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Messages - SpaceDrake

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Mods / Re: [0.95.1a] Seeker - Unidentified Contact 0.51rc2 (2022/01/18)
« on: January 08, 2023, 04:56:31 PM »
latest wersion 0.45 is not combatible with sekker 0.51 if want play i need play with older magic lib.

No, just remove the version requirement in the modinfo file. The version requirement thing has never quite worked right (it's supposed to allow all higher versions to work, but...)

Well this is wild, and also probably has a whole bunch of potential uses.

Thanks for working on this, Will!

Modding / Re: [0.95.1a] MagicLib v0.45.2 (2023/01/07)
« on: January 08, 2023, 01:33:28 PM »
Love to Tart, always.

I've been curious, Wispborne: is there anything you want to focus on in the near future for MagicLib?

Mods / Re: [0.95.1a] Seeker - Unidentified Contact 0.51rc2 (2022/01/18)
« on: January 07, 2023, 06:35:47 PM »
Literally just yank out the version specification in Seeker's modinfo dependency for MagicLib, the new MagicLib works fine with it.

Mods / Re: [0.95.1a] Scy V1.66rc1 (2023/01/07)
« on: January 07, 2023, 06:56:09 AM »
See comment in the MagicLib thread. You do what you need to do to keep things engaging and interesting for you. Everyone appreciates what you've done for the game over the years, and thank you for updating!

Modding Resources / Re: [0.95.1a] MagicLib v0.45.2 (2023/01/07)
« on: January 07, 2023, 06:44:35 AM »
You do what you need to do for you, Tart. Nobody will or should hold real life and other interests bumping up against maintaining and expanding on a mod for years against you. All the work you've put in is deeply appreciated.

Mods / Re: [0.95.1a] Better Deserved S-Mods 1.54
« on: January 05, 2023, 04:28:54 PM »
Soooo, how's it feel to have the mod basically become part of the core game and get shouted out by Alex? :D

(Boy, he's entering Missile Rack Nerfs territory not even you dared to venture into, tho.)

Mods / Re: [0.95.1a] Magellan Protectorate v1.5a - Big update.
« on: January 03, 2023, 06:39:26 PM »

Am I able to unlock the yellowtails through buying bps from NPCs/finding them in caches?

Tichel Mercantile, the "yellowtails", aren't purchasable in the current version of the game (though their BP set might drop; I haven't seen it happen myself, but I tend to run mod-heavy).

- Increased DP value of Valkazard derelict defenders from range of (75-150) to (300-400)

Nooo, my year 206-early 207 rescue attempts ;.;

The rest of this looks sick as hell, though. I absolutely love the Not-White-Base (we don't get a lot of catamaran designs in Starsector) and I'm eager to try out the Ilorin replacement. I'll join some others in expressing skepticism about the super-high-level officer idea, but we'll see how it goes.

Mods / Re: [0.95.1a] Luddic Enhancement Mod 1.2.5l
« on: December 11, 2022, 12:50:12 AM »
Target the thing you want to jet toward and blow up.

Mods / Re: [0.95.1a] Hazard Mining Incorporated (Compatibility Ed., 0.3.4k)
« on: December 02, 2022, 03:10:35 PM »
Locomotive central hull could really use a base flux dissipation increase, the base value is VERY low considering the amount of mounts it has.

That's the main thing keeping it vaguely balanced, and it's true for virtually all junkers; they struggle to use every weapon mount well, and you'll need to make a compromise somewhere, even if you have lots of extra OP from d-mods. You are not going to go all out, all the time.

Meanwhile, with 3.1f, I'm still seeing a lot of comparatively non-aggressive behavior from the platforms despite them lighting other folks up and me being pointedly hostile to the owners. This happens with both DSS platforms and even "owned" platforms like the one around Sindria.

You'd miss out on the cool new pictures for vanilla planets, though :P

I'd probably be okay with this in future versions of Starsector, if only because it seems like a ton of vanilla planets will be getting new images anyway.

Otherwise, that's super rad! I can definitely put up with a one-time VRAM spike if it means having all these options for extra verisimilitude. You have no idea how badly I want to give colonies their own descriptions

Great work once again, Hartley, and thanks for the explanation!

I hesitate to add this to my modlist because of the VRAM requirement (I do fine on normal RAM, but VRAM has tended to be a struggle for a bit due to my modlist) but good christ that is a feature set I've desperately wanted for a while. Great work as always, Hartley!

Outside of a few exceptions, you can assume that any .95 mods will work just fine in .95.1.

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