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

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Messages - Garmine

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1
Mods / Re: [0.7.1a] Pegasus Belt Council v1.3 (update 2015-12-15)
« on: February 01, 2016, 11:09:08 AM »
That ship looks beautiful.. and oh my god, are those large ballistic mounts? O_O

2
Mods / Re: [0.6.1a] Interstellar Federation v1.27
« on: January 20, 2016, 03:50:49 AM »
As you noticed, given Keptin wording it does not concern his mod as a whole. Still, you can either PM him to get the autorization to update his mod, or make a whole new one using the same sprite but with a different name, lore and code.

Thank you! Well, using only the sprites and nothing else wouldn't be a true necro nor an IFed reboot. I'll PM Keptin and hope he'll answer :)

Note that while Keptin did mentioned wanting to update his mod once the game is more fleshed out it was a long time ago. If he moved on maybe he'll let you take over IFed.

Of course I don't want to take over IFed in case Keptin still plans on returning. I'd rather just maintain it until that time. (Or help him, IIRC he mentioned somewhere he prefers the art part rather than the coding part. It's the exact opposite in case of me.)

(For IFed fans: please do not consider this as a promise of a new IFed even if Keptin approves. University is evil and time consuming.)

3
Mods / Re: [0.6.1a] Interstellar Federation v1.27
« on: January 20, 2016, 02:46:46 AM »
Hi!

First of all sorry for the necro, but this question certainly belongs here :)

I'm thinking on necromancing IFed, but I have a few concerns.

Since I've had a few requests, I'm officially releasing the IFed sprite assets for open use under a CC BY-NC-SA 4.0 license.  This only includes assets in the current release, not the new concept sprites I've posted in the thread.

As I understand it based on Keptin's posts:
 - in the OP Keptin only permits meta-mods to be released in this thread
 - his CC license (quoted) only applies to the ship sprites in the last release, no other content (data files, code, lore, ...)

I'd like to start a new thread for the necromanced IFed using the old sprites, lore and such. I cannot do this according to the above, can I?

Shall I just PM Keptin about this?

P.s.: and am I allowed to modify the old sprites myself according to the CC license? And would modifying them in the style of the new sprites posted by Keptin be evil/unethical or even against the license?

I suck at these law-y things :(

P.p.s.: can I even use the name "Interstellar Federation" in the necro? :D Please help ^^

4
Mods / Re: [0.7.1a] Scy V0.98E Laser torpedoes fix. (09/01/2016)
« on: January 13, 2016, 07:29:19 AM »
Thanks! But get ready to read it again as I'll have a thoroughly proofread version up someday (soontm). ;D

Haha, alright! Would love to read more of these too ^^

(Who needs exams anyways ?!)

5
Mods / Re: [0.7.1a] Scy V0.98E Laser torpedoes fix. (09/01/2016)
« on: January 13, 2016, 05:35:31 AM »
Just reading the Lore. Holy ### it is awesome.

... and it's over :'C Thank you for the read! :)

6
Suggestions / Re: single click weapon groups
« on: January 13, 2016, 03:18:43 AM »
Ctrl/Alt/Whatever + {number} would be awesome for instantly firing a weapon group instead of switching to it. +42

Also + for the OP's suggestions.

7
Mods / Re: [0.7.1a] Starsector+ 3.1.2
« on: January 06, 2016, 05:08:39 PM »
How about a hullmod "core preservation" that makes the ship always salvageable (assumming you eventually end up winning)

I'm too scared to deploy my precious unique bounty board salamander that omnifactory cannot replicate

(im gonna mod omnifactory to allow their replication, but i'll only have one in existance at a time, promise)

No need to mod it, it already supports it AFAIK. There's some config value you need to change in the mod's folder :)

8
Mods / Re: [0.7a] Citadel v0.8.3 - Second In-dev Released! [6/7/2015]
« on: January 04, 2016, 01:57:26 PM »
And also no commission yet.

9
General Discussion / Re: A CHALLENGE HAS BEEN PUT OUT!
« on: December 29, 2015, 04:28:18 PM »
Sadly my game could not handle it.

I think Templars have a bug, I had a very similar crash* using a single Templar frigate on my side VS a Templar fleet.

* basically there's an infinite loop in either StarSector or the Templar mod somewhere which spins the CPU at 100% and deadlocks the game, but I have no idea how to find it. I'll most likely ping Dark.Revenant about it.

Also, awesome challenge. I'm going to try it soon (tm), until then, do you guys know about a good recorder for Linux? :D

10
Mods / Re: [0.7.1a] Starsector+ 3.1.1
« on: December 24, 2015, 01:57:26 PM »
Btw, where's Prism in Corvus (i.e. without Nexerelin)? I can not find it :(

11
Mods / Re: [0.7.1a] Starsector+ 3.1.1
« on: December 24, 2015, 01:44:05 PM »
Can you buy the Cathedral Class huge capital ship from the Luddic Church? Or you must be hostile with them and board it (get lucky to get the option)?

Cathedral is one of the ship that can't be purchased.

I actually once saw it at a Luddic military market for sale. Was around 1 mil credits, I went to hunt a single bounty, by the time I got back to Eos it was gone :"(

12
Mods / Re: [0.7.1a] Starsector+ 3.0.0
« on: December 17, 2015, 11:41:27 AM »
Btw boarding, are the very special ships (from IBB bounties) capturable or acquirable by other means? As with the 5% boarding chance I never had the chance to capture one.

13
Mods / Re: [0.7.1a] Neutrino Corp. (v. 1.82)
« on: December 16, 2015, 11:39:13 AM »
Well, you can still use JRE 8. The JAR compiled by JDK 7 works find in both JRE 7&8.

I use a (heavily) modded launcher script and the system JRE (OpenJDK 1.8.0_66), it was more of a "bug" report. But thanks! :)

14
Mods / Re: [0.7.1a] Starsector+ 3.0.0
« on: December 16, 2015, 11:30:19 AM »
I seem to find officers and supplies just fine.  You guys are having a huge number of issues that break the game, and I can't verify any of them.

A single hour of gameplay after I complained and I managed to get 2 officers... So it was just my really bad luck, as usual. Nevermind ^^

As HELMUT suggested, it probably isn't SS+'s fault in specific, rather the unfortunate intersection of it and one of the other mods it supports. I just thought I should post so that Garmine didn't feel all alone...

Oh, thanks Zenobious! :3

15
Mods / Re: [0.7.1a] Starsector+ 3.0.0
« on: December 15, 2015, 12:00:53 PM »
In game days or real life days? They can be as rare as common. I have to admit though in vanilla they seemed more common. Might just be my luck though.

A week in real life, it's around ~24 (real) hours ingame.

In vanilla I just usually go 2 systems and already have 2-3 officers hired.

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