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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 - Hrothgar

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211
Mods / Re: [0.9.1a] Nexerelin v0.9.3b (fixes 2019-08-17)
« on: August 20, 2019, 04:58:06 AM »
Yes, it should be correct.

212
Mods / Re: [0.9.1a] Hazard Mining Incorporated (Obscure Ed., 0.2.1e)
« on: August 20, 2019, 04:31:46 AM »
HMI always fight with Luddic Church. They also often are jumped by other faction, as many of their ship is not that good on typical loadout.

213
Mods / Re: [0.9.1a] Nexerelin v0.9.3b (fixes 2019-08-17)
« on: August 20, 2019, 04:30:18 AM »
You need to have it in folder which go directly into mod files. For example you have mod named Blob. So your line of folders should look starsector/mods/Blob/files of mod Blob. If mod looks like this for example after unpack starsector/mods/Blobmk2/Blob/files of mod, you need to cut Blobmk2 and put Blob in mods folder.

214
Mods / Re: The Crystanite (Version 1.10b Hotfix) [0.8.1a compatible]
« on: August 20, 2019, 03:51:59 AM »
I think his biggest crystalship is incorporated in one of missions in many mods i have.

215
Mods / Re: [0.9.1a] Hazard Mining Incorporated (Obscure Ed., 0.2.1e)
« on: August 20, 2019, 12:50:00 AM »
Scarecrow is not really midline ship. It's like "Make Eagle a more like Dominator, but without everything which make Dominator good". It's not bad ship, but it's very poor flux to weapon ratio mean you need a very good loadout to work on him. Use very flux efficent weapons, like gravitons, slegdes and other cost effective weapons.

216
Mayby delete and download again i dont have problem and , well, last version is from 10.06 so it should work well for you too.

In worst scenario i can pack my version and sent it to you.

217
How you update mod, do you delete old file and put new or you copy paste folder?

218
Mods / Re: [0.9.1a] Hazard Mining Incorporated (Obscure Ed., 0.2.1e)
« on: August 19, 2019, 04:46:03 AM »
You got -20 points from d-mods.

219
Every mod which is not a cosmetic will crash earlier saves. Ships, faction, some major scripts etc, will break saves.

There is save transfer which mayby will make your save compatible , but it's i think 50/50. If i do major update of for example, 10 mods, i always make new game , as there is chance something will be broken anyway.

220
It is possible to find it in research station or exchange for other bp in prism freeport. Chance to buy from military? Maybe, but it's reaaally low.

221
If 8th tournament will be AI and hull type restricted, i plan to use some ship from this mod as part of fleet.

222
Mods / Re: [0.8.1a] The Nomads, v1.4.11-rc2
« on: August 19, 2019, 01:06:24 AM »
I think that Nomad weapons are actually their flavor. They're basically a long-lost Tuaregs of space , so their technology is outdate and incompatible, unless some serious work is done (vide some ships have normal weapon emplacement). I would just want to see more of reengineered to normal tech ships of Nomad origins, but that's my opinion and it can or cant be made into mod.

223
Mods / Re: [0.9.1a] Vayra's Sector v3.0.1 PUBLIC RELEASE 2019-08-14
« on: August 15, 2019, 12:19:01 AM »
Is it better to use ship pack of vayra sector with nerelexin?

224
General Discussion / Re: Sseth Tide
« on: August 14, 2019, 06:26:06 AM »
Starfarer.


*Ghost of the past christmas*  uuuUuuuu.

225
General Discussion / Re: Sseth Tide
« on: August 14, 2019, 04:15:03 AM »
You used to be limited to just the Corvus system.

Good ol times when you had Hegemony, pirates, neutrals and Tachyon in one small place, eh?

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