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Messages - Zalpha

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76
Mods / Re: [0.95.1a] Radiant Prototype
« on: January 19, 2022, 09:43:04 PM »
Nice mod, I look forward to finding one.  8)

77
Super awesome mod, one of the best and one of the ones I will not play the game without in the future! 10/10  8)

78
Sorry to bother everyone, but, I have recently recovered the massive Locomotive mobile station monstrosity.  I was wondering how I go about giving commands to the different sections, specifically the two side sections with hangars, so I can set them to "Engage" during battles, instead of having the fighters just hang around. 

Thanks for your time~

I just want to add that I recently learnt that different ships behave differently. I just assumed they floated around the carriers until ordered to attack (because I mostly assigned Ming Drones to my ships) but I discovered different ships types behave differently and engage differently. I should have known this but my experience with carries was limited but I now know this, so I am sharing it.

79
Mods / Re: Machina Void Shipyards v. 0.50
« on: January 02, 2022, 09:31:29 AM »
I love this mod and thanks for being the first mod I have seen to use the Drone mod, it has huge potential it seems. Thanks for the update.

80
Mods / Re: [0.95.1a-RC5] The Xhan Empire, version 2.3 Stirring
« on: December 28, 2021, 11:45:12 AM »
https://i.imgur.com/s4FJsSQ.png

Found this in a research station, think this isn't supposed to drop as it has no icon, and n/a OP cost, must be a built in weapon.

I had this exact same bug. I took a screenshot of it too but I forgot to post it. No need for me to do so now, I second this bug report.

81
Mods / Re: [0.95a] Volkov Industrial Conglomerate 1.3.3
« on: December 26, 2021, 09:28:43 AM »
I tried using the mod in the new version but I disabled it. The reason being when I loaded into the game and went into the starting station I noticed a Large Missile on sale that didn't have its icon aligned properly. It sticking out of its icon grid and for some reason that ruined my immersion in the game, I felt it unplayable and disabled the mod. I am now not sure if this was a default bug or from it being out of date. So I thought I would mention it, sorry I can't recall what missile it was, only that it was a large missile.

Sorry for ruining your immersion, but i want to inform you that VIC doesn't have any missiles.

My bad then, it wasn't a missile but a Large Energy or Ballistic weapon. It clearly was a Vic Large Weapon judging but the Vic weapon distinctive design, (I didn't actually mouse over the miss aligned icon, just saw it and deiced the mod was broken and excited an disabled it). On a side note I have noticed some large weapons spaz out (extending out of the icon border or being cut off abruptly when encroaching on another icons panel) when they have a huge stock in the station. I think this type of design bug only really comes from modded weapons that use to large an icon for their weapons.

82
Mods / Re: [0.95.1a-RC5] The Xhan Empire, version 2.3 Stirring
« on: December 26, 2021, 09:23:03 AM »
I mean in each faction there is a member that you can make a contact (I suspect they can be found in capital stations only but I could be wrong about that), that will give you the stuff I mentioned (mission and the like). At the start of the game there a 4 out 5 contacts for you to make. Number 1 contact is always the contact you have for that faction, they can be found inside the capital station. This at the start gives you 1/5 contacts. Then you are offered contacts for Hegem, Tri-Tac, Indepent, factions.for you to build your relations up with that faction. It is a way to ensure you can get missions form a faction and raise your relationships with them, instead of hoping for a mission from that faction to pop-up.

You can establish contacts when interacting with members of a faction and delete contacts. For some reason this feature does not work with Xhan, I mean at the start, your given contact. It says they are at the capital start (in a Nex start) and sometimes you can see them in there (different start overs give different results as sometime it says they are there but you do not see them in the station - hence my suspecting of them being in the other station building). I can talk to them in the station if they are there but the only options is to cut-coms (or sometime I can help with your unrest option gray light because they have no unrest).

