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Messages - SpaceDrake

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241
Mods / Re: [0.9.1a] Blackrock Drive Yards
« on: September 24, 2022, 11:28:30 PM »
I can't believe I have never tried this mod out. Does it add any quests or storyline to the game?

BRDY's inception was years and years before that was even possible in Starsector.

Hell, when BRDY was young, in-campaign missions period were still a bit of a question mark and at "what shape should these really take" territory. Bars didn't exist.

242
Anyone who doesn't like "the mech stuff" has a soul far too weighed down by gravity.

243
At a glance, I'd say that happened when a fighter tried to dock for refit. What Arma-compatible strikecraft were you running when this happened, and what carrier(s)?

244
Bug Reports & Support / Re: The Typo Thread
« on: July 19, 2022, 01:28:18 PM »
Quote
"a sewing kit with strangly curved needles",
is strangly a word?

Mr. Editor coming in to say that nope, that should definitely be "strangely".

245
Blog Posts / Re: The Pilgrim's Path
« on: July 19, 2022, 01:26:36 PM »
Either way the dichotomies of the Church are RIGHT up my alleyway, especially considering the very real in-universe examples of rampant technological development biting humanity in the rear.

And there's also the fact that, looking at some of the technologies available to the player now that colony items are a thing, what we know of Ludd's teachings about "devouring God's creation" have a bit more bite to them. The Mantle Bore, for example, given that it raises planetary ore and organics productions by three units, or three powers, would in fact be capable of hollowing out a planet completely and collapsing it, albeit on a timescale longer than the game is (generally)assumed to run. So you benefit, but it is in fact destroying a whole planet. You are devouring God's creation.

But then, of course, you get around to the fact that abandoning much of this sort of thing would lend a lot more proportional power to terraformed or naturally-terran-climate worlds like Gilead, and how that'd just so happen to give the ruling bodies of worlds like that more influence and power...

Anyway, I already over-posted about some of this on Twitter, but needless to say I've been having a think about the Luddics for a bit myself (especially once David began hinting we'd see a lot more of them on Twitter some months back), and I really can't wait for them to get expanded on in the base game. It'll definitely influence how the mod scene approaches them! And I'm just dying to know how Mazalot Works™ in general. A Luddic-majority planet under the effective Kazeronian boot? The mind whirls at the possibilities...

246
Yeah, I was a little curious myself as to whether you'd gotten a very angry message from a certain legal department.

(It's still some of the most boneheaded community management I've seen in decades - but really getting into that would go off topic.)

Either way, still very curious to see where this goes!

247
Announcements / Re: Starsector 0.95.1a (Released) Patch Notes
« on: July 05, 2022, 02:13:53 PM »
Good day.
Will there be a continuation of the story in the upcoming update? Or secret locations?

Alex hasn't formally announced it, but all indications from Twitter et cetera are that yes, the next major update will have part two of the main story. Whether this will fully conclude the story, we don't know.

248
Is anyone aware of a mod that disables the ability to create stable points using an alpha core + story point at a star, or any reason why it wouldn't be possible? I don't seem to be able to do that in my current campaign.

Are you certain you don't already have two occupied points in the system in question?

Somewhat counter-intuitively, gates take up what would be a point slot, IIRC.

I've made (test) weapons with as many as forty barrel offsets (note, this is a major pain to keep track of and I don't recommend it), but as far as I know there's no set limit.

... I'm a little terrified to ask how big that turret was, and I'm someone who's a fan of the Infernus's mega-turret.

249
Mods / Re: Special Task Forces
« on: June 25, 2022, 09:13:01 AM »
The other factions can create multiple Task Forces while the player can only create 1 that doesn't seem fair

The player faction has two Task Forces. You can guess which the other one is.

250
Mods / Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
« on: June 12, 2022, 04:42:51 AM »
Nope, at current they need to be manually created. The framework is entirely extensible, however (much of VS is implemented as frameworks for folks to use) and if you'd like to create your own offshoot factions that use existing ships in the game, it isn't terribly difficult.

251
Mods / Re: [0.95.1a] Iron Shell 1.16
« on: June 11, 2022, 02:24:39 AM »
For example if both of them are destroyed but another faction had previously joined the alliance, it will now be permanently stuck in there and can not be removed, because you can't lower relationships between a living and dead faction. The only way to remove them from the alliance is to completely destroy the faction and then resurrect it, in which case there is a 90% chance they will instantly rejoin the greater hagemony ghost alliance again.

As a temporary work-around until the Nex update, you can probably use console commands to force the non-Hege, non-IS member to leave the alliance and then just adjust their relation to both below 50 so that they don't try to re-join. The proper order of commands should be "leavealliance <faction ID>", "setrelation <faction ID> hegemony 40", "setrelation <faction ID> ironshell 40", where <faction ID> is the internal faction ID for the third party faction that is having ghost alliance problems. You can verify what the ID is with the command "list factions".

252
Modding / Re: Mod to control own faction's fleets?
« on: June 09, 2022, 10:39:08 PM »
You can also turn off player participation in random diplomacy in the Nexerelin settings. Nexerelin is in fact highly customizable and you should look at any mod's various settings files when familiarizing yourself with it.

253
Mods / Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
« on: June 08, 2022, 05:31:07 PM »
   "spawnColonialCompetitors":true,   # Boolean options: true, false
       # set to 'true' to spawn other upstart factions looking for their slice of the sector
      # this framework is usable by other mods to add more colony factions
      # check /data/config/vayraColonies/ for examples

254
Mods / Re: [0.95.1a] Diable Avionics 2.64rc1 (2021/12/11)
« on: May 26, 2022, 03:52:26 PM »
Someone told me on Discord this faction is underpowered now (it was OP when I last played it), so I'm wondering, how viable is it in Destroyers and Frigates only playthrough.

Perfectly so? They have a number of very strong cruisers and capitals, though, so you'd be missing out a bit. But Diable's frigs and destroyers are quite competent, especially the Pocket Gust.

255
are there currently any issues with running shadowyards in 95.1a?

Nope, it runs just fine in .95.1. The only thing with the mod is that it could probably use a bit of work on the content itself (addressing the issue with constant shortages of cloned organs, for example) but it seems MShadowy has had to take time off the mod, like many other modders, in our current unending disease-ridden hellscape timeline.

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