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Starsector 0.9.1a is out! (05/10/19); Blog post: Personal Contacts (08/13/20)

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Messages - Azmond

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Mods / Re: [0.9.1a RC 8] Metelson industries: 7.2.2 05/24/2020
« on: July 31, 2020, 02:46:38 PM »
That is the plan! Modding is not easy and the pandemic is not helping. xD

Mods / Re: [0.9.1a RC 8] Metelson industries: 7.2.2 05/24/2020
« on: June 25, 2020, 04:28:35 PM »
Poor market balancing, I've been away for a while and will be changing it next release. I'm assuming the size is throwing a wrench into nexerlin an such..
Sorry 'bout that.... >_<

Mods / Re: [0.9.1a RC 8] Metelson industries: 7.2.2 05/24/2020
« on: May 24, 2020, 07:23:50 PM »
Metelson Industries 7.2.2 has been released. Price-check on isle R

Changes as of: 05/20/2020

Prices normalized for ships!/Fighters!! (skins and some ships unaffected).

   Grudiver !! Price from: 3750 now to 4000
   Obex !! Price from: 11250 now to 10000
      + added 1 more to the wing making it a wing of 3 from 2. No changes were made to the vessel otherwise.
   Golgata !! Price from: 7750 now to 8000
   Pala ! Price unaffected
   Mudder ! Price from: unaffected
   Vigil ! Price from:  10500 now to 11000
   Stinulv ! Price from: 12000 now to 12500
   Mite ! Price from: 4042 now to 4250
   Cavos ! Price from: 12100 now to 14000
   Farin ! Price from: 10250 now to 10000
   Glima ! Price from: 12000 now to 12500
   R.O.M.A ! Price from: 22750 now to 18000
   Actel H35 ! Price from: 26533 now to 27000
   Actel H35A ! Price from: 22533 now to 23000
   Rastrum ! Price from: 20000  now to 36000
   Custos ! Price from: 19250 now to 38000
   Varingur ! Price from: 26000 now to 36000
   Securi ! Price from: 22000 now to 32000
   Mantarn !  Price 32000 no to 40000
   Gadfar ! Price from: 65000 now to 70000
   Drengur ! Price from: 200000 now to 330000
   Thrudgelmir ! Price from: 160000 now to 425000
   Acutor ! Price from: 65000 now to 150000

These prices are basically analogous with ship/fighter in the game that match or closely match what the ship/fighter does. Some prices are decreased (rarely) or Increased (more likely) depending on the ship. For example the Actel H35 is more expansive than the H35A because of the specialized turret canopy.

Feedback on prices will affect future ships.

Renamed the Gulimnjor "Planet Cracker" to simply Gulimnjor to avoid bloat on screen-space.

Obex given a slight buff, one extra member to it's wing making it a wing of 3.

Download a full Cataloge of our Ships and Systems Information now~!
^!^!^ DOWNLOAD THE MOD ^!^!^

Mods / Re: [0.9.1a RC 8] Metelson industries: 7.2.0 04/27/2020
« on: May 12, 2020, 07:20:47 AM »
I may have failed to properly add the right version file... Though I swear I fixed that recently. I'll check it later today.

Mods / Re: [0.9.1a RC 8] Metelson industries: 7.2.1 04/27/2020
« on: May 04, 2020, 04:20:05 PM »
Metelson Industries 7.2.1 is out!

Yeah... I forgot to add the system tag... That hides it from the markets... Cause it's a system... so.. Yeah.
Minor update for Metelson's... Because I made a boo-boo. Now fixxed the problem where the Thrudglemir's Main Laser or Gilimjnor  showed up for purchase... When it shouldn't have.

Download a full Cataloge of our Ships and Systems Information now~!
^!^!^ DOWNLOAD THE MOD ^!^!^

Mods / Re: [0.9.1a RC 8] Metelson industries: 7.2.0 04/27/2020
« on: May 04, 2020, 05:57:49 AM »
Eeer, what? I have not seen that happen before. I'll check the code later today.

