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Messages - Greatgreengoo

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1
Mods / Re: [0.96a] Adjusted Sector
« on: February 06, 2024, 04:02:01 AM »
Oh odd, I reinstalled it and now its working fine, even though it was the same version. Ah well, alls good!

2
Mods / Re: [0.96a] Adjusted Sector
« on: February 06, 2024, 01:21:40 AM »
Noooo this isnt compatable anymore, even after changing the mod.info file. I litterally cant play without this mod. Hoping for an update soon.

3
Mods / Re: [0.9.1a] Neutrino Corp. (v. 1.86-RC3)
« on: February 04, 2024, 02:22:11 AM »
I miss the faction. Best freighters in the galaxy.

4
Mods / Re: [0.96a] ED Shipyards 2.6.4 (2023-12-31)
« on: February 04, 2024, 02:19:59 AM »
Same issue, not going to rush the author but ED shipyards is one of my favorites. Cant wait till all the mods update. Wish I knew more about coding, might be a simple ID fix or something, but what do I know lol.

5
Mods / Re: [0.96a] Astral Ascension V1.2.6 - A Mod that Uncaps Colony Size
« on: December 03, 2023, 02:15:25 AM »
Cant wait to try this. Using
Terraforming and Station Construction
Industrial.Evolution
Grand.Colonies2.0.d
Better Colonies
I hope they play nice with eachother.

6
Mods / Re: [0.95.1a] Adjusted Sector
« on: October 29, 2022, 11:00:09 PM »
Is there a way to get Warning beacons on the outskirts of the sector? Tried so many config variations.

7
Mods / Re: [0.95.1a] Exotica Technologies v1.1.6 - UI Update
« on: October 29, 2022, 06:21:40 AM »
This mod is AMAZING, thank you for making it. Its one of my must have mods now

8
Mods / Re: [0.95.1a] Adjusted Sector
« on: October 15, 2022, 06:27:21 AM »
Installed again after a while of not playing. Im not getting any warning beacons anymore. Is that normal?

9
Here is an idea, im sure its been discussed before and I dont know how it would be implemented but with the Cryo Sleeper Ship, it would be awesome to be able to get a colony to 7 or 8. But only 1 colony. It would be lore friendly.

10
Mods / Re: [0.9.1a] Blackrock Drive Yards
« on: February 03, 2022, 01:04:34 AM »
This was one of the most well polished faction mods for Starsector. I hope to see an update eventually. No rush, just was one of my favs for the game

11
Mods / Re: [0.9.1a] Grand Sector
« on: January 19, 2020, 05:16:14 PM »
DnaJur, I am getting a ton less lag from your download. Not sure what you did but thanks.

12
Mods / Re: [0.9.1a] Grand Sector
« on: January 19, 2020, 06:55:38 AM »
Is it just me or does any one else get some serious lag with this? I desperately want to play with this mod but the slow down makes it difficult. Is there any fixes or tweaks that can be done? I read here that it might be all the warp storms?

13
Is there a way to alter the AI slightly to attempt less takeovers of planets?

14
Mods / Re: [0.9.1a] Scy V1.57 (2019/09/04)
« on: October 29, 2019, 11:10:55 AM »
Or maybe having the ability to add the engine mods to Scy ships but they are 50% less effective. So naturally they are faster, but if you slap on an augmented engine mod it only increases the speed by 1, paring it up with other ships given the same mod. Just an idea. I love your mod. It will always be in my play throughs. Forever.

15
Mods / Re: [0.9.1a] Scy V1.57 (2019/09/04)
« on: October 28, 2019, 07:44:23 PM »
Is there any plans to tweak the inability to add engine modules to Scy ships? I get what you were going for by making them by default already faster without sacrificing points to spend but in the end if you want to put a Augmented Engine mod on a capital ship and take the point hit, the Scy ships actually become the ones that slow you down. Maybe bump the speed of all scy ships by 1 more? or at least the heavy capitals.

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