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Messages - Black Crag

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1
Mods / Re: [0.7.2a] Starsector+ 3.6.0
« on: December 10, 2016, 06:37:55 AM »
Can this be used in conjunction with Dynasector?

2
Mods / Re: [0.7.2a] Ship/Weapon Pack 1.1.0
« on: September 17, 2016, 04:48:31 AM »
I can't seem to extract the archive. I get the message that a bunch of the sound files are corrupted. I'm using the latest version of "The Unarchiver"
Are you using WinRar to unzip the files?

3
Mods / Re: [0.7.2a] Starsector+ 3.5.2
« on: September 13, 2016, 08:17:36 AM »
Mostly because i already have the old version of most stuff and the changes doesnt seem significant enough to update.
 
... Why?

Using the old version instead of the modern setup is not ideal for a few reasons especially if you run with faction mods.

4
Mods / Re: [0.7.2a] Starsector+ 3.5.2
« on: September 12, 2016, 02:19:01 PM »
SS+ now mainly consists of skills and general balance changes, afaik. most features and content have been split and moved to Dynasector, Underworld and Ship/Weapon Pack.


Ah, ok. I'll just run with an old version then.

Thanks for the answer.

5
Mods / Re: [0.7.2a] Starsector+ 3.5.2
« on: September 12, 2016, 10:20:07 AM »
Does this include all the stuff from earlier SS+ versions or do i have to get some more mods over the SS+?

Like Dynasector, for example.

6
Mods / Re: [0.7.2a] The Knights Templar 0.9.5g
« on: April 17, 2016, 12:27:11 PM »
What is it that determins if a ship will blow up after it is disabled? is it the flux level?

7
I have a question that has been anwsered somewhere on this thread or on some other mod but i cant find it. Is is possible to rename the followers faction and change picture and also make it show up on the faction list like any other faction? Like nemo did.  :o  ???

EDIT: Fixed a few typos

8
Just a a question here, is the Alien mothership in this version of the mod?

9
Mods / Re: [0.7.2a] Diable Avionics 1.63 (10/04/2016)
« on: April 15, 2016, 11:12:27 AM »
It is intentional, you can edit the engine_style.csv in the data/config to your liking if they bother you.
Ok, thank you!

10
Mods / Re: [0.7.2a] Diable Avionics 1.63 (10/04/2016)
« on: April 14, 2016, 06:59:07 AM »
Nice mod and the ship designs are awesome! I have a few questions though: Is the flickering from the engines on the Dreadnought intentional? And if that is the case am i able do disable the flickering on my own in an easy way?

11
I like the mod, it works fine for me. I do have a problem with the dreadnought, though. The engine's lights are waaay to bright, atleast for me.

12
Modding / Re: Outer Rim [WIP faction mod]
« on: April 12, 2016, 01:18:32 PM »
For the first question, i think that Dark.revenant did something similar to what you are trying to accomplish with SS+ so that a friendly fleet is following you or something along those lines. It is on the mods page so you can check it out.
As for the other question i have no idea. Also, i like the look of the ship, nice work!

13
Mods / Re: [0.7.2a] Starsector+ 3.4.0
« on: April 12, 2016, 03:07:23 AM »
Is there a way to do so that you can field larger fleets? The supply per month limit is at max for me. I'm not sure if it comes from this mod or the vanilla but i havent seen it before.

14
I`m working on a completelly random universe right now, so everything is subject to change very soon.

Starmap, faction colonies and their locations, faction diplomacy, pirate base locations - each new game will never be the same >:]

That sounds epic, hope it will be done in the near future!  ;D

15
It should work. The new randomising system as well as basically all fixes will be available only with new game.

Okay, thank you!

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