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Messages - Wunder

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16
Zorg
I am very angry with you Erick  >:(
Oh well, conflict test then please can you upload a 'stable' version of this mod, also
Well, I kinda dont know, with all my modding uses be KSP to World of tanks
Im a bit confused
To you put the Mod folder in there?
or all of the mods inside.

17
Mods / Re: Obsidian Void (ASC: B4) (DOM: D1) - 0.6.1a
« on: November 02, 2013, 02:29:27 AM »
With the The Lemurian Empire, I think to rise up against the enemies, you could create a super cap, mixing the top left pic and top right, left as bow, right as stern in the preview picture.

Now that you mention it, they actually look like they're two fitting halves of one huge ship...
Its only weakness i suppose is 6 sabots and a burn drive to the side.

18
Mods / Re: [0.6.1a] The Patrian Principate V1 - The Patrian Navy
« on: November 02, 2013, 02:24:24 AM »
I cannot be V1 if you cant download it can you  :P

19
Mods / Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
« on: November 02, 2013, 02:15:21 AM »
What?

20
Mods / Re: [0.6.1a] Sector of Sins v0.6 [NEW] TEC Sprites
« on: November 01, 2013, 04:30:03 PM »
Im sure
It cannot
take on the hegemony-blackrock
Destral Sector 6 Prototype onslaught!

21
Mods / Re: [0.6.1a] The Patrian Principate V1 - The Patrian Navy
« on: November 01, 2013, 04:27:04 PM »
Space battleship yamato is not fan made,
its made by an Japanese anime company
I believe the name was
Bondai;
So, company and heart made, a million pictures of SB yamato, her wave motion cannon that can decimate a star
and her fleet to go with the war!

22
Mods / Re: Neutrino Corp. (v. 1.75)
« on: November 01, 2013, 04:25:08 PM »
Oh, See, I already knew this,
google images
nexus, the jupiter incident
COLOSUSS
Mega Fortress shield
2 sections
normally in an escort
It appears Mr Frozen
You Like Nexus!

23
Mods / Re: [0.6.1a] ZORG - V16g - (Exerelin Compatible!) - Campaign Mode!
« on: November 01, 2013, 04:23:25 PM »
Thanks for the report.

I consistantly keep everything lower case. But a graphics program that I use sometimes changes it to upper case when I save it. I usually change it back immediatly, but it seems a few got through. I'll fix this in the next update.
Not only the Zorg Cube, Maybe you should make a Meta ship, as the factory, have probes as drone spawns, and other zorg, as starsector puts it 'fighters;
but the factory could be 1250m-750m
Have a few arrays defending the launch bays, ooh, and so much more....
EDIT:
And maybe If you kill it (Massive fleet surrounding it) you could buy it at the Zorg station for a limited time and they could not expand operations untill they kill you and get it back so you dont have a chance of surviving without an escort, put sell it at another store and zorg begins their invasion again!

24
Mods / Re: Obsidian Void (ASC: B4) (DOM: D1) - 0.6.1a
« on: November 01, 2013, 03:30:11 AM »
With the The Lemurian Empire, I think to rise up against the enemies, you could create a super cap, mixing the top left pic and top right, left as bow, right as stern in the preview picture.

25
Mods / Re: [0.6.1a] The Patrian Principate V1 - The Patrian Navy
« on: November 01, 2013, 03:22:11 AM »
Turo' De Shenken!
YA
MA
TO!
Space battleship yamato, best TV anime, EVAAAAARRRR

26
This is actually all my mods in one!
Can you put...
no... :(
I MISS IT SO MUCH :'(
Why? where are you Tore up Plenty?

27
Mods / Re: (Apr-18) StarSECTOR Plus[I updated finally] 1.12
« on: October 30, 2013, 07:03:23 AM »
all I want is the parrot as a singular.

28
Mods / Re: [0.6.1a] ZORG - V16f - (Exerelin Compatible!) - Campaign Mode!
« on: October 30, 2013, 07:02:12 AM »
New update! New ship! Animations! Hullmods and systems! And more!

V16g (Exerelin compatible + Uomoz's Sector compatible + Campaign mode) - Dock with the Unimatrix in Zorg Zeta and acquire Zorg Assimilators in order to join the Zorg Hive


Link to LazyLib: LazyLib
Link to Exerelin: Exerelin

V16g is Exerelin compatible. It won't affect your existing savegame It updates your savegame just fine, and when starting a new game you should have all the new content, except for the new Supernova ship (in Exerelin).

Code
-Mechanical sounds added for Nova weapon
-Reduced Atom Charger's volume
-Increased OP on Atom Charger
-Added the Nova Charger (weapon) and the Supernova (frigate)
-Added 5 different animations across all Zorg ships.
-Increased the cost of the Trapezoid wing
-Reduced shield efficiency of all Zorg ships with shields
-Added Zorg Overload ship system (Zorg flavoured High Energy Focus)
-Added three new Zorg hull mods
-Added the new hull mods to Configurated variants
-Didn't remove Herobrine
-Some small ship balancing

This will be the final version for the moment, as I am quite busy and unable to update the mod much in the near future! (unless a big bug is encountered, in which case I will release an emergency fix)
'Stroke to the point of head explosion'

29
Mods / Re: Project Ironclads Total Conversion, version 6.5 (0.6.1a)
« on: October 30, 2013, 07:00:00 AM »
I thing that I dont like though I adore this mod around most of my starsector life, I believe it may be a starsector bug, but battles with cargo transports, You keep moving in to engage but they never come, to the point where they run because they crew readyness is screwed.

I like the Idea of Native EU though, I wonder what their mix craft would be.....
XLE, because rock flies spawn mostly over there, could harness rock fly weaponry though it is natural, and rock fly armour, Oh, This wants me to make something, but the best I could make anywhere was a battleship on LBP 2.

30
Mods / Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
« on: October 30, 2013, 05:53:20 AM »
 ;D
Once you have ironed out the bugs will you add certain mods or just keep to the 'stable' ones.

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