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Messages - Zalpha

Pages: 1 [2] 3 4 ... 13
16
Mods / Re: [0.96a] Aptly Simple Hullmods 1.3.5
« on: September 01, 2023, 07:56:26 AM »
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.

17
I am no pro at this game and have just gotten into actually building my own colonies. I found out I can set up my own custom fleets to build from but my blue prints are mostly being ignored and the best ship I can build is a Venture. I tried disabling the Venture from the possible list of ships to build but it builds them anyway. So when I use the random option to see possible fleets ventures are basically the top level ship I can build. I thought maybe that whole fleet list is like "we will consider this but we see" kind of deal. I am guess this because it actually produces random fleets and not specifically anything chosen. I am only playing so far at the start of the game and haven't gotten far, so this is a bug I am encountering at the start of the game. I also haven't checked any fleets built to see if it is actually making them. I have modded blue prints and I think that might be an issue, that it ignores ships that I can make of the same level. It doesn't seem to ignore lower level ships and flight wings, it shows them as a possible option of being in fleets.

I am wondering if I actually need a Nanoforge or something to over come this? I do now know, I do not have enough experience with this aspect of the game. I remember one reading in HMI mod that all the fleets they encounter with Scavengers had Mule ships only or mostly. I think that mod was to blame for that issue. I don't know if I am having a similar issue but if so I have no idea what mod may be to blame... I tried making sure all my mods are up-to-date now.

Spoiler
{"enabledMods": [
  "$$$_trailermoments",
  "pantera_ANewLevel40R",
  "A_S-F",
  "aotd_lost_glory",
  "Cryo_but_better",
  "aod_core",
  "ash",
  "lw_autosave",
  "timid_admins",
  "HMI_brighton",
  "CaptainsLog",
  "CJHM",
  "Csp",
  "combatactivators",
  "chatter",
  "timid_commissioned_hull_mods",
  "lw_console",
  "wyv_decolib",
  "dex",
  "EmergentThreats_Vice",
  "epsilonpact",
  "seven_nexus",
  "exoticatechnologies",
  "lyr_ehm",
  "Goat_Aviation_Bureau",
  "GrandColonies",
  "Guardian_prototype",
  "HMI_SV",
  "HMI",
  "hte",
  "HIVER",
  "hostileIntercept",
  "sun_hyperdrive",
  "IndEvo",
  "lost_sector",
  "LTA",
  "lw_lazylib",
  "lunalib",
  "MagicLib",
  "MissileShipOverhaul",
  "more_character_portraits",
  "more_player_names",
  "more_procgen_names",
  "more_ship_names",
  "ness_saw",
  "nexerelin",
  "kayse_phaseships",
  "officerExtension",
  "JYDR",
  "oas",
  "pn",
  "particleengine",
  "wisp_perseanchronicles",
  "planet_search",
  "wyv_planetaryShieldAccessControl",
  "portrait_changer",
  "pt_qolpack",
  "QualityCaptains",
  "assortment_of_things",
  "roider",
  "salshiexp",
  "scan_those_gates",
  "secretsofthefrontier",
  "swp",
  "mayu_specialupgrades",
  "stardustventures",
  "sun_starship_legends",
  "stelnet",
  "scf",
  "superweapons",
  "supportships",
  "Terraforming & Station Construction",
  "thong",
  "thongredacto",
  "timid_tmi",
  "TTSC",
  "ungp",
  "unthemedweapons",
  "UGH",
  "variants_lib",
  "whichmod",
  "whichtmi",
  "audio_plus",
  "astroidships",
  "shaderLib"
]}
[close]


18
Mods / Re: [0.96a] Exotica Technologies v1.6.8 - updated Aug 21
« on: August 31, 2023, 03:36:24 AM »
What I hope to see more from the mod in future is more items that give special effects, I really enjoy all the abilities that it currently has on offer. Also I think the better versions of the modules is a really nice touch, makes them feel more special.

19
Mods / Re: [0.96a] Random Assortment of Things
« on: August 29, 2023, 12:46:38 PM »
The mini map with zoom function is like the greatest thing ever. It so useful because now having a huge scan range actually works for you being able to actually see that far.

