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Messages - SirStargateur

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Mods / Re: [0.95a] Automated Commands
« on: September 22, 2022, 06:59:20 PM »
same the mod look to do nothing expect have hullmod? It's doesn't look that like to work as Automatic Orders did, you are force to use hullmod to this have any effect. That mean for every ship in your fleet you need to add these hullmod. That very not automatic.

2
Mods / Re: [0.95.1a]Carter's Freetraders - V 0.7 - 09/14/22
« on: September 22, 2022, 09:48:07 AM »
Play for ~15 hours with this, Very very strong, maybe too much, Heavy railgun is overpower, freebooter is overpower insane tanking and dps and cheap, some CFT mod are overpower like "missile storage expansion" combined to "expanded missile racks".

I love it.

3
Modding Resources / Re: [0.95.1a] GraphicsLib 1.6.1
« on: September 20, 2022, 08:23:49 PM »
Well I was writing a long post to explain my problem with the mod intil I was forced to hard restart my PC cause the mod make starsector going crazy, so here the short:

- RTX 3070 Ti
- vsync disable
- main menu of game is lagy as ***, didn't try to start a game it's was just too lagy
- mod lazylib + graphiclib only are activated
- the log https://cdn.discordapp.com/attachments/312923740616917012/1021983528994476083/starsector.log
- "enableShaders":false make problem go away

FIX:

 - do not use nvdia fps limiter settings look it's also make starsector bug (really disable vsync and this just for starsector make no sense all my other game run perfectly)

4
Mods / Re: [0.95a] Pulse Industry
« on: September 17, 2021, 09:25:13 PM »
Minster-class Ultra-Heavy CapitalShip is more weak than any other capital ship I have cost me 3_500_000 credits to buy, cost 75 to deploy, no discount mod to allow put weapon on slot, is not clear, reactor is weak.

In my opinion for 0.95a balance it's useless.

You said it's a exploration ship ok, but 6 of burn speed ? it has a very combat system (probably overpower), have a lot of mount of weapon, cost 75 de deploy, have operation center, etc, I mean everything is mean for combat, but it's an exploration ship that is slow and cost a tons of resource to maintains ?

5
Mods / Re: [0.95a] Unpack Blueprints
« on: September 14, 2021, 08:37:38 PM »
Doesn't work well with some mod probably, I was having a blueprint that never "depop" and so could generate infinite number of blueprint.

6
Mods / Re: [0.95a] Adjusted Sector
« on: August 29, 2021, 06:25:55 AM »
How does this interact with Galatian Academy quest ? Is it compatible ? Cause Nexerelin disable the quest if we use randomize sector generation. (I actually didn't know that in my previous run that explain why I didn't understand much about this new story thing).

I want to use your mod cause I getting tired of hyper storm that really I HATE, no sense in science and annoying gameplay (IMO). Would like a simple mod that just remove hyper storm... I didn't find any option core settings.

7
Mods / Re: [0.95a] Supply Forging 1.41
« on: August 27, 2021, 09:00:30 PM »
I would love see this mod require to "link" a nanoforge to a ship instead of just "having them in inventory", with potentially adding some "industrial support" ship, the game really need more option for salvaging ship.

8
Mods / Re: [0.9.1a] Hostile Intercept (and Autopause!) 1.3.1
« on: March 13, 2021, 01:08:12 PM »
Would be nice to have the option to not pause if the fleet is very weak compare to our fleet

9
Mods / Re: [0.9.1a] Transfer All Items v1.1 (2020/01/10)
« on: February 24, 2021, 07:51:09 AM »
This feature should be in base game. Have a hack way using pixel to do this is not nice.

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