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Messages - Zr0Potential

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16
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

17
Mods / Re: [0.96a-RC10] Missing ships mod
« on: August 31, 2023, 09:09:41 PM »
Ive updated the mod to latest version and made several small revisions in crew size for several ships.

HE HAS RETURNED HUZZAH!

Edit: oh yeah while you're here, do you happen to have a Pirate Venture sprite without the Pirate markings? If I may, I'm thinking of making a sidegrade based on it since we have a Venture (P) in Vanilla now (also applies to Venture (LP) too)

sadly all sprites were lost years ago when i lost my original laptop. as for duplicates, yea, i will have to figure out how to make them more special. if you want to try it, i made pirate venture by kitbashing it with atlas mk2 and buffalo mk2 and color shifting normal venture.

very unfortunate, such a shame since this is one of the most vanilla-friendly mod

FEEL FREE TO TAKE WHATEVER YOUD LIKE FROM THE MOD AND DO ANYTHING WITH IT, CONSIDER THIS AS ABANDONED MOD

Based on this, would it be acceptable if I used the Hegemony ship sprites with some minor edits in a new mod? You'd be credited 100% of course.
sure. im always happy when my absolutely stolen inspired work can inspire other people. to be honest, even if you didnt give me a credit id be glad that my ideas resonated with you enough to use them in your own work. cheers

I'm very interested in what you're cooking up

FYI some of the sprites has misaligned engine slots (easily identified in Codex if you compare the regular and Hegemony version), did some fixes on my bootleg (for personal use of course)

18
Mods / Re: [0.96a-RC10] Missing ships mod
« on: August 27, 2023, 06:10:02 PM »
Ive updated the mod to latest version and made several small revisions in crew size for several ships.

HE HAS RETURNED HUZZAH!

Edit: oh yeah while you're here, do you happen to have a Pirate Venture sprite without the Pirate markings? If I may, I'm thinking of making a sidegrade based on it since we have a Venture (P) in Vanilla now (also applies to Venture (LP) too)

19
Mods / Re: [0.95.1a] Better Deserved S-Mods 1.64
« on: August 23, 2023, 10:23:02 PM »
Waiting for an update  ;D

20
Reducing the damage on Solar Shielding to 90% feels kinda odd. It's negating most of the s-mod bonus that gets it to 100% negation, because 90% is already pretty good.

I was thinking if you have a base on a very unfortunate orbit like Sindaria, or travel through hyperspace storms all the time to "fast travel" with a slow fleet, it would be a nice to have an option to slap solar shielding on all of your ships, including salvage rigs and tankers. Spending story points on every ship in the fleet seems a bit too expensive.
But if you have enough SP to spend, 100% protection is still an upgrade you will feel, not to mention OP smods save anyway.

Also thanks for reminding, I completely forgot about the Smod stuff. Uploaded new versions, now with proper smods bonus description.

Very cool update, I've been using this mod since like 2 updates ago? But yeah, agree w/Draken here, 90% protection pretty much makes the SMod obselete imo. If I might suggest, maybe tune it down (80%?) and raise the energy damage reduction to -15% for the Smod to balance it?

21
Mods / Re: [0.95a-RC12] Missing ships mod
« on: June 10, 2023, 04:28:46 PM »
Did anyone test this with 0.96?

Been running this since the initial update, haven't had any problems until now

22
Mods / Re: [0.96a-RC10] Mirror 1.1 & DecoLib 0.2
« on: June 07, 2023, 03:09:50 PM »
Quote from: Wyvern
Q: Why didn't you mirror vanilla weapon X?
A: Probably just forgot about it - I didn't mirror literally everything, just the weapons where I thought it might matter. If you think there's something I missed, let me know and I'll take a look.
Squall, that asymetric piece of ***!

