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News:

Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Messages - Zalpha

Pages: [1] 2 3 ... 13
1
Mods / Re: [0.97a] Customizable Star Systems (v2.0.0)
« on: March 09, 2024, 01:23:00 AM »
I would like for other people to share their custom star systems. Thanks for the mod.

2
Mods / Re: [0.97a] Volkov Industrial Conglomerate 1.6.2
« on: March 02, 2024, 09:55:37 PM »
Am I dreaming, I cannot believe this has been updated. I love this mod. I am glad it is back.

3
Mods / Re: [0.97a] Ashes of The Domain
« on: March 01, 2024, 04:10:22 PM »
I just want to say, the website looks awesome. Amazing graphic design, I like the colour scheme as well as the moving elements.

4
Mods / Re: [0.97a] Random Assortment of Things
« on: February 28, 2024, 11:49:16 AM »
I am loving the friend starting option. Thanks for the mod and the update/s.

I had this idea because of settlements. (Which is super cool by the way).

I was thinking using the same thing as settlements, but pick a location to explore, or skip this part of the idea. Anyway, the game Crying Suns has this cool little exploration feature for planets. I would love something like that you could do planet side with crew and mercenaries, maybe plus with extra stuff like heavy weapons, fuel and whatever you can think of on how they could be used planet side while exploring the world. Basically you would have an option to explore planets, maybe interesting locations on a planet surface like location of wildlife, lake of water, island, volcano, meteor strike location, or crash site.

Anyway, new ways to experience the game is always welcome.

5
Mods / Re: [0.96a] Ashes of The Domain
« on: September 22, 2023, 01:15:59 PM »
I think this is the mod? I have a guy in the bar who gives me a mission to find a science lab on a planet and I can select to do the mission but he does not go away once I have accepted his mission. I can select the same mission about 10 times before he goes away. I regenerates the same quest each time to a new location. Once completing one of them I am give research industry techs. I guess they are to be used on the research facility. I just wanted to point out that the mission giver might be bugged? If you need my mod log let me know.

6
Modding / Re: [0.96a] Epta Consortium 2.1.0
« on: September 21, 2023, 03:09:24 AM »
One of the best mods I have played. I love every aspect of it, truly a work of art.

7
Mods / Re: [0.96a] More Military Missions (v0.3.1)
« on: September 04, 2023, 04:48:16 AM »
I just wanted to say I got a mix fleet of Pirates, The Mess (from HMI) and Epsilon-Pact. I thought it was so funny to the Mess as an invasion fleet. I am not complaining, I thought it was cool.

8
Mods / Re: [0.96a] Aptly Simple Hullmods 1.3.5
« on: September 02, 2023, 11:59:13 PM »
I was thinking now that the mod is getting balanced out some, perhaps there is room for S grade buffs? It might make it more in line with the old versions before nerfs but the mod been popular before them and probably for that reason to begin with that it is so well loved.

9
Mods / Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« on: September 02, 2023, 11:15:41 PM »
PS: Random settings were 5 planets and 5 stations max per system in random setting (default) or with rouge domain AI colony wars setting. In far from core worlds option.

Hi, I just wanted to give a bit of feedback and ideas. I would like the option for different starts in a randomly generated sector. I have been playing with a random generated start and so far I have always (in my couple of new games) started off with one to three planets with spars solar objects (basically near blank slate systems) and only once did I start off in an actual star system with many solar objects (planets and asteroids). I am no complaining, I am just stating that with solo starts when choosing a starting for a faction (of course with it I get my own planet/colony start) I start it alone by myself in the system.

Now my suggestion is to have a choice between the two starts, one is to start off alone in a system (this is awesome) and two to start in a system with two more more factions in it. The reason I am suggesting this is because I have been trying out the special Rogue Domain AI colony wars setting and I found myself alone while all other factions had only multiple Domain AI planets and bases in their systems and I got jelly that I couldn't have what they had. I like the idea of building a salvaging yard and milking or struggling to survive under those conditions.

So my suggestion is an option for two starts, one being single and alone and the other with an option for one or more other factions to spawn with you. Maybe an option for weather they are friend/foe/mix.

