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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 - Zr0Potential

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1
Mods / Re: [0.97a] Interstellar Imperium 2.6.4
« on: March 07, 2024, 09:56:38 PM »
I'm sorry, I love this mod, but I just couldn't stand them, so I made mine. https://i.imgur.com/rz3tUt0.png

While I do not agree with the ones you made, I do agree that the ones that come with the mod are really taking out the immersion (especially for the Rome 2 cover guy, he's way too memorable)

2
Mods / Re: [0.97a] Roider Union 2.0.3
« on: February 19, 2024, 12:05:30 PM »
Expeditions are gone atm. I forgot to mention that in the changelog, sorry.

I've been wondering what exactly are expeditions? Are they just more things to kill when you're exploring or there's something more to it?

A brief explanation in the front page would be nice

They were basically NPC expeditions that you could encounter.  They would be heading to far off star systems collecting loot that they've gathered and stashed.  Most of the time I find the systems with the stashes before I ever find the expeditions though.  The systems with the stashes would have lots of stashes located around the system that you'd need to use the Neutrino Detector to find.  If the expeditions find you looting their stashes they'll be unhappy however.

That sounds very cool, thanks for the info

3
Mods / Re: [0.97a] Hazard Mining Incorporated (Thumper Ed., 0.3.7b)
« on: February 19, 2024, 12:04:55 PM »
Hey King Alfonso, I updated the mod for the new update along all my other mods but I've isolated a fatal crash to HMI on loading the game, stating

Fatal: Error loading [data.scripts.weapons.SignpostOnHitEffect]
Cause: data.scripts.weapons.SignpostOnHitEffect
Check starsector.log for more info.

If there is anything I might do to get around that, and thanks as always for your amazing work!
Probably due to the Signpost being removed
-Removed Signpost, McGuyver and Kane weapons; already existing weapons fulfil the same role and better.

4
Mods / Re: [0.97a] Roider Union 2.0.3
« on: February 18, 2024, 12:01:17 PM »
Expeditions are gone atm. I forgot to mention that in the changelog, sorry.

I've been wondering what exactly are expeditions? Are they just more things to kill when you're exploring or there's something more to it?

A brief explanation in the front page would be nice

5
Mods / Re: [0.97a] Roider Union 2.0
« on: February 12, 2024, 11:42:49 AM »
Aww sweet new update

6
Announcements / Re: Starsector 0.96.1a (In Development) Patch Notes
« on: January 18, 2024, 04:52:39 PM »
Chiming in on the dominator hate, my endgame combat fleets that do everything always include at least 2 14th dominators because they're absolute beasts when supported. If anything dominators are the benchmark of 25 DP cruisers and i regularly rate modded cruisers against them.

Yeah the Dominator is too good for just 25 DP, 2 large ballistics & solid line holder for that price is just too good, maybe raising it a bit to 27/28?

7
Mods / Re: [0.96a] DIY Planets - Terraforming and more! Community Edition
« on: January 17, 2024, 06:52:31 AM »
Industrial Evolution overwrites the star interaction dialogue as part of dealing with an issue outside the scope of this mod. I've already brought up the issue with SirHartley. For the moment, if you're running both DIY Planets and IndEvo, you're not gonna be able to deploy the hypershunt rig.

Hope we will get some kind of workaround/compatibility patch since both mods are too good to pass up

8
Mods / Re: [0.96a-RC10] Missing ships mod 1.0.3 9/12/23
« on: December 09, 2023, 05:29:52 PM »
Just confirming again that the latest download still crashes on old saves due to ship ids being changed with the albatross (and possibly other ships)
I know, im sorry about it, but albatross name was taken, hence why its called pelican now. I just finally got to replacing the name in the ship ID. You can try renaming the ID and versions and world ship list names.

Had to be done, like pulling one of those rotten teeth...

Oh yeah that has bothered me since back then, good to know it's finally fixed

9
Mods / Re: [0.96a-RC10] Missing ships mod 1.0.1 27/11/23
« on: November 30, 2023, 04:15:38 PM »
Question, is there plans to integrate nex mod update checker?
idk what that is and i will look into it.
It would amount to adding a \mods\<modname>\<modname>.version file with the following contents (using another's mod as an example):
Code
{
    "masterVersionFile":"https://www.dropbox.com/s/q5z5wry7bnxkvus/RealisticCombat.version?dl=1",
    "modName": "Realistic Combat",
    "modThreadId": "24855",
    "modVersion": {
        "major": 1,
"minor": 33,
"patch": 4,
    }, "starsectorVersion": "0.96a-RC10",
    "directDownloadURL":"https://www.dropbox.com/s/u1e3cpwiv9c0k2d/RealisticCombat.zip?dl=1"
}
And also a '\mods\<modname>\data\config\version\version_files.csv' file:
Code
version file,,,,,,
RealisticCombat.version,,,,,,
This might necessitate re-combining the sub-mods into a single mod once more; alternatively? Do the above for each sub-mod.

And purely for convenience's sake? I'd respectfully request an alternative upload which combines all six sub-mods, even though I've manually done so when v1.0.1 came out.

Yeah I'd rather have it all merged

Also never thought this would made a comeback tbh, kudos to everyone involved

10
Mods / Re: [0.96a-RC10] Missing ships mod 5.0 5/10/23
« on: November 20, 2023, 07:22:34 PM »
....
No, that's by design. DP, supplies to repair and monthly supplies aren't actually linked in any technical way, it's just customary to set them to the same value.

