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Messages - A_Random_Dude

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Modding / Re: [0.97a-RC11][WIP] SCY Utility Ship Pack 0.4a
« on: March 25, 2024, 02:59:27 PM »
Just a heads up: the name Balius is already taken by the main mod.

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It currently isn't. Just edit the game version and it should work.

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Mods / Re: [0.96-RC8] Legacy of Arkgneisis 1.9.12 [5/12/23]
« on: March 24, 2024, 08:06:51 AM »
All three of them? As in, you're trying to run both the current version of the mod and the dev one? Because they can't work together. They're two instances of the same mod. Unless you're not, but then I don't understand what that "vanilla" stuff's for.

If you really want the new indev content, just go for the dev version. If you want a stable (and sufficiently finished) experience with the mod, go with the 1.9.12.

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Mods / Re: [0.96-RC8] Legacy of Arkgneisis 1.9.12 [5/12/23]
« on: March 24, 2024, 12:53:29 AM »
The Dev version adds a good amount of new stuff (which I don't want to tell here, as it could be seen as spoilers). Not sure what you would count as "experimental mechanics", but there is definitely something to be found by doing some exploration. Be careful though: as a beta version, it isn't finished (most of the new stuff lacks description, there might be a few bugs, etc).

As for the skin pack, simply use it alongside the main mod and change the game version its mod_info.json asks for. If that *still* don't work, simply copy/paste the sprites from the skin mod's folder into the main mod's ship folder. I doubt it'll be needed though.

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Mods / Re: [0.97a] Volkov Industrial Conglomerate 1.6.3
« on: March 23, 2024, 03:36:51 PM »
Then get!

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Mods / Re: [0.96a] Amazigh's Ship Foundry v1.1.0
« on: March 21, 2024, 05:57:03 PM »
Works fine, just edit the game version manually and you're set.

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Mods / Re: [0.96a] ScalarTech Solutions 0.9.1
« on: March 21, 2024, 02:17:09 PM »
There is, yep. Go in the mod's folder, look for a file called "mod_info.json" and open it with something like Notepad ++. Then change the game version found in it with the current one.

23

Just wanted to point out that, even though you don't actually see it in game, the Astral's description states that a few of those are indeed used by hegemony fleets. It's just impractical to field them, as you said, but they still got a couple lying around.

I wonder if that's still canon. The early plot, which the missions are still built around, has faction compositions that are a lot less unique, and a lot less uniform, than what we see in the campaign. The League fielded high-tech ships, for example, and the Hegemony had a few Herons in their composition.

Eh, I wouldn't be surprised if it's indeed a case of old lore tbh. But still, there's at least some difference between using it in lore and not using it at all imo. There is also the fact that the Hegemony uses hightech ships as auxiliaries, if only just the Wolf (and the Buffalo of course, but that hardly counts here). Would be funny to see an Astral (A) flying around, now that I think about it.

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[...]Hence why Hegemony doesn't use Astrals. [...]

Just wanted to point out that, even though you don't actually see it in game, the Astral's description states that a few of those are indeed used by hegemony fleets. It's just impractical to field them, as you said, but they still got a couple lying around.

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Mods / Re: [0.95.1a] Scy V1.66rc3 (2023/03/19)
« on: March 19, 2024, 12:15:20 AM »
I have to agree, the midline one on top left does indeed look good. The lowtech(?) one feels closer to a Diable Avionics skin, though.

Personally, I've always noticed that there was a distinct lack of pirate variants for that faction. I guess it'd require a bit more editing than just color changes, but do you think that's feasible?

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Mods / Re: [0.96-RC8] Legacy of Arkgneisis 1.9.12 [5/12/23]
« on: March 18, 2024, 01:25:02 AM »
Having played with that mod and all, it works just fine, really. Also, while there isn't a version with abyss content, there's a beta of the upcoming update available (still unfinished because, well, the author's still on hiatus). A simple edit of the mod_info.json is all it needs to work on 0.97.

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Blog Posts / Re: Simulator Enhancements
« on: March 17, 2024, 03:40:21 AM »
Well, while I do agree that new end game stuff would be great, I personally don't find that's really what the game absolutely needs right now. But I guess we'll see when the time is right!

Edit: now that I think about it, wouldn't outright confirming that there's some new secret combat stuff waiting for you kind of spoil the whole reveal, as it's supposed to be end game content? Or on the other hand set some expectations that might just get too high for what it actually is? Saw this happening in other games at least, so eh. Better if we don't know and have a surprise tbh.

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Blog Posts / Re: Simulator Enhancements
« on: March 16, 2024, 11:41:13 PM »
Patience is a virtue, y'know. Read blog posts to get an idea of what's next when they're posted. The update will be ready when it's ready. Can't rush dev work to release a new game version as quickly as possible, else you'll then complain about the increased amount of hotfixes/cut content that will inevitably result from it. Just... wait. You already got the current release and a huge amount of mods to add what you feel is missing. Should be enough for the time being, really.

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Mods / Re: [0.97a] Terraforming and Station Construction (v9.0.6)
« on: March 16, 2024, 11:32:47 PM »
If it's fixed in 9.0.7, and we're still in 9.0.6, then that means you'll have to wait for Boggled's fixed version of the mod to release, yes.

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Mods / Re: [0.96a] Amazigh's Ship Foundry v1.1.0
« on: March 14, 2024, 08:31:09 PM »
The log can be found in the main game's folder, called "starsector core". Click on that, then look for a file called "starsector.log". There are 4 of them though, so pick the one without a number at the end of its name.

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