I did in this current game meet and make a new contact (rare that it happens) that let me build a relationship with them and I am hoping to use them to establish a new contact with the Xhan faction.

It isn't necessary to have this mod working (not like it will ruin my game experience and it only the starting that I do not have a working Xhan contact) as I am already good with the faction but it nice to get all the offers (like build and buy ships).
I see. Sounds like Nexerelin is stirring up the contacts system and I cannot help you, since I no longer use that.
The default behaviour -as far as I can tell- you randomly meet offers in a bar, an accepted offer (regardless of completion) turns into a potential contact, which -if developed- will keep providing offers. There are 2 contacts which are given by the story line during any playthrough. If I'm not mistaken this is it. Any other course is custom added by mods.
I only advise deletion for utterly crap contacts you are sure about never utilising again. The game doesn't tell you this, but you can have any amount of potential contacts waiting, but deletion seems to narrow your options (character remains at market but won't be accessible as contact ever again).

(I missed the picture you posted, so yes that is the contacts I am talking about.)

That is interesting, I hardly ever visit the bar in stations. I use the contacts in the station when talking to members of the station (e.g. Administrator , Quartermaster and so on), I actually didn't know that they could be found in the bar. In my current game the contact in the station is working as it should. I think the other games were the contact was missing for me - they could have actually been in the bar and because I do not visit the bar I didn't find them. Thanks for the reply and feedback.   

83
Mods / Re: [0.95.1a-RC5] The Xhan Empire, version 2.3 Stirring
« on: December 24, 2021, 10:07:37 AM »
Regardless you cannot have a contact in Xhan Empire, and that sucks. I wanted to find the mod it is from and let the author know of it know of the issue but then I thought it might actually be from vanillas updates and so should inform you. If this from another mod and you can do anything about, then sorry for bothering you. At least you are aware of a mod conflict.
Do you mean like this or contacts specifically dubbed as "Xhan" regarding their nationality or do you mean The Cluster specifically?

(Contacts is a vanilla system btw)

I mean in each faction there is a member that you can make a contact (I suspect they can be found in capital stations only but I could be wrong about that), that will give you the stuff I mentioned (mission and the like). At the start of the game there a 4 out 5 contacts for you to make. Number 1 contact is always the contact you have for that faction, they can be found inside the capital station. This at the start gives you 1/5 contacts. Then you are offered contacts for Hegem, Tri-Tac, Indepent, factions.for you to build your relations up with that faction. It is a way to ensure you can get missions form a faction and raise your relationships with them, instead of hoping for a mission from that faction to pop-up.

You can establish contacts when interacting with members of a faction and delete contacts. For some reason this feature does not work with Xhan, I mean at the start, your given contact. It says they are at the capital start (in a Nex start) and sometimes you can see them in there (different start overs give different results as sometime it says they are there but you do not see them in the station - hence my suspecting of them being in the other station building). I can talk to them in the station if they are there but the only options is to cut-coms (or sometime I can help with your unrest option gray light because they have no unrest).

I did in this current game meet and make a new contact (rare that it happens) that let me build a relationship with them and I am hoping to use them to establish a new contact with the Xhan faction.

It isn't necessary to have this mod working (not like it will ruin my game experience and it only the starting that I do not have a working Xhan contact) as I am already good with the faction but it nice to get all the offers (like build and buy ships).

84
Mods / Re: [0.95.1a-RC5] The Xhan Empire, version 2.3 Stirring
« on: December 24, 2021, 07:48:43 AM »
I don't know what mod gives the option of having a 'Contact' in which you can make relationships with members of a faction and gain missions and do other things like make purchases of good, old ships and construct new ships from their shipyards.

It might be from vanilla base game or from a mod like Nexerelin but regardless I have no idea where this new option of 'Contacts' came from.

I have never encounter any issues with that mod but when comes to Xhan, it is broken and I suspect this is because its capital has 3 structures around it and you can only interact with one of them, and that member you can contact is in one of the other structures you do not have access too but I might as well be wrong about my assumptions. Maybe the contact is there but the mod is broken and there is no to actually offer you missions and stuff.

