Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.9.1a is out! (05/10/19); Blog post: Painting the Stars (02/07/20)

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 - adimetro00

Pages: [1] 2 3 ... 9
1
Mods / Re: [0.9.1a] Grand Sector
« on: September 07, 2019, 05:10:28 AM »
Hey can you add settable star sizes with settings.json?
I don't want to recompile the jar every time i try to set more/less stars

2
Mods / Re: [0.9.1a] Grand Sector
« on: September 02, 2019, 09:57:52 PM »
How do i change the amount of stars generated?

3
Silly question for this thread, but how do i change the generated planets and systems names?
Before 0.8 i can change the names by changing the sector generation xmls on the Nexerelin mod.
Now sector generation has changed, and i don't know what file to modify.
Any help would be appreciated

4
Mods / Re: [0.9.0a] Scy V1.50rc3 (2018/11/26)
« on: December 03, 2018, 02:49:39 PM »
Laser torpedoes are so awesome! Where do you get the idea for that? seems that you've been reading the Honnorverse books

5
Mods / Re: [0.9a] Shadowyards Reconstruction Authority 0.7.0.1rc4(11/24/18)
« on: November 30, 2018, 07:46:00 PM »
Played with this mod on and while i'm checking out the custom production menu, i've noticed that Shadowyard weapons get lumped in with vanilla ones (Common). Is this intentional or did you forgot to set unique tech category?

6
Suggestions / Re: Quick-search weapons in refit menu
« on: November 29, 2018, 08:12:55 AM »
You know that you have extensive filter options, right?
Yes, but even with that, it's still difficult to find what you want.
Say, you're trying to find one particular weapon amongst all the weapons you've hoarded away in your colony's storage. You go to the Refit menu and be confused as to where the weapon is among the 160+ weapons you have. Even if you know that particular weapon's OP cost, you still have to scroll through all the weapons with similar OP cost to find it.

7
Suggestions / Quick-search weapons in refit menu
« on: November 29, 2018, 06:03:26 AM »
Searching desired weapons for fitting in a ship gets ridiculously hard at lategame where you've surely stockpiled a ridiculous amount of weapons. This gets worse when playing with mods as the added weapon complicates the process. I think there should be an easy way to quickly find the weapons you want to use e.g. typing in the name of the weapon. Think it could be too difficult to implement but at least you tried

8
Mods / Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9b
« on: November 28, 2018, 12:53:58 AM »
What does the sigma-things I've got from the BB system do?
Other than selling, of course

9
Mods / Re: [0.9.0a] Scy V1.50rc3 (2018/11/26)
« on: November 28, 2018, 12:45:29 AM »
Indeed they don't and that's normal. Alex changed how weapons on modules are displayed and it isn't possible to have them visible anymore while still shrouding the trench weapons.
Hey, tart. Can layering be changed mid-combat?
I think you could have the weapons "pop" up when the armor's open. They then will "close" when the armor's closing.

10
Mods / Re: [0.9a] Mayasuran Navy 8.1.2
« on: November 26, 2018, 05:03:37 AM »
Doing some minor refits, pay no attention!



What's next? a carrier Falcon?
a carrier Conquest?

11
Mods / Re: [0.8.1a] Nexerelin v0.8.4b "War and Peace" (update 2018-09-30)
« on: November 24, 2018, 02:34:46 PM »
If there is randomly-generated core sector, I hope you can set how far apart the colonies are.

12
What do you mean by "reloadable"?

If you mean "infinite-use missiles" like the Salamander, there's "Fast Missile Racks" on the Condor and other ships. It resets their cooldown so you can fire again

If you mean "limited missiles" there's the "Missile Autoforge" on the Gryphon. It completely reloads all the missiles to full.

I do believe you're thinking more of "replenish a portion of missile using a ship system". That can be done.

13
Mods / Re: [0.9a] Trailer Moments 0.3 - projectile trails for vanilla
« on: November 24, 2018, 04:52:15 AM »
Are you going to add more weapons to the list?

14
Mods / Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.9
« on: November 23, 2018, 04:38:23 PM »
As I understand it, it is not for the initial release with 0.9a compatibility, but for the fully-featured release that Soren intends to work on once he has basic compatibility up and running to his satisfaction. (So not the upcoming release, but the next major release after that)

Soren can correct me if I am wrong, but that is how I read it.

Yeah, first is working, then comes any major new content. Stations are going to need a lot of spriting time to do properly, and in an ideal world I'd like them to require you to learn a blueprint.

Missions are similar; I don't think they'll take as long to do the first time, but testing them will take a lot longer.

(It is really close right now though. I just need to write one custom industry and polish up a few pieces of art.)
Custom industry? You want to make a custom industry?
Is it exclusive to the faction's colonies?

15
Mods / Re: [0.8.1a] Scy V1.41RC1 (2018/10/12)
« on: November 23, 2018, 04:21:09 PM »
SCY has been Tart's playbox for really crazy stuff since it started, so it is going to take time. He did push out ORA and DA updates already, so its fine. Just take your time man.
I'm betting he's gonna screw around with modules and make some really sweet stuff.
(You guys remember keto's gun and hangar being breakable?)

Pages: [1] 2 3 ... 9