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Messages - wolfsruhm

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Modding / Re: [0.95.1a] Star Wars 2020 v0.8.2a
« on: February 25, 2022, 09:17:30 AM »
just found something that ircked me quite a bot, your heavy dual turbolaser sound file just produces a very faint 'pew-pew' instead of the common star wars turbo laser sounds, and does not seem to fit the mod

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Mods / Re: Project Ironclads TC 8.6 (3/2/2015) [0.65.1a] 0.65.2 compatible
« on: February 24, 2015, 06:38:36 AM »
i don't know if the scanning script is from your mod or vailla, but just now i had to stop because of being scanned by a uin battlefleet(or a really big patrolfleet unno) when some prate fleet just went and attacked my ships while being immobile. Having only a frigate for bounty hunting and a few fast freighters for the loot, i was massively outclassed of course. and rthe scanning fleet wasn't even 'helping' me(i know it is not possile yet to get into combat with more then one fleet). Shouldn't my fleet be surounded by the scanning fleet instead of siting at it's periphery? Would help massively in the described scenario

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Mods / Re: Project Ironclads TC 8.6 (3/2/2015) [0.65.1a] new bounty type
« on: February 17, 2015, 02:18:39 AM »
Thanks, it worked. Enjoying the new features now

4
Mods / Re: Project Ironclads TC 8.6 (3/2/2015) [0.65.1a] new bounty type
« on: February 16, 2015, 11:48:25 PM »
maybe it`s something with the .65.2 version of the game, dunno, its just i can't start any campaign game

PS: don't have a problem starting a vanilla-campaign though

is there any way to get an older gamedownload, can't seem to find it in the forums ehre

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Mods / Re: Project Ironclads TC 8.6 (3/2/2015) [0.65.1a] new bounty type
« on: February 16, 2015, 11:35:05 PM »
Just tried to start a new game, after a complete fresh install of the game and mod, and immediatly got thrown out with a jar-error.
log: http://www.mediafire.com/download/ldd3adlo33d2tio/starsector.log

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Mods / Re: Project Ironclads Total Conversion, version 7 (0.6.2a)
« on: February 14, 2014, 05:03:29 AM »
ohh well, yeah now i'm 'fiendly' with everyopne, awesome, somehow. and i suppose there is no way back too, ain't it ^^

@Silver silence
Yeah quite similar to my pre .6 Michigan, though i did not use the bigger alien guns(only the missle) but instead phase beams and heavy beamers, since i like super accurate guns a bit more then pulse guns. Now every BB has only balistics for smalls, and once again it is for at least the ISA and the XLA it felt a bit like a design break to me, and yes dear Okim i have rechecked the smaller vessels to come to that conclusion. But i don't want to turn that into a heated discussion, since it is your mod, and it's up to you what you do with it. My suggestion would just be, to give give the GD a half-half bal-uni like those of the majority of the XLE ships, and the M;ichi at least some energy mounts, which also fits better with her smaller sisters(besides those three other ships that run on bal only for small mounts). It just would feel a bit more . . . fitting.  But once again, thats just my own rant about it ^^

@Okim
just another question i got. Whenever i want to edit the vpparams xms and xmx parameters i can not 'allocate' more then 1024 into them. I tried 2048 and also 3072 and 4096 a few times, but with these values my starsector does not even  want to start, any idea whats wrong there, since you yourself suggested at least a 2048 setting.

7
Mods / Re: Project Ironclads Total Conversion, version 7 (0.6.2a)
« on: February 14, 2014, 02:52:33 AM »
no currupt archieve for me

PS: it must seem like i am complaining constantly, but i wondering why beeing pirate only nets me as a enemy of the civilists part of the factions but not the military one

8
Mods / Re: Project Ironclads Total Conversion, version 6.7 (0.6.2a)
« on: February 12, 2014, 04:15:38 AM »
as said, it's your mod so it's your decision, and witht he explanation of anti-fighter it makes kind of a sense actually. Still like em unoiversal, gives some kinda freedom. Ohh and you still can get enemy fighters easily down with med and large beamsjust not so perfect.

Just another thing about your mod. found a little bug, but don't know if it was allready mentiuoned somewhere: When ever you have augmented engines installed besides other ship-mods it becomes unionstalled if you do that to any other mod on the ship too. nothing major but quite inconvinient.

9
Bug Reports & Support / Re: Bug with Augmented Engines
« on: February 12, 2014, 12:05:58 AM »
another bug with this modification: whenever you have AEs in your ship with anther mod and deinstall any of those other ones, the engione mod will be automatically deinstalled too.

PS: ohh never mind, this on bug was relatied to Okims Ironclads mod aparently

10
Mods / Re: Project Ironclads Total Conversion, version 6.7 (0.6.2a)
« on: February 11, 2014, 11:08:52 PM »
really, really nice mod, though i got something to complain. It's the Greatdragon of them chinese. as a pinnacle of it's smaller ships some would expect it to be similar to them, but when i got one i was shocked. Up to the battlecruiser those ships are almost pure universals but the battleship is a massive turn around in design philosphy making it a balistic centered ship instead. If you ask me, according how the smaller ships are not balbased at all, it is such a massiv break in design, that i think you really should consider this kind of choice. Same goes for the balistification of the small mounts for the michigan too, which were iirc universals prior to .6 too, or at least energy which is fine with the more energy focused design pilosophy of the ISA; but pure balistic(for them smalls) . . . thats kinda wanky iyam, especially when all the other ISA caps utillise almost pure energy and missle mounts for smalls.
I mean nothing wrong with that, since it is your mod, but at least the Greatdragon is somewhat incosistent with her smaller sisters. Ohh and another thing i found quirky. I understand that ISA sjips are more fragile then those of other factions, but the michigan having less HP then your avarage battlecruiser . .  thats a bit too harsh don't you think, and i don't think it's shield live up for this, since you have to regularily drop them to soft vent flux for fireing all her energy weapons especially the plasmacannon.
Ohh and is the range of 150(???) for the energy lance correct? If so it might be the most useless weapon in the mod.

PS: since i really like universal mounts, and no universal BB is around, i wanted to make universal only variants for all them battleships around, though not replacing the original ones i failed to integrate these 'new' shipdesigns into the game. whenever i tried so, by adding a modified copy of the ship into the hullfolder, as well as editing the ship.csv i always get an error saying soemthing avbout ship in the ship.csv not found in shop(???). It seems like i missed at least one file to edit the new ship in.

PPS: just edited a archive(just rename it's extension to rar) with the 3 neccessary files(edited michgan, ship.csv and starsector.log) for you to look at it, if i had missed something out there(though i doubt it)

[attachment deleted by admin]

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Mods / Re: Star Wars Mod 2.05 (under new management)
« on: November 28, 2012, 06:38:37 AM »
just m2c but i think fortress shields would fit the Mon-Cals much better then HEF, since they are known for heavy shields fluff-wise

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Mods / Re: Star Wars Mod Update: v2.04 new guns
« on: August 12, 2012, 08:37:58 AM »
seems noone feels him/herself obliged to update this mods, sadly i'm not so good with modding, so i'm not quite sure if i'd be able to

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