The Anchor is more of a mobile habitat station than a ship and has its own factories and refineries to supply for itself, so it doesn't take anything from your inventory. They have massive crew costs, however. I think you're looking at something like 50k a month per Anchor?...
Might help if things like that had an inbuilt hullmod that, while it doesn't do anything, does explain that the ship builds it's own supplies.
Something like "Mothership" or "Mobile Base", I thought for sure that the '0 supplies per month' was a bug.
For what it's worth, it is stated in the codex entry. Based on that, i'd say Supply Nanoforges would be the appropriate name. Though i'm not a fan of hullmods that don't actually do anything. There's only limited display space for those.

Something like a reverse "High Maintenance" hullmod? (Decrease the monthly maintenance supply cost by 100 percent.)

11
Mods / Re: [0.95 / 0.96] Indies Expansion Pack (-Somewhat WIP?-)
« on: November 19, 2023, 09:37:49 AM »
The scavenger ships looks awesome and very vanilla friendly but not a fan of the other stuff like drones(?), Legion/Onslaught, and reversed Champion? definitely looking forward to further updates and balancing

Also wasn't there an elongated Sheperd?

12
Mods / Re: [0.96a] Hazard Mining Incorporated (Debloatening? Ed., 0.3.6a)
« on: September 11, 2023, 12:27:31 AM »
Well if Alfonzo ever does decide to "trim the weapons list", they could always put the cut ones into a separate add-on optional weapons pack so the work doesn't go to waste.

Sure, that would be the best of both worlds. Although I guess it could become a bit unwieldly to manage, given he'd also have to maintain two different sets of ship variants (to account for the different loadouts, one with the full complement of custom weaponry and the trimmed down one). It would be quite a bit of work. I'd definitely welcome that as a solution for every taste though!

Yeah, no offense but some of them like the Toother Autocannon is something I could live without compared to the others (again, no offense)

13
Mods / Re: [0.95a] DIY Planets - Terraforming and more!
« on: September 10, 2023, 05:54:48 PM »
Apologies to everyone who tried to contact me on this board - I've had so little free time this past year that I've barely thought about Starsector, but I'm glad that people seem to still be enjoying my mods! I've passed on the source code to FluffyRabbit and added a GitHub link to the original post. Might be helpful to start a new topic for the community-maintained version so that the first post can be edited.

Thank you for your service and best of luck in your future endeavors  ;D

14
Mods / Re: [0.96] Hegemony Fleet Expansion v1.1
« on: September 02, 2023, 05:43:48 PM »
HEGEMONY FLEET EXPANSION
v1.1 (9/2/2023)

Download

The Hegemony Navy has been reinforced with five new ship designs, including two new troopships designed primarily for planetary assaults. Ship skins by Scarface, originally from Missing Ships.

Features:

Mule (A): Retrofitted and repainted for Hegemony auxiliary service, the Mule (A) has been given only minor upgrades, but still serves well as a fast freighter or convoy escort.


Condor (H): The Hegemony variant of the Condor sacrifices the stock model's Fast Missile Racks system to allow for Reserve Deployment, temporarily doubling the size of its fighter wings. The medium missile mount has also been converted into a composite mount.


Venture (A): Militarized for Hegemony auxiliary service, the Venture (A) sports a forward universal medium size turret. Its integrated mining pod drone bay has also been converted into an open hangar bay, allowing this venerable cruiser to serve as a light carrier.


Mudskipper (A): This upgraded variant of the MGA-220 Pegasus-class "Mudskipper" civilian transport features militarized subsystems and close-in air-to-surface weapon systems for supporting ground assaults. Its engine has been retrofitted with a Burn Drive system, allowing it to make quick orbital insertions and equally swift extractions.


Colossus Mk.III (H): Following encounters with Tri-Tachyon's infamous Phantom phase transports during the Second AI War, the Hegemony Navy looked to acquire its own dedicated planetary assault ship and ultimately found inspiration in the form of the notorious "Colossus Mk.III" pirate retrofit of the Colossus heavy freighter. This militarized retrofit of the Colossus lacks the pirate variant's additional space warfare armament and jury-rigged hangar bay, but hosts an advanced ground support package and retains the Colossus' impressive cargo capacity for carrying war materiel. Marines and crew do however often complain about the incredibly lacking accommodations of the cramped crew decks...

Changelog:
v1.1 9/2/2023 - Removed built-in Armored Weapon Mounts from the Mule (A) and made the Colossus Mk.III (H) a rare blueprint rather than part of the Hegemony Auxiliary blueprint package, as having a ship with Advanced Ground Support hullmod available from such a common blueprint package was somewhat OP.
v1.0 9/2/2023 - Initial release

Credits:
The Starsector Dev Team (~90% of the text files were copied and edited from vanilla files)
Scarface for the Hegemony skins from his Missing Ships mod
PCCL and Retry whose Hegemony Expeditionary Auxiliary mod inspired the creation of this one

You re-added Codor (A) lights, very nice

Edit: oh wait if I have Missing Ships running too would there be duplicates?

15
Mods / Re: [0.95a] DIY Planets - Terraforming and more!
« on: September 02, 2023, 05:42:50 PM »
Hi everyone. Kentington has come through for us and provided me with the source code. I just got it up and running in debug mode this evening on 0.96a . Quite a few people have offered to contribute which is great and he said I'm welcome to setup a github where people can contribute. My goal was just to get the mod up to date with the new version but if someone is interested in taking it further he also provided his ideas for a future roadmap (he said we aren't obligated to follow this). I know El Jojo is quite keen to integrate this mod into  AoTD which might fit nicely as well. I will post up the git here tomorrow and people are welcome. If someone is really keen to head up the mod and take it further then please PM me as I can't be trusted with being in charge :)

Bravo, sure missed Kentington but good luck in his future endeavors, a mod as good as this deserves a continuation

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