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

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Messages - Nick9

Pages: 1 2 [3] 4 5 ... 9
Suggestions / Re: Remove LG Ships OP penalty, make Andrada non d-mod, etc.
« on: November 04, 2023, 12:36:48 AM »
Ok, I totally agree on what was said. Btw I am playing with mods and LG is not a removable modificator (though still a D-mod). I thought it was supposed to be this way :D

Suggestions / Re: Remove LG Ships OP penalty, make Andrada non d-mod, etc.
« on: November 03, 2023, 12:58:02 PM »
I remember when I did Sunder only challenge, LG ones were kinda useful because of hybrid slots instead of ballistic, at least I could install Burst PD to provide somewhat better survivability against suppression.

I remember it's a parade modification and it's difficult to get LG ships in a first place. Why would you even focus on it? What's the point of making LG... a serious modification, instead of, for example, making a mod with yet another ship modification that is controversial good, just not LG?

General Discussion / Re: Unable to decivilize Gilead
« on: November 03, 2023, 12:42:55 PM »
I'd also recommend you installing Nex, but...

...but then it's me who created a "help in game quest didn't start" topic. Who knew that Umbra planet should've been left under the pirates control? {clown.jpg}

Still, Nex is good because you can simply neocolonize (via ground assault) instead of decivilizing and capturing again.

Mods / Re: Mod update to newest version of starsector?
« on: November 03, 2023, 03:53:33 AM »
I hope there is a update soon, I really wanna play

it's already been updated to .96a on the discord. has a few new bits of content too.

When the update will be uploaded on forum?

upd: OMG it happened. Either I was blind or it happened, like, really recently.

Thanks! Your mod rocks, you know!

Suggestions / Re: Dead drop fleet engagement
« on: November 03, 2023, 03:47:48 AM »
They chase me down, engage me, force me to fight them, and me getting treated as the aggressor is the intended behaviour?
Commit a shady act, refuse to talk to the cops about it when asked, resist arrest with violence, and see how well that goes for you :^)

They are no cops, they are freakin nobody.

Though wasn't even a point, the problem is that mechanic is strange, since you may assume that if this fleet is not aggressive, you could simply disengage.

I agree, if it's possible to implement in a different from autosave form. Because after losing a fight I always need to restart a game (copy of a campaign leak otherwise). -2-3 minutes of my lifetime per losing. Nice penalty, but I'd prefer not to.

Some fights are unwinnable, but fun to try.

Bug Reports & Support (modded) / Re: So... the quest didn't start.
« on: November 03, 2023, 01:40:49 AM »
Checking the dialog option's requirements, the likely reason is that Volturn needs to be under Sindrian Diktat control to appear. (And the other two planets to be safe with the rest of the quest, Sindria in particular will be needed for the special fleet spawning)

If someone else has taken Volturn already in Nex, you can flip it back the SetMarketOwner console command

Thanks for mentioning it! I didn't clarify, but 4 planets (Sindria, Cruor, Volturn and some pirate planet, I hope I remember correctly - Umbra) are under SD control, 1 planet under Independent. There weren't any captures/recaptures except for that pirate planet that under SD flag now.

I'll try to experiment with enabling/disabling mods and will post any meaningful results if I'll get them.

edit 1: Ok, SO, this wasn't really expected. I started a new run with the same mods just to test if the quest would work in it, AND IT DID! I've got an accepted mission (I didn't get even mission on the previous after the dialogue) and there's an additional option on the Volturn. So this may even not be a mod issue.

edit 2: Final asnwer... Thanks, Histidine! Umbra should be under pirates control in order for the quest to really start. Resolved!

Suggestions / Re: Dead drop fleet engagement
« on: November 03, 2023, 01:36:59 AM »
Thank you for the report - this is the correct/intended behavior; it's an official faction fleet so fighting them will cause reputation problems. If your fleet is small enough you could also try to disengage without using a story point, but it sounds like your fleet is too large for that.

