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Messages - YuiTheModder

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1
Mods / Re: [0.95.1a] LowTech Armada
« on: January 05, 2023, 01:19:32 AM »
Hi there, I am getting a invalid master version file error. Is this like the unknown skies mod where its fine and still throws the error or is it borked?

Image https://imgur.com/a/9L4ShXm

Same issue.

I believe this issue is actually due to me mismarking my version file.

Currently I do not have version checker working with LTA. It shouldn't disrupt or crash anyone's game though.

2
Mods / Re: [0.95.1a] LowTech Armada
« on: January 04, 2023, 05:06:34 AM »
The TB brawler really needs to have its information listed. The "armor plate" is awesome as an option to trade a medium slot ballistic slot for ablative armor that has a built in shield generator with its own flux supply but nothing tells you that is the case. On paper its a suicidal paperweight without that information though.

I really want to do a Tech Duinn themed raider run as a pirate but its slow to get the ships and despite being their origin the station rarely has any for sale, any way to increase supply at least at that station? I do love the idea of pirates teching up their fleets to specialize in raiding for profit as opposed to the "flying scrapyard" approach being the only choice.

In the next patch I'll have a dummy hullmod on the main chassis to explain the function of the module.
It already has this in my Dev version, but its been a while since I made an official release.

3
Mods / Re: [0.95.1a] LowTech Armada
« on: January 04, 2023, 05:04:29 AM »
Download link ends in a "Site can't be reached" error making me unable to download the mod.

Are you still getting this issue? I was inactive with my Mega account for a bit it the link may have gone down temporarily? Though I saw no signs of this on my end.

Please let me know if this remains a problem I'll take another look into it if so.

4
Mods / Re: [0.95.1a] LowTech Armada
« on: January 04, 2023, 05:00:02 AM »
I just played against vs ship named "pietas elite variant". It has ability to leap forward, and then leap backward. I think it istoo strong. Some vanilla ships can rush forward in cost of no fast retreat. Ability to leap into the fight, take and deal tons of damage, and leaping backward at 80% flux to vent is toxic.

Heya, I don't have any variants in my mod called "Pietas Elite Variant". I do have a ship named "Epattcud XX", a small frigate that can on a windup jump around the battlefield and zap things with damagin emp arcs. I also have another called the "E-XVIII 'Lurker'", a capital with a larger version of the same jump with a longer windup that can go further, at the cost of damaging itself more severely.

Are these the ships you mean? They are quite rare in fleets, but I have been considering reducing their jump distance to conform with reductions made to the usability of the Hyperion, a similar vanilla ship. Though with that said, it wouldn't prevent them from jumping in and out of combat at the expense of their own hull, which is their intended function.

5
Mods / Re: [0.95a] Gacha S-Mods v1.5.0
« on: January 04, 2023, 04:48:41 AM »
Heya! I have recently downloaded Gacha S-Mods and had a whirl, and was wondering (as a future content suggestion) if it would be possible eventually to have an option where ALL ships that spawn can get 1 Gacha S-Mod built-in for free on spawning in the campaign layer, whether it be AI or Player.

I feel this would make the experience super fun and a bit closer to true Gacha, as those you fight would also be vulnerable to the same ebb and flow of in-game content as you.

Also as an option it would mean you could see some really wacky stuff causing the AI trouble or benefit, like spinning onslaughts with axial rotation struggling to reach your fleet, or a lasher with Advanced Targeting Core outranging your capitals and causing havoc.

6
Mods / Re: [0.95.1a] LowTech Armada
« on: August 08, 2022, 05:15:45 PM »
Hey! Could I yoink the talon rail code and reuse it for my *** add-on mods potentially? It's such a great concept. Obviously I'd credit you if you're okay with that.

Heya, yes you can absolutely yoink the Talon Rail code to use for your add-on mods. The script replaces a missile with a fighter, so you would need to design a missile to swap out, or spawn something else to swap into a fighter or missile.

Have fun modding! ^u^

7
Mods / Re: [0.95.1a] LowTech Armada
« on: August 08, 2022, 05:11:20 PM »
Hey I noticed that the Upcycler's Sect ship "Reckoner" isn't being created in custom production, though I still get charged from it weirdly. Is there a way to fix this? It looks like a really cool ship and I'd love to see/use it!

Also great mod by the way. I stalled myself from doing another modded playthough for a while until this became compatible with the latest version of starsector. It's a "must have" on my list of mods.

Heya, I am not getting this in my current dev version, so I think I may have fixed it at somepoint during working on this beta. Thank you for the feedback though, it led me to finding out that the Upcycled ships will not spawn from the player's market as part of a fleet doctrine, due to having no selected roles for their variants yet. They are now spawning correctly I think in both instances. :)

8
Mods / Re: [0.95.1a] LowTech Armada
« on: August 08, 2022, 02:41:49 PM »
Lovely mod, I am getting a [v0.6.5b, invalid master version file URL "unavailable"] error in the version checker. Can I hotfix that somehow?

I don't currently have a functional system for version checker in LTA, but I always post the most recent release version on here/the unofficial Starsector discord.

I'll be looking into that in future, but right now it doesn't work.