20
Mods / Re: [0.96a] Ashes of The Domain
« on: August 29, 2023, 12:42:44 PM »
I just read you plan to make more mega structures. I made a post on IndEvo mod and thought I would share it with you. This is just a part of my post.

How about like Stellaris and an adaption/modification of Starsectors debris fields and ruined ships. You could create a story based encounters with random dice rolls as to the outcomes of encounters. Basically find a scraped/ruined ship that crew board to explore, working like stellaris instead of how it does in Starsector with mini stories and cool finds, like you gain a history log from the ship to sell to factions that acts the same as a scanned planets data.

How about Mega Structures like those found in Stellaris and the mega mod Gigastructural Engineering & More?
https://steamcommunity.com/sharedfiles/filedetails/?id=1121692237
https://docs.google.com/document/d/1HXW5F6S6UWESkPSh6OaxWvHwZyYAGYSuCBnCAn1B5g4/edit#heading=h.76tyu3aoyd09
Or massive ships that act as a planets? Not sure how it would work but sounds epic to land fleets onto a space ship rather than a station.


21
Hi, I had some more ideas.

I saw a building called "Roider Dives" and thought wouldn't it be cool to have a building that spawns out Miners Fleets to physically go out and mine asteroids and planets, (maybe it is a cash generating building, like you get a cut for being host to a mining hub or it could be resource gain based so you get physical goods).

Adding onto that maybe you could get a building that generates salvaging fleeting? (I know get salvaging yards but I don't know if it physically generates salvaging fleets).

Anyway these ideas were based around the idea of adding in roaming fleets inside your system. Maybe they already exist, to be honest I haven't truly dived into colonies deeply as I play with Ashes of  The Domain- Vaults of Knowledge and colonies are expensive, I don't usually get far with them before starting a new game.

Maybe there could be a "Luxury Cruse Liners" building that generates personal based fleets that fly from planet to planet or other various locations or just randomly around the system as if they were a fleet touring they system to the rich and idle.

22
Mods / Re: [0.96a] Aptly Simple Hullmods
« on: August 28, 2023, 02:01:24 PM »
Hi, I love your mod. I was wondering if you could update it with bonus S build-in bonuses? I find myself always choosing to build in a mod that offers a bonus over ones that do not. Because of that I have never built-in any of these hull mods into my ships. Anyway more is always better in my opinion.

Just a suggestion as a thought on how to balance out this mod is to make things percentage based of a (total) value rather an a set value. Example 10% storage instead of a set 100 for a frigate. A frigate with a base value of 10 storage would only give you 1 extra storage but if a frigate had 100 storage it would give out 10 more storage. If a Capital had 100 storage it would give 10 extra storage or if it had 1000 it would give a bonus 100 storage. These values as an example are low and could be raised higher and also raised by tier, 10/20/30/40 as an example.

23
Some suggestions. (I love this mod and want MOOR!, especially more of the buildings).

Now that we have pets I am wondering, we can have a memorial for dead crew, how about adding in a Pet Cemetery? (Because you can).

How about planet based artillery? It shoots at fleets from the planet? That would make planets as a goal to quickly conquer, could make it a very rare encounter, maybe not craft-able but if on a planet it can be captured if you take it over.

How about a Tesla based shield grid, it sends out shocks  from the planets to fleets come to close? It sounds interesting as a planet based defense that acts the same as the artillery but at very close range instead.  Could maybe have the effect that as you enter into battle with the space station your fleet start off with an EMP damage that needs cooling off at the start of battle? (Could be cheesed by sending off one ship to stat the battle and then send in reinforcements).

How about fantasy/sci-fi buildings, like floating islands (anti-grav or engine based?), underground complexes or cave systems/dungeons? Ideas could be take from Stellaris like prison planets and alien ruins worth studying as well as other things I can't recall right now?

How about like Stellaris and an adaption/modification of Starsectors debris fields and ruined ships. You could create a story based encounters with random dice rolls as to the outcomes of encounters. Basically find a scraped/ruined ship that crew board to explore, working like stellaris instead of how it does in Starsector with mini stories and cool finds, like you gain a history log from the ship to sell to factions that acts the same as a scanned planets data.

