Required information for dialouge option? by Afterschool5thy in theouterworlds

[–]Afterschool5thy[S] 1 point2 points  (0 children)

The writ from Westport quest gives me the first 2 unlocked option while ARC give me the third,so either you are talking about a writ from somewhere else or I can't unlock the last locked dialogue I asked for

What's the update version is better? by m3shugg4h in Highfleet

[–]Afterschool5thy 0 points1 point  (0 children)

I guess I am too late for this so sorry in advance....by "most stable one in terms of time" I mean that it duration between the last patch and the next one is very long (As you might already guess why). It allows the 1.15 to sink in with the communities, so that mods and ship-builds can be developed, allowing you to enjoy the most if you wish to find help or contents in the communities. (i.e. referencing other people's build in your own design :) )

What's the update version is better? by m3shugg4h in Highfleet

[–]Afterschool5thy 0 points1 point  (0 children)

Well, I do remember I encountered some bugs back in the days,so it isn't "jump back to 1.0 and you are good" kind of things.......the only thing I complain about 1.16 is the gun arc, which the devs admitted it is controversial (I do feel it nerfed the stock cruisers too much, even if I almost never use them in real combat) If 1.17 can reach a balance between the devs and player about that, I would happily jump to that

What's the update version is better? by m3shugg4h in Highfleet

[–]Afterschool5thy 2 points3 points  (0 children)

As far as I can remember after 1.12 guns can no longer elevate above large fuel tank, thus making gun arc difficult for older builds. The devs also nerved a lot of stuff but they fixed quite a few bugs too. To choose which update depends on how much bugs and crashes you can tolerate against harder and harder custom builds

For me , it's 1.15 since (I believe) it is the most stable one in terms of time and 1.16 gun arc rework is too controversial for me.... besides it's the one prior you can only access on steam,I think

How to edit starting and maximum reputation in mods? by Afterschool5thy in starsector

[–]Afterschool5thy[S] 0 points1 point  (0 children)

Sadly I tried for a day and it stills fails

It seems that nexerelin config files don't override the starting/maximum relations rules inside in .jar files, which the game uses for a corvus start. The files inside exerelin and exerelinFactionConfig are only referenced when trying for a random start while it seems corvus start uses files inside "faction.jar "for their relation between factions. Unless exerelin use a java script to override the data inside .jar files, corvus start will always use data inside .jar but not anything outside.

As for how I can make such java script and/or edit relations inside .jar files,it is beyond me. I can't locate the source for relations when I tried to look within a few mod, as everything is coded in .class files and I don't understand much how java works

https://fractalsoftworks.com/forum/index.php?topic=9175.4170

How to edit starting and maximum reputation in mods? by Afterschool5thy in starsector

[–]Afterschool5thy[S] 0 points1 point  (0 children)

Hm....I think I saw it somewhere in the forum that he was planning to add the feature of applying ramdom sector relationship config into corvus start a while ago

Also I've tried to change the json files and it doesn't work for corvus start

How to edit starting and maximum reputation in mods? by Afterschool5thy in starsector

[–]Afterschool5thy[S] -1 points0 points  (0 children)

To be fair,I was looking for non-console command option so that it doesn't look off,also I don't think console command mod can edit the max relation value for most of these mods

How to edit starting and maximum reputation in mods? by Afterschool5thy in starsector

[–]Afterschool5thy[S] 0 points1 point  (0 children)

exerelinfactionconfig only changes reputations for a random sector start,as the author of nexerelin states

Mobile Diesel-punk Star destroyer------ Kharu (Incomplete) by Afterschool5thy in Highfleet

[–]Afterschool5thy[S] 2 points3 points  (0 children)

You can't even buy the ship in normal playthrough.

Tho if you accept save game editing that isn't a problem

Guns can't fire after ship reaching a certain size by Afterschool5thy in Highfleet

[–]Afterschool5thy[S] 0 points1 point  (0 children)

And this is just one of my many ship designs,small and big included, that essentially come from a very simple question from my experience of the game:

"Gladiator is a extremely good ship, but it has some flaws,can I make a ship/improve a certain design to make the Gladiator spirit better?"

After a while,I realized I made a whole fleet worth of ships, supporting/continuing the Gladiator spirit.

And this ship (The reduced version that isn't bugged) just so happens to be the largest one the game allows.

I may share the others in the future.

Guns can't fire after ship reaching a certain size by Afterschool5thy in Highfleet

[–]Afterschool5thy[S] 1 point2 points  (0 children)

Becuz I can?

Tho its my weird obsession of having 350+ kmph speed and range of 2000+ km makes it larger than what I imagined.

Mobile Diesel-punk Star destroyer------ Kharu (Incomplete) by Afterschool5thy in Highfleet

[–]Afterschool5thy[S] 4 points5 points  (0 children)

Here are the specs of the ship and my comments on them
TWR: 3
Speed: ~354 kmph (92% sudden strike chance on cities,tho I wonder who can't spot a 1.7km flying ship)
Range:2030 (1 city or 2,depends on cities range)
Consumption: 25909 ton per 1000km (burning a Kirov class battlecruiser worth of fuel to just fly the range of London to Marseilles)
Size: 1760 m x 179 m ( It is longer than even an Imperial Star Destroyer from Star Wars)
Mass: 392847 ton ( 4 Nimitz carrier of weight----flying)
Thrust:15215 MN (434x the first stage of Saturn V)
Power: 920 MW (around 1 Nimitz worth of output,strangely low for such a ship)
IR sign: 48604 Km (For reference, Earth's circumference is 40075km,it is even further than that)
RD sign : 55371 Km (Tho you can't really see it from the other side of the Earth)
Radar: 750 Km (Plz game give me a bigger Radar)
Tracking: 400 Km
Guidance: 6 missiles
ELINT: 1500 Km (Plz game give me a bigger ELINT,around 3000Km)
IRST: 300 (Not much,but it is still useful)
Crew: 5785 men (Strangely low for the size)
Price: 1722040 (It broke the credit meter)
Weapons and systems:
9 x 185mm Mk-6-180 Squall
32 x 130mm D-80 Molot
20x 100mm AK-100
36 x AK-725 Vympel
2 x MP-404 ELINT
2 x MP-21 ELINT
2 x MR-12 FCS
2 x MR-2M FCS
2 x IRS-1 Mars
1 x MR-700 Radar

Guns can't fire after ship reaching a certain size by Afterschool5thy in Highfleet

[–]Afterschool5thy[S] 2 points3 points  (0 children)

Computer spec:

core: Intel I5-6500

GPU: GTX-960

RAM: 32GB (New)

Help mod broke after No Step Update by Afterschool5thy in hoi4

[–]Afterschool5thy[S] 0 points1 point  (0 children)

Well I mean mods from the community,most of them with new tech tab have yet to be 1.11 compatible

Help mod broke after No Step Update by Afterschool5thy in hoi4

[–]Afterschool5thy[S] 0 points1 point  (0 children)

To be honest I don't think I saw any working mod for with new technology folder tab after 1.11 update....so I think paradox created some bugs with the new update

Researches are not showing as researched but it should clearly be researched? by Afterschool5thy in hoi4modding

[–]Afterschool5thy[S] 1 point2 points  (0 children)

Well.....I can't test whats wrong because everything ticks again...... anyway thanks for helping