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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 - LiquidStang

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16
Mods / Re: BattleFleet Gothic (Starsector 0.54.2) [ON HIATUS]
« on: January 07, 2014, 09:13:55 AM »
SilentStormpt, you are a genius.  ;)

17
Mods / Re: (0.6.1a) Shadowyards Heavy Industries v0.4.3
« on: January 07, 2014, 09:10:38 AM »
Best mod I've seen so far.

18
Suggestions / Re: Weapons
« on: January 07, 2014, 08:54:36 AM »
Glass would do little against a high tensile steel alloy hull tbh...unless and very high Mach numbers or fractions of relativistic speeds. Depleted Uranium is about as good as it gets in terms of kinetic projectile. High density, ablatively self sharpening when penetrating hulls, and when the powdered DU is exposed to air it explodes in an inferno.  Yep, give me DU penetrators any day of the week. If that stuff is being hurled at your ship at high Mach or relativistic speeds it's all over.

But, if it you were to mix glass with special material that would work, but again it depends on what special material it is. Fire or ice could work, perhaps. But it would be pretty conflict if there were to many problems. I don't think that will happen.

19
Suggestions / Re: Weapons
« on: January 06, 2014, 06:26:09 PM »
Glass?  Like, clear shard-like shots or a spray of particles?  What would be special about the shots, other than being glass?  Maybe they could be big chunks that spawn a bunch of little chunks when they've hit something?

Agreed Xenoargh!

20
Suggestions / Weapons
« on: January 06, 2014, 05:55:58 PM »
I'd like to make a suggestion. I would like a weapon that shoots glass, I know it's silly, but I would also like an option, glass, fire, (which this feature already exists) and both.

21
Mods / Re: BattleFleet Gothic (Starsector 0.54.2) [ON HIATUS]
« on: January 06, 2014, 05:48:56 PM »
This mod doesn't seem to wanna load.

Code
 [b]Error 404[/b]

Mod corrupted!

Its not updated: (Starsector 0.54.2)

EDIT: doc file was updated, added Grand Cruisers and Battle Cruisers

Thanks

22
I haven't posted in awhile, I haven't had much time to play around with this game recently. However I began to mess around again, and I've got some questions.

I will be glad to help.

I basically have a faction about 90% done, 25 ships in the faction, not counting drones and other misc ships. I used to have a working station in Corvus, and had everything working nicely pre 6.0 or whatever the last big patch was. That patch pretty much broke everything, and I've patched up most of it. However I can't get my new system to show up in hyperspace, therefore I cannot see my faction at all in the campaign.

Have you tried to set up the system properly? You should probably check the mods settings before you even think about using the system in hyperspace.

Basically, the jist of it is, I'd like to know if there's any tutorials to look at, or any mods in particular I can reference to figure out how to add systems, new factions fleets, and modded ship behaviors. I don't want to be an annoyance, but I've been trying on my own for awhile, and I'm not really a programmer.

I found some tutorials from youtube. I'm not sure what one will solve the problem you're having, though. I just randomly came across with them. Watch all 3 tutorials then if you have the problem solved tell me what one helped you the most.

http://www.youtube.com/watch?v=-_geS3qALyU

http://www.youtube.com/watch?v=r0dvlSS8Jdc

http://www.youtube.com/watch?v=Tc-KiVg5iV8

Best Regards, David

23
@ LiquidStang, if you can be more specific as to the issue you are having I should be able to help you. Is it crashing, if so please provide me the log file.

@ Shield, I presume you are talking about the Remnants? It is not available yet, they are an extremely complicated faction that utilizes many scripts like my Exigency guys. When they are ready you will know, and it will kick ass.

We appear to be having technical issues
Spoiler

Hint, missiles should not be passing through the ship especially when normal guns and beams do not.
[close]

No, it's not crashing. I opened the pack it seemed to have some difficulties. I get the error 'This mod pack seems to have problems associated with Starsector. Please try again later'

Whenever I try to operate, the packs are not showing up like they should. That's the matter.

24
Hey Uomoz,

I had noticed something with the void walker fortress storage that another player had mentioned before.  It seems that the storage unit seems to have a psuedo-max capacity (or maybe intentional?) that's preventing storage of additional items (i.e. weapons).  That is to say, everytime I would put in a new stock of items  The previous set of equipment I had there is pushed aside and I can no longer see it nor have possession of it.  I dunno if you saw that post, so I'm readdressing it.

An added note, it only seems to affect weapons.  It may just because I never approached an over abundance of crew, supplies, fuel, or ship parts.

Seems to touch a gun.

As you can see exactly what we do. Foundation always finds the new location. Walker says that the player is called before the finish, I noticed something. When you are readdressing your equipment, don't overpower your weapons.

25
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: January 04, 2014, 04:36:58 PM »
And do I have something to share with you.

Spoiler
[close]

[attachment deleted by admin]

26
I'm getting the hang of it now.

27
Mods / Re: BattleFleet Gothic (Starsector 0.54.2) [ON HIATUS]
« on: January 04, 2014, 04:22:49 PM »
This mod doesn't seem to wanna load.

Code
 [b]Error 404[/b]

Mod corrupted!

28
Blog Posts / Re: Ships & Stories
« on: January 03, 2014, 02:55:22 PM »
rally or tally

29
Discussions / Re: Rate the above posters Song/Music!
« on: January 03, 2014, 05:24:50 AM »

30
The mod doesn't work.

That doesn't help us you know, anything specific?

Hello Piemanlives,

Do you know the answer to this question? The pack doesn't operate properly, how do I fix this?

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