Way too misleading. I remember I posted a similar topic as well.
Since this thread isn't locked, I'll refer to mine:
The difference is that I had a modded run

While I get the extreme penalty, I don't really get why the player should be tagged as aggressor on engage and still be pursued on disengage.

Bug Reports & Support (modded) / Re: So... the quest didn't start.
« on: November 02, 2023, 06:51:35 AM »
I've tried entering devmode and via 9. DEV open SD dev options => choosing 1. start The Usurpers mission, but this will just repeat the dialog that tells a player to get to Volturn, still nothing on Volturn. Yeah, probably some mod did ruin it... Or my hands idk :/

Bug Reports & Support (modded) / Re: So... the quest didn't start.
« on: November 02, 2023, 06:47:44 AM »
You should see a new option when interacting with the planet.

(And, required: are you using mods?)

(edited) Yes, a bunch of. Including Nex, IndEvo, Persean Chronicles, RAT, Emergent Threats, and many other of lesser significance.

I have 8 options:

1. Comms (nothing)
2. Bar (nothing)
3. Trade
4. Repair
5. Manage built-in hull mods (progressive S-mods)
6. Consider your military options (I hope I don't need to, there are like 10 patrols)
7. Special functions (Nex, nothing useful)
8. Leave

Nothing related to.
Tried to move in dark mode as well.

Bug Reports & Support (modded) / Re: So... the quest didn't start.
« on: November 02, 2023, 06:33:23 AM »
I found this in campaign.xml of my save file

<CommDirectoryEntry z="5967">
<entryData cl="Person" z="5968" id="ram" pid="steady" spr="graphics/portraits/characters/yannick_ram.png" rnk="groundCaptain" pst="specialAgent" wTCRC="0" cW="1.0" fid="sindrian_diktat" a="true" im="LOW">
<n z="5969" f="Yannick" l="Ram" g="MALE"></n>
<m z="5970">
<d z="5971">
<stats z="5972" x2="0" xp="0" bx="0" db="0" l="1" pt="0" sp="0"></stats>
<market cl="Market" ref="4272"></market>

As I can tell, 4272 is the id of Sindria market.
And there's no Yannick Ram prob because he is <hidden>true</hidden>.

It's strange.

Yannick Ram told me about a safehouse on Volturn, yet when I arrived on Volturn, there's nothing related on it. No contacts, no safehouse options, nothing. There's also nothing on my accepted missions tab.

What should I do?

[ SOLUTION: If you are playing with Nex, make sure that any planet in Askonia system hasn't been captured. They should belong to their default owners (3 Sindrian planets, 1 independent, 1 pirate). ]

Mods / Re: [0.96-RC8] Legacy of Arkgneisis 1.9.12 [5/12/23]
« on: October 28, 2023, 11:03:31 PM »
I've found a strange bug - when engage the defenses of their society starbase, if you destroy their station, they will retreat, then by some magic their station is still alive and operational. Omw to destroy their station 4th time.

edit: no, 4th time clearly wasn't a charm. This time I didn't even understand to what I lost all my capitals. Some sort of abyssal horror fighters I swear. This was the most bs engage in my entire life in starsector and because of the bug above I just feel cheated.

edit 2: seriously I don't recommend this mod. If you are a spacer and you search for something interesting for your next playthrough, just don't. Or at least only if you play without Nex.

General Discussion / Re: Is Story Rushing Bad?
« on: October 24, 2023, 08:19:18 PM »
I don't think so... could be dependant on the play hours, but from what I've seen, there's always a bigger fish to avoid, even from the beginning.

General Discussion / Re: Shout out
« on: October 24, 2023, 07:41:43 AM »
I love these threads. I play this game for awhile and it still provides from time to time with something unexpectedly cool.

I recommend playing with Nex even in Vanilla runs (lol), this post provided by No Tri-Tachyon Gang

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