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Mods / Re: [0.95a] Legacy of Arkgneisis 1.9.10 [6/1/21]
« on: October 24, 2021, 02:59:44 PM »
the Anargaia system file, its just a few inverted solar flares layered on top of one another
Starsector 0.97a is out! (02/02/24); New blog post: Save/Load UI, Autosave, Intel Map Markers, and More (04/10/24)
Great mod, and I'm really liking the gameplay, but... How would I go about modifying (or, if necessary, removing) the "rift" visual effects when visiting Anargaia? Having my eyes blasted with all that pure, bright white borders on painful, especially when most of the rest of the game is low-intensity colors on dark backgrounds.
Yeah but I get the sense that a lot of the pre-placed ships in the outer sector are meant to be remains of explorers and scavengers of more recent vintage (or ships lost in hyperspace battles that settled into those places), not just ancient ships so there should be some nearly functional ones out there. You certainly find so many Society ships out there that having them all be junk is pretty annoying. I can get the lore if I find 2-3 ships like that, not dozens.
The full un-field-repairable set of d-mods on every Exodus ship you find through exploration feels really excessive, it's not so much of an issue for exploration-only ships but when they're ships that the Society still uses? Makes recovering them almost worthless since they cost so much more to repair than to buy new (or smash some Society fleets for drops). The story justification is fine for an occasional ship but you'd think that the modern Society would lose ships out there too so the majority of what you find should be newer vintage.
Hmm, getting this error popup and crash when I try to launch while Arkgneisis is activated.
Any ideas? Seems like it's not finding an audio file? A bit confusing. I think I have everything up to date.
Ah, that's it. Haven't restored it yet, and wasn't going to if it didn't have that ability. Cheers.
Did the Lancer/Champion used to have a phase or teleport feature? Just got it again there, and it seems far less mobile then i remember it.
Was previously my favourite ship, but now not so much.
SS ships have enough engine power that if one was to take off from ground level at full burn? Rhode Island would glow blue for a few centuries. They have relativistic levels of acceleration, they care not for atmospheres heh
yeah but if ships are taking off from a colony at relativistic speeds then a spaceport would give a planet extreme weather & tectonics conditions & remove habitability if the planet has it.
I ran across an ARS station in unexplored space with an enormous market. Tens of thousands of fuel and supplies. It kind of ruined the colonization and exploration balance of that playthrough. I'm not sure if this is working as intended but I'm not a fan. This was a couple patch revisions (a month or two) ago. I think I still have the save if you want more details.
From my experience I usually only get 500 fuel / supply markets from those hidden waystations.
What size is it?
IMO it really should stay under size 4 (for some reason heavy industry only spawn on size 5s?) to be more in line with vanilla pirate stations and size 5 or above should be excessively rare.
java.lang.NullPointerException
at com.fs.starfarer.combat.entities.Missile.getMirvNumWarheads(Unknown Source)
at data.scripts.ai.loa_PDMissileAI.findBestTarget(loa_PDMissileAI.java:115)
at data.scripts.ai.loa_PDMissileAI.advance(loa_PDMissileAI.java:41)
at com.fs.starfarer.combat.entities.Missile$GuidedMissileAIWrapper.advance(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.CombatState.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(Unknown Source)
I get a CTD while fighting a bounty fleet. I don't know if the above will help. Thanks for a great mod by the way
They are more like pirate bases yes, all side effects of them being classed as hidden, otherwise they would show up on the campaign map freely, which defeats the purpose.Do they do any raiding?
Their growth isn't the result of Nex, that is scripted into those bases within the mod itself.