Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Kazzthal

Pages: [1] 2
First things first mate ;)

I'm sure you'll do a great mod, I mean it is great by now, just a bit of sprites and you are done :)


Hey man ! Your work looks so good !!

I'm waiting for it :D

Can't wait for the next release of this :)

By far my favorite mod for this game !

I did something similar to what Mr. Dmaiski did & god nows it was brutal, the conquest class are just toys at it !

But instead of the 2 frontal heavy plasmas y used slamers :O

Holy... That wasn't a battle, it was a massacre ! the Black Eagle ship can go OP (I destroyed almos an entire station fleet, but ran out of ammo)

All I can add to the debate is this, could you make things harder for the late game? Now I can own anything that anyone can trhow at me :)

By the way, Great mod man you did it Xeno !

haha... My bad, I thouht it was from steam... Asking my bro, he got the activation code for the game via his email...

Still, anyone with that problem that I just mentioned ?

Mods / Re: [0.6.2a] Blackrock Drive Yards v0.6 - NEW VERSION RELEASED
« on: March 22, 2014, 02:16:39 AM »
I am using that version of exerelin, I had to eliminate the BRDY mod folder & place it again, It now gives me the error you mentioned earlier about the Squilla wing

Thankx by the way.

Mods / Re: [0.6.2a] Blackrock Drive Yards v0.6 - NEW VERSION RELEASED
« on: March 22, 2014, 01:56:58 AM »
Then why Exerelin is asking for it?

It is the first time this happens to me with both this mods

EDIT: Tha game is still crashing because of the Stormcrow & NevermoreB  ???

Mods / Re: Project Ironclads TC, version 7 with hotfix (0.6.2a)
« on: March 22, 2014, 12:47:45 AM »
Thankx Mr. Okim !

By the way, Do you have any more plans for the Alien or AI factions?

Any chance of some more prototipes ? :D

Sorry if my questions become anoying!

Great work !

Yes, indeed a great idea... Evolution ! :D

How about something like this:

You can purchase a "basic" hull like a "Krieger Alpha" so with some biogenetical seed ( ? ) that you could get from enemies, you can go to a BGE shipyard & upgrade the hull in to it's next evolution phase... or somthing like that.

(Something like this has already been done in Okim's Ironclads)

Just throwing at you some ideas mate :P

Cheers, I  love this mod !

Mods / Re: [0.6.2a] Blackrock Drive Yards v0.6 - NEW VERSION RELEASED
« on: March 22, 2014, 12:36:35 AM »
One of my personal favorites :)

Thank you Lord Cycerin, you do a fantastic job there !

EDIT: This error apeared while loading with exerelin :(

java.lang.RuntimeException: Ship hull spec [brdy_stormcrow] not found!
   at com.fs.starfarer.loading.OOoO.o00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.loading.specs.HullVariantSpec.<init>(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.õ00000(Unknown Source)
   at Source)

EDIT 2 : I'm no programer or so, but I found that the data for the Stormcrow hull in the "ship_data.csv" is missing... I will give it some values tho :P

I think I have a problem

In some ships beam weapons won't work... For example in the wolf class hull installing beam weapons is not working, I mean I can install them, but they just don't work at all, If I fire them, they create the flux they are suposed to but no laser or animation will show up, targeting an enemy at very very close range with this will take no efect, meaning that these weapons become useles, and a lot of ships seem to have the same problem.

I have reinstalled the mod like 100 times & deleted saved games with no success

I'm using the latest vertion of the game, I have no problem runing ram demanding mods & the latest version of the mod.

This is the very first time I have a problem ever in this great mod.

Great work tho.

Thankx in advance  

Mods / Re: Project Ironclads TC, version 7 with hotfix (0.6.2a)
« on: March 19, 2014, 05:20:17 AM »
First of all Thank you Mr. Okim for making this piece of art & the joy you give me while playing it.

Then comes my question (maybe a silly one because I haven't read the whole posts)

Do the starbases replenish their inventory of ships ? It seems to me that they don't & this is gave me a hard time at my first game when loosing a ship would mean that replacing it with a new one of the same hull would be imposible if the starbases ran out of them.

Also, IA & Alien factions give a nice touch to the game, Do you have future plans for them ?

Thanks in advance !

Really this mod isn't dead ?

I feel bad for discovering this game on this time, since a lot of good dead mods seem to be played only on eralier versions of the game :(

Can anyone point me how could I get the especific game version for this ?

EDIT: Nevermind, I just realized that it's posible make this mod to work in for the current version of the game with some tweeks and some hours off reading & coding :P

Thanx for the help Tecrys

The acid thrower looks really nice! Also, ammo could regenerate itself, like animals do I guess

Also, how are the stats of the acid, it seems pretty deadly, like almost op

Anyways, great job there ! Keep it up !

EDIT: Why not a "spike thrower" weapon? kinetick damage based... Just a random idea :P

Yes Tecrys, It is working fine  :D (I Just love the BGE)

It goes smooth as silk, I haven't found any bug or issue there, but I noticed that sometimes in really huge battles things get a tiny little bit slowered.

Aside from that (which is nothing) The game runs perfectly! Also, Sometimes you can get really OP with the correct combo of spaship mods

EDIT: Does anybody know how to enable the save game compression ? I can't find this in the forums... Thanks in advance

Pages: [1] 2