And Swarmer SRM too please

23
Aw shucks I spent too long drafting this up a new update came out

Thank you Zr0Potential, really appreciate the feedback!
Glad if I could help in any way I can  ;D
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1a) I'm not fan the Apogee is already a great warship, it's supposed to be an exploration cruiser, a bit like the Venture... Anyway I want to keep the Auspicious but distinguish it. I was thinking about adding a semi-useful mod like Nav or ECM (to represent converted survey equipment). I'm thinking about either replacing the front large mount by 2 medium energy mounts or a Missile/Energy hybrid. I want to keep the idea of a mixed cruiser/carrier
Honestly I think removing the large mount would be a bad nerf imo, unless you're planning on turning it into a brawler-carrier ship like Mora ig? (and tbh I personally prefer the TPC Apex before this one)
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1c) Era and Era(Lc) would probably be revised according to the new autoforge system. To be honest those ships where more interesting when the Assault and Escort Packages existed
Yeah some other ships (like Wardlaw) needs adjustments on their variants too with those being phased out but I personally think those are cool ships and very fit in Vanilla, and very fitting ships to use if you have the Supply Forging mod
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1e) I might be considering a Filum drone bay fitting with it.
Yeah and if I may suggest, the Hegemony variant could be an open slot to represent the militarization
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2: a,b,c and f) relate to something i don't like in recent edition Starsector: every faction is a military superpower unable to enforce a no-military public sales. I agree many weapons are bloating the market but that's the intent, I wanted to convey the idea most factions have to deal with second-grade weapons. Actually next version I would like to incorporate less higher-tier weapons availability to promote players using what they can find.
While I do agree with what you've said, the thing is if the weapons in question doesn't really have a niche or reason to use when you could get a better weapon with even less OPs, it would fell short and only be seen as "fodder guns" (the thing you only find used in Pirate and trade fleets), which is such a waste of potential imo, with some also overlaps with Vanilla
and on Mining Array's case, other mods (which tbf is not your problem, just wanted to let you know that we at least have 3 Mining Arrays-like floating around)
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a) to d) agree they need some changes" I started working on that. David might either get an increase in speed or in damage, while keeping the poor tracking.
Rebalancing is sorely needed yes, and in Scorpius' case, a new niche imo (if you want to keep it around)
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3a) interesting, I usually don't play a run long enough so that it happens, I was hopping the Heavy Battery would help. I could either increase Lepia pop or decrease population of Bythinia
I think the proximity of them is the main problem, less of the defense rating but more of stability since the Church will destroy any trade fleet coming to Lepia, tanking it down leading to decivilization, if I may suggest, follow the example of Vanilla with Salamanca - Qaras and Lacaille Habitat - Kapteyn and give them enough space not to disrupt one another (at least not that much)
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c)So the initial idea is that Utic is a planet big enough to not be bothered by other factions but too small to start it's own empire. I can give a try to your changes, seems good enough to not impact gameplay without removing the feeling of the place.
Glad to hear, from my experience with the changes, it's pretty much seamless gameplay wise, being a notable resupply base and trade goods producer, and also fits in with the lore
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Art is in the pipes, got some inspirations for a few planets
Neato, any more addition to the existing systems? Wouldn't need to be inhabited like Nora with its lore
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I don't mind having detailed feedback about description typos, I'm doing my best but doing its best is not always enough.
It's alright, you'd be surprised at how many mods have these things going (even found a minor one in Vanilla), nothing a little proofreading wouldn't fix, I can send it to you

And again, most of these are based on my very personal opinion, some may share it, some may differ from it, feel free to disagree or add on to it :)

24
Mods / Re: [0.96a] Special Hullmod Upgrades v1.3c - Update!
« on: June 05, 2023, 11:07:22 PM »
NEW UPDATE LET'S GO!!!!

Still hoping that we can use multiple upgrades in a ship pretty please with a cherry on top  :)

25
Mods / Re: [0.95.1] Slightly Better Tech-Mining
« on: May 28, 2023, 07:43:24 PM »
does it work on 0.96?

It does, as long as you dont put an alpha core on the tech mining industry (technically you CAN, but as soon as you hover over the industry it gonna cause a crash, because the code used to show the tooltip is changed in 0.96 - itsn ot the only affected mod in this regard, Iron Shell also have the same issue with the hullmods, but that mod is also perfectly functional besides that).

You can safely put a story point on the industry though without crashing the game, so if you want to use an alpha core improve the industry first, because you will not be able to do after that.

Dang, that's the most important part of having a Tech-Mining

26
Mods / Re: [0.95a-RC15] Planetary Shield: Access Control (1.4)
« on: May 28, 2023, 07:33:09 PM »
Not entirely; you may get partial functionality if you hack up the required version number, but no guarantees.

I am, however, working on an update; should be out tomorrow. (This update will probably not be save-compatible with a hacked-up prior version of the mod, however.)

That's good to hear, the Planetary Shield could always use some love, looking forward to what you're cooking up

Edit: just read Nex's patch notes, minor hostile activity reduction maybe? If too OP on base maybe let's say a SP bonus?

27
Mods / Re: [0.96a] Content Unlocking Missions 1.13
« on: May 25, 2023, 11:08:40 PM »
Great mod, sure wish some of the rewards are more worth it/interesting tbh

Just letting you know that this will broke the Nothing Personal mission because the Aurora variant is

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FleetMemberAPI member = api.addToFleet(FleetSide.PLAYER, "aurora_Assault_Support", FleetMemberType.SHIP, "ISS Athena", true);
Instead of aurora_Assault

Thanks

28
love the mod but I think an icon would be nice

29
Nice to see it getting maintained, or at least until some other essential mod incorporates this too, keep up the good work!

30
Mods / Re: [0.95.1a] QoL Pack 1.1.0
« on: May 24, 2023, 03:54:14 AM »
I couldn't live without this mod so i patched the Jar file: here

Technical Details
If PureTilt returns: The fix is very simple, the function 'processInputPreCoreControls' in classes 'qolp_RMCAfterOverload' and 'qolp_shieldSnapping' has a nulllcheck that reads:
Code
if (engine.getPlayerShip() == null) return;
change to:
Code
if (engine == null || engine.getPlayerShip() == null) return;
[close]

Much appreciated

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