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Messages - Nerzhull_AI

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61
Mods / Re: [0.95a] Adjusted Sector
« on: March 11, 2022, 10:50:42 PM »
Mod is temporary on hiatus due to my city being shelled down.
I'll post whenever i will be back.

62
Mods / Re: [0.95a] Adjusted Sector
« on: February 03, 2022, 12:26:59 PM »
Hello,

I have a new install of the game and would like to turn hyperspace storms off.

Mod is installed and the game sees it when I click on Mods.  I've set "AdjustedSectorHS":false.  Yet in new campaigns and loaded saves, the storm remain.

What have I missed?
I think i've made a bug by mistake. Gonna correct that soon, sorry for troubles lol

63
Mods / Re: [0.95a] Adjusted Sector
« on: January 04, 2022, 01:03:42 PM »
Well, to be clear - game just wasn't build with such scale in mind. So it will eat through your vram very intensly.
Moreover, i noticed the pattern in which the 'additional colonizations' from other factions (from mods such as Vayra's) seems to increase the hit VRAM takes even more.
In essence, i can say only one thing - tinker with settings until you reach the sweet spot.
It might take some time, but i did it with my combinations of mods and settings, and so can you.

64
Mods / Re: [0.95a] Adjusted Sector
« on: December 27, 2021, 02:15:36 PM »
Hello, interesting this mod supports new version of DME mod and Seeker stuff? About other mods, I think good idea add PRV Agni support, also another suggestion, make generations of Mess and DomRes infested systems from HMI, they are predefined in HMI itself, I mean add random generation of systems with these enemies.
It supports DME already, yeah.
About Agni from PRV - i'll look into it. Not sure about Mess tho.

65
Mods / Re: [0.95a] Adjusted Sector
« on: December 22, 2021, 01:13:06 PM »
So, I'm using this mod and in systems where there's warning beacons and remnants, I can't find any remnant battlestations for medium beacons. Is that related to this mod?
Ok, i've run few test, and i have remnant battlestations in my 'yellow' systems.
But, accordingly to default sector ProcGen - it should be only 50% of the time. At least that's how i read it, i'm a bit tired lol

66
Mods / Re: [0.95a] Adjusted Sector
« on: December 22, 2021, 04:09:37 AM »
So, I'm using this mod and in systems where there's warning beacons and remnants, I can't find any remnant battlestations for medium beacons. Is that related to this mod?
I don't think so, no. But i'll check it out.

67
Mods / Re: [0.95a] Adjusted Sector
« on: December 21, 2021, 05:37:37 AM »
Also, now I'm curious about that "secret side project". Can't wait to see what it is!
I'll just say that it will have some wonderful, wonderful things.

68
Mods / Re: [0.95a] Adjusted Sector
« on: December 21, 2021, 04:21:48 AM »
Hey, so I'm about to start a new save with both Adjusted Sector and Seeker installed. Problem is, I heard that the Plague Bearers spawn rate is directly influenced by Adjusted Sector's settings. Since I didn't seem to find any options related to that type of encounter, I wanted to know if it's tied to the non themed constellation count, or if I'd need to do something else to make sure they properly spawn.

Anyways, thanks for your work!
This is the first time i actually hear this. Huh.
I guess it may be linked to one of the default 'Themes', and in that way is influenced by this mod, but i don't know for sure.
Thanks for the heads up tho, i'll look for this info after i finish my little secret side project :)

69
Mods / Re: [0.95a] Adjusted Sector
« on: December 14, 2021, 01:29:58 PM »
With the new reduced amount (20ish total) of officers spawned on generation, is there a way to increase this number if you use a larger sector?
It's fully controled by DEFAULT setting file, iirc.
The one in the starsector main directory

70
Mods / Re: [0.95a] Adjusted Sector
« on: December 13, 2021, 12:56:20 PM »
Updated loading link, fixed CTD. Now it's 100% fine and crash free until it isn't.

71
Mods / Re: [0.95a] Adjusted Sector
« on: December 13, 2021, 12:32:27 PM »
It seems that mod causes crash with Java 8. With java 7 works fine.
Looking into this problem

72
Mods / Re: [0.95a] Adjusted Sector
« on: December 13, 2021, 11:47:55 AM »
Version 0.4 Released!

Code
2021.12.13 - 0.4:
- completely restructurized the mod, removed all the cancer.
- restored the compatibility with both SAD and DME mods.
- added new fields, responsible for the amount of Gates outside the Core Worlds.
- added new fields, responsible for the amount of XIV Legions, both recoverable and not.

In the next release i hope to finally add printed data about 'what exactly' player successfully generated.

73
Mods / Re: [0.95a] Adjusted Sector
« on: August 06, 2021, 02:39:08 PM »
If low and med Remnant systems are disabled, does that reduce the overall number of Remnant systems spawned?
On another note, do coronal taps also take up themed systems like motherships?
Nope - just all the remnants will be Red level of threat.
As for Coronal taps - they don't tag system as one that has some special Theme.

74
Mods / Re: [0.95a] Some Flags
« on: August 06, 2021, 02:36:02 PM »
Nice! We really should get more of these!

75
Mods / Re: [0.95a] Adjusted Sector
« on: August 03, 2021, 03:24:17 PM »
Quote
   "sectorRemnantPresenceLow":1,
   "sectorRemnantPresenceMed":1,

Do above settings mean that High Presence Cells won't spawn at all ? If so - is there a way to have all three types ?
'Red' onces will spawn no matter what. When they Low and Med is at '1', all three types of Remnant systems will spawn. If both are zero - only Red remnant systems will spawn.

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