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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 - Nick XR

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16
Blog Posts / Re: Salvors in the Ruin, a digital painting story
« on: October 30, 2023, 04:50:12 PM »
Wow.  That's so impressive!

17
Mods / Re: [0.96a] Detailed Combat Results v5.3.3 (2023-05-14)
« on: October 06, 2023, 06:00:35 PM »
Can I somehow turn off the "DCL loaded, press 'L' for aggregation options" message that pops up in the lower left on every game load ?

I too want to know how to do this.

I'll make it configurable in the next release.  It's mostly there to remind people that the data can be aggregated.

18
Mods / Re: [0.96] Cooperative Multiplayer Combat v3.8 (2023-08-26)
« on: October 01, 2023, 06:23:12 PM »
So this allows players to play in combat but do they also show up on the main map?  Is it possible to basically mod in a co op?  Thanks in advance.  :)

Unfortunately not.

19
Blog Posts / Re: Wormholes and Sundry - Getting Around the Sector
« on: September 01, 2023, 09:10:24 AM »
Irrational excitement has been replaced by rational excitement!

Looking forward to how the abyss ties in with lore and what in game NPCs have to say about it.

20
Mods / Re: [0.96] Cooperative Multiplayer Combat v3.8 (2023-08-26)
« on: August 26, 2023, 02:23:20 PM »
Version 3.8 released
 * Updated for StarSector .96a
 * Now uses LunaLib for key configuration

21
Mods / Re: [0.96a] ED Shipyards 2.6.3 (2023-08-24)
« on: August 24, 2023, 11:48:13 PM »
Version 2.6.3
  • Wurgandal buffs: 10% more hull, ~8% more flux dissipation, no zero flux speed penalty, lowered supply usage
  • Newfoundland a bit smarter at activating its anti-missile system

22
Mods / Re: [0.96a] ED Shipyards 2.6.2 (2023-07-18)
« on: August 23, 2023, 09:29:00 AM »
Great feedback.  Here's what I'm currently thinking for changes:

  • Lower minimum rep for mission to 90
  • Rep Penalty/Bonus to 60
  • More dangerous post battle kill fleet
  • 10% more hull
  • 5-10% more flux dissipation
  • Remove Zero flux penalty
  • Maintenance penalty 100%->50%

23
Mods / Re: [0.96a] ED Shipyards 2.6.2 (2023-07-18)
« on: August 22, 2023, 03:23:59 PM »
Thank you for the feedback on the Wugandal!

For the Wugandal acquisition mission, generally speaking it's an end-game activity where the challenge of battling the fleet is supposed to be a fun and unique encounter.  That you give up 1M and take a rep hit at the end of the game is IMO largely irrelevant at that stage of the game.  The goal of the consequences is that you remember what you did and it appears to be working.

Balance wise it sounds like it's working as intended.  It's a high tech ship with 6 large mounts and a ton of support weapons and fighters for the OP cost of just a bit less than two Paragons.  In addition it's main cannon can destroy entire fleets / turn the  tide of battle in a single shot if the situation is ideal.  But it's not invincible, not even close; if it gets surrounded it can get blown to pieces pretty fast.  This is the game balance I'm going for.

Most of the issues you point out can be overcome with S-mods and it turns the wurg into an absolute terror.  It's a lot of s-mods on a vanilla-ish play through but if you use something like the excellent Progressive S Mods it's not quite as bad.  Some people have shared their excellent wurg builds on the Discord, but they're pretty different than the base Wurg, but a lot of the fun in this game is figuring out the best way to equip a ship so the base Wurg is by design sub-optimal.

To your point about the operational cost, again this is gotten at the end-game where economic concerns are largely irrelevant to the player. 

24
Mods / Re: [0.95a] Cooperative Multiplayer Combat v3.7 (2021-04-29)
« on: August 19, 2023, 09:43:20 PM »
Will this be updated for the new patch, or will it work still with .96? I'm new to starsector and wanted to play this with a friend, but I saw that this wasn't up to date

It should work, but I'll formally update it in the next few days.

25
Mods / Re: [0.96a] ED Shipyards 2.6.2 (2023-07-18)
« on: July 19, 2023, 11:36:41 PM »
Howdy;

Can we replace "push them gently" with "shove them like mean mofo", please. Good thinking though.

It's not perfect, friendlies still do get hit, but it's the best I could figure out how to do.  I initially tried to detect the collision and prevent damage from happening, but there's no good way to tell that damage is via collision in a listener.  At least that I could figure out.  Maybe in a future release I'll look at it again.

26
Mods / Re: [0.96a] ED Shipyards 2.6.2 (2023-07-18)
« on: July 18, 2023, 06:20:08 PM »
Version 2.6.2 Released
  • New bounty given out by pirates
  • Prism Freeport again has an ED Submarket
  • Newfoundland (the train) now gently pushes away friendly ships it would collide with.  This helps a LOT with collisions.
  • Reduced pirate ship spawn frequency weighting

27
Mods / Re: [0.96a] Bultach Coalition v1.1.3
« on: June 30, 2023, 09:22:24 AM »
These are some of my favorite ships, the sprites are beautiful and the ships are fun to use.  Thank you!

28
Mods / Re: [0.96a] ED Shipyards 2.6.1 (2023-05-13)
« on: June 26, 2023, 09:48:21 AM »
...and they are in every market...
They should be ED submarket exclusive...
By every market I mean every planet. The stock ships are only in ED and independent markets but the black market of any planet nearly always has them, especially the pirate ships which are carriers.

I'll look into toning down the number of ED ships in the pirate market.

29
9994789 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoSuchMethodError: com.fs.starfarer.api.ui.TooltipMakerAPI.beginTable(Lcom/fs/starfarer/api/campaign/FactionAPI;F[Ljava/lang/Object;)V
java.lang.NoSuchMethodError: com.fs.starfarer.api.ui.TooltipMakerAPI.beginTable(Lcom/fs/starfarer/api/campaign/FactionAPI;F[Ljava/lang/Object;)V
   at indevo.industries.courierport.industry.CourierPortV2.addUpcomingShipmentList(CourierPortV2.java:67)
   at indevo.industries.courierport.industry.CourierPortV2.addPostUpkeepSection(CourierPortV2.java:54)   

It's almost like there's more to upgrading a mod than changing it's version number.

30
Bug Reports & Support / Re: Lots of CTDs after patch
« on: May 27, 2023, 02:04:04 PM »
Is there any way to fix it? Maybe directly edit part of the save file which causing errors?

Idea of starting from the ground makes me kinda sad.

Play a new save on the latest version and grab the Console Commands mod:  https://fractalsoftworks.com/forum/index.php?topic=4106.0
Then give yourself any ships/weapons/money you feel you should have

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