFix!
« on: October 21, 2022, 04:40:35 AM »
I think the author is MIA. Damn I was hoping the stations would get fixed since they don't appear.

9
Mods / Re: [0.95.1a] Gundam UC Mod v0.3.2 0080 Another QuickFix!
« on: October 15, 2022, 05:46:10 PM »
Can't wait for the feddie stuff after the OYW.

10
Bless. I know you're a busy person and it's not up to you to fix other mods comparability I'm so glad you fixed the hullforge crash since I love running with ships I buy from the market/salvage.

Also is it possible for players to build artillery stations/minefields?

11
Mods / Re: [0.95.1a] Adjusted Sector
« on: October 08, 2022, 11:07:26 PM »
Does ruins actually take any constellations or does it share? I noticed the last 25 playhtroughs ruins can be in systems with derelicts and remnants/sad/BB.

12
I would love a option to have both normal built in and progressive system. Mostly for using sp for logistic ships while having the system for combat ships and most definately AI.

13
Mods / Re: [0.95.1a] Quality Captains: A Skill Rework v1.1.1
« on: October 07, 2022, 02:52:44 PM »
What does DC_USE_HIT_NULL, CONAV_PTS_FOR_HULLSIZE, WP_ALLOW_ALL_FLANKING do excatly?

15
Modding / Re: [0.95.1a][WIP] Gensoukyou Manufacture v.0.6.0_rc6 [EN]
« on: October 06, 2022, 05:09:06 PM »
Any news for translation update for .62?

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