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Messages - connortron7

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1
Hello.
In Mod Index it said Keruvim is 0.97a vversion.
But the download page is still 0.96a.

The title of this forum post and the mods actual version are 0.96a, i dont know why the index says 97.
The mod does swork with by just changing the mod info file. Tho i definitely have not updated it.

2
Mods / Re: [0.97a] Exalted (V1.4) DO YOU FEEL BUFF? BECAUSE I DO!
« on: February 03, 2024, 03:03:59 PM »
bring out your dead! bring out your dead! update time


Spoiler
V:1.4: save breaker

general changes:
fixed several typos/mistakes in descriptions
removed heavy burst laser from known weapons (plasma morter taking its spot)
added hielo heavy shredder
added trueno bolt gun
removed geist
removed witch
removed plague

ship systems:

possession:
added shimmer visual effect
increased active time from 4 to 8 seconds
increased cooldown time from 5 to 15 deconds
changed AI_TYPE tag from MANEUVERING_JETS to WEAPON_BOOST

weapons:

updated shot/glow colors of fuego, agua, tierra and aire weapons

plasma mortar:
now acts as a point defence weapon
increased flux per shot from 370 to 400
decreased range from 450 to 350

aire burst laser:
decreased sound volume
decreased chargeup from 1 to 0.7
decreased flux per shot from 25 to 20
decreased weapon market tier allowing more common spawns in markets and easier access

fuego blaster:
decreased flux per shot from 65 to 60
decreased weapon market tier allowing more common spawns in markets and easier access

agua blaster:
decreased chargedown from 0.5 to 0.4
decreased flux per shot from 130 to 110
increased max range from 450 to 500
decreased weapon market tier allowing more common spawns in markets and easier access

tierra burst cannon:
increased flux per shot from 400 to 450

varna PD laser:
increased flux per shot from 4 to 5

ship changes:

apparition:
edited sprite to be less bright at the front

vampire:
increased max flux from 5900 to 6500
increased max dissipation from 350 to 450

spirit:
increased max flux from 3100 to 3300
increased max dissipation from 170 to 200

wraith:
increased max flux from 11700 to 14000
increased max dissipation from 700 to 850
increased max speed from 60 to 75
increased max burn from 7 to 8

lich:
increased max flux from 12700 to 13400

odyssey (EX): making the super ship super
increased shield efficiency from 0.7 to 0.6
increased sheild arc from 90 to 120
prototype emp reactor no longer prevents weapon fire
increased range of prototype emp reactor arcs from 900 to 1000
decreased sprite saturation

nightmare:
increased max flux from 11000 to 13000

non (EX) variants of hoshiko and cielo:
changed tech/manufacturer from exalted to hightech
fixed not spawning in independent fleets
[close]

3
  • Added Wendigo-class phase cruiser: Low Tech, Rugged Construction, Accelerated Ammo Feeder

E: Ahh, damn, it's Grendel now and not Wendigo. :D

well thats unfortunate i literally just got done renaming every file and mention of the wendigo a few minutes ago LOL  :'(

well anyway not dead just MIA. a new update has been mostly done for and gonna try and finish it for this update soonish


anyone like rainbows?




4
Modding / Re: [0.96a] ThirstSector - A Complete Portrait Replacer
« on: June 09, 2023, 06:58:01 AM »
I enjoy having these portraits in my game and I appreciate that it covered pretty much all the vanilla factions. It's nothing too excessive and feels just about right.
why you'd want to replace the top notch vanilla portraits with this soulless AI puke is beyond me.
It's so bad, it even whitewashes people's ethnicity by making them look more white. It also turns every woman's portrait that had so much personality into nothing more than an odd doll that you see in those weird internet ads.
Honestly, the success of this mod is kinda beyond me. Why not just commission artists to draw or paint new portraits???
Agreed, this ai "art" stuff is getting out of hand, sad to see it come to starsector like this

5
Mods / Re: Hegemony Expeditionary Auxiliaries (HEA) - v.0.95
« on: May 27, 2023, 05:06:03 AM »
Update when?

Thats 2 threads now that haven't had posts in 2 years that you felt the need to add a generic thoughtless update ask, very nice

6
Aww the Reaver ships have been purged after all. And here I was frantically searching for the mod that added those ships as I was really enjoying them.