Mods / Re: [0.9.1a RC 8] Metelson industries: 7.0.2 03/25/2020 RC1
« on: April 27, 2020, 05:17:59 PM »
Metelson Industries is out with a balance update of sorts. It's a very loose update. Mostly- as some of you may very well know -Thrurdgelmir is... auh, cheesey with certian things. This has been changed. Likewise, the industries on Ragnus have been spread out slightly and there is now a new planet! Anvil! It's basically a massive astroid but, it's a good Base for Ship-buidling an so on.

Either way, enjoy and if anything breaks let me know! I tested with several games using the older version of Metelson Industries and it didn't crash. Though I was running it very mod lite... So, if you've a lot of mods? Auh... Good luck, dunno how it'll work!  If it breaks auh, let me know and I'll see what I can do but, yeah... No promises if you got a mod-list bigger than a CVS receipt.

Download a full Cataloge of our Ships and Systems Information now~!
^!^!^ DOWNLOAD THE MOD ^!^!^

Mods / Re: [0.9.1a RC 8] Metelson industries: 7.0.2 03/25/2020 RC1
« on: April 17, 2020, 08:41:30 AM »
Space Tonk best Tonk!!

Mods / Re: [0.9.1a RC 8] Metelson industries: 7.0.2 03/25/2020 RC1
« on: April 08, 2020, 09:10:07 AM »

I installed Metelson a couple weeks ago and have to say that it's probably one of my favorite faction mods I've tried so far. It's pretty balanced and the ships look nice and not too flashy.
a couple of notes I've noticed:
1. In Nexerelin, the Metelson is almost completely passive (doesn't use agents/declare wars) but will literally never stop fighting someone when they do get attacked.
They ally with the League a lot and will literally always vote "no" for alliance actions, causing wars to be dragged out for ridiculous amounts of time (i.e. war with the Tri-Tachyon for literally 4 years). Also Votuyro Outpost gets targeted for invasions a lot, though I've never seen a faction actually succeed at taking a Metelson colony.
2. Ragnus has too many industries on it
3. Asharu Shipyard has the same traits as Asharu itself
4. The Vigil, and Hammerhead barely ever appear in markets but do appear in patrols, and the ROMA doesn't seem to appear anywhere at all
5. (more of a suggestion) Metelson ships seem to accelerate/decelerate/manuever a lot slower than their top speed suggest (especially the Securi).
all of this is just what I noticed after 5 cycle long campaign though, and I don't know if these are intended.

Thank you! I'm glad you enjoy the mod, both you and Sprucemoose.

Now as for the feedback, thank you again! Feedback is always important to me!

Regarding Nexeirlin... I'm not sure what I have control over or not. It sounds appropriate for Metelson though. They hate the Tritachyon for a variety of reasons.

As for the planet Ragnus and ship yard around Asharu? Ragnus is a hold over from older development and me not understanding entirely the new marketing systems. The Asharu market was intended.

Otherwise I'm not sure about the others... I'll look into it and see what I can figure out. Not sure though.

Mods / Re: [0.9.1a RC 8] Metelson industries: 7.0.2 03/25/2020 RC1
« on: March 27, 2020, 12:03:16 AM »
Oh for cusses ' sake... ... If I broke something again.... Let me check tomorrow and I'll see what I broke.

Though, what version of the mod are you actually running? The 7.0.0 release had this issue but that was due to an issue regarding numbers within ship-roles which has since been fixed. So, unless it is indeed the older version you may want to update or wait for the fleets to rotate. If you were running the old version, the changes will- or rather should -be applied on the next market update and on any fleets that "Stand down" from their patrol or activity.

Mods / Re: [0.9.1a RC 8] Metelson industries: 7.0.2 03/25/2020 RC1
« on: March 25, 2020, 06:21:32 PM »

Changes as of: 03/25/2020
Nexerlrin support offcially set up again. Let me know if anything screws up please!

