Fractal Softworks Forum

Please login or register.

Login with username, password and session length

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Kwbr

Pages: 1 2 [3] 4 5 ... 9
31
that's an error from version checker, and can safely be ignored. it pretty much just means this mods integration with version checker is broken somehow, but that won't affect gameplay in any way. the only 'problem' it'd cause is that you'd have to manually check this thread for updates to this mod

32
Mods / Re: [0.9.1a] Vayra's Sector 3.1 - GHOST SHIPS 2019-11-22
« on: November 24, 2019, 01:04:51 AM »
the game crashes during the initial loading, the used modification set unfortunately does not want to work with the new version of this mod, and I really like the current modification set.

did you delete the old mod folder before installing the new version, and are you on a new save game

33
Really like the new weapons and the new ship, I think a few of the weapon roles weren't updated to reflect the changes though.

For example, the porphyrion is stated as anti armor despite being energy, and the neumon is listed as general despite being primarily HE

34
There's a couple of fairly straight forward ways to do this by just editing settings.json in starsector/starsector-core/data/config.

Find "colonyOverMaxPenalty" and just set it to 0 and you can safely ignore the default restrictions on player managed colonies. You can also change "baseMaxOutposts" but it's not really necessary if you change the penalty. Somewhat hilariously, if you change "baseMaxOutposts" to something really high and don't change the penalty setting all your colonies will have a huge buff to stability.

If you're using nexerelin you'll need to go to nexerelin/data/config/settings.json and change "colonyOverMaxPenalty" there instead, as I believe nex overwrites the one in the default settings.json

35
Mods / Re: [0.9.1a] Console Commands v3.0 WIP 7.6 (released 2018-12-07)
« on: August 31, 2019, 11:15:37 PM »
The next version will have a SpawnCustomEntity command.

Until then, you can spawn one at the player fleet's location by copy+pasting the following command into the console:
Code
runcode PlanetAPI star = ((StarSystemAPI) $loc).getStar(); if (star != null) { $loc.addCustomEntity(null, null, "stable_location", "neutral").setCircularOrbitPointingDown(star, VectorUtils.getAngle(star.getLocation(), $playerFleet.getLocation()), MathUtils.getDistance(star.getLocation(), $playerFleet.getLocation()), 180f); }

This just spawns a stable location, you still have to build the structures

36
Modding / Re: Making some ships, need feedback
« on: August 31, 2019, 09:32:35 PM »
For the dachshund, while it is asymmetrical it's overall shape is still effectively a rectangle. It doesn't have a whole lot that defines its asymmetry aside from the spiky bit on the front right, if that makes any sense. It also feels very segmented horizontally, though I'm not sure how much of an issue that actually is.

The rest of them look great to me, I don't think I'm exactly qualified to critique the tiny details so I don't have a whole lot else to say. I like the Leonbergers shape a lot, it's really unique for a capital and feels fitting for a phase ship given its similarity to the doom.

The only other thing I can think of is maybe giving them some brighter highlights to offset the overall monochrome color scheme. They've already got the lavender accents but they sorta blend in with the grey, and while there is variation there's not a whole lot that draws the eye save for the higher detail 'greeble-y' areas.

37
Mods / Re: [0.9.1a] Vayra's Sector v3.0.3 BOUNTY BUG FIXED 2019-08-20
« on: August 22, 2019, 03:15:18 PM »
Bounties still seem a little wonky, I've encountered a number of them listed as hiding 'in the heart of [system]' and upon locating them they're just orbiting the star inside its corona. They're just free money cause all you have to do is cruise around and mop up 0% CR ships.

The colony factions also don't seem to actually be colonizing in my games either, unless they just take their sweet time doing it if the player doesn't colonize anything. I was waiting around until mid 209 cause I wanted to join the commies but they never did anything after their hyperspace station spawned. None of the other ones ever spawned either.

38
Mods / Re: [0.9.1a] Ship/Weapon Pack 1.10.3
« on: August 15, 2019, 07:38:01 PM »
Should be swp_arcade_superhyperion I believe

39
Mods / Re: [0.9.1a] Underworld 1.4.0
« on: August 14, 2019, 06:43:15 PM »
Not sure if this is a stupid question but what's the reason for turning your transponder on near disguised cabal fleets causing instant hostilities with tri-tach?

40
Mods / Re: [0.8.1a] The Knights Templar 0.9.8f
« on: August 14, 2019, 06:37:04 PM »
neither this mod nor dynasector are updated for the latest version of the game.

41
Modding / Re: Capital Phase Ships
« on: August 13, 2019, 03:10:44 PM »
GMDA has a phase onslaught but I'm not sure if it's actually acquirable in game.

42
Mods / Re: [0.9.1a] Tahlan Shipworks 0.3.4d
« on: July 17, 2019, 07:54:48 PM »
the shadowclaw is part of underworld as a pseudo boss ship

43
Mods / Re: [0.9.1a] Interstellar Imperium 2.0.1
« on: June 30, 2019, 01:25:08 AM »
this update is amazing, i had to take a break in the middle of a battle from laughing too hard after watching a pirate frigate get flung into a battleship's shield by my caesar

44
Red Guard are from Vayra's Sector I believe.

45
Modding / Re: No fighters that grant 'ground support'?
« on: April 03, 2019, 12:12:06 AM »
There are a few mod fighters that mention atmosphere capability I believe, would be a neat thing to see

Dunno about the technical side of things though, since I imagine hullmods work differently on fighter LPCs than regular ships

Pages: 1 2 [3] 4 5 ... 9