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 1 
 on: Today at 08:11:35 AM 
Started by boggled - Last post by boggled
Spoiler
will there be more terraform option in the future for too hot or too cold , volcano and cyro planet?

You can configure this yourself right now thanks to Evangel's changes, but I do plan on creating an example configuration that allows this at some point.
is that the terraforming_requirements_OR.csv ?

Yes, and also the other CSV files in tasc\data\campaign\terraforming. There's a documentation file where you can read how the files work.

Hi all, I tried to search relevant topic but can't find it in this post.
I have encounter weird situation when I tried to build Perihelion Project.

To put in context, in my star system I colonize 6 planets. build 1 mining station , 2 siphon station and 1 Astropolis.
After I finished research Perihelion Project and build in one of the planet, I notice all other place still have the option to build perihelion project.
So to make it fun (and worst case already far to the game to revert back) I build Perihelion Project in all of my colony at almost the same time.

Please see attached image to show that multiple Hypershunt surrounding the blue giant but none of them have any effect.

Another thing, is there suppose to lock mechanism when 1 colony start to build Perihelion Project like what happen when you build Mining Station?
Even after I update to ver 9.0.8 I can still keep building Perihelion Project in all of my colony in the same star system.

Note:
TaSC ver. 9.0.8 (just update yesterday, nothing change and lucky not break my play through)
AoTD - VoK ver. 2.1 (tried to update to ver 2.1.4 end up crashed my play through so revert back to 2.1)


Hmm, there is no "lock" mechanism to prevent construction of Perihelion Project on multiple colonies in the same system. I'll add that in a future release.

If you have AotD enabled, AotD does not recognize the Perihelion Project hypershunts due to an oversight with the mod interactions. I also plan to fix this in a future release - sorry for the inconvenience!
ok im very confuse at 1st i thought i could just turn all of these to true and it would work to accept all temperature planets but instead it become the planet requirement for terraform need to be very hot or very cold, so my gameplay turn into i shutdown the game, turn it back to false ,terraform, shutdown the game, turn it back true, over and over, so can i just delete these lines to make it work for any planet temperature?
terraforming_colony_not_cold_or_very_cold
terraforming_colony_hot_or_very_hot
terraforming_colony_not_very_cold_or_very_hot
terraforming_colony_not_hot_or_very_hot
terraforming_colony_very_cold
terraforming_colony_temperate_or_hot
terraforming_colony_temperate_or_cold

[close]

I haven't worked on it yet myself, but it's my understanding you can remove the requirements related to planet temperature and/or planet type to allow terraforming of volcanic planets (or other types, like gas giants).

 2 
 on: Today at 07:56:56 AM 
Started by Nerzhull_AI - Last post by Gunter23
Is there a way to play this mod on the newest version of the Game?

 3 
 on: Today at 07:42:05 AM 
Started by Mycophobia - Last post by Godofchaos
The ships are quite good looking and are indeed powerfull, but it seem that most of the text have ???? so it's very hard to even understand what the hullmod and commander unique skill can do

 4 
 on: Today at 07:04:26 AM 
Started by Kaysaar - Last post by PieceOfGood
To increase the frequency of exotics encountered, you can do the following as a temporary measure:
  * Go to the path "Starsector\mods\Exotica-Technologies\data\config\exoticaFactionConfig"
  * Open the file in a text editor, notepad will do
  * If the config contains the line "exoticChance": 1.0 - increase its value to 3.0 or even 4.0
  * Save changes
Do this for all files except "independent.json", it does not have this setting. After you start playing, after a while you will begin to come across fleets that are more equipped with exotics. If I understand correctly, the change in settings will only take effect for newly appeared fleets.

I initially set everything to 1.0, but didn't notice a difference. Then I installed 3.0 and now I see that exotics are again popular in the sector.

You shouldn't bet too much either. Abundance quickly becomes boring because there is no further growth.

Enjoy.

