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Messages - Space_Lettuce_OG

Pages: 1 2 [3]
31
Mods / Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
« on: October 04, 2021, 10:36:33 AM »
First I want to say this is amongst my favorite mods, easily. So, thank you for all the effort you've put into this very shiny and polished mod, I love it to bits.

Okay, now onto business... I think every ship and fighter is very well balanced, has a role, excels at certain things, but is bad at others, which is a good approach to balancing these lovely little glass cannons.

However there is 1 ship I have yet to find a suitable role for, and at least so far in my experience, it appears to be just objectively inferior to everything within it's weight class, and even losing to things well beneath it's weight class. It has nothing it excels at, and is the only ship don't use from this mod.
The ship I'm referring to is the Altagrave (both variants)

Has anyone found a suitable role or purpose for this ship, to justify it's 18 deploy-points & maintenance price tag?
Is this ship one that just needs another balancing pass?
Am I missing something here?

Would appreciate hearing from other players experience fitting this ship. Thanks!

32
Mods / Re: [0.95a] Terraforming and Station Construction (v7.1.3)
« on: September 28, 2021, 03:47:25 AM »
So, I am just now installing this mod, after having explored literally every star system and planet, so I will never run into rare loot for something like the "E.U.T.E.C.K.".
However, I can add them in via the console commands mod.

So, I wanted to ask how many "E.U.T.E.C.K." can one typically expect to come across in a single playthrough? Feel free to answer with your experience, even if you're not the mod author.

P.S. Are there additional special items like "E.U.T.E.C.K." that this mod adds that I should be aware of?

33
Mods / Re: [0.95a] Tahlan Shipworks 0.7.3 - Hammerheaderer
« on: September 24, 2021, 12:50:07 PM »
Ahhh, nice! Thanks again!

34
Mods / Re: [0.95a] Tahlan Shipworks 0.7.3 - Hammerheaderer
« on: September 24, 2021, 09:00:41 AM »
The Regalia are the Mobile Armour Destroyer and Frigates plus the fighters you got from Halbmonds BP.

Thanks for the info!

Now, I got 1 last question, if ya don't mind...
When it says the regalia gantry "services" regalia, What does that mean?

35
Mods / Re: [0.95a] Tahlan Shipworks 0.7.3 - Hammerheaderer
« on: September 24, 2021, 06:44:31 AM »
So... What and where are Regalia?

I've searched this mod's forum page top to bottom about
Spoiler
regalia
[close]
. I found and restored the
Spoiler
2 special Rosenritter ships
[close]
already, and they their descriptions and hullmods talk a lot about these
Spoiler
"regalia"
[close]
, and I've seen talk of it here, but all I got are blueprints for some frigates and destroyers referred to as
Spoiler
mobile armors
[close]
.

I then resorted to looking through the mod files, and I still can't find any
Spoiler
regalia
[close]
hulls or fighters, and I did skim through the variants, but there's a LOT of variants, too many to sift through for this.
So, I figured I ask about it here. Any info would be appreciated!

P.S. Sorry I don't know how to do the spoiler type that is just a gray box over the text. Didn't see any button for that, so this spoiler type will just have to do.

36
Mods / Re: [0.9.1a] Ship/Weapon Pack 1.12.4
« on: September 20, 2021, 09:02:39 AM »
I finally ran into an IBB agent!!
Oddly enough, only 5 minutes after running into the first agent, I ran into second!

I wonder if the agents don't start appearing until you are of a certain level, or your fleet is of a certain strength.
Either way, I am just glad I finally ran into the IBB agents!
Now I can begin to horde all the unique ships!!!

37
Mods / Re: [0.95a] Scy V1.64rc6 (2021/05/02)
« on: September 19, 2021, 09:42:20 PM »
So.... My memory may be fuzzy, but I remember the Keto's main gun not having ammo, let alone only 1 ammo....
Is this a whoopsie bug? Kinda makes the whole thing worthless.

It's easy enough for me to fix on my end, but I figured I'd ask anyways.

no its got regenerating ammo... you just have to wait a bit for the synchrotron to spin up

Thanks, ya I figured this out eventually, and apparently there is a script that manages the reload time, instead of it being managed in the .csv(only).
The actual chargedown time is somewhere around 15-17 seconds, and not the 10 seconds(plus 1 second chargeup = 11 total) that the .csv and tooltip in-game describe.

I have found that changing the chargdown time in the .csv to something a lot lower will make it actually have a chargedown time of 10 seconds. Anything from 0.1 to 5 seconds will work, since it's all really just done in a script.

So, I suppose this is a bug, and I took a look at the script, and I couldn't tell which variable actually controlled the chargedown time, so I suppose I'll just report this as a bug for now, since I got a workable, albeit ramshackle, workaround for it right now.

