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Messages - Offensive_Name

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16
Mods / Re: [0.9.1a] Version Checker v2.0b (released 2020-08-28)
« on: October 09, 2020, 11:07:59 PM »
Thanks for letting me know that nexerelin includes the mod and I am not going insane. Looks like I am off to do some good old fashioned update searching.

17
Mods / Re: [0.9.1a] Version Checker v2.0b (released 2020-08-28)
« on: October 09, 2020, 10:07:33 PM »
So I haven't played starsector since last year. I hopped on my old save to see what was going on and noticed all the errors from version checker, however when I looked in my mod folders version checker wasn't there. Also when I grabbed the new update it did not fix the errors. It's been a long time, is version checker not installed in the mod folder?

18
Suggestions / Give the apogee a makeover
« on: September 26, 2019, 08:27:32 PM »
This mod by zym https://fractalsoftworks.com/forum/index.php?topic=16759.0 made me go back and read the old blog post about the troubles with greebles. since then many ships have gotten a makeover but I feel the apogee has been left behind, I feel since it is a more advanced ship it really deserves to be cleaned up and made smooth. I am advocating for anything other than an Aesthetic change, I like the general shape and the way the ship plays as it is.
 

19
Modding / Re: [0.9.1a] Cleaner Apogee 1.0
« on: September 26, 2019, 08:22:17 PM »
I think it could be cleaned up even more by removing some of the greeble from it since it seems it never really got a makeover since this : https://fractalsoftworks.com/2015/07/26/the-trouble-with-greebles/

20
Mods / Re: [0.9.1a] Nexerelin v0.9.4b "Mambo No. 9" (update 2019-09-07)
« on: September 09, 2019, 09:46:02 AM »
I can't seem to make an alliance, I go to special functions and all that is there is request a fleet, prisoners, and faction directory.

EDIT: never mind, I had to leave and come back.

21
Mods / Re: [0.9.1a] Nexerelin v0.9.4b "Mambo No. 9" (update 2019-09-07)
« on: September 08, 2019, 11:17:35 PM »
How do I create an alliance? Do I have to not be commissioned, and does an alliance work like a commission in terms of access to military equipment?

22
Mods / Re: [0.9.1a] Interstellar Imperium 2.1.1
« on: September 08, 2019, 11:32:31 AM »
Why you gotta do me with that Targeting package speed nerf?

23
Suggestions / Re: Aurora as sample case for AI piloting errors.
« on: September 07, 2019, 05:51:38 PM »
I agree completely. A simple fix would be the ability to set the AI of ships without officers to Aggressive or any of the others.

You can already do that. Doctrine agressiveness setting affects all ships without officers, including the ones in your own battles. Put it on 3 instead of the default 2 and all your ships will behave as if they had agressive officers.

A simple fix would be to actually explain that to the player better. Right now you need to mouse over some weird bar amongst other weird bars on a tab that looks like it only affects colonies.

I have been playing far too long to have not known that lol. Thanks a lot.

24
There is a problem with the special bounties. I found the Bounty Hunter bounty and when I interacted with him he is hostile, even though I have my Transponder on and am friendly with the independents, it is telling me I will take a hit to reputation but it won't let me leave.

25
Suggestions / Re: Aurora as sample case for AI piloting errors.
« on: September 07, 2019, 02:01:48 AM »
Solution? Lol wut the solution would be to make AI actually use weapons other than its longest range one. It's ridiculous that all of your AI ships must have weapons of exactly the same range, it makes build variety even worse.

I agree completely. A simple fix would be the ability to set the AI of ships without officers to Aggressive or any of the others. In the long run however there needs to be some tweaks to the officerless AI and the Steady Officer AI.

26
When I use Swift SRM launcher in simulation the rockets are dumbfire instead of being guided like they're supposed to be according to the weapon card (tracking:good). Haven't tried outside simulation. Are they bugged?

They have a pre aim sequence then are dumbfire just like the Squall missile system.

27
Mods / Re: [0.9.1a] Legacy of Arkgneisis 1.4.2 [07/1/19]
« on: September 04, 2019, 10:05:09 PM »
I don't use it on my ship, but I have used it on a few frigates to help support, I had a Monkey model walsh that rocked it and 2 artassaut revolver cannons(small HE diable avionics). He is dead now if that tells you anything, but he sure did last awhile.

28
Are the vengeance fleets part of your mod? Cause that is some cool sh... I mean stuff.

29
Rimward venture Hasn't show up yet in my Nexerelin game, StormHawk and the commies have both made a colony but Rimward isn't even on the faction list yet. Should I be worried?

30
Mods / Re: [0.9.1a] Kiith Nabaal Shipyard 1.0
« on: August 31, 2019, 12:02:59 AM »
There was another Homeworld mod out there, which I think is dead, you should try to get in touch with the mod author and see if you could get his assets to lighten your workload. No reason to do everything twice. Keep up the good work!

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