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Messages - Tecrys

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16
Mods / Re: [0.96a] Orbital Manipulation and Maintenance 0.8b
« on: November 19, 2023, 01:55:38 AM »
OMM 0.8b release:
- fixed Monofilament Tow Cable
- fixed Nathantia description
- increased burn speed for several ships by 1

17
Modding / Re: [0.96a] Symbiotic Void Creatures 0.4.1-alpha
« on: November 18, 2023, 08:11:42 AM »
how is your starwhale rescue spawner coded? i've not seen a single one of those encounters since i updated after my comment about liking the whales, but have seen the voidlings
Thanks for letting me know!

I've been collecting complaints and bug reports for a while now and I'll try to push an update next week month or so with fixes for Embolist ship system that shares damage and more time to save whales from Voidlings

18
Mods / Re: [0.96a] Orbital Manipulation and Maintenance (Hotfix)
« on: November 16, 2023, 11:21:52 AM »
I think i'm either having an issue with Monofilament Cables ... *snip

Thanks for letting me know, I'll look into it. In the meantime just get a tug. Update will take time, currently taking a break from modding
(I was slowly going insane in the modding mines, AHHHHHHHAAAHH!)

19
Modding / Re: [0.96a] Symbiotic Void Creatures 0.4.1-alpha
« on: November 14, 2023, 01:14:59 AM »
ey, did u remove the ability to retreat against them? *snip
No, I did not. Must be some other mod doing that

I feel like the damage share ability some of the void creatures have may be a bit overtuned. *snip
Agreed, I keep getting reports about it.
Either I'll have to tell the AI to avoid the Embolist when that ability is active or change it somehow. I'll think of something

20
Modding / Re: HOTFIX [0.96a] Symbiotic Void Creatures 0.4.1-alpha
« on: October 17, 2023, 01:52:16 AM »
Jannes and I decided to slow down development a bit since most of the features we planned are implemented.
Let the mod settle down a bit, wait for more feedback etc.

We will probably move into beta with next update

21
Modding / Re: HOTFIX [0.96a] Symbiotic Void Creatures 0.4.1-alpha
« on: October 10, 2023, 12:02:53 AM »
snip
Bleh. I guess for now you'll just have to have some weapons still using the old separate left-and-right versions. My apologies. >.<
Yes I saw that but I'm quite okay with that small fleet preview window being a little weird for the amount of vram it saves.
Thanks for taking it to Alex though!

22
Mods / Re: [0.96a] Orbital Manipulation and Maintenance (Hotfix)
« on: October 08, 2023, 01:06:13 AM »
For the Nathantia maybe consider removing the civilian tag.  It's pretty battle capable in the right circumstances and I enjoy deploying it with the rest of my fleet in combat
Hi! Every Freitag ship with the civ tag is balanced around and has enough OP to easily include militarized subsystems

23
Modding / Re: UPDATE [0.96a] Symbiotic Void Creatures 0.2.0-alpha
« on: October 07, 2023, 10:53:36 AM »
Fresh Update is out!
check release notes on the bottom of op.

Just pushed 0.4.1-alpha hotfix, please redownload the mod!
Code
0.4.1-alpha
- fixed a crash due to pseudo dependency for Substance Abuse (hopefully)

Tecrys I am so happy that you have decided to bring your artwork to life. Snip
Arguably my favorite mod right now, can't wait to see what sort of leviathans you are cooking up for the future. Snip
Thank you so much!

i love that i can befriend the space whales and get cheap cargo ships from it
I never thought this feature would be so popular. Glad you and many others like it so much!

24
Modding / Re: UPDATE [0.96a] Symbiotic Void Creatures 0.2.0-alpha
« on: September 24, 2023, 11:55:34 AM »
Cant launch Starsector with the newest version of this mod.
This version is not save compatible with the last one in case you tried to continue a previous save where an earlier version of the mod was installed.

Does the game crash or what happens? If you can, pls send me your starsector.log right after the crash happens so I can investigate

25
Mods / Re: [0.96a-RC10] Mirror 1.2 & DecoLib 0.2
« on: September 19, 2023, 10:50:16 AM »
Not being compiled in a .jar was the problem. I had no way of telling IntelliJ to use DecoLib as a library.
But I'm also not very knowledgable in these kinds of things so I might just have overlooked how.

26
Mods / Re: [0.96a-RC10] Mirror 1.2 & DecoLib 0.2
« on: September 19, 2023, 07:07:17 AM »
I'm done with mirror code integration.

Unfortunately it didn't work out to use DecoLib as a library but I'll make sure to include a link to it in all places I make SVC available for download.

Thanks again for making this and poking Alex until he implemented that method!

27
I have a faction of space monsters, so neither crew nor AI persona is applicable for the hullmod fluff text. Can I change that somewehere?

28
What do I need to do in a .faction file to prevent a faction from treating the player (or anyone actually) as neutral with transponder off but as soon as I turn it on they're  hostile. I want everyone always being treated as hostile by that faction no matter the state of transponder or any circumstances

29
Mods / Re: [0.96a-RC10] Mirror 1.2 & DecoLib 0.2
« on: September 14, 2023, 10:16:33 AM »
Wow! This has evolved so much since I last saw the code.
I'm really happy that it works in all instances now and I will definitely incorporate it into SVC since it will lower vram impact immensely.
Amazing!

30
Modding / Re: [Hotfix] [0.96a] Symbiotic Void Creatures 0.1.2-alpha
« on: September 14, 2023, 04:32:47 AM »
I'd love to hear your thoughts on balance/difficulty of the mod. I think it's hard to hit the right spot and I tend to make my content way too weak.

I will also note that, if you want to use my mirroring code, but don't want to add yet another dependency, the actual code is very simple and I'm not going to complain if you just incorporate it directly. (Especially not given that the original mirroring code I based mine off of was, in fact, your work to start with.)
Thanks for your offer, much appreciated!
I had that code implemented when the mod was still called Biomancy Genetic Engineering years ago but I could never fix the ship selection view on the left hand side of refit screen not being mirrored. Sadly it also didn't work for fleet preview on campaign layer.
I don't know if your modifications fixed that or not. If yes, I'd love to include the mirroring code since it would save me a ton of vram used.

Also, I never actually wrote that code myself, I found it in radioactive code dump and modified it back in the day. I just want to add this to make sure I don't take credit for something I didn't actually make ^^ (Coding isn't exactly my strong suit)

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