 5 
 on: Today at 07:04:14 AM 
Started by Asimovwasalright - Last post by Asimovwasalright
"Sir, you'll want to see this." Olric stirred from his half sleep, dreaming he was standing atop a spire precariously. Threatening to fall into a great battle below. He blinks to focus his eyes, to see what was in front of him. Not the dream, reality. "Put it on my terminal adjutant." The terminal hue shifted and several readouts were pushed aside where a new image dominated one of the panels. Nitrogen 75%, Oxygen 23%, Argon 0.40%... The readouts spread down to a paragraph. Down the side of a dusty planet with a few small oceans ringed by bright green terrain. Small radiological signals were pinged in a cluster on the slowly rotating image, though at this range it was hard to guess exactly where that was. Olric blinked again "they crashed." His adjutant nodded "now look at this." The panel aside the planetary data was shifted to make room for a video feed. It first looked as if there were debris, then a shadow passed over them. Olric frowned at his adjutant who then sent an image at higher resolution. It was not a shadow. "A mine." Olric sighed. Wells's kidnappers stumbled into a stealth minefield attempting planetfall. "The sensors team wouldn't have caught it without the debris bouncing our scan" explained his adjutant. Olric dismissed the data before keying the interface to transmit fleet wide orders. "Attention, this is your Captain. We are traversing a minefield in a few hours. Go slow and go dark, maintain spatial vigilance. Ulis out."

At least they weren't being followed. Olric had stationed the fleet in an asteroid belt, surrounded by lost children of the first AI war. Their Conglomerate shadow did not follow them into that system. It took a week simply to manoeuvre back into hyperspace. Sorely depleting their supplies. Another reason to land the crew past this ordinance belt, there would be ancient cities upon the surface. Settlements at least. If they only found this damnable core then perhaps that is the best he could ask for. All might be wishful thinking. The viewport terminal at the front of the bridge showed an approximation of this new world inching closer at their painfully slow speed. A minefield might have killed an entire salvage fleet, but they were usually more careful. Ulis exercised his own caution; it would be a terrible place to fight in an ambush. He keyed another command, orbital telemetry. Searching for transmissions from or around the planet. It wouldn't work if there was a fleet in hiding, but if there was defensive infrastructure in operation. Some automated thing maybe, the fleet would be forewarned. Olric watched the radio probes determine a possible signal medium. No SOS from the surface, no signals strong enough to pierce background radiation at least. Nothing yet. Olric simply watched, his tired mind trying to find investigative links and failing. All he could do was try and stay alert again as the fleet passed the envelope thought to be where the minefield began.

There was an alarm at several terminals. Olric saw it too, one of the lashers bumped into a mine. Out of the four wiped out, two were possibly salvageable. "Sir, there's-" Olric dismissed her with a wave, "I know, nav". He didn't have enough crew to save any of it. A few more quiet moments as orders were relayed to exercise more caution until another, more urgent message appeared. Three enforcers gone, two damaged. "We have to mothball them, but transferring the surviving crew right here is asking to get us all killed." Cautioned the adjutant, losing his usual ease. "We can't even see the blasted things." Hissed Olric, he clearly underestimated the coverage. He glanced at the bridge crew who happened to be glancing back. Nerves. "They'll just have to operate in low power mode, let a bigger ship tug them." Another alarm, this one however, came only from Olric's terminal. It was the telemetry scanner, a lot of signals just opened up on the surface. It contained location data, the location of Ulis's fleet. Relayed to a number of locations around the fleet. "We're target locked, get us moving now!" Yelled Olric. Olric opened the feed to the fleet as emergency commands zigzagged around the surviving vessels. Olric could feel the ship surge as emergency fuel was dumped into the afterburners, yet the telemetric relays were closing in fast. Too fast.

What kind of stealth mine had tracking capabilities? That was Olric's thought upon learning the Kinsey was hit. The blast swept across and made contact with the fleet Prometheus, unbalancing it enough that it did not avoid the next mine. He was sure the explosion was terrific, even in vacuum. "Sir we're getting clustered." Called a nav terminal. "Torpedo launch." Called back Olric, watching the dragonfire tubes launch their rockets into the cluster of signals with small satisfaction. Another mine flew right through the obscuring explosion, only 'visible' outside of that radiation fire. "Brace for-" The whole bridge shook violently. Olric was thrown from his station headfirst into the comm bay.

