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Starsector 0.95.1a is out! (12/10/21); Blog post: Hostile Activity (09/01/22)

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Messages - Starareo

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Mods / Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.18
« on: December 04, 2019, 10:32:32 AM »
When you say BB spawning is now integrate with Adjusted Sector, does that just mean it follows whatever values are set in Adjusted Sector? The only thing I would need to customize would be Adjusted Sector settings, right?

Edit: When I tried to start a new game, it said that JSONObject["BladeBreakerThemed_ConstellationMin_AS"] not found. I assume this means it could not find the relevant Adjusted Sector settings. Do I just have to wait for the Adjusted Sector mod to update? Adjusted Sector does have similar settings for the Sanguinary Anarchistic Defector system spawning.

Mods / Re: [0.9.1a] Yuri Expedition v.1.5.1 || Faction Pack || Patch 11/25
« on: December 01, 2019, 12:11:34 AM »
The sound on the Dreamlands could probably be toned down a good amount. They now have a firecracker effect that is also quite strong.

I've noticed a small issue. When I talk to the commodities trader about requests and stuff, even if I don't ask to know more details, I still get the mission but as a result have no idea what I need to obtain/do. Actually, I also don't get an entry in the intel screen, so I can't even look up the details.

Mods / Re: [0.9.1a] Adjusted Sector
« on: November 27, 2019, 05:20:31 PM »
Just started some new saves after updating. First off, I reduced the sector height and width by about 40%, just personal preference. I can paste the rest of my settings if needed.

This is the hyperspace map with all Adjusted Sector assets.

And here is the hyperspace map with Adjusted Sector, but I used Grand Sector's fix, replaced hyperspace_map.png with anon-hyperspace.png

It is two different saves, so planet generation is different, I forgot to use the same generation ID.

Mods / Re: [0.9.1a] Adjusted Sector
« on: November 27, 2019, 09:52:53 AM »
Is there a way to prevent systems spawning very very close to the edge of the map? Not a significant issue, I figured it was just down to generation rng.

Edit: Looking through the rest of the thread, I appear to have a similar issue to the others with some planets spawning just outside map borders, I'll just wait for the next update.

So I guess the Seraph Wing is supposed to be more direct combat based with the extra missile slots, while the Angel Wing is straight airspace superiority with relatively minimal weapons? I do tend to pack it with 6 bombers lmao.

Its actually been a pretty okay experience so far haha, no more afk exploring for me.

1. In RCSW_SETTINGS.ini, do you have "DEuseTimeBonus" set to true? If so:
1c. What is the value of "DEtimeBonusStartYear"?

1b. What is the value of "DEpointsPerCycle"?

1c. What is the value of "DEredactedTimeBonus"?

runcode FactionDoctrineAPI doctrine = Global.getSector().getFaction("remnant").getDoctrine();
Console.showMessage("For faction '"+"remnant"+"':");
Console.showMessage("The Officer Quality level is: "+doctrine.getOfficerQuality());
Console.showMessage("The Ship Quality level is: "+doctrine.getShipQuality());
Console.showMessage("The Ship Quantity level is :"+doctrine.getNumShips());

Officer, Ship Quality, and Ship Quantity all at 5

I'll probably just change the start year to something more reasonable.

I might have borked the settings in my current save, but in conjunction with Ruthless Sector, I'm encountering Remnant Ordos in hyperspace with multiple capital+ sized ships during cycle 207.

Mods / Re: [0.9.1a] Yuri Expedition v.1.4.2 || Faction Pack || Hotfix 11/18
« on: November 22, 2019, 07:10:27 AM »
Oh boy, looking to Touhou up in here. I like how the ships have to be built more specialized now, my Angel Wings can either be pure bomber, or fighters + missile saturation, instead of everything at once lmao.

Mods / Re: [0.9.1a] Yuri Expedition v.1.4.2 || Faction Pack || Hotfix 11/18
« on: November 21, 2019, 04:38:54 PM »
Yeah, the Steel Grape weapon card list them as fragmentation, I remember it was kinetic previously, could be wrong. The lore reason for lack of kinetic missiles does make sense now that you mention. Excited to see what else is in store tho!

Also, the Onsoku Battle Cannon specifically does kinetic damage, but is listed as anti-armor. Don't know about anything else, but probably worth a look over.

Mods / Re: [0.9.1a] Yuri Expedition v.1.4.2 || Faction Pack || Hotfix 11/18
« on: November 20, 2019, 06:16:20 PM »
Please, I'm praying for a medium kinetic missile to replace my Steel Grapes, although they totally deserved a nerf.

Mods / Re: [0.9.1a] Yuri Expedition v.1.4.0 || Faction Pack || Update 11/13
« on: November 14, 2019, 06:15:16 PM »
This is definitely a larger undertaking, but in the future, maybe consider adding distinguishing features to the fighters and missiles because the names are kind of daunting to keep track of at first glance.

Mods / Re: [0.9.1a] Yuri Expedition v.1.4.0 || Faction Pack || Update 11/13
« on: November 13, 2019, 07:57:11 AM »
Autofit is just for loading a template to quickly outfit your ships, just saves time. Game is supposed to load whatever you have saved for the template and make no adjustments of its own unless you don’t have the required amount or weapons, but its no big deal, couple extra clicks never killed anyone.

On another note, the ‘tails’ on the Shine Ray that hold the drones look kinda out of place, maybe just add a hangar bay? Completely subjective opinion here, do what you think is best. The Shine Ray's model is also kind of on the small side for a battleship, especially considering that its pretty tanky with regards to hull and armor.

Also, I am getting the version checker notification to update, so that works fine.

Some quick feedback/maybe bugs. On autofire, most of the missile weapons go down to 2 or so shots life in the clip and then only fire after a reload. This is most noticeable in the weapons that fire single missiles such as the Steel Grape and Shooting Star. I am running expanded missile racks, if that has an effect. Also, when I try to load an autofit with Shooting Stars, they are usually replaced with capacitors and vents instead. I have them in my storage/inventory, so they should be installed when the autofit is loaded.

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