How about Mega Structures like those found in Stellaris and the mega mod Gigastructural Engineering & More?
https://steamcommunity.com/sharedfiles/filedetails/?id=1121692237
https://docs.google.com/document/d/1HXW5F6S6UWESkPSh6OaxWvHwZyYAGYSuCBnCAn1B5g4/edit#heading=h.76tyu3aoyd09
Or massive ships that act as a planets? Not sure how it would work but sounds epic to land fleets onto a space ship rather than a station.


24
Modding / Re: [0.96a] Epta Consortium 2.1.0
« on: August 26, 2023, 09:52:49 AM »
Spoiler
27406479 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.combat.ai.missile.MissileTwoStageSecondUnguidedAI.<init>(Unknown Source)
   at com.fs.starfarer.loading.specs.ifsuper.o00000(Unknown Source)
   at com.fs.starfarer.loading.specs.ifsuper.o00000(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.spawnProjectile(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.spawnProjectile(Unknown Source)
   at data.shipsystems.scripts.seven_shipSystem_EptaPounceDrives$rebound.modifyDamageTaken(seven_shipSystem_EptaPounceDrives.java:74)
   at com.fs.starfarer.api.combat.listeners.CombatListenerUtil.modifyDamageTaken(CombatListenerUtil.java:68)
   at com.fs.starfarer.api.combat.listeners.CombatListenerUtil.modifyDamageTaken(CombatListenerUtil.java:60)
   at com.fs.starfarer.combat.entities.Ship.applyDamage(Unknown Source)
   at com.fs.starfarer.combat.E.super.O0OO.o00000(Unknown Source)
   at com.fs.starfarer.combat.E.oOOO.super(Unknown Source)
   at com.fs.starfarer.combat.E.oOOO.super(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.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]
I think this is the problem mod but it might be from something else, I am not sure what these logs are actually telling me.

25
Modding / Re: [0.96a] Goldilocks Star System
« on: August 25, 2023, 02:38:58 AM »
I am going to try my hand at modding to add into this mod an extremely hot volcanic planet so can setup a patrol point on the planet, to make use of the item mods that use it on buildings. I forget the specifics.
Edit, I cannot mod this mod as it is all in Jar. I found a mod, customizable systems and I will try that.

26
Modding / Re: [0.96a] Epta Consortium 2.1.0
« on: August 25, 2023, 02:36:31 AM »
I also came to report this mods bug of -40k but I didn't know what was going on. I thought it was the Trygon fighter wing, I equipped it and my flux went form something like 10k to -40k flux. I excited the game to come and report it.
Edit: I found the kataigida's premium flux grid is supposed to go down by 1% per factor, so it is bugged but I don't actually understand how that modification is supposed to work, it is a bit to complicated for me.

27
Mods / Re: [0.96a] Amazigh's Ship Foundry v0.13
« on: August 23, 2023, 03:18:14 PM »
I love the Cockatrice, one of my all time fav weapons so far. I am so happy whenever I discover one to purchase.

28
Mods / Re: [0.96a] LOST_SECTOR - Exploration and quest content
« on: August 23, 2023, 03:16:40 PM »
Love this mod and finding the contents out in world. It is just great and so much fun. I love it.

29
Same came here to say this. The crate box is for ever empty.

30
Read the weapon's description. The projectiles can be shot down. This is achieved by making the projectiles count as missiles.
I think it should state that it is counted as a missile weapon in the description then, I think it is misleading. I had no idea.
Read the weapon's description. It specifies that the projectiles can be shot down twice, once in the main description area, and once in the special weapon effect text right below the main stats.

If your complaint is just that the TMI mod is listing it as a "missile" weapon, well, there's a reason that mod's name is Too Much Information. It gives you a bunch of very particular low-level details, and in this case it's simultaneously correct (technically the launched projectile is of type 'missile') and flat-out wrong (the weapon is a ballistic-type weapon.) That clash doesn't represent a bug in HMI, it represents TMI giving you access to low-level information that you normally wouldn't have. It's not a bug in TMI, either, because this is what TMI does.

Oh thanks! Thanks for clearing that up for me. It matters to me because of modifiers at least now I know that ballistic modifiers count and don't have to now look at missile modifiers.

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