Is there any chance you could release them just as a little pirate addon somehow? Would love to continue playing with the reaver ships :)

I will hence continue enjoying the main part of the mod!

yeah sorry just had to rip that band-aid off,

but i do plan on making a ship pack in the future with them in it! on the fence about re-adding them to the pirates or making them elite independent exclusive ships



also quick hotfix!

V: 0.6.1:

general:
fixed keruvim ships not spawning in independent fleets (forgot a "}")
fixed all axe's not having keruvim bulkheads
moved the keg to the keruvim_export_bp from the base_bp
 

7
What's the intended use for the Gust Micro Cannon? It seems like just a very expensive Light Mortar, paying 4 OP and 60% more flux to get a slight increase in accuracy. Am I missing something?

you are not missing anything, if anything i was, it should not be a worse mortar, i remember i was gonna take a look at it but then went on hiatus so maybe i started but forgot about it.  ill give it a rundown and make proper changes to it for the next update, thanks for bringing it to my attention! tho it wont be for a bit, my focus is on the next exalted update for now.

8
yeah keruvim ships mostly lack alot of punching power on their own and prefer support roles and relying on swarm tactics


new update out, mostly balancing and bringing it to the newest version of SS


Spoiler
V: 0.6: not save safe

general:
removed all reaver ships/fighters except cudgel (they will return some day in another mod )
fixed(?) quarry not deploying for combat
added New Beginnings support


ship changes:

empress:
added b-deck

catapalt:
added canister flak

cudgel:
removed reaver engineering
added advanced turret gyros
changed engine colors to lowtech
added to pirate_bp

both chariots:
decreased supplies a month/deployment points from 25 to 23
increased max cargo from 50 to 150
increased max speed from 45 to 55

chariot A:
increased max armor from 700 to 800 (to match B)
increased min crew from 100 to 120 (to match B)
updated center of sprite to match A's touch ups

chariot B:
increased base value from 12.5k to 14k (to match A)

[close]


9
Modding / Re: New Map of the known Modiverse
« on: May 07, 2023, 01:51:25 PM »
re-added keruvim and exalted since the map reverting removed them, seems some mods made keruvims space home, but i aint movin! oh well.

10
Having been quite annoyed by AI-generated images flooding stuff in the past, I do agree that it would be nice if AI stuff was mostly limited to its own thread as opposed to being mixed together with this one.
Agreed, there are fantastic sprites here that people put good work into and seeing some crumbs made by an ai that most likely "learned" from proper artists without their permission is quite insulting.

11
Modding / Re: [0.9.51a-RC6] Portrait Faction Expanded
« on: January 27, 2023, 07:35:07 PM »
Hey Alexey ever thought of creating custom portraits for factions such as blackrock, scy nation and society? that would be so awesome as these factions do have some portraits, but for the most part they're not starsector style.
They would need to ask permission first

12
Modding / Re: Input re: loot mod
« on: October 29, 2022, 11:45:00 AM »
Perhaps not the fanciest thing but a consumable item that upon use instantly surveys all planets in system? That way in systems with alot of planets you can pop one to save time and know if any have ruins to explore.
Idk how hard that would be to implement tho.

I hereby grant permission to pappyodaniel to use this concept in their upcoming mod lol

13
Modding / Re: Arthr's Faction Blender & Pirates but Epic
« on: October 05, 2022, 04:43:46 PM »
Sorry this has nothing to do with the mod but where is gods name is the capital sized shepherd from in the screenshot?

14
new update!! was 1 less frigate then planned but that can be added whenever, just wanted to get this out there before i started a run.


change log
Spoiler
V:1.3.3: not save safe
general changes:
removed and combined all 3 phylactorys
fixed faction intel showing up even when destroyed
removed mention of the werewolf from an indo-evo file causing a rare crash
fixed eerie mis-spell
fixed exalted ships not showing up in the nex start after hitting "randomize ships"
fixed grand fleet start in nex
added support for tomatopastes HexShields mod
gave the exalted access to ballistic weapons for nex mining fleet purposes

additions:
added the faint class light frigate to exalted fleets
added a civ version of the cielo to the hightech_bp
added the hoshiko salvage vessel to the hightech_bp
added the hoshiko (EX) salvage vessel to exalted fleets

ship changes:

omen (EX):
decreased max OP from 40 to 35
[close]

15
Nice. I love your mods. :D
As a high tech connoisseur the Exalted are just the best, lovin' it.

thanks! ;D im more of a lowtech guy myself but i've tooled the exalted in a way that even i enjoy these wild berry flavored pop tart lads

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