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

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Messages - EvilWaffleThing

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1
Mods / Re: [0.95.1a] Superweapons Arsenal v2.2d Grand Update
« on: April 13, 2022, 05:03:46 PM »
It's simple, if you spot a fleet using Superweapons then it's Superweapons Arsenal specific bounty, there are 4 unique bounties in this mod with more to come.
Well having only seen one it's kind of hard to tell what is a superweapon.

2
Mods / Re: [0.95.1a] Superweapons Arsenal v2.2d Grand Update
« on: April 13, 2022, 04:27:19 PM »
-I was told that if you have MagicLib you will get the bounties to spawn.
-The outcomes of tech mining isn't handled by my mod, it's in "Slightly better Tech-Mining", even if you set legendary weapons to drop from it you won't be getting more more Superweapons overall as it doesn't impact their drop rates.
I assume the giant hegemony fleet was one of the SW bounties and no SWs dropped from that fight. I haven't been able to find more than that one and I don't know if it's repeatable or not.

3
Mods / Re: [0.95.1a] Superweapons Arsenal v2.2d Grand Update
« on: April 13, 2022, 04:08:38 PM »
That's impossible, doing all 4 bounties alone should give you at least 5-8 Superweapons with a chance to get 1 Blackhole generator and 2 reflective shields.
Perhaps I don't have the bounties available then. I see the OP states that requires Vayra's Sector or Bounties Expanded. I'm not playing Vayra's and I don't even see Bounties Expanded in the mod index. If I can't even do the repeatable that might explain why I'm not getting weapons from bounties.
Which files would I need to edit to alter the drop rate and enable tech mining? There doesn't seem to be an option in the config.

4
Mods / Re: [0.95.1a] Superweapons Arsenal v2.2d Grand Update
« on: April 13, 2022, 03:51:39 PM »
Is there any way to modify the weapons so they can all be found from tech mining?
I would also like to modify their rarity as I have played entire runs without seeing one.
Tech mining gives you 1 Superweapon per 3 tech mining facilities every 3 months, this is very common, being able to mine weapons like the cluster torpedo and the Blackhole generator from there is broken.

I have a lot more than 3 facilities and I've seen two weapons the entire run. Both of them LRMs but that was likely random.
I've already searched 90% of the sector so relying on weapon caches isn't viable, nor is the bounty mission as those are, in and of themselves, fairly rare and weapons aren't even guaranteed. I'd have to play for actual weeks before seeing another SW and there is no guarantee it wouldn't be another LRM. I understand you want them to be rare but as it stands I've played a whole run without seeing any except the LRM.
What I want is to be able to reliably find at least one of each weapon with reasonable effort. The current rarity, at least for me, isn't allowing that so I'd like to mod the files for my save to make them all findable via tech-mining and decrease the rarity slightly.

5
Mods / Re: [0.95.1a] Superweapons Arsenal v2.2d Grand Update
« on: April 12, 2022, 04:52:20 PM »
Is there any way to modify the weapons so they can all be found from tech mining?
I would also like to modify their rarity as I have played entire runs without seeing one.

6
Mods / Re: [0.95a] Terraforming and Station Construction (v8.0.2)
« on: March 20, 2022, 03:29:50 PM »
You would have to use console commands to remove it. I'll add a check in the next update to prevent construction of gates if one already exists in-system.

Thank you for the quick reply! Do you, by any chance, know which command will remove the gate?

7
Mods / Re: [0.95a] Terraforming and Station Construction (v8.0.2)
« on: March 19, 2022, 10:46:09 PM »
So I am a dingus and I built a gate in a system that already has one. Am I able to destroy the gate that I made to get the stable location back?

8
So one of my embassies seems to be LOWERING my relations with that faction to the cap each month instead of just leaving the relation where it is.
Is that supposed to happen? As I understood it an embassy will passively increase your rep up to a certain point and then you have to do the rest yourself. It will also increase the effect of negative rep by 50% but not lower it passively. My other embassy isn't lowering my rep so I assume one of them isn't working right.
Well the embassy has stopped lowering my rep so it seems to have fixed itself. I have no idea what fixed it as I didn't do anything.

9
So one of my embassies seems to be LOWERING my relations with that faction to the cap each month instead of just leaving the relation where it is.
Is that supposed to happen? As I understood it an embassy will passively increase your rep up to a certain point and then you have to do the rest yourself. It will also increase the effect of negative rep by 50% but not lower it passively. My other embassy isn't lowering my rep so I assume one of them isn't working right.

10
Mods / Re: [0.9.1a] Commissioned Crews 1.9
« on: August 02, 2020, 09:53:56 AM »
I don't seem to have access to the Unite We Stand OR the Commissioned Crews hullmod. I've got a lot of mods but I don't know if any are conflicting.
Nevermind I am an idiot. I have been filtering hullmods for an unknown amount of time.
Please excuse me I have to refit all of my ships now...

11
Mods / Re: [0.9.1a] Commissioned Crews 1.9
« on: August 01, 2020, 05:15:56 PM »
I don't seem to have access to the Unite We Stand OR the Commissioned Crews hullmod. I've got a lot of mods but I don't know if any are conflicting.

12
I can see the rules packages in the settings here.
Code
"ruleCommandPackages":[
  "com.fs.starfarer.api.impl.campaign.rulecmd.academyRules",
  "com.fs.starfarer.api.impl.campaign.rulecmd.ambassadorRules",
  "com.fs.starfarer.api.impl.campaign.rulecmd.edictRules",
But I don't know how to access or change those. I wanted to set it up so I can keep training admins until they are perfect but with vastly increasing costs and time requirements.
How do I do that? I have a very minor understanding of coding and modding.

13
Mods / Re: [0.8.1a] Nexerelin v0.8.3g "Battle Stations!" (hotfix 2018-08-06)
« on: September 03, 2018, 02:35:00 PM »
Is there any reason I am unable to invade the station Arigato in the Styx system?
I've been blowin up pirates all over the sector and can't seem to find out why this station in particular can't be invaded.

14
Mods / Re: [0.8.1a] Ship/Weapon Pack 1.7.1
« on: August 03, 2018, 07:03:25 PM »
Can I request the addition of a ship from waaaay back?
The Parrot from the (I think) original Starsector+ mod was one of my favorite ships ever.
I would love to see it return in some way. I love the way the ships in this mod look now by the way, I haven't played SS in a loooong time.

If the Parrot is the sprite I'm thinking of, then it technically has made a return in another mod, by the name of Discount Shipyard: http://fractalsoftworks.com/forum/index.php?topic=12446.0

However, looking at it, I highly doubt it would get put back into SWP without heavy modification, since it seems to be a very old sprite. Of course that's for DR to decide, not me, so we'll await his judgement.  ;)

Also I could be completely misremembering which ship the Parrot is, and if that's the case then please completely ignore this post.  :-X
That IS the old parrot! Second ship in the capitals section.
I quite liked its clunky old tech feel. It felt like driving a really old pickup with a buncha cannons on it.
I understand though that aesthetics and styles change as time goes on so I would also understand if DR chose not to include it.
I figured there was no harm in asking.

15
Mods / Re: [0.8.1a] Ship/Weapon Pack 1.7.1
« on: August 02, 2018, 04:04:02 PM »
Can I request the addition of a ship from waaaay back?
The Parrot from the (I think) original Starsector+ mod was one of my favorite ships ever.
I would love to see it return in some way. I love the way the ships in this mod look now by the way, I haven't played SS in a loooong time.

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