Regardless you cannot have a contact in Xhan Empire, and that sucks. I wanted to find the mod it is from and let the author know of it know of the issue but then I thought it might actually be from vanillas updates and so should inform you. If this from another mod and you can do anything about, then sorry for bothering you. At least you are aware of a mod conflict.

85
Mods / Re: [0.95.1a] prv Starworks v22 (2021-12-22)
« on: December 22, 2021, 09:10:13 PM »
Thanks for the updated, I love this mod.

86
Mods / Re: [0.95.1a-RC5] The Xhan Empire, version 2.3 Stirring
« on: December 22, 2021, 09:08:52 PM »
Great mod, I love playing with this guys and going Pew Pew Pew. My only criticism that these guys turning speed is way to slow. It is painful when anything fast and zoomie targets them, it almost feels like your doomed when that happens.

87
Mods / Re: [0.95.1a] WhichMod 1.2.1
« on: December 22, 2021, 11:16:07 AM »
Love this mod, thanks for making and sharing it with us.

88
Announcements / Re: Starsector 0.95.1a (Released) Patch Notes
« on: December 21, 2021, 06:54:29 AM »
I hope this is the place to give feedback on the new patches/updates.

I just want say I miss making my skills elite. The perks I pick now, so few of them allow me to make them elite, I enjoyed doing that so I would like to request more option in making a skill elite.

Also I hate the perk for making your officers have 2 perks because it is the most costly perk you can choose. For one thing it does nothing until you invest more story points and have someone to use it on - all other perks offer you something right away. Another thing is that it is a 2 story point perk before you can get any use out of it. Compare just that aspect to the other perks you can get and it makes it the worst and most costly perk in the game.

89
Mods / Re: [0.95.1a] Holy Covenant of Kemet 0.0.2d (Space Egypt!? Ed.)
« on: December 21, 2021, 12:24:25 AM »
I found this mod when seeing the update for HMI in Discord. I had my HMI system invaded by these guys and constantly felt under pressure for them. I was thinking the whole time while fighting them that these guys are over powered by the shear amount of fire power coming from them, in a constant spam. Fast projectiles with low to no cool-down. Causing my ships to end up overloaded and sitting ducks.

EDIT - The system being attacked here is the HMI capital station. Just so you know how strong it obviously is.

I did lose half my fleet to them, however they didn't even manage to take down a single shield on the station, so that left me feeling unsure if these guys are OP or not. I know the HMI station is kinda OP with the mines taking out the back line and my fleet was used to keep them off the station and they played their part in the conflict well. So in the end I do not know. I think in a straight up fight of my fleet vs their fleet I would have been owned. I think the deciding factor in that conflict would be my the my ships ending up being overloaded and sitting ducks for them to take out.

Edit 2: Just giving feedback on my first encounter with them and my thought of that encounter. Also on a side note that spinning missile was wack and seemed kinda useless to me, I mean it seemed illogical to me (so used to missiles flying straight that anything else just seems wrong to me) but if it hits is fine I guess. I don't, I just found it weird. 

On a side note the ships are lovely and psychedelic, especially the yellow one with the dreamy after image shadows. I liked the large weapons seemingly overly large, I don't know, they just feel satisfactory installing them. I guess I am weird.

90
Mods / Re: [0.95a] Volkov Industrial Conglomerate 1.3.3
« on: December 21, 2021, 12:13:35 AM »
I tried using the mod in the new version but I disabled it. The reason being when I loaded into the game and went into the starting station I noticed a Large Missile on sale that didn't have its icon aligned properly. It sticking out of its icon grid and for some reason that ruined my immersion in the game, I felt it unplayable and disabled the mod. I am now not sure if this was a default bug or from it being out of date. So I thought I would mention it, sorry I can't recall what missile it was, only that it was a large missile.

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