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Messages - FasterThanSleepyfish

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601
Just for your information, this is going to be updated slower than normal.
Don't think of it as me being all moody and such, but this mod has a long road ahead of it. School, lack of ideas, motivational issues with spriting and you name it. Eventually, there will be a full release available for everyone to download, so no worries. Also, a complete lore change is in the works! But until then, enjoy what I cooked up for 'yall!

602
Mods / Re: (0.6.1a) Shadowyards Heavy Industries v0.4.2.2
« on: October 03, 2013, 11:28:01 PM »
Hey everyone, here's some music I found that might or might not be fitting to Shadowyards. I'm not MShadowy, so I wouldn't know, but here it is:

603
Mods / Re: [0.6.1a UPDATE!] Blackrock Drive Yards v0.42
« on: October 03, 2013, 10:50:57 PM »
If ya know any cut'n'paste skills like me... :( ... then you can open up the missions file in the mod and edit the mission.java file. Look for a DEFEND and replace it with an ATTACK.

604
Lore, Fan Media & Fiction / Re: 3, as in, STARSECTOR SEASON 3
« on: September 30, 2013, 06:31:39 PM »
I bet the modded play-through is gonna be on either Wednesday or replacing the missions on Tuesday/Thursday.

605
Mods / Re: [0.6a] The Gedune - Faction mod V1.2
« on: September 30, 2013, 06:29:31 PM »
How about pure white? I was kinda thinking of that for my mod, but it represents "steam" (not really steam) from the nuclear reactors. BTW, vanilla ships have antimatter/fusion reactors for the most part. Low tech might have nuclear though, I'm just reciting from my memory on the lore thread.

606
Mods / Re: Neutrino Corp. (v. 1.7)
« on: September 30, 2013, 04:37:06 PM »
Flash, did you buff the Unstable Photon cannon? I got absolutely destroyed in a hammerhead, and I couldn't even touch him. Or maybe I was just playing a midline ship, all of which suck nevertheless.

607
Mods / Re: [0.6a UPDATE!] Blackrock Drive Yards
« on: September 30, 2013, 04:33:54 PM »
Hehehe... I saw the secret content! *CENSORED* is very useful for testing out my stuff... as well as yours!!!
Anyways, I really love the new sounds. Good job with the mixing and foley and whatnot!

608
Modding Resources / Re: Codex 17
« on: September 29, 2013, 11:56:04 PM »
Is anyone there? I still have that problem! And, the 0.6 update is breaking it.

609
It's a bit quiet here... is everything OK?

Anyways, check the original post for the new version. It comes with a new system, rading parties, weapons, ships and misc. tweaks.

Kinda losing faith on this mod, but I really love it. :/ Oh well, onwards!

610
Mods / Re: The Nomads (0.8.1)
« on: September 28, 2013, 10:45:32 PM »
Grats on the mega ship. I like the idea of a gravity ring in space.

611
Mods / Re: (0.6a) Shadowyards Heavy Industries v0.4.2.1
« on: September 27, 2013, 10:30:59 PM »
Is there a tutorial on these running lights? I can't seem to find any by searching the forums. Also, if it invovles coding, I might need help... :/

612
Mods / Re: Blackrock Drive Yards
« on: September 27, 2013, 08:49:29 AM »
The Mod Gods be cruel, yea, what can we poor folk do?  :'(

613
General Discussion / Re: Flagships!
« on: September 27, 2013, 07:06:00 AM »
You can, just enter the hyperspace area with some fuel, and head over to the Askonia star system. The Sindrian Dakat station, and faction, exclusively have the midline ships.

My favorite is the Aurora Cruiser

4X Annihilator
1X Dual Reaper Thingy
3X Heavy Blaster
Everything Else: Burst PD

Hardened Shields
Integrated Targeting Unit
Unstable Injector
Augmented Engines

Lots of Capacitors, then vent. 

614
Mods / Re: Blackrock Drive Yards
« on: September 27, 2013, 06:56:03 AM »
Not yet, but can we all wait patiently... I think?

615
In the Bor-I mean Zorg episodes, the spheres are the smallest and weakest class of Zorg ships.

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