That is all.

Bug Reports & Support (modded) / Re: Need help with log file.
« on: March 25, 2020, 07:56:44 AM »
Hey, I'm the modder of Metelson's and yes I am fully aware of the issue. I'm missing some code for full compatibility and will be getting a patch going today as it's my Friday and with work I've not been able to get in the time to get things put together.

I do apologise for any inconveniences that this may cause. :(

A patch has been made for Metelsons, you should be good to go :)

Mods / Re: [0.9.1a RC 8] Metelson industries: 7.0.1 03/13/2020 RC1
« on: March 13, 2020, 01:18:14 PM »
Augh, right, so I had some numbers that were much too big and I did a few smaller adjustments... Not much. Basically people were finding Metelson Ships more than they should've... ... I figured out it was the Ship-roles and such. Now i know that those numbers aren't just faction specific! Good to know! :D

This is a patch as it doesn't break things.

Download a full Cataloge of our Ships and Systems Information now~!
^!^!^ DOWNLOAD THE MOD ^!^!^

Mods / [0.9.1a RC 8] Metelson industries: 7.0.0 03/12/2020 RC1
« on: March 12, 2020, 01:49:41 AM »
Metelson Industries and getting the dust off it's boots folks and getting ready to delve back into things! At this point in time Metelson's is back into a running state, it is not the best state, but it's a running state with some goodies. I have plans for the future that I will share here later.

For now, the biggest changes are that 1) crap ships and chaff have been removed. Development ships may be visable, but otherwise, all ships are standard and workable. 2) enjoy the text. You'll see what I mean. 3) let me know if you get any errors as in, really REALLY bad errors. AS far as my testing went, nothing borked up, but still. Lemme know.

Otherwise, thanks for waiting on me ya' blaggards, and Metelson Industries thanks you for your patience!

Download a full Cataloge of our Ships and Systems Information now~!
^!^!^ DOWNLOAD THE MOD ^!^!^

Holy badger-bung ... It's been a while. I've been very busy with work and a bunch of other things. So, without a further a'do! Here we go folks! :D
Here in the Cyclopean Realm, years have passed, the world has been made, and in the year of Armok, of his prophecy of Metelson. The Dwarves sent out groups to find sanctuary from the necromancers, and this is the tale of one of those groups.

The  Cyclopean Realm is a world of many things. Of those things the dwarves linger but are far from the mighty civilization they once were. The erosion of Goblins, the pains of Elves…
All those things have turned the Tame rag from a fierce force of reckoning. To a dwindled tribe of troglodyte bait. Seeking refuge and with the legends of a land untouched by goblin filth,  the dwarves made a last effort to make landfall on the island. Several groups tried and all of them failed. Soon, the dwarves came to the coast of the foreign lands. Of the dwarves that came they also brought a cat-man by the name of Azmond with them. He is the general overseer of the fortress. Helping to lead and herd the dwarves these entires are the journal of Azmond Zonaban, or Azmond Helmconstruct.

15 of Granite the year of 250:

Well, we’ve survived, my fur is soaked and I’m shivering in the wagon at the moment… Oh well. It is what it is and I’m alive.  Well, here’s a list of who’s left: Goldeye, a miner, Stonemother another miner, Patenince our woodworker, Koala our “leader”, Nighty our Mason, Steel Seeker the farmer, and Ironwills, last but not least.

I’ve ordered the guys to start digging while the leader starts looking around for some plants with a few of the others and Patience goes on to chop some wood down.

A Week has passed:
Ho-ho! We’ve silver now! And we’ve been hitting quite a bit of tetrahedrite and some Galena as well… Not much, I was hoping for more, still ,we’ve not dug too deep. We haven’t hit the caverns either.

1st of Felsite of the year 250:

So here is the fortress as it stands. We’ve gotten a small starting area put together. The dwarves of old had massive underground cities… and I think that is going to be the goal of our little outpost, out Boldroads a beacon of the Dwarves! To become a Mountain Hall, a home of the deep for the dwarves of the deep! A Sanctuary for the weary and lost!

