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Starsector 0.9.1a is out! (05/10/19); Blog post: Raiding for Fun and Profit (11/27/19)

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Messages - Voiddweller

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Modding / Re: Domain Drones?
« on: April 23, 2019, 02:03:26 PM »
It is a Nexerelin feature. The issue with derelicts is that, besides the Guardian, those ships aren't actually all that good. Remnant and Blade Breaker raids are supposed to be more dangerous than normal enemies and derelict raids would fail at this purpose, unless they used copious numbers of Guardians (which don't seem to be reproducible at all...).
Guardians can still be a threat if mothership spawn with capital escorts. Also shield mods can be added. Kind of upgraded, Awakened Guardians.

Modding / Re: Domain Drones?
« on: April 19, 2019, 01:18:32 PM »
Not sure if remnant invasions is a Nexelerin feature or OG, but could be nice to have a domain dronefleet invasions too...

Modding / Is it possible to add a built in mod trough dialogue?
« on: April 19, 2019, 12:46:27 PM »
My goal is making a reward or upgrade system, to make common ships more unique, special, as time passes.

Mods / Re: [0.9.0a] Diable Avionics 2.03 (2019/02/19)
« on: April 09, 2019, 03:22:39 PM »
Both are part the rare_bp group which is the single ship blueprint drop groups. You might try raiding a heavy industry of DA's to see if you can steal one from them
Is it possible to obtain one from DA commission? Seems to be more convenient. I mean i never seen Pandemonium ingame...

Mods / Re: [0.9.0a] Scy V1.54 (2019/03/19)
« on: April 05, 2019, 01:25:40 PM »
java.lang.RuntimeException: Texture [base_trail_smooth] from category [fx] not found

Played about a week, have never seen SCY ships in combat. But when it happened got this crash message...

Happens only with SCY ships.

So what exactly uses this FX?

Mods / Re: [0.9a] Mayasuran Navy 8.1.9
« on: March 22, 2019, 02:19:25 PM »
Awesome mod! Ship styled just like original, and no graphics lib required! Keep up the good work!

Mods / Re: Diable Avionics (v.1.05)[0.65.1a]
« on: February 24, 2015, 05:29:42 AM »
Can you also tell me if their ships/weapons appear in the market/blackmarket on other planets too?

Would be neat to know.
Weapons appear on black market, but not sure about ships.

Mods / Re: Project Ironclads TC 8.6 (3/2/2015) [0.65.1a] 0.65.2 compatible
« on: February 23, 2015, 03:37:33 PM »
Ah *** :)

That`s the new content that was not supposed to slip into the hotfix.

Ok. I`m putting the whole current dev version. Can`t say that it is working (as it has unfinished features), but it is maximum that i can provide right now...

Archive is here:

Wow! Thanks! I like forced pirate trade feature. Makes sense)

Mods / Re: Project Ironclads TC 8.6 (3/2/2015) [0.65.1a] 0.65.2 compatible
« on: February 22, 2015, 08:58:50 PM »
I just made a new _Hull.variant file using "Russia" dreadnought variant. Guess what happened? :D That thing is OP 8) If you can feed that monster he he)

But i wonder if derelicts respawn over time or this is just pre defined stuff?

Mods / Re: Project Ironclads TC 8.6 (3/2/2015) [0.65.1a] 0.65.2 compatible
« on: February 22, 2015, 07:29:16 PM »
9473704 [Thread-5] ERROR com.fs.starfarer.combat.D  - java.lang.RuntimeException: Ship hull variant [_Hull] not found!
java.lang.RuntimeException: Ship hull variant [_Hull] not found!
   at com.fs.starfarer.loading.P.o00000(Unknown Source)

Happened when i tried to repair ship derelict...

Mods / Re: Project Ironclads TC 8.6 (3/2/2015) [0.65.1a] 0.65.2 compatible
« on: February 21, 2015, 02:17:24 PM »
Probably just a typo.

About typos: in weapon_data.csv there is a weapon "Assault Guass Cannon" :P

Mods / Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.644
« on: February 20, 2015, 02:10:16 PM »
Ahaha) Yeah, awesome) I just thought about how nice it can be if there were some skills in leadership branch, that can be used for diplomatic mini-quests. Espionage, escorting and transporting, assasinations, revolts...

Mods / Re: BattleFarer Forever [v 0.3]
« on: February 20, 2015, 12:58:14 PM »
Clean, soft edges

Mods / Re: BattleFarer Forever [v 0.3]
« on: February 20, 2015, 12:19:42 PM »
Haha, Nahhhh. I've only just came back from a two year absence! I'm afraid the mod won't (Or shouldn't, haven't tried it yet lol) work in 0.65.2a at the moment. It needs an overhaul and reimagining which I plan on getting underway this weekend!
I can clean up sprite edges for you, also i think you need some weapon sprites as well... That's aside from whole lot of work updating it up to new campaign mechanics)

Mods / Re: Hayreddin Industries v0.4 - New Weapons, Campaign Integration!
« on: February 20, 2015, 12:14:39 PM »
I just... Made a logo for campaign integration.

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