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Starsector 0.9.1a is out! (05/10/19); Blog post: Skills and Story Points (07/08/19)

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Messages - NightKev

Pages: 1 ... 5 6 [7]
91
Mods / Re: [0.7.2a] The Knights Templar 0.9.5f
« on: March 13, 2016, 01:29:28 AM »
The fighters keep smashing into the carriers when trying to refit instead of being above them on the Z-axis; getting suicide charged by your own fighters isn't too great.

92
Mods / Re: [0.7.1a] The Knights Templar 0.9.5e
« on: February 20, 2016, 01:13:36 AM »
The Jesuit-class ship needs to learn not to use its ship system through allied ships.

93
Mods / Re: Starfarer Extended for 0.5a
« on: August 24, 2012, 12:59:15 AM »
Stop spelling your name wrong when you register! :P

94
- automatic listing&downloading&updating mods (that would require a FTP mod hosting server)
Well, I could probably provide this (temporarily or permanently), if you want (don't even have to worry about it going down if I mysteriously disappear or something, my hosting is pre-paid for 2 years :D).

95
Mods / Re: Starfarer Plus (New Management.) Updated to Current.
« on: August 15, 2012, 02:41:43 AM »
Well, it's not really version 1.021 anymore is it? You've made some changes, you should change the version number. :P

Also, the link in the OP is broken if you click on it (need to copy/paste due to the spaces).

96
Modding / Re: New Mod website?
« on: August 14, 2012, 02:58:00 AM »
Captain buzzkill here.  I don't understand why every indie game has people who feel the need to create external mod hosting sites.
Many reasons. Practice with web development, for fun, want to be helpful, etc. Is it necessary? Usually not, unless the game reaches Minecraft-level popularity, in which case now your early entry into the "scene" gets you a useful website with good traffic (well, hopefully!).

97
Modding / Re: Mod Manger/Updater. Any Interest?
« on: August 11, 2012, 01:21:52 AM »
Considering there is this website now, maybe you should work with him and get it working with that website.
Durr, it didn't occur to me to check the OP post time, I just saw the thread bumped up and was like "oh *** this is great".

98
Man, who uses capslock? I have it disabled on my computer, and I've never been in a situation where I needed it iirc.

99
Modding / Re: Star Trek Mod (idea - WIP)
« on: June 24, 2012, 09:45:20 PM »
You really should make your own thread at this point, especially if you're starting to get things rolling now.

100
Modding / Re: Star Trek Mod (idea - WIP)
« on: June 08, 2012, 01:34:41 AM »
Updated, its a shame i dont have the first thread post to add all the info on this since i do not know if the original mod dev will ever come and continue to work on this aswell
You should just make a new thread for your fork of the mod, I don't think it'd be a problem.

101
Modding / Re: Star Trek Mod (idea - WIP)
« on: May 29, 2012, 06:24:33 AM »
I know there's some sort of pulse laser thing (it's purple iirc) that has "charges" and once you run out it stops shooting until they regenerate. I think it's called... a "pulse laser", but I might be wrong; I know it's there somewhere, though!

102
Modding / Re: Little request: Accidents
« on: May 10, 2012, 12:27:18 AM »
Dude, just use notepad++

Love notpad ++, but do you know how to get it (if it can) view in cell format?
Since you only need to change one thing, you can just ctrl+f search for "maxFleetPoints" to find it easily.

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