10
Mods / Re: [0.95a] DIY Planets - Terraforming and more!
« on: September 02, 2023, 11:02:01 PM »
Hi everyone. Kentington has come through for us and provided me with the source code. I just got it up and running in debug mode this evening on 0.96a . Quite a few people have offered to contribute which is great and he said I'm welcome to setup a github where people can contribute. My goal was just to get the mod up to date with the new version but if someone is interested in taking it further he also provided his ideas for a future roadmap (he said we aren't obligated to follow this). I know El Jojo is quite keen to integrate this mod into  AoTD which might fit nicely as well. I will post up the git here tomorrow and people are welcome. If someone is really keen to head up the mod and take it further then please PM me as I can't be trusted with being in charge :)

Super awesome, will you be making a new post to host the mod or use this forums (chat)? Also AoTD is the perfect fit for it and I am looking forward to it, I hope it all comes together.

11
Thank you so much for your replies, I thought it might be something like that but I didn't know.

In terms of game design, it really should let you know that it only applies if you have a heavy industry. It is miss leading, I thought I would work as is but it turns out it won't without some additional steps not mentioned.

12
Mods / Re: [0.96a] Aptly Simple Hullmods 1.3.5
« on: September 01, 2023, 10:15:34 PM »
Super happy this has been updated. Thank you for the changes, it makes for a better and more well balanced game. Thank you. Personally I wouldn't mind seeing more additions of hull mods but I cannot think of any, I hope you can come up with more awesomeness. XD
Thanks for the update.
I have a few new hullmods implemented but not released. As I am pondering whether to add the new hullmods to the new mod I am making and maybe moving some of the unique hullmods on this mod to the new mod as the unique hullmods matches the theme of the new mod.

I am a little worried about that as I am having an issue with to many faction mods slowing down my game. I have to be very selective of what I use, I can handle about 4 faction mods with no problem but I am suffering currently trying to play with about 12 faction mods but I don't want to give them up because of what they add into the game. A mod like this is perfect because I get more will little impact into my game. If you were to remove things and make them depended on a faction mod, I might not be able to play with the content any more. My suggestion is to have this mod stand alone and have your other mods be reliant on this mod as a requirement for you main mods to work. It wouldn't be much of an issue to do so.

13
Mods / Re: [0.96a] More Military Missions (v0.3.1)
« on: September 01, 2023, 10:09:46 PM »
Really cool idea for a mod, I am looking forward to trying it out.

EDIT:

I don't really know how to post a log or what it is actually telling me. So I might not have all the information or even posting this in the right place. I figured this might be the problem mod as I just added this mod and haven't really had any bugs before adding it.

Spoiler
10482775 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at exerelin.campaign.intel.hostileactivity.MercPackageIntel.addBulletPoints(MercPackageIntel.java:78)
   at com.fs.starfarer.api.impl.campaign.intel.BaseIntelPlugin.addBulletPoints(BaseIntelPlugin.java:211)
   at com.fs.starfarer.api.impl.campaign.intel.BaseIntelPlugin.createIntelInfo(BaseIntelPlugin.java:225)
   at com.fs.starfarer.campaign.comms.v2.super.recreate(Unknown Source)
   at com.fs.starfarer.campaign.comms.v2.super.<init>(Unknown Source)
   at com.fs.starfarer.campaign.comms.v2.EventsPanel.o00000(Unknown Source)
   at com.fs.starfarer.campaign.comms.v2.EventsPanel.int(Unknown Source)
   at com.fs.starfarer.campaign.comms.v2.EventsPanel.tagsChanged(Unknown Source)
   at com.fs.starfarer.campaign.command.oO0O.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.n.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.I.%u04B00000(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.n.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.g$Oo.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.g.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.campaign.comms.v2.EventsPanel.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.campaign.comms.return.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.o0OO.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.public.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.L.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.processInput(Unknown Source)
   at com.fs.starfarer.BaseGameState.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(Thread.java:748)
[close]

14
Mods / Re: [0.96a] More Bar Missions (v0.0.2)
« on: September 01, 2023, 08:39:20 AM »
Very cool mod.

If playing with  Nexerelin random sector start will this mod work will it bug out? I had an issue with getting missions that are based in game sectors designed systems and it gives me an error in game saying, Null when playing with a random sector (I think the mod causes those problems is Persean Chronicles, I keep it because sometime I play default). Basically it failed to excite but you can still keep on playing the game just find ignoring the missing content.

15
Mods / Re: [0.96a] Aptly Simple Hullmods 1.3.5
« on: September 01, 2023, 07:58:51 AM »
Just a heads up but the descriptions of what each hull mod does is outdated, just in case you want to fix the listing of each mods current effects.

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