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Starsector 0.98a is out! (03/27/25)

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Author Topic: [0.97a-RC11] Domain Phase Lab  (Read 143462 times)

Lazyturtle69hahfunynumber

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Re: [0.97a-RC11] Domain Phase Lab
« Reply #330 on: April 15, 2025, 04:18:36 PM »

Are you the new modder? or are you helping with spirtes? i hope the other guys still alive he was a talented modder would hate to see him go so soon

yes hello i am the new artist helping re-color the ships, don't know who the 'other' guys are but vlad, the author himself is doing very well, just quite busy with work
[/quote]

well nice to meet you i look forward to your work you may not know but i made a ship in the mod i created the warhorn i look forward to seeing what you guys do to my garbage  :)
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Baren

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Re: [0.97a-RC11] Domain Phase Lab
« Reply #331 on: April 15, 2025, 09:28:31 PM »

This comment contains spoilers for .98

Spoiler
I can understand how this mod might take very long to properly update to .98. Because lore wise, the existence of the (THREAT) and (LITERAL DEMONS) puts a significant dent on Phase Labs lore. Afterall, they are supposed to be at the fore front at the knowledge of phase space, and they also drudged through the abyss for quite a long time. It will be quite embarrassing and confusing how they don't know jack of these things while the tri-tachyon somehow gotten a hold of what is presumably, a corpse of the shrouded.
[close]
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Zweihänder

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Re: [0.97a-RC11] Domain Phase Lab
« Reply #332 on: April 16, 2025, 12:34:40 AM »

This comment contains spoilers for .98

Spoiler
I can understand how this mod might take very long to properly update to .98. Because lore wise, the existence of the (THREAT) and (LITERAL DEMONS) puts a significant dent on Phase Labs lore. Afterall, they are supposed to be at the fore front at the knowledge of phase space, and they also drudged through the abyss for quite a long time. It will be quite embarrassing and confusing how they don't know jack of these things while the tri-tachyon somehow gotten a hold of what is presumably, a corpse of the shrouded.
[close]
yep, 98 threw a giant ass wrench into the lore of this mod. I will hope that author wont burn out from all that work.
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Sentrynest33

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Re: [0.97a-RC11] Domain Phase Lab
« Reply #333 on: April 16, 2025, 01:09:30 AM »

Any ETA for the 0.98 patch? There seems to be a lot of work if I understood others before me. Will other factions use phase ships from this mod?
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Akii

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Re: [0.97a-RC11] Domain Phase Lab
« Reply #334 on: April 16, 2025, 10:34:04 AM »

Any ETA for the 0.98 patch? There seems to be a lot of work if I understood others before me. Will other factions use phase ships from this mod?

expect it within about a week, and no, the ships in DPL are exclusive to the DPL faction, except for the bugle-class frigate which the Persean League ocasionally uses (lore and all).
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vendoom

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Re: [0.97a-RC11] Domain Phase Lab
« Reply #335 on: April 16, 2025, 07:33:08 PM »

Super mod! I just can't play without this mod! :'( I need it as soon as possible! I hope you update it for 0.98 very soon! Thanks in advance! :D
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VladimirVV

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Re: [0.97a-RC11] Domain Phase Lab
« Reply #336 on: April 19, 2025, 09:36:46 PM »

Hi there Vladmir, i want to deal with the raiders on my colony, and gain contact with the director and  info on the meeting location, but whatever reason, there is no option in talking to the director about the raiding and no special dialog when i visit lab security planet, how can i deal with them?

Hi! Thank you for the feedbacks! Sorry, this is my mistake. It will be fixed in the coming update, that at least if you are harassed by the raiders, you can make a complaint at Research Site V and directly meet the director there.
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Greetings from the P-Space! --Captain Vladimir
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VladimirVV

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Re: [0.97a-RC11] Domain Phase Lab
« Reply #337 on: April 19, 2025, 09:39:06 PM »

How do you get the additional missions for the mod? I've dealt with the raiders, a character has been transferred somewhere else, but there doesn't seem to be any way to progress. The faction leader, i have high karma with but i can't talk to, i see them in the index but only have the leave option. Two years prior we were at war but we're now in an alliance but nothing. I can only talk to two and offer them food but nothing else?

Hi! Thanks for the feedbacks, if you visit Research Site V (the planet, not the station) after 180 days since the game starts, you should be able to meet her there. And you'll be able to add her as a contact.
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VladimirVV

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Re: [0.97a-RC11] Domain Phase Lab
« Reply #338 on: April 19, 2025, 09:41:34 PM »

Hello, I'm stuck with the mission "Mote Anomaly Project" ¿What am i supposed to do?

Hi! Thanks for your feedbacks! Please try to go to the abyssal area, and find some abyssal lights there.
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VladimirVV

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Re: [0.97a-RC11] Domain Phase Lab
« Reply #339 on: April 19, 2025, 09:46:25 PM »

Two suggestions:

One, make the Matcha "authentic" and a  "luxury" since it's mentioned at least in the Galactia Academy that stuff like "Real Wood" is a luxury.


