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News:

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

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Messages - Godvana

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16
0.95 is the first time I used HMI and boy am I glad I did. The Domain Resurgent stuff and dealing with the Spooky bois is the most fun I've had in Starsector next to Vayra HVBs. I hope you do some more story-type content in the future, there aren't many mods that do it and I think Starsector is a great platform for it.

10/10 mod

Oh yeah, and the faction is nice too  ;D

17
Mods / Re: [0.95a] SpeedUp 0.7.1
« on: October 11, 2021, 05:44:23 AM »
This should be a vanilla feature, seriously.

Yes. Yes it should. As fun as Starsector combat is, it can also sometimes be tedious. I never though about this before but Starsector actually reminds of the Total War series, which has some nice speed controls. There are a few levels of speed up which is nice for dealing with those battles you know you will win but don't want to rely on auto resolve to deal with, or chasing down enemy units after the battle is won. There's also a slowmo function (which I know this mod has) which is very cinematic and something I'd also like to see put into vanilla.

On a side note I also found this great image of the LWJGL key codes, much more helpful than what's currently linked in the INI, maybe DR could put it in next time he does an update https://i.imgur.com/36vtvkK.png

18
Mods / Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
« on: October 08, 2021, 05:42:51 PM »
Just posting to let peeps know that theDragn has hopefully fixed this in an update (5th Oct), the download is on page 30

EDIT: Just to add, I believe the only file that has been changed is the VayraSector.jar in the jars folder. If like me you want to preserve custom settings and alterations you can just replace the existing VayraSector.jar with the updated one, looks like its save compatible.

Where can one acquire this little JAR update? I took a look on the Discord Channel's "mod updates" section and saw nothing new for Vayra Sector.

Download the file linked by Dragn on page 30 (updated today), delete the old VS jar and extract the new jar from the most recent update in its place. However, its a much better idea to update new mods in their entirety so no new elements of updates are missed.

If you want to preserve settings, a much better method imo is to move the old VS folder somewhere else, extract the new VS folder to mods as normal, then go back to look at the old settings and manually alter the new settings file to what you had previously. A compare tool in your text editor of choice can be of great help in identifying what is different between old and new settings files and what to change. A bit more involved? Yes. Likelihood of new updates being broken? Dramatically lower.

Also, VS updates will be in modded_gameplay not mod_updates, as Dragn isn't officially taking over development

Personally I've edited my VS to remove/alter all her meme stuff spread throughout. Not really to my tastes, so I ran a file comparer and just figured out which files had been changed instead of having to go through and remove all the memes again. That's why I suggest you only need to replace the .jar

19
Mods / Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
« on: October 08, 2021, 01:36:54 AM »
Just posting to let peeps know that theDragn has hopefully fixed this in an update (5th Oct), the download is on page 30

EDIT: Just to add, I believe the only file that has been changed is the VayraSector.jar in the jars folder. If like me you want to preserve custom settings and alterations you can just replace the existing VayraSector.jar with the updated one, looks like its save compatible.

20
Mods / Re: [0.95a] Mayasuran Navy 8.3.5 RC2
« on: October 07, 2021, 07:52:08 PM »
More ship feedback, this time on the updated Nebulosa (M)

- I think its too strong for its OP cost, it gets the prime warship hullmod (better flux, better fighter refits, lower bomber cost, better armour), two fighters bays, and the excellent Avenger cannon only at the cost of 10 OP and a large missile slot. I would restrict the Avenger to the original Nebulosa firing arc (so it cant pass over the bridge) and drop one of the fighter slots.
- As much as I love it, I think the Avenger is also a little op. Personally I would bump its range down to 900. Seems fair considering how versatile it is (like the Mjolnir Cannon)
- Its also possible for me to fit the converted hangar hullmod on the Nebulosa (M), shouldn't be possible as it already has hangars.

21
Mods / Re: [0.95a] Mayasuran Navy 8.3.5 RC2
« on: October 04, 2021, 02:59:03 AM »
I just want to say, the Avenger is so much YES  ;D

22
Mods / Re: [0.95a] Tahlan Shipworks 0.7.4 - Hammerheadererer
« on: September 30, 2021, 02:38:04 AM »
Good to know, thanks

23
Mods / Re: [0.95a] Mayasuran Navy 8.3.5
« on: September 29, 2021, 10:48:20 PM »
Looking forward to the new update, definitely in my top 3 faction mods along with Kadur Remnant and Tiandong.

Ship balance wise I feel like the Argentavis is a little to expensive for what it does, it seems to suffer with flux shortages with 4 medium guns, its elongated shape makes it hard to avoid damage which further compounds on to the aforementioned flux issues and with a cost of 15 id rather just have a light cruiser in its place like the Falcon or the Tahlan Phoca, both of which cost the same. Just seems like it has a bit of an identity crisis; to big to function as a destroyer, too small to function as a cruiser. But that's just my opinion.

24
Mods / Re: [0.95a] Tahlan Shipworks 0.7.4 - Hammerheadererer
« on: September 29, 2021, 08:57:39 PM »
Is it save compatible?

25
Mods / Re: [0.95a] Mayasuran Navy 8.3.5
« on: September 22, 2021, 05:53:20 AM »
I think you're probably right on VS being the issue, I think the Hegemony is a little too strong.

26
Mods / Re: [0.95a] Mayasuran Navy 8.3.5
« on: September 20, 2021, 06:18:34 AM »
I think the Mayasurans might need a early game buff, they always get steamrolled by Hegemony

27
Mods / Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
« on: September 14, 2021, 07:09:26 PM »
Why didn't you just post the download link directly? Anyways here it is with the message posted. (1,000,000 thanks for the news though!)


I didn't post a direct link because I believe its against this forum's rules. I don't think anyone actually cares though.  ;D

28
Mods / Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
« on: September 13, 2021, 09:36:09 PM »
There is a 0.95 bootleg now available for Vayra's Sector on the unofficial discord

https://discord.com/channels/187635036525166592/512356777451323393/886819552133013504

Apparently the creator has permission from Vayra to release it, but this is not an official release by any means. Use your own discretion when deciding whether or not you should use it or wait for an official release and do not complain to Vayra if this bricks your game. As with any VS release you will have to start a new game.

That link is useless it's a channle link it will go nowhere you need to put an invite or a name so we can track it down our selves it can only be used by people who have access to the discord in question.

You will probably need to join the Discord first, see: https://fractalsoftworks.com/forum/index.php?topic=11488.0

29
Mods / Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
« on: September 13, 2021, 07:10:00 AM »
There is a 0.95 bootleg now available for Vayra's Sector on the unofficial discord

https://discord.com/channels/187635036525166592/512356777451323393/886819552133013504

Apparently the creator has permission from Vayra to release it, but this is not an official release by any means. Use your own discretion when deciding whether or not you should use it or wait for an official release and do not complain to Vayra if this bricks your game. As with any VS release you will have to start a new game.

30
Mods / Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
« on: September 03, 2021, 12:23:36 AM »
0.95 has been out for over 5 months, I hope this mod isn't vapor, or that she permits someone else to update the mod.

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