Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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 - A_Random_Dude

Pages: 1 ... 5 6 [7] 8 9 ... 15
91
Modding / Re: [0.96a] Industrial evolution query
« on: September 23, 2023, 07:46:24 AM »
If you look a bit closely to the mod's front page, you'll see there is a "FAQ" spoiler section for every type of content added. In the Station's case, there are two direct answers to your question:

Quote
Can I build my own artillery?
You can reconstruct them by defeating one and then establishing a colony where it was.

And

Quote
But can I build it wherever I want?
No. They are OP and break the NPC fleet AI, which is Very Bad when combined with a story line. You can't build them because they invalidate the game on a conceptual level, so please stop asking.

Hope that helps!

92
Mods / Re: [0.9.1a] Sylphon RnD 1.0
« on: September 17, 2023, 04:46:29 AM »
It won't be updated any time soon, since Nia has said multiple times they didn't want to work on it anymore. The bootleg still works on current version though, if you want.

93
Mods / Re: [0.95.1a] Iron Shell 1.181
« on: September 16, 2023, 04:19:47 AM »
There are like, two new ships in the unofficial update. Counts as new content imo.

94
Mods / Re: [0.96a] Adjusted Sector
« on: September 09, 2023, 07:12:56 AM »
Nah. Nex has the option to give more markets to factions, but that's it. Vanilla doesn't do anything aside from allowing you to set larger map sizes, and even then you need to go in the game's settings file.

95
Mods / Re: [0.96a] Pirate Mini Mod
« on: September 05, 2023, 11:50:27 PM »
Got it. Well, I look forward to seeing how things turn out!

96
Mods / Re: [0.96a] Pirate Mini Mod
« on: September 05, 2023, 11:30:41 PM »
Hey, first of all: great mod, I like your take on some of those alternate vanilla pirate ships.

Second: I was wondering if you planned on making a P version of ships like the Centurion or the Sunder? Both tend to be pretty common, with the Centurion already having a Diktat skin. So it'd make sense for pirates to have gotten their hands on some of those and "modified" their hull, imo.

97
Mods / Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.8a
« on: September 02, 2023, 09:42:52 PM »
Oh, I know that it works. I just really want to take out that insane supercapital that was shown in the thread. I don't want to push, but I am waiting for this mod to update before kicking off my first 0.96 run through on starsector.

The hope that this will soon update is giving me strength to resist kicking off a new game right now. Apollyon is my favorite ship in the game and I am eager to see what the creator has next. The mechanics are on point for their ships.

First: not a supercapital, just a regular cap with a big central weapon you can switch with other big central weapons. Second: the author said that the update isn't going to release soon enough to make waiting for said update worth it. You'll probably be better off just starting a new game right now, really.

98
Mods / Re: [0.96a] Tahlan Shipworks
« on: August 30, 2023, 09:38:51 AM »
Not "skins", they're used by Graphicslib to add a bit more depth and more dynamic lighting to your ships. The normals give some 3d feel to the ship sprites they're associated with, essentially.

99
Mods / Re: [0.95.1a] Iron Shell 1.181
« on: August 13, 2023, 08:50:06 PM »
The mod uses code that's in nexerelin to work. Remove nexerelin, and your game crashes. The bit about him being lazy is because he could've added the code in the mod, but didn't want to.

100
Mods / Re: [0.95.1a] Iron Shell 1.181
« on: August 13, 2023, 12:43:50 PM »
Discord update doesn't have much to do with Tim though iirc. Else it'd be here. If you wish for a bug fix to be released, you'll probably have more luck by discussing it on the server itself.

101
Mods / Re: [0.96a] Mayasuran Navy 10.0.0 RC2
« on: August 07, 2023, 07:38:05 AM »
Oh wait. Missed that part, my bad. Weird then. Good luck finding the source of the issue then!

102
Mods / Re: [0.96a] Mayasuran Navy 10.0.0 RC2
« on: August 07, 2023, 07:26:37 AM »
Hello, I seem to have a bug related to portraits in this mod?

"ERROR com.fs.graphics.for  - Error loading [graphics/portraits/mcp/mayasura_01.png] resource, not found in [E:\Games\Starsector\starsector-core\..\mods" It repeats this same error for several other mayasura_x portraits, yet I cannot find anything with that name in the folders.

Means there's a portrait missing. Maybe re download the mod and see if the problem persists. If it does, then you might need to either add portraits that'll have the ID, or remove it from the .faction using them.

Edit: tested it myself just to be sure, had no problem. So yep, just deleting and reinstalling the mod should fix the issue.

103
Mods / Re: [0.96a] Mayasuran Navy 10.0.0 RC2
« on: August 07, 2023, 07:11:52 AM »
So I've enjoyed this mod for a number of years, and I'm happy to see it's progress each time I come back to the game. However, I've noticed some vanilla-unfriendly portraits got snuck in, and I don't see it documented on the forum page (unless I missed it?) or a config option to disable these anime profile pictures. I originally picked this mod, many years ago at this point, because it was one of the few faction mods that was vanilla-inspired. These portraits aren't really what I was expecting  >:( >:( >:(

That mod's front page artworks are literal thirst traps using said portrait characters as the main attraction. If you expected the mod itself to not have any kind of weeb degeneracy in it, you had high hopes.

In any case, you can just replace the portraits you don't like with vanilla ones. And even if you don't, the only time you see is during character creation. No npc will ever use it iirc.

104
Mods / Re: [0.96a-RC10] San-Iris 0.9.8
« on: July 26, 2023, 09:07:22 AM »
Provided factions other than the one from said faction mod knows and use them, of course. If not, you won't find any of those ships.

105
Mods / Re: [0.95.1a] Scy V1.66rc3 (2023/03/19)
« on: July 11, 2023, 09:48:17 AM »
The phase torpedo crash means you're not using the correct Magiclib version. Wisp did release a version that worked with not up-to-date mods using deprecated magiclib methods. I gave it a try with both current SCY and the 1.1.3 version of Magiclib, didn't have any problem so I assume it's this one. Try reinstalling your version of magiclib and see if the problem persists.

Pages: 1 ... 5 6 [7] 8 9 ... 15