Second, for the colony crisis until it's fully cooked I'd probably make it time out after a couple attacks similar to other faction's (like hedgemony's AI inspections) and just leave a flag that you can call for later when you update it to finish that quest.  That way the player doesn't have to do something much more drastic (like invade the faction) which will have much larger adverse effect on that plot line.

Hi! Thanks for the feedbacks! I think Matcha is already counted as a luxury good for now and it can only be purchased from Research Site V. I gave it almost the same entry in the commodities.csv file as lobsters. For the colony crisis, I'm solving that issue, at least add a way that if you happen to be harassed, no matter what you'll be able to meet with the director and deal with it through the usual plot line. And I'll not make it even active in random worlds mode from Nex. Finally I'll add a check that if you defeat that major attack at the end, no more raiders would come. These fixes will be added in the next update.
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VladimirVV

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Re: [0.97a-RC11] Domain Phase Lab
« Reply #340 on: April 19, 2025, 09:51:41 PM »

Hi,

I have a small problem, I started the game with random sectors and the Lab Security Department and the Muspelheim sector did not spawn, so I am unable to solve the crisis.
Is it possible to bypass these and obtain "evidence" differently?

Thanks for your feedback! So far the stories in this mod DO NOT SUPPORT random sectors. I'll make these intermod supports in later updates.

Was this ever done? Just realised the Security Department hasn't spawned in because I'm running a random sector. Does this mean I'm stuck with the Colony Crisis now that'll never get resolved? Might want to add that the mod doesn't support Random Sectors in the main mod description somewhere (unless I've missed it?).

Hi! Thanks for your feedbacks. This is not done yet, mostly due to the reason that Nexerelin is planning for a major update to the entire random sector game play. I plan to provide such supports after Nex has finished their updates on random sector, and I will add this information to the forum page.
So you have effectively forced everyone who doesn't *** want to play a 4x mod to wait to stop *** raids, You should of gotten the *** crisis event system finished before putting it into the mod because I CAN'T *** GET RID OF THE *** RAIDERS

Hi! Thank you for your feedbacks! Particularly, this mod only provides very limited support to the random sectors from Nex, and it's because Nex is going to update the random sector mode, so I'll need to wait until all the changes in Nex are made and stablized. This mod would run properly if you don't play with Nex at all, or plays Nex in non-random sectors. Finally, I'll make the colony crisis not active in the random sector mode, in the coming update.
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VladimirVV

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Re: [0.97a-RC11] Domain Phase Lab
« Reply #341 on: April 19, 2025, 09:52:49 PM »

Hello!

I noticed an issue with the commissioned crew partof the mod:

I added a png to the message but the "targeting analysis System" hullmod states : Increases ship's all weapon damage and reload time both by 5%

While it does increase the reload time by 5%, it decreases the damage by 5% aswell wich is the opposite of what it is supposed to do

It also doesn't double it when on a phase Fielded ship

Maybe it is a translation / typo problem?

Still I enjoy the mod, keep up the good work  ;D

Hi! Thanks for your feedbacks, this bug is noticed, it's caused by misuse of some built-in methods, and will be fixed in the coming update.
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VladimirVV

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Re: [0.97a-RC11] Domain Phase Lab
« Reply #342 on: April 19, 2025, 09:55:44 PM »

Something that might be a useful feature to include at some point is given the "Acuity" class' Note weapons that perhaps if you acquire both the Ziggraut and the Acuity you could get a research project to recover the "high_frequency_attractor" hull mod for the Ziggeraut.

Hi! Thanks for your feedbacks! I considered this possibility a long time ago, and I ended up deciding to not add it, mostly due to balance concerns. I may add some related contents in the future as an optional feature, so if players are interested, they can turn on this option with a warning that informs about possible balance problems that comes with it.
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VladimirVV

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Re: [0.97a-RC11] Domain Phase Lab
« Reply #343 on: April 19, 2025, 09:59:26 PM »

Hello again!

I am trying to progress on Ross's missions but, I am stuck on the "go check that research station", whenever I arrive to the designated planets, there are no statiosn nor any special event from the planets themselves, am I doing something wrong or is there any known incompatibility making this mission undoable?

Hi! Thanks for your feedbacks, the station should be orbiting the planet. But it will only spawn once at the time when you first accept the mission. If you accepted it, then failed it due to any reason including running out of time, and happen to loot that station already, the next time when you accept the mission, this mission will be broken. I'll fixed this issue by removing the time limit, in the next update.
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VladimirVV

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Re: [0.97a-RC11] Domain Phase Lab
« Reply #344 on: April 19, 2025, 10:00:23 PM »

Hello, great mod you have here.

I'm pretty sure I found a bug around the colony crisis: it started in a colony of size 3, which it shouldn't.
Random Assortment of Things adds being able to make a single settlement, and if the settlement is on the same planet as one of your colonies, you can add an extra industry slot to the colony for 500k. Is the colony size being checked by the number of industry slots?
On top of that, this is going to force me to pause my current Phase Lab-allied playthrough, because the guy who should spawn for me to stop the crisis isn't showing up.

Hi! Thanks for your feedbacks! This bug is noticed, it's due to misuse of switch() function. I'll fix it in the next update.
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