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Messages - Draconas

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16
Mods / Re: [0.95.1a] Realistic Combat 1.8.0
« on: July 26, 2022, 01:40:30 PM »
I found that the Project Tafetta weapon from Tahlan shipwork completely freezes my game with this mod.
When I hit a ship on its armor with that weapon, it spawns an incredible amount of projectiles, which causes the crash.

It's a rare weapon so I don't think this is going to come up often in the game.
I tested this one in the for the greater Ludd mission with the Hammerhead in a simulation and it does this with this mod enabled every time and never without it.

I've had this exact problem with a random scavs enforcer that had the weapon, I just didn't know what the weapon was

I've had a fair few crashes with this as well, can never tell what weapon it is that does this, but it fires and game lags to a slow halt, slowing by frames till its 1 frame every 10 seconds, then it just hard locks. Can't find a crash log for it sadly.

17
Has anyone had issue with Arma vendor on New Meshan not resetting item market? Checked other specialty vendors and it seems its only this one. What happens is every market refresh, the items (weapons/LPC/etc) don't clear when new stock comes in, this results in dozens of all LPCs and a weapon list that is 4-5 screens deep. Did newest update break market?

18
Mods / Re: [0.95.1a] Musashi Manufactorum Ship and Weapon Packs 1.2.8
« on: June 25, 2022, 08:59:09 PM »
Hi,

Update 1.2.8 is here. There is a new shop called Moreya. It is kind of weird and something I have never done before. IF you have any issue with its balance, let me know. I also updated Kuzuryu description a bit so it is clearer. Thanks! Draconas!

Looks solid! Cheers

19
Avorion may be of interest - https://www.avorion.net/ - has co-op multiplayer and is both similar to (living galaxy) and different from Starsector.

Thanks for suggestion, i've had issues with the fully build your own style stuff (not very good at building them haha) but if its coop then might give it a try!

20
Question for mod developer, is there any possibility to add a customizable grace period to start of game? I do get that these factions have existed for quite some time so the universe is already established from point of view of game.
ie.
You start alongside an existing faction, and can set a window where your faction will not involve itself with any alliances or wars for x period of time, up to maximum of maybe a year.

Another setting maybe centered around invasions, where factions can get into wars, but sending invasion fleets (AI Included) is blocked for x period of time. (Pirate/Luddic/Faction raids still available as it doesn't cost you a planet completely)

Points of the above is to add options for smaller starts to have a chance without losing their home planet to invasion in first 20 minutes of play. I've done some small start with RP elements and noticed how hard small starts are when some factions are in Burn the Universe mode from day 1. I enjoy these factions, would just be nice to have a buffer at start if its possible to add this function.

Will just add here that I count Nex as a core mode to game now, can't play it without Nex.

21
Hi Histidine,

First off, thanks so much for the mod. I can't play the game without it. I consider it vanilla, lol. I did want to ask about a specific interaction though. If I am at war with a faction, I sometimes use invasion fleets. I have run into the following scenario a few times:

1. I am at war with a faction
2. That faction is part of an alliance
3. I spend millions on invasion fleets to attack my enemy
4. The faction votes to end war with me
5. I get no option to accept or decline a peace treaty
6. The war ends, and I lose that money for the invasion fleets + the loss of the potential colony.

Is the above scenario intended gameplay?

I've run into this Scenario many times, that is huge part of being in an Alliance and being a smaller portion of it. unless you gain dominance of Alliance (most power) you can and will lose fleets. I'm not sure if this is fully intended or if Dev will add a partial refund to these scenarios, assuming not because in lore those fleets hired would still need pay.

22
I've played probably close to 1000 hours on Starsector, and every time I find a new mod I like (very frequently last 6 months) I start a new save if required. Love this game and I often tell people its the best $15 I've ever spent on a game, and usually get same feedback from those who like this genre. My only true gripe with game (and I understand the scope of this feature which is why I don't hold it against the game) is lack of true coop multiplayer.

So this is a request, does anyone have some game recommendations of something similar but coop? I would like to add I'm trying to avoid full RTS games like Stellaris or Sword of the Stars.

