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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Author Topic: [0.97a] The Xhan Empire, version 2.51 Gramada  (Read 318948 times)

Maelstrom

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Re: [0.95.1a-RC6] The Xhan Empire, version 2.4 Thousand Eyes
« Reply #135 on: July 20, 2022, 04:07:07 PM »

are these going to be added to the mod?
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Big Bee

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Re: [0.95.1a-RC6] The Xhan Empire, version 2.4 Thousand Eyes
« Reply #136 on: July 22, 2022, 04:32:45 AM »

are these going to be added to the mod?

what?
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Warnoise

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Re: [0.95.1a-RC6] The Xhan Empire, version 2.4 Thousand Eyes
« Reply #137 on: September 20, 2022, 11:29:59 PM »

I've never played with xhan tech ship but I saw them fighting a remnant fleet and they absolutely got decimated by a fleet that is almost half their dp.

One Radiant almost soloed a whole fleet worth of xhan tech ships :/

Are they as weak as they seemed?
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Scythe

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Re: [0.95.1a-RC6] The Xhan Empire, version 2.4 Thousand Eyes
« Reply #138 on: September 21, 2022, 10:11:20 AM »

Yeah I love their aesthetic and lore. The missiles, medium and large weapons are great but they seem to lack something but I cant place my finger on it

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vok3

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Re: [0.95.1a-RC6] The Xhan Empire, version 2.4 Thousand Eyes
« Reply #139 on: October 12, 2022, 08:55:40 AM »

When I start a game as Pamed (usually I pick the combat - large start, with the destroyer) about half the time my starting contact lists fine in my contact list but is not present in the comms screen on the planet where it claims he is.

So far my workaround for this issue has been to just restart until I get a contact who is actually there.

edit: having just poked at this a lot more, it looks like if I take the destroyer start, this ALWAYS happens [edit2: not always, see below], and if I take the freighter start, it NEVER happens.  I also notice that at Oka, the comms panel has 6 Pamed staff including a Quartermaster and Administrator, whereas at Pamed itself there are only 4 people including the generalissimo himself, and no quartermaster or administrator - and the military contacts I've been given tend to be those two positions.  So maybe something is being done to the list of people at Pamed that somehow is hiding the NPCs that are being chosen for the player's contact.

edit2: After trying the destroyer start enough time I got a contact who was the station commander.  That worked.  Talking to the station commander got me the "do you have any work" prompt.  But definitely, quartermaster / administrator contacts are not working.
« Last Edit: October 12, 2022, 09:43:44 AM by vok3 »
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seig_ooga

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Re: [0.95.1a-RC6] The Xhan Empire, version 2.4 Thousand Eyes
« Reply #140 on: October 27, 2022, 10:09:37 PM »

Love this mod, its my favourite out of all the faction mods ive played with. Especially love the mind control ship, ive never seen anything like it. Good work mr modder <3
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ebolamorph

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Re: [0.95.1a-RC6] The Xhan Empire, version 2.4 Thousand Eyes
« Reply #141 on: October 29, 2022, 10:16:03 AM »

How do i summon all the weapons for the thousand eyes through the console
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ebolamorph

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Re: [0.95.1a-RC6] The Xhan Empire, version 2.4 Thousand Eyes
« Reply #142 on: October 29, 2022, 04:48:53 PM »

I will try to replicate this when i get home from work. I wanna try this
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Big Bee

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Re: [0.95.1a-RC6] The Xhan Empire, version 2.4 Thousand Eyes
« Reply #143 on: October 30, 2022, 04:00:16 AM »

How do i summon all the weapons for the thousand eyes through the console

You should be able to use the "list ships" command, and that should give you options to add in the base hull, or a variant with the weapons. Alternatively, if you remember the weapon name you could use "list weapons" to find the ID in case the ID name isn't the same as the display name
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Jonass

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Re: [0.95.1a-RC6] The Xhan Empire, version 2.4 Thousand Eyes
« Reply #144 on: November 12, 2022, 07:31:22 AM »

Hi, i love these ships. The design is kind of unique and they add a special distinct cultural feeling about it all.

I really appreciate your effort with this.

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CHIKEN

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Re: [0.95.1a-RC6] The Xhan Empire, version 2.4 Thousand Eyes
« Reply #145 on: January 11, 2023, 02:51:53 PM »

Just thought I would throw out a thank you, this mod is great.  I've ran it once before a year or so ago and the aesthetic is entirely unique alonside the guns as well.  One can tell a lot of effort went into this, it shows. 
Thank you.

And it's nicely balanced in the sector!
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Fonfon

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Re: [0.95.1a-RC6] The Xhan Empire, version 2.4 Thousand Eyes
« Reply #146 on: January 14, 2023, 01:24:23 AM »

Question: if I'm not starting as one of Xhan empire who would me Contact to start building rerations with them?
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Ruddygreat

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Re: [0.95.1a-RC6] The Xhan Empire, version 2.4 Thousand Eyes
« Reply #147 on: January 14, 2023, 02:56:17 AM »

Question: if I'm not starting as one of Xhan empire who would me Contact to start building rerations with them?

they don't have any special contacts to give you an easy in, you'll have to do bar missions until the game descides to give you one

SpaceDrake

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Re: [0.95.1a-RC6] The Xhan Empire, version 2.4 Thousand Eyes
« Reply #148 on: March 15, 2023, 02:47:57 AM »

I hope you're doing okay, Peplat. I managed to find you once on Twitter, but haven't done so since (as I was dumb and didn't follow you). Take all the time you need to do things, both with the mod and in real life, but this is a favorite mod of mine and some of the things you were demoing on Twitter looked super neat.

Above all, I just hope you're doing okay.
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Junker99

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Re: [0.95.1a-RC6] The Xhan Empire, version 2.4 Thousand Eyes
« Reply #149 on: March 16, 2023, 01:51:05 PM »

An interesting mod so far but what the hell is up with the mind control ships they are literally untouchable I got jumped by one at the far end of the sector and it mind controlled my fleet. It could not be harmed. How do you /kill/ it?
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