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Starsector 0.9.1a is out! (05/10/19); Blog post: Raiding for Fun and Profit (11/27/19)

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Author Topic: [0.9.1a] TC: Archean Order: Rebalanced Combat/Lore RPG - Nex - Fixes 11/18  (Read 159288 times)

susitsu

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Re: [0.9.1a] TC: Archean Order: Rebalanced Combat/Lore RPG - Nex - Fixes 11/18
« Reply #510 on: December 11, 2019, 08:54:31 AM »

Hey there! Ive been using this mod and Nexerelin for about two months now, playing Starsector off on on and Ive really enjoyed it.

I'm not done with it, but I was wondering if there were other mods people use commonly with the Archean Order? Preferably more in line with gameplay changes and not just the addition of factions and ships on top of the ones Ive already got. Although, I'd gladly take any working changes to the Remnants. They can be a little uninteresting.
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Morrokain

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Re: [0.9.1a] TC: Archean Order: Rebalanced Combat/Lore RPG - Nex - Fixes 11/18
« Reply #511 on: December 11, 2019, 09:09:56 PM »

Hey there! Ive been using this mod and Nexerelin for about two months now, playing Starsector off on on and Ive really enjoyed it.

I'm not done with it, but I was wondering if there were other mods people use commonly with the Archean Order? Preferably more in line with gameplay changes and not just the addition of factions and ships on top of the ones Ive already got. Although, I'd gladly take any working changes to the Remnants. They can be a little uninteresting.

For now, what I've gathered:

Starship Legends: https://fractalsoftworks.com/forum/index.php?topic=15321.0
Combat Chatter: https://fractalsoftworks.com/forum/index.php?topic=10399.0
Unknown Skies: https://fractalsoftworks.com/forum/index.php?topic=12041.0
Ruthless Sector: https://fractalsoftworks.com/forum/index.php?topic=15279.0
Second Wave Options: https://fractalsoftworks.com/forum/index.php?topic=17086.0
Grand Sector: https://fractalsoftworks.com/forum/index.php?topic=16127.0
Commissioned Crews: https://fractalsoftworks.com/forum/index.php?topic=16677.0
Common Radar: https://fractalsoftworks.com/forum/index.php?topic=7526.0
Fuel Siphoning: https://fractalsoftworks.com/forum/index.php?topic=15272.0
Sundiving: https://fractalsoftworks.com/forum/index.php?topic=15584.0
SpeedUp: https://fractalsoftworks.com/forum/index.php?topic=13394.0
Updated Rotary Weapons: https://fractalsoftworks.com/forum/index.php?topic=9446.0
Automatic Orders: https://fractalsoftworks.com/forum/index.php?topic=15128.0
Hyperdrive: https://fractalsoftworks.com/forum/index.php?topic=17157.0
Player Station Construction: https://fractalsoftworks.com/forum/index.php?topic=17094.0

Ships/Weapons/Hullmods
Tyrador Safeguard Coalition: https://fractalsoftworks.com/forum/index.php?topic=5492.0
Outer Rim Alliance: https://fractalsoftworks.com/forum/index.php?topic=11646.0
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Eliteempire

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Re: [0.9.1a] TC: Archean Order: Rebalanced Combat/Lore RPG - Nex - Fixes 11/18
« Reply #512 on: December 12, 2019, 05:54:28 PM »

Hey there! Ive been using this mod and Nexerelin for about two months now, playing Starsector off on on and Ive really enjoyed it.

I'm not done with it, but I was wondering if there were other mods people use commonly with the Archean Order? Preferably more in line with gameplay changes and not just the addition of factions and ships on top of the ones Ive already got. Although, I'd gladly take any working changes to the Remnants. They can be a little uninteresting.

