Fractal Softworks Forum

Please login or register.

Login with username, password and session length

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 - MrNage

Pages: [1] 2 3 4
1
Mods / Re: [0.95.1a] Concord 3.5.2g
« on: May 04, 2023, 07:56:45 PM »
Literally opened it on word pad and it worked, excel didnt work.

Glad it worked out, then.

2
Mods / Re: [0.95.1a] Concord 3.5.2g
« on: April 24, 2023, 09:08:48 PM »
Im still having the crash  ;D

Did you make any edits/changes/deletions to the [hull_mods.csv] other than adding the hash?

3
Mods / Re: [0.95.1a] Concord 3.5.2g
« on: April 23, 2023, 07:10:05 PM »
Like this?
,concord_hiressensors#,0,,,"auto_concord, vanilla_auto_concord",,0,,TRUE,,0,0,0,0,org.sutopia.starsector.mod.concord.adv.DataEnactDomain,,,

The Hash goes 'before' the line (#concord_hiressensor).

Or:

,#concord_hiressensors,0,,,"auto_concord, vanilla_auto_concord",,0,,TRUE,,0,0,0,0,org.sutopia.starsector.mod.concord.adv.DataEnactDomain,,,

4
Mods / Re: [0.95.1a] [WIP] Ashes of The Domain of Man
« on: April 22, 2023, 09:21:52 PM »
Can you built capital buildings on places you only have governorship on? What if the capital decivilizes?

5
Mods / Re: [0.95.1a] [WIP] Ashes of The Domain of Man
« on: April 22, 2023, 08:47:39 PM »
With Nex, can you sell/transfer capital planets to other factions?

6
Mods / Re: [0.95.1a] Concord 3.5.2g
« on: April 22, 2023, 11:00:43 AM »
Hi,
With version 3.5.2g High Resolution Sensors are broken, their sensor value is not added to the fleet's total.
Removing the "concord_hiressensors" line from hull_mods.csv fixed the issue for me, so the script is probably interfering with the core one.
How do you delete this? I tried deleting it but concord would not load and crash before start.

Find the [hull_mods.csv] file in the modfile. Then, open it in Excel and add a hash ( # ) next to the line "concord_hiressensors" or other lines you'd like to remove.

7
Mods / Re: [0.95.1a] Mayasuran Navy 9.0.0 RC5
« on: April 20, 2023, 10:15:11 PM »
Hi gamers. I'll be releasing a NEW mod next month called The "Shogunate". They'll be a hightech Japanese themed faction with an emphasis on high tech weaponry but medieval theming.

Will short-range (energy) jousting be involved?

8
Could you try if this fixes the issue? My guess is that it won't, but at the very least it will rule out one potential cause for the issue.

Tested it again just now, still the same as before.

9
By the way, does OVERLORD account for drone conversions for crewed fighters?

I guess a more pointed suggestion would be to count carriers whose Crew Loss Multiplier is at least 100% as having completely automated fighters and thus compatible with OVERLORD. From the mods that I use, hullmods that automate crewed fighters usually do so by setting the "fighter_crew_loss_mult" to zero.

10
Mods / Re: [0.95.1a] Fleet Journal v1.0.4
« on: March 11, 2023, 06:13:31 PM »
Would it be possible to set the target location for the journal to be based on the destination waypoint you set on the Map? You could pretty much set the destination waypoint anywhere you click on empty space so long as you have visited the system where that empty space is located, so I reckon it would be able to have that point be a possible location where the journal could be set on, at least on the Sector map.

11
By the way, does OVERLORD account for drone conversions for crewed fighters?

12
Could you add some sort of ability to turn on/off production for the Forge hullmods on demand? Similar mods already have this sort of capability.

13
- WINGCOM
   - Pilots have a small chance to level past threshold for max officer level, up to level 12
   - Level up chance increases as number of engagements (consecutive battles before victory/retreat) ship is involved in increases

I have a question concerning this mechanic. Is it influenced by the number of DP the enemy fleet has, or is it based solely on the # of consecutive engagements? I've faced numerous endgame-sized bounty fleets, and almost all my pilots have so far reached level 6 a while ago, but so far no higher than that. I guess that engagements where the enemy orders a full retreat would definitely count; not sure concerning a player retreat. If it's the former, then the enemy fleet/s themselves would have to be big enough for them to retreat then re-engage multiple times, and in my case their size is already pushing it.

14
Mods / Re: [0.95.1a] Nexerelin v0.10.6d "Lords of War" (fixes 2023-02-12)
« on: February 13, 2023, 06:22:29 PM »


I had Arma V2.1.3. by the time my save broke, so I switched to the latest version (2.2.2). Able to save so far.

15
Mods / Re: [0.95.1a] Nexerelin v0.10.6c "Lords of War" (fixes 2023-01-27)
« on: February 12, 2023, 06:23:23 AM »
Hmm, damn. I might not get around to this in time for the next fix update, but can you upload your save somewhere, if it doesn't have 'too many' (hopefully 50 or fewer) mods? Also the full log, or at least the part after the text "Caused by" in the error message?

Sadly, my modlist's quadruple that amount, but I do have the full log (or at least, the stuff after): https://pastebin.com/vQ7wNzzW

Pages: [1] 2 3 4