38
Mods / Re: [0.95a] Scy V1.64rc6 (2021/05/02)
« on: September 19, 2021, 10:52:26 AM »
So.... My memory may be fuzzy, but I remember the Keto's main gun not having ammo, let alone only 1 ammo....
Is this a whoopsie bug? Kinda makes the whole thing worthless.

It's easy enough for me to fix on my end, but I figured I'd ask anyways.

39
Mods / Re: [0.9.1a] Ship/Weapon Pack 1.12.4
« on: September 18, 2021, 10:03:36 AM »
@Aeios

Would you please tell us which system and planet you encountered the IBB contact?
I too have been playing for hours with the version Dark posted on Discord, and have yet to encounter the IBB character in any planet's bar.
The unique ships and bounties are probably my favorite thing to do in StarSector, so the info would be much appreciated.

Hey man, as you might have noticed from my post in Vayra's thread, I'm also playing with this and have been getting IBB bounties with no troubles. I've found about 5-6 IBB bounties by now pretty much all around the sector (I'm in mid game I'd say, around cycle 210 as I'm taking things very slowly), and had found even more in my previous campaign that was cut short because Vayra's bootleg came out.

IBB NPCs in bars are subject to the RNG gods (although yeah, limited to certain vanilla factions, I'd say indipendents and Hegemony for sure, I *guess* League too but I wouldn't swear on it), so yeah, it's a matter of luck.
From my understanding, the bar code also limits the available interactions to 1-3max, so if you have other mods that add quests, encounters, contacts etc in the pool from which the bar code pulls them, that can further lower your chances of getting the IBB one (which is also probably set to have a relatively low spawn/priority chance).

The only other thing I can think of is some mod incompatibility. Do you have any other mods which add things to the bar that might overwrite this one's code? (I'm obviously also using Nex, so that can't be a suspect either).


I'm also using Varya's unofficial bootleg version, so it's good to know that's not the issue, cuz that was the first and only suspect I had.
I can't think of any mods I'm using that adds any bar encounters, other than Varya's D&D game, but you've already confirmed IBB works with Varya's.

I'm going to Hegemony, the League, Independents, etc.. All over the sector, for hours and never found the IBB dude.
I wouldn't mind turning up the probability for the IBB person to appear, but I couldn't find where to do that when I took a look earlier. I didn't didn't do a deep search for it yet, cuz I figured I'd ask here if anyone knew where that would be first, or where to look. Do I need to extract the classes from the JAR file? Cuz, I have had trouble in the past with recompiling the classes into the JAR. I'm a C#(mostly) programmer, not Java. I hate the way Java and JARs work, but I'm getting off topic now...
I would appreciate any help.


40
Mods / Re: [0.9.1a] Ship/Weapon Pack 1.12.4
« on: September 18, 2021, 03:20:19 AM »
@Aeios

Would you please tell us which system and planet you encountered the IBB contact?
I too have been playing for hours with the version Dark posted on Discord, and have yet to encounter the IBB character in any planet's bar.
The unique ships and bounties are probably my favorite thing to do in StarSector, so the info would be much appreciated.

41
Mods / Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
« on: September 17, 2021, 10:29:08 PM »
Fair point.

42
Mods / Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
« on: September 17, 2021, 03:34:15 PM »
Don't post bug reports about the bootleg version please!
This is the reason for the forum rule of not posting bootleg unofficial versions of a mod.

I'm assuming we're all letting that rule slide right now, as long as people don't post bug reports.
The only acceptable bug reports would be from bugs that cause break saves, and to warn people not to use it.

Side/Personal Note: As a mod author for a number of mods for other games, I personally wouldn't mind at all if someone posted a bootleg version of my mod on one of my mod's postings, if I am not actively developing it anymore. Matter a fact, I'd be quite happy about it. Less work for me, and if/when I start working on it again, I got a good starting point. Not everyone's the same, but it'd probably be safe to assume Vayra is fine with the bootleg version, as long as people don't post non-game breaking bug reports on it. Game breaking bug reports are more of a warning not to use it, and not an appeal for Vayra to fix it, so, they're fine.

43
Mods / Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
« on: September 14, 2021, 01:12:25 PM »
@geminitiger

Oh man, thank you so much for this!!!

Now I can finally play the newest StarSector update!!

44
Mods / Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
« on: September 10, 2021, 07:43:56 PM »
Anyone know what about this mod needs to be worked on to make the mod compatible with version 0.9.5a???

If it's not an insane amount of work, I'd be willing to take a look at it.

I've never modded StarSector, but I've modded plenty of other games, so I'm sure I can pick up the in's and out's quick enough.
I just want to play the new update, and I feel like StarSector just isn't the same with this mod.

45
Mods / Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
« on: September 10, 2021, 11:29:38 AM »
BABY COME BACK!

I JUST CAN'T LIVE WITHOUT VARYA'S SECTOR!!!

Seriously, the IBB and the unique ships is my #1 favorite thing to do in StarSector, no exaggeration.

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