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News:

Starsector 0.96a is out! (05/05/23); Blog post: Colony Crises (11/24/23)

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Messages - nukularpower

Pages: 1 [2] 3
16
Mods / Re: [0.95.1a] Exotica Technologies v1.0.1
« on: May 29, 2022, 03:05:32 AM »
would it work to remove ES and install this or would that break a save?

17
Mods / Re: [0.95.1a] Superweapons Arsenal v2.3 Total Annihilation
« on: May 16, 2022, 07:30:53 PM »
Maybe I'm weird for wanting this, but would it be possible to have these (rarely) spawn on enemy fleets, even if unrecoverable?   In fact, preferably unrecoverable

I konw there are a few bounties that have them but those are very few and very far between.  Also just imo but I like the current drop/spawn rate, the rarity makes them feel special imo

18
I dig the new sprites.  Very cool

19
Mods / Re: [0.95.1a] Iron Shell 1.16
« on: May 16, 2022, 01:10:25 AM »
I vote for more inspections

20
Mods / Re: [0.95.1a] Apex Design Collective v1.0.6
« on: May 13, 2022, 01:30:48 PM »
I did - using jte8.  It never seems to affect anything so good to know

21
Mods / Re: [0.95.1a] Apex Design Collective v1.0.6
« on: May 13, 2022, 02:45:33 AM »
For what it's worth, I also get the memory leak error after loading.   

22
New sprites look great!   The fronts and bacs especially -. Not sure how it could be adjusted but the "necks" feel a bit flat.  Overall looking good though!

23
There is loot in the inventory of the "station". Took me a while to notice it since I never bother to look normally

24
Mods / Re: [0.95.1a] Tahlan Shipworks 0.8.4
« on: May 08, 2022, 08:07:46 PM »
I feel like I see a different Legio than everyone else.   I have played many games with Tahlan and in all of them I've just ignored legio.   They usually get killed by other in factions in my games, in fact.  I do not feel compelled to play any particular way because they exist because I've never seen them do anything (in hundreds of hours) besides get crushed, though in my current game they are doing alright since they allied with Arkgneisis or w/e

Just saying

25
Modding / Re: [0.95.1a] The Sunrider
« on: May 05, 2022, 03:36:48 PM »
Using the newest version of this, the main cannon (vangaurd cannon, I think?)  does not do any damage to enemies :/

The ship is still pretty badass without it, so whatev, but just wanted to mention it

26
Blog Posts / Re: Uniquifying the Factions, Part 2
« on: May 04, 2022, 10:56:14 PM »
Just a random thought, but as someone who can't play with mods anymore, I don't understand why new ships seem to be added so conservatively - I came back to this game after many years away and could hardly see a difference in the ship roster (without mods, as I said.) 

I'd really like to see more unique ships all around - one battleship is great and all, but thats like, a drop of water to me!

Regarding the SD, I'd much rather see a focus on a doctrinal insistence on certain tactics/loadouts rather than "flashy but useless."   Solar shielding?   meh.   I'm thinking more like the Empire in Star Wars with its focus on crappy Ties and big guns, etc - unique systems and that sort of thing maybe.   I don't know, this is a neat idea I guess, but it seems pretty boring all in all.   

Last note in regards to the Orion Drive, my introduction to the concept was the book Anathem by Neil Stephenson - highly recommend :)

27
Fair enough if you gotta commit.  Just sucks cuz that skill is too good to not take for the other ships I use (not into commitments, just ask my ex!)  Which means no sideline junkers.

But oh well.  Such is life

28
Hey, love the mod, but there is a problem, I think.   The vanilla skill that clears dmods in the industry line is stupidly OP.  It doesn't take long for it to strip all dmods, which not only goes against the other capstone that reduces DP based on dmods, but also messes with the Junker trait here.

I read somewhere that skill may get nerfed, and I hope that happens.  In the meantime, as a suggestion, would it be possible to get a blank hullmod that stops it from removing dmods on the ship it's applied to? 

29
Still getting the above after ending any combat, not sure what the problem is but i'm using the same mod list i had no probs with before.  I updated magiclib and etc and then this started occuring.   Anyone have any ideas?

30
Had been running with this fine for a while but it seems another mod's update broke something in this one?  Not clear but in a brand new game getting this crash on battle end:

java.lang.RuntimeException: Key sierraNoThoughts should start with $
   at com.fs.starfarer.campaign.rules.Memory.set(Unknown Source)
   at data.scripts.utils.FronSecMisc.setSierraHasThoughts(FronSecMisc.java:142)
   at data.scripts.campaign.intel.misc.SierraConvIntel.reportBattleOccurred(SierraConvIntel.java:43)
   at com.fs.starfarer.campaign.CampaignEngine.reportBattleOccurred(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.FleetEncounterContext.applyAfterBattleEffect sIfThereWasABattle(FleetEncounterContext.java:792)
   at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl$4.coreUIDismissed(FleetInteractionDialogPluginImpl.java:1612)
   at com.fs.starfarer.ui.newui.o0Oo$2.coreUIDismissed(Unknown Source)
   at com.fs.starfarer.ui.newui.OO0O.dismiss(Unknown Source)
   at com.fs.starfarer.coreui.O0O0.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.OoO0.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.oooO.Ò00000(Unknown Source)
   at com.fs.starfarer.ui.oooO.processInput(Unknown Source)
   at com.fs.starfarer.ui.V.o00000(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)


Any ideas?  I havent even met Sierra yet.

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