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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 - 174gjc

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1
Mods / Re: [0.7.1a] Blackrock Drive Yards v0.8.0
« on: December 10, 2015, 05:42:30 PM »
That's not exactly what I meant, I intended to get your permission to post the actual ship with the others in a playable format.

Next time I will PM you first with the sprite.

2
Mods / Re: [0.7a] The Knights Templar v0.9.5
« on: December 09, 2015, 08:23:36 PM »
oh my... the thought of Templar ships with the power of combat 10 terrifies me.

Heh heh, just wait for a while longer as they said they will release a templar battleship eventually....

Sweet dreams!

Just use console commands- the Pope battleship is already there but still unreleased. It is quite powerful, but really just a reskin of the classic Templar carrier.

3
Mods / Re: [0.7.1a] Blackrock Drive Yards v0.8.0
« on: December 09, 2015, 08:20:59 PM »
I might downsize it as well, seems to have a few artifacts on the edges that I don't particularly like.

4
Mods / Re: [0.7.1a] Blackrock Drive Yards v0.8.0
« on: December 09, 2015, 08:19:00 PM »
Hey Cycerin- do I still have your permission to post my edit of your mod here? (It now includes one kitbash of your old Stormcrow sprite into a new ship that looks like this:







)

I just wanted to check, as I don't know if you would consider that sprite up to your stringent quality control standards. I would not want to publish a derivative work without your permission.

For those interested in some old sprites, two of these sprites are old ones Cycerin never used, and one is a kitbash:
http://imgur.com/a/29jO2

5
Mods / Re: [0.65.2a] Blackrock Drive Yards v0.7.4
« on: December 01, 2015, 07:33:54 PM »
The armor/suits on those guys is pretty nice... But it might be better in a greyer tone instead of white.

6
Mods / Re: [0.65.2a] Blackrock Drive Yards v0.7.4
« on: November 30, 2015, 07:37:34 PM »
Haha, you should see what I did to the Asura stats when I put them on the Stormcrow sprite a while back. God-tier Asura of present BRDY was as dangerous as a gnat in comparison.

Now I'm just waiting on Cycerin to release .7 so I can bring it back, else I'll have to update everything I put on it (BRDY engines and such) into a separate mod folder. Or just update all of BRDY, which I have no idea how difficult that might be.

On a separate note, I did work on a kitbash of the Stormcrow into a new ship that I like, I'll probably never let anyone try it because it's derived from Cycerin's original sprite.



It is fun to play with though.

7
Mods / Re: [0.65.2a] Blackrock Drive Yards v0.7.4
« on: November 25, 2015, 10:42:32 AM »
Spoiler
[close]

BWEEEEEEEEEEEE

I'm going to put that Karkinos up against my Elite Conquest that I made... I can hardly wait until you release it, because I only play .7 now and it isn't compatible.

8
Modding / Re: Spawned ships during a battle crash the outcome calculation
« on: November 24, 2015, 12:28:50 PM »
I've noticed a similar issue, although it only comes into play when I modify a Conquest in the base game, that when I have "joined" a battle, I tend to always get kicked at the end. Your error log is identical to mine in that sense, as I get a nullpointerexception as well. If I find a workaround, I will inform you.

9
Mods / Re: [0.65.2a] Blackrock Drive Yards v0.7.4
« on: November 21, 2015, 12:41:30 PM »
Any ideas on exactly what they changed about the .ship files and .csv files other than the new contrail sizes?

10
Modding Resources / Re: Trylobot's ship editor (2.6.2)
« on: November 20, 2015, 02:09:37 PM »
Excellent, that sounds great. The return of the nomads and a working ship editor.

11
Modding Resources / Re: Trylobot's ship editor (2.6.2)
« on: November 20, 2015, 12:44:13 PM »
Is this .7 compatible now that ships come with a sensor profile + emergency burn?

12
Mods / Re: [0.65.2a] Blackrock Drive Yards v0.7.4
« on: November 19, 2015, 02:07:03 PM »
As soon as he released the update for the mod to make it compatible with the new update for the game I'm going to go back and make my edit for the mod compatible with .7 as well as find a use for the Knight sprite, because Cycerin appears to be getting ready to toss it.

Should be fun.

13
Modding / Re: Weapon Creation and TwigLib questions.
« on: October 17, 2015, 07:34:35 AM »
Both are separate questions, but you answered my question about TwigLib fairly thoroughly. Is there a specific way to install it so Trylobot's editor will recognize it and use it, or will it do so automatically when installed into the mods directory?

14
Mods / Re: [0.65.2a] Blackrock Drive Yards v0.7.4
« on: October 17, 2015, 07:28:09 AM »
Thanks Cycerin. If you have any other sprites you scrapped, I'm happy to remake them and put them in the edit.

15
Modding / Re: Weapon Creation and TwigLib questions.
« on: October 16, 2015, 09:15:02 PM »
I'm been looking around in this thread for some information on how to design a weapon, but I'm unsure I'll be able to figure it out.

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