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 - Inhilicon

Pages: 1 2 [3] 4 5
31
Suggestions / Re: Random ship name button?
« on: May 03, 2021, 09:34:02 AM »
Why not. The random name pool is excellent (and funny) as it is, so why not make more use of it?

Rover of the High Cs
Left My Heart On Maxios
Waste of Ammo

32
Suggestions / Re: High Flux Increases Phase Cooldown
« on: May 03, 2021, 09:27:26 AM »
I'm in favor of any phase ship nerf, having played a Doom extensively, it felt bloody dirty from beginning to end. Since then, I've been reluctant to touch them again.

33
Mods / Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
« on: April 28, 2021, 05:23:12 PM »
I've not played 0.9.5 yet, waiting for this mod and the Ship/Weapon Pack. It just wouldn't feel the same without these two. This is not a threat or an urging to hurry up, I will remain patient and pray to Ludd!

That said, I too wonder what might be causing the majority of problems.

34
I really like nexerelin. But I don't quite like a faction being destroyed before I could interact with them. What can I do in the config to like, lessen the frequency of invasions and saturation bombardment and maybe even make factions want to make peace rather than to be invaded or die horribly?

I've not altered it myself but this seems to be the answer:

 "pointsRequiredForInvasionFleet": 27000,    # bigger = longer delay between invasion fleets

35
Announcements / Re: Starsector 0.95a (Released) Patch Notes
« on: April 26, 2021, 06:36:48 AM »
There is energy spec and missile spec but no ballistic spec.
I smell a racial discrimination here.
t. Chaingun hobbyist

Yeah, what the heck? Chalk me up as an ally of the Ballistic Specialization skill proposition! That said, Ranged Specialization and Gunnery Implants are boosts to both energy and ballistic.

If I had to replace a skill to make room for a Ballistic Specialization, I would pick Phase Mastery or Strike Commander. Or maybe it could be in Industry somewhere.

36
Mods / Re: [0.95a] The Star Federation v0.8.1 (Inspired by FTL)
« on: April 24, 2021, 03:54:56 AM »
Not sure if you already noticed or fixed it, but the Egret's description was referring to itself as Pelican.

Yes :-[ Hotfeex tomorrow, along with some other things that were caught. Literally unplayable!

Yep. I uninstalled my computer in blind rage after finding out. I will have to scream myself to sleep tonight

37
Mods / Re: [0.95a] The Star Federation v0.8.1 (Inspired by FTL)
« on: April 24, 2021, 03:40:29 AM »
Not sure if you already noticed or fixed it, but the Egret's description was referring to itself as Pelican.

38
Mods / Re: [0.95a] Underworld 1.6.1
« on: April 22, 2021, 04:32:49 AM »
Just hanging around near Tri-tach colony, usually you will get shanked by one, just give them your stuff.

Its kinda hilarious how they like you after you surrender this soon gives you access to a secret cult within tri tachyon which is hilarious, but once they start ignoring it how do you raise them past neutral? this can't be the only solution to entering their cult?

On stations, you can sometimes meet a Cabalero. He will ask you to gamble and that is another way to raise Cabal rep. Even works if you don't win. Can you even win? I don't know.

39
Announcements / Re: Starsector 0.95a (Released) Patch Notes
« on: April 21, 2021, 03:09:26 PM »
I think it makes sense not to let Safety Overrides be able to be built in using story points. Having that, on a destroyer for example, with 30 ordnance points to spare... that's nuts. Good riddance!

40
Mods / Re: [0.95a] Underworld 1.6.0
« on: April 19, 2021, 05:49:40 AM »
Yay! It's PIRATIN' TIME!

41
Mods / Re: [0.95a] Kadur Remnant 3.2.3 - life support 2021-03-27
« on: April 15, 2021, 03:56:29 PM »
I'm sure varya is putting a lot of love and care preparing his mods for 0.95a. can't wait to immerse myself again in them with some brand new quality of life changes <3

Why are yall saying "his"? Vayras a she, lol

You're aware of what it means to be new, right? Pedantic people are very difficult to like.

42
Mods / Re: [0.95a] Mayasuran Navy 8.3.4 RC2
« on: April 14, 2021, 03:58:45 PM »
Hey, I've noticed the Excalibur (M)'s ship system, Variable Ammo has no description. At least not in the codex. Thought you might want to know!

EDIT: This is only when I look at the ship. When looking at the ship system alone in the codex, it has the proper description. Very odd.

43
I had a bug in 0.91 where mod factions had duplicated diplomacy profile characteristics. I.e. several copies of their already assigned "traits" or whatever they're called. From memory, it was only the Research Mandate. Is this a common occurrence? Is it gone?

44
I was following the "Intro to Modding" guide on the Starsector fandom site and it entirely glossed over anything to do with audio, so I was veritably left in the dark.

Have not yet created a sounds.json file, that must be the missing step! I really should've looked at the data/config folder of other mods earlier. Whoops.

That should fix everything, thank you very much!

45
Modding / My new mod weapon won't use the sound effect I've included
« on: April 12, 2021, 07:12:52 AM »
Is there something I'm missing? I've tried pointing to it in various ways via the .weapon file, the standard way appears to be "gun_fire", for example. I've tried including the format; "gun_fire.ogg" and "gun_fire_01" as well as "gun_fire_01.ogg" and nothing seems to work. It does not have the exact same bitrate or audio sample rate as the vanilla sound effects but I don't know if that matters.

What're the general ground rules I should follow to make sound effects play in the game?

EDIT: I realized there is a thread for minor questions that don't warrant their own thread, how do I delete my own thread?

Pages: 1 2 [3] 4 5