Or a resort, dunno.

14th of Felsite of the year 250:
Speaking of the deep!
We’ve hit the magma sea!… I’ll be damned. Welp, time to set up shop and get a few things going… I think one of the first things we’re going to get going is the Forges as well as the Fortress proper. But, I want to find one of the caverns, as least ONE of them first, and given that there was what seemed to be a tube leading from the magma sea, I think we can find them near the sea… So I’ve started a few exploratory veins which haven’t gotten anything going at the moment.
Some time later:
Ooh hoo, I heard the shouts of joy coming up from the ramps… That’s a good sign, I think… auh, dunno. Either way, we found the caverns boy’os! We got a place to live now!… and I’ll be damned if we don’t try to do it.  Honestly I think if I really wanted to, I could get a deep shaft of sun-light to be down here… Eh, I’ll work on that later. For now? Time to get to work on the fortress proper then I suppose, or at least plan it out somehow.
2nd of Hematite, 250:
The Dwarves are going through the rock steadily to make the first cuts, though I want to see more of the cavern for planning out things we’ll need to get some doors going and I plan on essentially making a small up-top fortification in cause that wasn’t clear… We don’t need to have everyone being able to just watlz in, even if we’re on some dingy little island.

24th of Hematite, Year of Armok 250:
Goldeyes was coming back up from the mines when he noticed that… we’ve a wave of migrants!
Good! Good good good, more bodies for work and more mouths to feed… Not a bad thing but, if they’re expecting anything, good luck.
A few hours later...
Three, we’ve three people… ah well, slow n’ steady is best I’d say. Right, so I’ll get the clothier working on becoming a miner, we need some help with that.




5th of Limestone, of 250 year of Armok:
ZOMBIES AT THE FRONT GATES! I saw them I swea- I…Not even an hour later
They left… They just up an left! We need to get deep, deep now! Seal up the fortress and set a guard animal or 3 set up on top! We don’t need to be up here any longer than needed, we’ve gotten magma and we’ve found the cavenrs for wood! We need not be up more than needed!
With the dead we… we need to get somewhere safe! That’s why we had left the mainland! We were trying to be free of the nercomancers! To avoid their blight! But I suppose a zombie doesn’t care about the sea does it!?
23rd of Limestone, of 250 year of Armok:
Right, so almost a month after that auh, discovery, we’ve begun to dig a shaft to supply the forges quickly with ores from the top of the shaft… I’ll need to set up a traffic zone for the dwarves not to get into the path of the falling rocks as they’re dumped down. My plan- if it works, is to have a series of Minecarts on axles with some wooden “springs” dumb the rocks down safely into a pile for the smelters to pick up the stone easily.

Speaking of Stone…
We’ve struck Magnetite! This is an ore of iron and it is MASSIVE! We’ve iron for days now and from this single patch, ohhohoh. We can make some LOVELY things!

Some time passes. Mines are made, plans are laid. This is the first year of the bold roads. The first year of the dwarves new home on the island (peninsula?) of  The Land of Roughness in the Hills of  Wilt. They have been seen by an evil on the island (No, yeah it’s a peninsula… Oops). With the arrival of the dwarves on the far edge. They had hope to soon make the island (peninsula!!!) a haven from the necrotic machinations of the world! Sadly, the Dwarves and their brave cat-man now have been found. What will they do?

Join us next time, and find out!

So here’s the summary of the year guys.

We’ve gotten the Fortress basically locked down and set up for further development down below. So what IS the plan? I’m… still thinking about what the really is. At the moment, the goal is to get the dwarves set up as “Deep” Dwarves.  And Making a zombie “Playground” … I’ll make a proof of concept I think…  I dunno, gonna’ have to think about what I want to do with that, as there are a few things I could do.
Either way, welcome back ya’ blaggards and I hope you enjoy coming with me on this adventure!


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