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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 - SpaceDrake

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31
I have a question about this mod. Do the NPC factions use the custom colony buildings or are they something only the player faction can build?

Certain NPC colonies do pick up examples of the new structures. Poke around and see who has what.

In particular, I hear Callisto Ibrahim has been sitting on a nice nest egg from her captain days, and the pirates in Hybrasil have been especially hard at work...

32
Mods / Re: [0.95.1a] Unknown Skies v1.00rc2 (2023/03/19)
« on: August 08, 2023, 11:36:46 AM »
It doesn't really need an update, though; it works just dandy as-is and is largely feature-complete.

(I do appreciate the heck out of this mod, tho!)

33
Hello, I found a error between ArmaArmatura and Nexerelin. It will ctd when clicking on an operative. I'll include the log. It seems to be Nexerelin kicking out the error, but when I shut off your mod all runs great. Not demanding fixes or nothin, just reporting what I've found. Hope this helps.

There is a fix for this in the opening post of the Nexerelin thread. It has been discussed over and over on the past several pages.

Please, please, please remember to actually read back on the thread a little bit before posting, folks.

34
Mods / Re: [0.96a] Hazard Mining Incorporated (New Version Ed., 0.3.5i)
« on: August 03, 2023, 01:14:37 AM »
This is feedback about your Beta on discord but I would really like DomRes to stay on the main mod and not be moved to Brighton mod. Mainly because I don't want to use that faction

The issue is that the DomRes is tied at the hip to the Brighton lore. It's by far the most logical place to put them.

35
Is the Watchdog supposed to only have one arm? All Watchdogs I encountered so far only have one arm

Known bug in the current version; I'm pretty sure it'll be fixed whenever the next proper update comes.

36
Modding / Re: [0.96a] Pirate Ransom - Bribe Pirates to avoid combat
« on: July 11, 2023, 07:13:57 PM »
Real heroes don't wear capes.

Great work!

37
Mods / Re: [0.95.1a] Scy V1.66rc3 (2023/03/19)
« on: July 05, 2023, 12:12:18 PM »
Please make sure to update your game to RC10 and see if it happens in that version.

38
Modding / Re: [0.96][WIP] United Aurora Federation 0.74a1
« on: July 01, 2023, 03:52:35 PM »
I'm going to be completely honest, I've no idea what I'm doing wrong - I have 20+ different mods on besides UAF, but all of them are up to date. Every time I select(just select, not even fire or anything) the small Exoscar torpedoes, my screen goes black instantly, essentially crashing the game. I didn't test it with larger variants, but I image the result would be very much same.

Try turning off Combat Radar, especially if you have an AMD/ATI graphics card.

39
Non Discord link https://www.mediafire.com/file/ye5t5ipfdn96xqs/Industrial.Evolution3.2.c_bootleg_096.zip/file

Keep it mind it's unofficial. Hartley was very gracious to let me publish it, so don't bother him with bug reports. Saves with it may or may not crash when the next IndEvo version releases, but assume it wont be save compatible.

Any patchnotes for this? Does it hotfix the station respawns? And thank you for sharing it here.

It is literally 3.2c recompiled for .96. Nothing has changed.

40
Read the thread just a little bit. Please. A fixed .jar file is in the Nexerelin thread; put it into your mods/[arma install folder]/jars/ folder and replace your existing armaa.jar with the one in the Nex thread.

41
There's currently a bug where Riley pays you at the start of any new game because I forgot to remove my debug code.

I was wondering where that phantom 70k was coming from! :V

42
You'll want to head to the Gamlin system and the planet New Meshan. That's Arma HQ and has a dedicated market for them.

Tri-Tachyon, the League and the Sindrians will also use ArmaA products to some degree. Independent markets will also have Arma products, but it will vary and you'll have more luck on military markets.

43
Mods / Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« on: June 26, 2023, 01:46:44 PM »
Do I have to replace the original armaa file with the new fixed one in Arma/jars?

Yes.
Hi.

I have a newbie's question: if I change the settings during a campaign, do the new settings apply to the current campaign?

I had deactivated invasions, but in hindsight I'd like to activate them for new colonies only.

Correct, alter them in the mod settings tab in-game (praise LunaLib!) and it'll apply immediately.

44
Modding Resources / Re: [0.96a] LazyLib v2.8 (released 2023-05-05)
« on: June 26, 2023, 05:31:42 AM »
Consult LazyWizard's Github. However, unless you're looking to run a game of Starsector with extremely specific un-updated mods, there's no real reason to run .95 anymore; .96 is just .95 But Better. Still, it's up to you.

45
General Discussion / Re: Insulated Engines are the new meta.
« on: June 24, 2023, 11:12:48 AM »
Imo, any use of s-mods on logistic ships is post-game luxury. Like level 15, filthy rich and don't know what to do with piled up story points.

Nah. Insulated Engine build-in gives you a lot more latitude to pick your fights when doing pretty much anything. You really need to try it to see the difference, but it's absolutely enormous even without phase ships or the sensors skill.

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