9
Mods / Re: [0.95.1a] LowTech Armada
« on: August 08, 2022, 02:39:13 PM »
Spoiler
You're actually going to make the dancing Onslaught a reality. You wonderful monster.
[close]

Sorry It's taking so long I promise I will release my beta for this upcoming patch soon on the discord and on here. :)

10
Suggestions / Re: New Starting Scenario
« on: July 19, 2022, 08:53:00 AM »
As you know from our talks on discord, I've also been running a save with these parameters in a fairly modded setting and streaming it (on the discord), and it has been super different and interesting.

When I can sometime I will try to make a mini-mod that can decivilize and un-explore a post-generation game (so the core worlds are like exploration content and you don't have to spend up to an hour typing out destroy colony commands haha). I would be super happy to try to help make this easier.

Thank you for coming up with this challenge run, it gave people I was streaming to a good laugh and a good time.

11
Mods / Re: [0.95.1a] LowTech Armada
« on: May 09, 2022, 05:14:50 PM »
For an idea of what is coming next in LowTech Armada, here are some gifs/screenshots :) :

Spoiler







[close]

Please feel free to ask questions or let me know what things you would like to see or think would be interesting in a future update! (Though be warned I may take a while to respond ^^*)

12
Mods / Re: [0.95.1a] LowTech Armada
« on: May 09, 2022, 04:18:26 PM »
I recently started using and enjoying this mod and fought against a phase leap ship called the E-VIII 'LURKER' class standard scrap phase warship and it is the first ship from this mod that cause some frustration during combat. The ship quickly teleported in the middle of my fleet and killed 1-2 destroyer/cruiser sized ships, so I gave an order to my entire fleet to destroy this ship. However once I got the hull down to below 30% it retreated demonstrating its true teleport range, my fleets engage arrows pointed to a space more than half way across the map. My ships gave chase because of my order to engage despite being in combat with the rest of the enemy fleet. The target was beyond my vision and therefore I could not rescind the order on the target, forcing me to either spend another order point and focus a nearby enemy ship or select each ship one by one and cancel my order. I won the battle but the ship retreated so I had to pursue it 2 additional times because it kept retreating from combat and there was no way to catch up to it and after the 3 retreats it became auto-disabled (I didn't know this was a thing until now). The only thing I can do in future battles is never give orders to focus it, hope to kill it before its teleport cooldown is ready or just let it go post battle.

While I like the concept of the phase leap, my experience in this situation was more tedious than fun. I'm not sure what adjustments to recommend without compromising the design intention, maybe shorter range or disabling the phase leap in the event the hull damage or combat readiness reaches below a certain threshold to prevent an unavoidable retreat/pursue/retreat loop.

I'm happy to take a look at the Lurker, with the new Phase update things have been a bit of an experiment for me. I'll likely be reducing its jump range from 2/3rds of the map to around 1/2 of the map. Please let me know yalls thoughts.

13
Mods / Re: [0.8.1a] DynaSector 1.4.7
« on: March 31, 2022, 07:47:00 PM »
Some things I want to say (its 03:30 ish here at the moment so sorry if this is a bit disjointed):

This mod was from my perspective one of my fundamental game-enhancement mods. It was fairly clear, easy-ish to tell when it was doing something and made my experience really fun when I had the compatible faction mods installed.

The *feel* of DynaSector is not something I have seen/had since I stopped playing with it, even to this day. Similar features to what it had are supposedly spread through current mods that are out and I have played with, but I have yet to feel like I'm playing with DynaSector again, even with some very similar vanilla features available.

As someone who has been around a bit, this mod in particular spiced up the experience for me, and sometimes I want to go back to 0.7/0.8 to play with it, but there's just too many features lost from newer versions for me to feel like I would comparatively enjoy the old versions now.

I guess what I am trying to say is I feel there is a hole that DynaSector used to occupy in the modding niches, one that hasn't been filled since its absence. Recently people have said stuff like 'oh everything DynaSector did is being done by mods or vanilla now anyway' but honestly none of those mods (and I have tried most of the relevant ones to my experience with DynaSector) (though vanilla in my opinion has made some strides in this), seem to make the sector feel quite as alive as DynaSector did years ago.


Thank you Dark.Revenant for making this gem of a mod. I know its a fair few years later, but I hope you're proud of what you accomplished with it. :)

14
Mods / Re: [0.95.1a] LowTech Armada
« on: February 06, 2022, 04:01:27 PM »
is there a way to spawn the tech duinn station into a existing game?

Unfortunately not yet, but I will be adding the ability to spawn Tech Duinn into a current save in a future patch.

If there are any config options you think would be nice to have as the player feel free to post below.

15
Mods / Re: [0.95.1a] LowTech Armada
« on: February 06, 2022, 03:59:31 PM »
What does it mean "masterversionfile":"Unavailiable", ? it seems to not be loading the mod when I try to use it. Do I need to change something in a file to get it to load?

This is due to me not integrating features to work with Version Checker just yet. I'll be looking into this for a future patch though. :)

It won't cause any issues, it just means it cant find the information it needs to determine what comparative version you're using to what update I have released.

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