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Messages - Sproiet

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1
The nomads are just that...nomadic, look around there should be like 10 fleets circling their home ship. Might take a while to spawn though  ;)

2
Mods / Re: [0.6.1a] Project Batavia (WIP) V1
« on: December 01, 2013, 08:56:10 AM »
So...by Erick Doe completing (for now) the zorg, he can now....
A) Go back and update and flesh out TuP or...
B) Start something entirely new  ;D
Love ya Erick  ;)

3
Mods / Re: Magician's mod (wip)
« on: November 26, 2013, 07:32:50 PM »
or do what Mendonca did, have a drone be released by the ship and then the drone releases smaller or similar drones.
Just like the JunkPirate Reaper class, Check it out  8)

4
Mods / Re: Obsidian Void (ASC: B4.1) (DOM: D1) - 0.6.1a
« on: November 23, 2013, 09:23:08 PM »
Im putting this back on the front page where it belongs

Don't encourage this, else threads will be filled with spam making it Number 1 on the Mods list, it will not be beneficial to the modders nor the community.

5
Just wanted some confirmation, that'll do  :D
I agree with you, and it was foolish of me to expect Chrome to be a capable malicious content detector
Cheers Magician ;D

6
So, Chrome is calling this mod pack malicious. I thought I read somewhere in these forums that it's just being cautious but there's nothing to worry about. However after skimming the forums quickly I could not locate that reply, so...is it safe? Can something be changed so that Chrome doesn't detect a malicious item, and possibly turn off potential downloaders?

7
Mods / Re: [0.6.1a] ORI faction v0.1.3 Exerelin compatible (WIP)
« on: November 16, 2013, 09:37:22 AM »
So for Exerelin do we still need to do those things listed in the OP? Or did Zaphide snap his fingers, work his magic, and sing of angels descending so now all we have to do is run ORI with exerelin at the same time?

8
Mods / Re: [0.6.1a] The Patrian Principate V1 - The Patrian Navy
« on: November 15, 2013, 05:32:25 PM »
Exerelin compatibility has always had a certain flair to it. It allows community made ships to be pitted against one another in a randomly generated Star Sector :P 
I think it would be a good way to put your faction out there and also allow you to see where your faction (if necessary) needs balancing.

9
So, no real feedback yet since I kind of burnt myself out of starsector but a little qualm. Your mod faction has a similar color to that of the independents....I don't know if I just didn't see the difference but while I was playing exerelin I thought that hyperspace was full of independent traders :P
When really it was your faction rolling everything. I suggest a light blueish color will do the faction well. Gray is kind of boring anyway   :)

10
Mods / Re: [0.6.1a] Ilkhannae Mayorate v0.1
« on: November 11, 2013, 01:36:37 PM »
Are you hoping that this becomes Exerelin compatible? Because the music and different sound effects would be a nice boost to Exerelin in general, that and....I would SOOO play this mod as my faction  :D
Looks awesome and sounds equally so.

11
Mods / Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
« on: November 08, 2013, 06:18:29 PM »
Will next version include the infamous untouchable by missiles Valkyrials class super supply consumers? ;D
Or just the Kadur for right now?

12
Mods / Re: [0.6.1a UPDATE!] Blackrock Drive Yards v0.42
« on: November 08, 2013, 06:17:36 PM »
Alright so I've seen a Karkinos...but....I had a sector to myself. Zap did say that capitals and super cruisers show up when you own a whole sector to your faction.

13
Mods / Re: Project Valkyrie V1.2B [0.6.1a - Vanilla Balanced]
« on: November 08, 2013, 03:34:16 PM »
Okay so I'm gonna give my two-cents seeing all this talk of balancing. First off love the mod, I played the third mission, the one where you fight the flying rocks :P
And I enjoyed myself. It felt like no missiles were getting through (This is good, seeing as the mod emphasizes so heavily on PD weapons) but I could not punch through Hegemony hulls (The counterbalance to such strong PD ability) So unless a faction is underpowered I'd say you did a swell job balancing right between Hegemony and TT. This leads me to conclude that with an even fight you will have a fun enjoyable CLOSE
battle.  ;D

14
Mods / Re: [0.6.1a] Hiigaran Descendants v1.0.0
« on: November 06, 2013, 07:20:40 PM »
Okay so since I know literally nothing about Homeworld and this is just a chill thread for right now, I'm curious. Is the name of the faction in Homeworld the same as this "Hiigaran Descendants?" What of Bushi are they also involved in Homeworld or somewhere else? Or maybe creating a superfaction was just too alluring :P

15
Mods / Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
« on: November 06, 2013, 07:18:02 PM »
Kadur Fascism...hah They are just trying to spread the word to less civilized factions :P

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