Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.97a is out! (02/02/24); New blog post: Planet Search Overhaul (07/13/24)

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Shinr

Pages: 1 [2] 3 4
16
Mods / Re: [0.96a] Nexerelin v0.10.6z (beta update 2023-05-14)
« on: May 21, 2023, 07:41:04 AM »
Is there a way to manually disable the Alliance System and other 4X features? I really want the rest of Nexelerin Features (Events, Game Starts, Gameplay Tweaks, etc.) without having to deal with the diplomacy and Invasion/Raid feature.
Most of the settings can be toggled in the Nexerelin/exerelin_config.json file (you'll probably want to set enableInvasions to false and set allianceGracePeriod to 99999 or such, possibly some other stuff). The file Nexerelin/data/config/exerelin/diplomacyConfig.json has a diplomacy interval you can crank up to likewise disable diplomacy events.

If you have the LunaLib mod, the invasion toggle is already in the ingame config menu and diplomacy will be next version; maybe I'll add alliance settings as well.

Huh.

As someone who did not want to dive into the 4X-fest immediately (initially downloaded Nex because Iron Shell demanded it), my impression from the OP FAQ was that one had to manually set the PlayableFaction value of every single faction in every single mod to False to prevent them from erasing each other (destabilization aside).

Since it turns out that Nex has a global setting for downgrading Invasions to Raids among other things to achieve the same thing, can you put it into the FAQ to explain that it(they) exist?

17
Mods / Re: [0.95.1a] Concord 3.5.2g
« on: May 18, 2023, 08:15:37 AM »
So when is this gonna be updated to 0.96a, unless its safe to use in the latest version.

Author stepped away from SS modding, and the mod itself caused problems with both vanilla (particularly with sensor mechanics) and mod conflicts (Console Commands not working as intended as an example), so unless someone takes time not only to update it but to also fix its problems it is very likely that this mod and other Sutopia's mods that depended on it are dead.

18
Announcements / Re: Starsector 0.96a (Released) Patch Notes
« on: May 13, 2023, 01:59:30 AM »
To be honest I'm fine with the "bugged" invictus, I feel like a ship that size and without a shield has to be that tanky or it quickly becomes useless. If "fixed", I'm afraid this ship will become irrelevant...

Isn't that the whole point, lore-wise, that Invictus is a relic of a begone age, built when Shields and Weapons that needed Shields to defend against where not a consideration yet?

19
Basically, making Special Hullmod Upgrades or similar as a vanilla feature.

The rationale for this is that IMO even if current Pather Interest/Threat values be will brought down to sane levels, I think Alex would still want them to be relevant enough not to be ignored by most players.

Which means that depending on which Colony Items were found, which Systems/Planets were colonized and the temperament/patience of the player, it is possible that there will be leftover colony items that are not worth installing burning holes in your cargo hold, which you can only sell or give away.

So converting them into hullmods is another way of making them useful.

20
General Discussion / Re: Colony Threat event
« on: May 11, 2023, 09:57:03 PM »
It makes a LOT of sense to colonize multiple colonies in the same system and have a Military HQ on at least one, ideally with cryoarithmatic engine on EXTREEEEME HEAAAT.

The bolded gives you more pather interest without giving you any new Threat Event bonuses, basically making it pointless for most.

21
Announcements / Re: Starsector 0.96a (Released) Patch Notes
« on: May 06, 2023, 04:02:40 AM »
swapping Java 8

Is there is a new Java 8 for 0.96 already, or is it version agnostic?


22
Mods / Re: [0.95.1a] Tahlan Shipworks 0.8.666a
« on: April 22, 2023, 05:04:16 AM »
Hi. After upgrading to 0.9B, <24 hours ago, getting CTD on mouseover for the "hel flash drone" with a "Fatal: Null" message. Mulitple attempts, identical results. Full respect for beta status. Still running test to see if anything else is causing similar errors..

Try redownloading, it was already hotfixed.

EDIT: Another Update dropped, so you might want to redownload again.

23
IIRC Vayra has stepped back from modding and there's a unofficial update in the discord with their blessing.

Can someone give me a link for unofficial update?

There isn't one, only for Sector and Kadur.

That said, the Ship Pack seems to work with the current version, but if the game will start to get slowdowns and memory leaks, it would be one of the prime suspects.


24
Mods / Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
« on: March 30, 2023, 11:10:51 PM »
This mod is compatible with utilities, faction mods, ship/weapon packs, Nexerelin, and other non-Total Conversion content mods.
It does, however, make one notable modification to vanilla which may cause incompatibilities with other mods in the future:
  • Replaces (removes from Sector and adds its own new classes) PersonBountyManager and PersonBountyIntel

Along with lack of spare RAM, this is what currently makes me hesitant to install this mod.

Can someone ELI5 me on what those two things do and what mods use them?

25
Mods / Re: [0.95.1a] Iron Shell 1.181
« on: March 26, 2023, 10:12:22 AM »
Since I never used Vayra's Ship Pack (and won't be able to any time soon since AFAIK it is buggy or incompatible with the current vanilla version), it took me a while to realize that this mod's Tyrant is a XIV variant of that mod's Tyrant and not a XIV exclusive ship.

Any other mods it borrows ships from so I could download them for a complete package?


26
Mods / Re: [0.95.1a] Roider Union - Expeditions - 1.4.5
« on: March 25, 2023, 11:00:07 PM »
I update magiclib to 46, and now roiders mod wont accept it anymore.

Go back a page, solution is there.

27
Mods / Re: [0.95.1a] Space Truckin' [v1.2]
« on: March 19, 2023, 01:02:14 AM »
Will it be possible to have a non-Patreon mirror for this?

Patreon just doesn't want to load up for me on ANY device in my home.

28
Suggestions / Re: Hybrid Mounts Should Buff Energy Weapons
« on: March 16, 2023, 05:24:37 AM »
I agree, honestly. There should be some blanket buffing for stuffing a X type into a mount that can also take Y.

I disagree, actually, for the same reasons I stated above.

Also, I imagine that just making a mount that is able to take 2 or 3 weapons types is already an engineering nightmare, making it somehow buff different weapons systems based on specific mount type would get you thrown out of the Chief Engineer's office for even suggesting it, unless they are Pirates, Pathers, Diktat or a TT with a very big budget, and only the last one could do it without extreme trade-offs, probably.

Would make for some interesting built-in hullmods for specific ships, thought. The Iron Shell mod does something similar with a few of its XIV ships.

29
Suggestions / Re: Hybrid Mounts Should Buff Energy Weapons
« on: March 15, 2023, 11:51:33 PM »
I'm not an expert on the math behind weapons and combat, but I don't see how such a semi-blanket buff to energy weapons via Hybrid mounts would not lead to overpowered edge cases in a best case scenario.

Besides, what would be the justification for Hybrids buffing energy weapons, anyway? Why not Synergy and Universal for that matter? Why Composite would not do anything for either Ballistics or Missiles? It would be a too big of a special case/exception, IMO.

30
Suggestions / Re: Would love if NPC encounters were more interactive!
« on: March 08, 2023, 07:07:37 AM »
You don't buy things from truck drivers after all

You don't, you just pick up the stuff that 'fell' off the truck after the driver's suddenly swollen wallet displaced it.

Pages: 1 [2] 3 4