There are a few single player games that kinda have other playstyles I really like but as said aren't Coop;
  • Between the Stars (so far this is maybe one of my favorite early access sci-fi games)
  • Nexus the Jupiter Incident (A classic for any Sci-Fi lover)
  • Star Wolves series (save as above)


So far within this genre I've played;
  • Star Conflict (kinda similar if you focus PvE only I guess but way too grindy)
  • Drox Operative 2 (It's very fun but game has some nasty memory leaks/frame drops when coop and fighting large amount of enemies. kinda hurt our enjoyment of game)
  • Nienix: Cosmic Warfare (its on my radar but i'm waiting till its in a more finished state, though the bullet hell playstyle is a bit much for me but I'm willing to give it a go)

Thanks for any advice/recommendations!

23
New Update!
Make sure to let me know about any bugs you might encounter.
New weapon looks good, looking forward to trying it out... at some point haha.

24
Mods / Re: [0.95.1a] Polaris Prime v0.25 EN Edition
« on: May 12, 2022, 12:15:50 PM »
There are 2 languages for this mod, english and chinese, and judging from the .py file contents, it can toggle between them (but i think you need some python code executing files)

You can do what i did and open mod folder, search for "ENG" files, look at their folder, and delete original file with same name, and replace it with ENG file:

mod_info_ENG.json   -> rename to mod_info.json
mod_info.json  -> delete

there are about 10 files to do it on, so it will take a couple of minutes to do. As for mod being stable, yeah it is, everything works fine from what i've noticed  :)
cheers good sir, you are the Hero we needed.

Though a separate folder with the files for both languages we can change on fly instead of individual files we need to go in and change manually would be so much more convenient if English isn't to be the default (which I'm fine with btw)

25
Mods / Re: [0.95.1a] Polaris Prime v0.25 EN Edition
« on: May 11, 2022, 07:41:10 PM »
There are a lot of question marks with this mod, is it stable?
I loaded it up and every instance I see the mod faction its just question marks.

26
Mods / Re: [0.9.1a] Neutrino Corp. (v. 1.86-RC3)
« on: May 09, 2022, 01:05:06 PM »
Hey so i tried to play with this mod but i can't seem to turn it on. it says its for a previous game version 0.9.1a and i have 0.9.1a-RC6. And i was wondering if this mod is just un updated or if i broke something?
not updated, you can check updates on this page of responses for confirmation and minor update from modder attempting to updated it

27
I've downloaded the mod and will be using next run, looking forward to it. I do understand the brightness aspect maybe not fitting with SS but with all the purples, blues, oranges and reds already in game this isn't that much of a leap. They kind of grow on me more I look at them. looking forward to playing it!

28
Mods / Re: [0.9.1a] Polaris Prime v0.25 EN Edition
« on: May 06, 2022, 10:08:32 PM »
New Update.

Download v0.25 for 0.9.5a



Changes
Weapons:
Interferometer Series
Polar/Magnatar Series Missiles
Crystal Culverin

Hullmods:
Polaris Node Lock

Others:
Support for UNGP
Various Balances and Changes
Akademia updates for new Skill System
[close]
Forgive me if silly question, but how do you download file from that URL? don't see a save as Zip or anything.
Also, is this now for 0.95.1a or some other variant?

click on the Green Code button and choose Download as Zip
see attached image

Cheers.

29
Mods / Re: [0.9.1a] Polaris Prime v0.25 EN Edition
« on: May 06, 2022, 09:30:14 PM »
New Update.

Download v0.25 for 0.9.5a



Changes
Weapons:
Interferometer Series
Polar/Magnatar Series Missiles
Crystal Culverin

Hullmods:
Polaris Node Lock

Others:
Support for UNGP
Various Balances and Changes
Akademia updates for new Skill System
[close]
Forgive me if silly question, but how do you download file from that URL? don't see a save as Zip or anything.
Also, is this now for 0.95.1a or some other variant?

30
Mods / Re: [0.95.1a] Concord 3.5.2g
« on: May 06, 2022, 06:27:06 PM »
Hey, as for anyone (including me) who is having the problem of running this mod and console commands and having the "list ships" command not working, "list variants" worked for me, if you know what ship you want you can search for part of its name to narrow down the search results and still find ships you dont know the full code for, I wanted to start a game with a covert tigershark as my main ship and by putting in "list variants covert" I got its name to get via "add ship"

I know the author said this issue was fixed but I have it anyways, idk if a third mod is messing with it or if I did something dumb.

I also had this issue, but after reinstalling console commands it worked fine.

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