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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 - Lilly112

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1
Mods / Re: [0.96a] Volkov Industrial Conglomerate 1.6.1c
« on: December 17, 2023, 01:47:28 PM »

2
General Discussion / Hostile scanner range
« on: October 21, 2023, 11:40:17 AM »
So, I am running dark with transponder off, got a really small Sensor profile of 120.

System patrol comes in from off-screen, beelines directly for me, and goes "Stop right there, criminal scum"

Do....they have infinite scanning range?

3
Don't forget to insult your audience when they give you any critique. People love that as well.

4
Modding / "Automated" Hull Mod
« on: April 24, 2021, 05:35:15 AM »
I don't know if messing around with the game files counts as Modding but here we go...

Where is the Automaed Hull Mod file? I've looked everywhere a hull mod should be, and a few places it shouldn't be. The ships acknowledge it exists, but the files don't have anything anywhere for me to look at.

5
Announcements / Re: Starsector is now on the Nexus
« on: November 16, 2020, 09:10:34 AM »
Ahh, yea. Just a stupid layout design. I have found them now.

6
Announcements / Re: Starsector is now on the Nexus
« on: November 15, 2020, 11:44:24 AM »
So.....has something happened? Nexus has zero Starsector mods on it...

7
Modding / Re: Hull Mods
« on: July 10, 2020, 10:15:10 AM »
I meant on top of them. It's got a top speed of 60 and turns like a slug with Auxiliary Thrusters, Unstable Injector, a whole fleet of Nav Relays (I think there is some hard limit to it) and a few other Hull Mods from other mods.

Burn Level is no problem. And I don't want to speed up the game because that just has the same issue of my battleship not making it to the fight.

8
Modding / Hull Mods
« on: July 09, 2020, 09:38:12 AM »
Any good Hull Mod mods that give increased speed/manoeuvrability? I love my Battleship that I recovered from the enemy after it took out half my fleet, but it moves so slow I die of boredom waiting for it to arrive.

9
Mods / Re: [0.9.1a] Tahlan Shipworks 0.3.16
« on: July 09, 2020, 04:52:09 AM »
I just loaded your mod in, and got this. Definitely your mod because it doesn't happen before, or after.



10
Modding Resources / Re: [0.9.1a] GraphicsLib 1.4.2
« on: July 09, 2020, 04:11:46 AM »
It now works for me. Yey.

11
I got a problem. It says "Failed to load master version from Gitlab.com"

12
Mods / Re: [0.9.1a] Ship/Weapon Pack 1.10.5
« on: July 08, 2020, 11:22:39 AM »
I got a problem with this mod. It says ""Malformed JSON in remote version file at URL sc2mafia.com"

13
Modding Resources / Re: [0.9.1a] GraphicsLib 1.4.1
« on: July 08, 2020, 11:18:36 AM »
I've got a problem here. It says "Malformed JSON in remote version file at URL sc2mafia.com"

14
Mods / Re: [0.9.1a] Pulse Industry (Old: High Tech Armada)
« on: July 08, 2020, 11:15:52 AM »
Changing from High Tech Armada to Pulse Industry is not save-game compatible. I don't know if you know that but it isn't on the front page...

15
Modding / Alpha, Beta, Sigma Subsystem
« on: July 06, 2020, 04:39:59 AM »
I have these three Subsystems in my game. Most probably from a Mod, but I have massively derped on which one exactly and I want to read up on how they work since they have like nine levels of things and I don't know what is active with what.

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