For now, what I've gathered:

Starship Legends: https://fractalsoftworks.com/forum/index.php?topic=15321.0
Combat Chatter: https://fractalsoftworks.com/forum/index.php?topic=10399.0
Unknown Skies: https://fractalsoftworks.com/forum/index.php?topic=12041.0
Ruthless Sector: https://fractalsoftworks.com/forum/index.php?topic=15279.0
Second Wave Options: https://fractalsoftworks.com/forum/index.php?topic=17086.0
Grand Sector: https://fractalsoftworks.com/forum/index.php?topic=16127.0
Commissioned Crews: https://fractalsoftworks.com/forum/index.php?topic=16677.0
Common Radar: https://fractalsoftworks.com/forum/index.php?topic=7526.0
Fuel Siphoning: https://fractalsoftworks.com/forum/index.php?topic=15272.0
Sundiving: https://fractalsoftworks.com/forum/index.php?topic=15584.0
SpeedUp: https://fractalsoftworks.com/forum/index.php?topic=13394.0
Updated Rotary Weapons: https://fractalsoftworks.com/forum/index.php?topic=9446.0
Automatic Orders: https://fractalsoftworks.com/forum/index.php?topic=15128.0
Hyperdrive: https://fractalsoftworks.com/forum/index.php?topic=17157.0
Player Station Construction: https://fractalsoftworks.com/forum/index.php?topic=17094.0

Ships/Weapons/Hullmods
Tyrador Safeguard Coalition: https://fractalsoftworks.com/forum/index.php?topic=5492.0
Outer Rim Alliance: https://fractalsoftworks.com/forum/index.php?topic=11646.0

life is suffering with just those 2 Ship mods
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Morrokain

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Re: [0.9.1a] TC: Archean Order: Rebalanced Combat/Lore RPG - Nex - Fixes 11/18
« Reply #513 on: December 12, 2019, 07:29:06 PM »

For now, what I've gathered:
life is suffering with just those 2 Ship mods

 ;) Not a complete list yet- just what I had time to verify last night. I'll try a few more and update the list as I verify no crashes on variants. It won't guarantee other bugs won't crop up but it is the best thing I can realistically do to verify a mod list.
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Eliteempire

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Re: [0.9.1a] TC: Archean Order: Rebalanced Combat/Lore RPG - Nex - Fixes 11/18
« Reply #514 on: December 12, 2019, 09:34:16 PM »

For now, what I've gathered:
life is suffering with just those 2 Ship mods

 ;) Not a complete list yet- just what I had time to verify last night. I'll try a few more and update the list as I verify no crashes on variants. It won't guarantee other bugs won't crop up but it is the best thing I can realistically do to verify a mod list.

Bless lad, was just a joke. Wish i could help but I am techno *** dumb.
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Morrokain

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Re: [0.9.1a] TC: Archean Order: Rebalanced Combat/Lore RPG - Nex - Fixes 11/18
« Reply #515 on: December 12, 2019, 11:26:18 PM »

Bless lad, was just a joke. Wish i could help but I am techno *** dumb.

I'm a little awkward at text sometimes and tone is always ambiguous through that medium, haha, but yeah. *sheepish grin*  ;D

In general, though, I do want to convey a helpful, open-minded and receptive attitude towards feedback. In this case, I recognize that there are those out there who would appreciate a compatible mod list of all kinds and I will work towards that. I, myself, am very excited to try out all the mods I haven't had a chance to play in a couple of years now, anyway, but for the moment my free time has been dedicated to making this mod better and working towards what is an admittedly ambitious lore update that will come in several parts. Speaking of, current notes:

Spoiler
--- Campaign Changes:
-------------
    - Adamantine Consortium no longer trades when hostile to the player with their transponder on. (Can use tribute to avoid fighting in some cases)
    - Adamantine Consortium still pursues an otherwise neutral player with their transponder off. (Can use tribute to avoid fighting in some cases)
    - Lockdown Protocol changed to reduce chance to recover the vessel by 25% if not player owned instead of completely preventing recovery.
    - Increased the amount of dialogue variance for some interactions for new factions.

 --- Colony Changes:
-------------
    - More custom colonies have custom descriptions upon docking with that colony that are centered around that systems lore.
    - Xelion is now a free port to allow some limited and dangerous access to Adamantine Consortium tech even while hostile to that faction.
    - Dialogue descriptions are now unique between planetary markets and the more notable lore based stations that guard them.
    - Many of the new factions' colonies have changing dialogue based around the players reputation with that faction.
-----


Bug Fixes
-------------
 - Fixed issues with Galar description text under certain circumstances.
 - Fixed some inaccurate cease fire result decriptions for the Adamantine Consortium.
-----
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