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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 - Catscrath

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16
Mods / Re: [0.95.1a] Custom Battle Music
« on: October 27, 2022, 03:06:26 PM »
We have quite the riddle here guys... We have multiple playlists but only one music? Has anyone else here gotten custom music in to work? I want to put in the new banger of darktide in.

17
Any intention to make the [REDACTED] a joinable faction? They have that rep that meets you and gives you their ships.

18
So I came across a really strange interaction. If you have guns set to avoid shields and they go up against a ship without shields (Like a hound) they will not fire until the enemy craft gets to a high flux level. This lets me get bullied by hound in an eradicator and just feels wrong.

Huh, that's weird, that shouldn't happen.
I just tested it and can't reproduce the issue. Did you possibly have some other tag on that prevented the weapon from firing? If not, could you maybe provide some additional details and/or a screenshot or two?
Thanks!
I don't know how to directly reproduce it either. I will keep playing and if I see it again I will take some screenshots. It may have just been an error setting up the guns on my end, but I will keep you updated on anything I find.

19
kind of hard to sift through the 300+ pages of comments, so i think it's fair to ask this, even if it's already been asked.

alliances. i'm in one. i use them primarily for the commissioned crew bonuses for my fleet. currently i'm in a 5-faction alliance (that includes me). there's another faction that i have a 97/100 status with, but they "dont trust my alliance", so they wont join. looking at their faction page, this faction has no relation with any of my alliance members, but that didnt seem to be an issue with the previous 3 factions i've recruited.

so i'm curious if this is a hard-cap to the amount of factions in an alliance, or is it just due to the AI faction not playing nice with the other AI factions?

i would assume there's no cap to how many factions can be in an alliance, but i could be wrong

Could be that the factions have beliefs that oppose the core beliefs of your alliance. If a faction is against the core ideology of an alliance they will not be able to join no matter how high their standing is with the members of said alliance.

20
Mods / Re: [0.95.1a] LowTech Armada
« on: October 05, 2022, 11:10:51 AM »
The TB Brawler explodes if any torpedo or ship blows up near it. Is it meant to be that fragile as a Brawler, a knife fight ship? With one of it's guns missing and it's shield taken away for a shield/armour plate, you would expect it to be at least decently durable or speedy to be able to do what it is named after, brawl, but you can't get in close because ship explosions will kill you, and you can't escort because eating a torpedo means death. Just giving it's shield back would do wonders for it, having the armor plate be a sort of backup shield and armor to soak up normal bullets but not be able to stand explosions.

21
So I came across a really strange interaction. If you have guns set to avoid shields and they go up against a ship without shields (Like a hound) they will not fire until the enemy craft gets to a high flux level. This lets me get bullied by hound in an eradicator and just feels wrong.

22
Mods / Re: [0.95.1a] QoL Pack 1.1.0
« on: October 05, 2022, 08:35:59 AM »
Made a fresh install of version 1.1, and the feature of shield activation after system use is unfortunately  still acting weirdly. So if I use Accelerated Ammo Feeder with the shield on, and turn off the shield manually, the shield will activate when AAF runs out. Which tends to result in unintended overloads, solving one problem while introducing another. So I'll just have that disabled in the ini file for now, I suppose.
Open the Qolpack.ini in notepad++ and disable it for systems, it should work.

23
Mods / Re: [0.95.1a] QoL Pack 1.1.0
« on: October 05, 2022, 04:35:14 AM »
So for everyone who is looking for the config file, I just found it. It's QoLpack.ini. Open it with notepad++

24
Mods / Re: [0.95.1a] QoL Pack 1.1.0
« on: October 05, 2022, 04:29:56 AM »
How do I get to the config files? The one in the mod only gives me this.


[attachment deleted by admin]

25
Mods / Re: [0.95.1a] Luddic Enhancement Mod 1.2.5l
« on: October 04, 2022, 07:04:21 AM »
Is there any way to make the IEDs not instantly die when they ram into stuff? I keep trying to ram them into stations and they just die on contact with it and does explode.

26
Can Pirates and Luddic Path make alliances with the other main factions, or be offered by the main factions to join them? I am currently doing a Pather run and really want to make a Player+Pather+Pirate+Church alliance, but I am unsure if it can even be done to begin with. If I just need to wait or give some sort of offer in one of the menus.

I also remember there is a way to make pirates and pathers get counted as main factions but I don't remember where that option was. Would be super thankful is anyone who knows could tell me. (Found it. It's count pirate factions for victory condition.)

27
Mods / Re: [0.95.1a] Custom Battle Music
« on: October 01, 2022, 12:36:06 PM »
Also does this work with sound plus or does it override it? Also what does random start do? Also I am just having a real hard time adding music. I followed the guild and I keep getting errors.
I fixed putting .ogg at the end of the file names in the sounds file, but it is still giving me the same error. I am guessing I set up the code wrong

28
Mods / Re: [0.95.1a] Custom Battle Music
« on: October 01, 2022, 12:09:44 AM »
Also does this work with sound plus or does it override it? Also what does random start do? Also I am just having a real hard time adding music. I followed the guild and I keep getting errors.

[attachment deleted by admin]

29
Mods / Re: [0.95.1a] Better Deserved S-Mods 1.54
« on: September 30, 2022, 04:19:49 PM »
So I have a ship here with Augmented Drives and Makeshift Shield built in natively. The Augmented Drive gives it's bonus of -30% fuel use but the Shield does not give it's built in bonus, which would be fine if it was any other hullmod, but the -20% and lack of omni shield to then pair with the forward facing shield mod for extra area and flux efficiency really hurts the craft. I'm guessing it is not meant to work this way since one is giving it's bonus and the other is not.

Hi, I have forgotten to enable code for augmented drives to be unaffected. You can toggle BuiltInSMod to true in my data/config/settings.json to allow all built-in hullmods to act as if they have S-mod bonuses!
Thanks for letting me know ^^

30
Mods / Re: [0.95.1a] Better Deserved S-Mods 1.54
« on: September 30, 2022, 07:06:01 AM »
So I have a ship here with Augmented Drives and Makeshift Shield built in natively. The Augmented Drive gives it's bonus of -30% fuel use but the Shield does not give it's built in bonus, which would be fine if it was any other hullmod, but the -20% and lack of omni shield to then pair with the forward facing shield mod for extra area and flux efficiency really hurts the craft. I'm guessing it is not meant to work this way since one is giving it's bonus and the other is not.

[attachment deleted by admin]

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