"Captain? Captain are you with me?" He was not sure he was. "I'm alive." Grunted Ulis, he couldn't open his eyes. "The vice-captain is dead, are you able to command?" He tried to raise his head, he couldn't. "I don't think I can move. What's your name?" Olric was becoming aware that he couldn't feel anything. "I'm the chief medic, Joffis, Sir." Joffis was not the chief medic yesterday, or whatever day that was. "Joffis, get my adjutant." He could hear the medic Joffis scuffing the floor as he stood "Yes sir, right away sir." and then running down the hall. Olric must be away from the bridge. The footsteps returned some undetermined moments later. More purpose in those ones. "By Ludd" he heard. "Do I look pretty?" Olric chuckled. "No, I mean, it's nothing Captain. You requested me?" Olric sighed, something he felt he was used to now. "Clearly, I cannot do anything right now." He said somewhat dully. "I suppose not Captain" was the stiff reply. "So I need you to do it, I am sure you figured that out." droned Ulis. "Are you giving me command Captain?" A cautious voice intoned.

"I am paralyzed Elek. You're in charge until medical gets me up. Find that core." There was a moment, like some destiny had altered. "I'll do it Olric, but that core is profane manifest. I'll not seek it to save it." And with that his feet scuffed the tiles as they spun to face the door, his footfalls following him out. Luddics, thought Olric derisively. Allowing dreams to replace the darkness. In them the spire was behind him, and he was already falling. 

 6 
 on: Today at 06:57:21 AM 
Started by float - Last post by EvilPLa
I wanted to try the mod, but it keeps crashing as soon as I press R to enter the refit screen. Version: 0.9.1

Code
39172 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.intel.AnalyzeEntityMissionIntel  - Created AnalyzeEntityMissionIntel: Derelict Ship, faction: independent
39515 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoSuchMethodError: com.fs.starfarer.campaign.fleet.FleetMember.getHullSpec()Lcom/fs/starfarer/loading/specs/privatesuper;
java.lang.NoSuchMethodError: com.fs.starfarer.campaign.fleet.FleetMember.getHullSpec()Lcom/fs/starfarer/loading/specs/privatesuper;
        at shipmastery.campaign.RefitHandler.addMPDisplay(RefitHandler.java:265)
        at shipmastery.campaign.RefitHandler.injectRefitScreen(RefitHandler.java:315)
        at shipmastery.campaign.RefitHandler.injectRefitScreen(RefitHandler.java:305)
        at shipmastery.campaign.RefitHandler.injectRefitScreen(RefitHandler.java:301)
        at shipmastery.campaign.RefitHandler$2.perform(RefitHandler.java:331)
        at shipmastery.deferred.DeferredActionPlugin.advance(DeferredActionPlugin.java:51)
        at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
        at com.fs.starfarer.campaign.CampaignState.advance(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)


full log here https://pastebin.com/t4beiR1j

 7 
 on: Today at 06:39:05 AM 
Started by stormbringer951 - Last post by Wyrdean
Can confirm it seems to work just fine; I did have a single minor UI error in the intel screen after loading a save, but it fixed itself after reopening the screen, and hasn't appeared again; overall I'd say it's quite stable

 8 
 on: Today at 06:15:24 AM 
Started by Konturga - Last post by xelius
Hi, first off thank you for an awesome mod. Anything that adds some distinction to the player faction is great in my book.

In my current campaign I've found the XIII bp package, however I can't acquire any of the bp's since the game claims they're already known despite me discovering them for the first time. I perused the doctrine & blueprints tab to confirm they weren't unlocked and it checked out. Is this a bug or have I set it up wrong? I'm using all the submods with the full XIII package, not just vanilla ships, except the merge disabler. I looked at the playeralt.faction file and it starts me out with the base_bp, which I assume is intended as you're supposed to find the XIII_bp first yourself? I would appreciate any help, thx in advance.




 9 
 on: Today at 06:12:46 AM 
Started by Drmedic122 - Last post by Killer of Fate
Especially considering that fights happen all the time and all floating cruisers/capitals in the core are recent wrecks.
I always imagined that there is a lot of random crap going on deeper in space. Hegemony, Tri-Tachyon and Sindrian Diktat looking for lost technology. Persean League scouring for possible planets to mine. Etc. But these things are just simply not programmed yet. The wrecks we see are the echo of this invisible to us spectrum of Persean Sector's happenings.

But tbh, not really... It's probably just junk of people that died after the Collapse and no one ever checked up on them. That or AI Wars ships.

 10 
 on: Today at 06:07:39 AM 
Started by Drmedic122 - Last post by Princess_of_Evil
Especially considering that fights happen all the time and all floating cruisers/capitals in the core are recent wrecks.

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