Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Topics - connortron7

Pages: [1] 2
1
Modding / Alright april fools is over, have a good one gamers.
« on: April 01, 2022, 09:40:35 AM »

I’m not a Gnoblin. I’m not a Gnelf. I’m a Gnome! And you’ve been... GNOOOOOOMED

2

DELETE THE OLD VERSION OF THIS MOD BEFORE UPDATING (do that for all mods)



Download for version 0.6.1: SAVE!!!! safe :)  https://github.com/connortron7/Keruvim-Shipyards/raw/master/Keruvim%20Shipyards%200.6.1.zip
if you find any problems or have some opinions on balance let me know here or on discord! (preferably discord)


Keruvim Shipyards were a once prominent construction company contracted by the Domain of Man before the collapse, building new and advanced ships for every walk of life and often butting heads with the Tri-Tachyon Corporation. Keruvim specialized in Midline warships and rose to power shortly after it became obvious that fighter-craft are the future of warfare, thus prompting Keruvim to start producing new and experimental battle-carriers able to be equipped for any situation.

After the collapse, Keruvim went into hiding in hopes of avoiding the ensuing chaos and keeping their planets stable. While it initially worked, it quickly became apparent that while Keruvim is near unmatched in ship design, they are lacking in governmental skills and are incapable of ruling over their worlds. Realizing this and not wanting the growing unrest to get out of hand, they decided change was in order, commanding their worlds to each pick 2 representatives to form a ruling council and oversee their future. To ensure peace would remain, Keruvim would stay as their de-facto rulers but would stay on the sidelines and focus on security and construction needs.

It was only until after the 2nd AI War ended that Keruvim revealed themselves to the rest of the Core-Worlds, seeing that the Core needed a factor of stabilization now more then ever, and seeing limitless demand for new ships and countless scrap to be recycled into new parts Keruvim decided to start a new generation of modular ship parts allowing them to quickly assemble ship after ship on the fly without dedicated shipyards. This can already be seen on most of their modern vessels as they contain dozens of repeating and recognizable parts inside and out.


Faction Features:
:a high focus on battlecarriers and fighter superiority 
:high industrial power
:near pristine midline ships


The bulk of Keruvims navy:
Spoiler
[close]


New ships found throughout the sector:
Spoiler
[close]


New Pirate ships found throughout the sector:
Spoiler
[close]




NEW AND EXCITING REVIEWS ARE IN!


things to note:
The some of the ship/weapon sprites are going to get more work but ive been very busy as of late so it will be awhile till they get done.
YES this has alot of anvil assets, NO it is not just "anvil 2", it is its own mod, anvil is dead and its never coming back, i took what i enjoyed and What was still half decent and brought it to Keruvim, most of which has been drastically updated and changed (Anvil Industries was my mod so no, i did not steal its assets)
and one last note, look at this:
Spoiler
[close]


Supported mods:
Nexerelin: https://fractalsoftworks.com/forum/index.php?topic=9175.0
Commissioned Crews: https://fractalsoftworks.com/forum/index.php?topic=16677.0
New Beginnings https://fractalsoftworks.com/forum/index.php?topic=15280.0

Credits:
Spoiler
Keruvims theme: https://www.newgrounds.com/audio/listen/508732
description help by yubbin#0763 on discord
myself for giving me anvil industries assets
[close]

Change Log:
Spoiler

V: 0.6.1: save safe

general:
fixed keruvim ships not spawning in independent fleets (forgot a "}")
fixed all axe's not having keruvim bulkheads
moved the keg to the keruvim_export_bp from the base_bp


V: 0.6: not save safe

general:
removed all reaver ships/fighters except cudgel (they will return some day in another mod )
fixed(?) quarry not deploying for combat
added New Beginnings support


ship changes:

empress:
added b-deck

catapalt:
added canister flak

cudgel:
removed reaver engineering
added advanced turret gyros
changed engine colors to lowtech
added to pirate_bp

both chariots:
decreased supplies a month/deployment points from 25 to 23
increased max cargo from 50 to 150
increased max speed from 45 to 55

chariot A:
increased max armor from 700 to 800 (to match B)
increased min crew from 100 to 120 (to match B)
updated center of sprite to match A's touch ups

chariot B:
increased base value from 12.5k to 14k (to match A)


V: 0.5: Reaver Begone!
SAVE BREAKER

general fixes/changes:
added 4 more reviews to the review board
increased spawn rate of pride ships from 0.5/10 to 1/10
moved keruvim systems near hegemony space (god sick of legio dunking on them every time plus more lore accurate)
fixed keruvim CC tip grammar
fixed keruvim ships not showing up in the nex start after hitting "randomize ships"
fixed a few description errors
fixed pride ships not spawning right
stopped the tsar cannon from spawning in pirate and independent fleets (found out why that was a BAD idea the hard way)
removed the catapult (P)
REMOVED THE REAVERS
added reaver ships to pirates under the "Pirate Inc" name (stop-gap till i figure out what to do with them)


general additions:

ship additions:
added the condor (Pirate Inc.)

ship changes:

hammerhead (Pirate Inc.):
increased deployment points/supplies per month from 10 to 12

outlaw:
increased deployment points/supplies per month from 45 to 50

lasher (Pirate Inc.):
increased deployment points/supplies per month from 4 to 5

cutless (Pirate Inc.):
increased deployment points/supplies per month from 5 to 6

cerberus (Pirate Inc.):
increased deployment points/supplies per month from 4 to 5


qaurry:
increased supplies a month/deployment points from 18 to 26 (idk why i had it so low)

catapult: overhaul time!
changed several parts of the sprite
changed mount style to match age
removed large ballistic turret
removed 2 small missile hardpoints
added 2 medium ballistic hardpoints
added 1 medium ballistic turret
removed shields
replaced keruvim bulkheads with rugged construction
increased max speed from 25 to 40
increased acceleration by 50%
increased max ordnance points from 150 to 165



V: 0.4.1: should be save safe
general fixes:
fixed cuidado and heritage not having patrol hq (will requre a new save for this to take effect)
fixed muck up in penger desc
fixed cutlass not having reaver hullmod

general addition:
added drugs and luxury goods to the reavers illigal commodities
added "hates ai" to faction traits with nex
refined nex alightments
added keruvim weapons and export ships to  scavanger fleets
added supership start to keruvim

ship changes:

lucerne:
added solor shielding
   beetlle drones:
  -increased fighter count from 3 to 6
  -formation from V to BOX

broadsword (RBV):
increased OP cost from 10 to 12

talon (RBV):
increased OP cost from 4 to 5

carrion:
bulked up sprite on right side


both catapults:
cut off some armor and added 2 small jets on each side (no stat changes)
reduced supplies a month/deployment points from 30 to 27
increased crew reqiured from 225 to 260
reduced pirates credit cost from 130000 to 120000 and reduced regulars credit cost from 130000 to 110000
halved spawnrate
added both versions to the sim battle

V: 0.4: SAVE BREAKER
general fixes:
fixed planet descriptions not showing up
fixed the stallion being classed as a destroyer instead of a frigate
fixed the catapult (P) spawning in keruvim fleets instead of pirate fleets
fixed the rapier not spawning
fixed keruvim showing up on the faction list even after death
fixed antlion needing 2 crew despite being a drone

general addition:
added the reaver blood cult faction with the ichor star system (has nex, indo evo and CC support)
added (re-added?) indo evo support (i swear i already did but could not find it so here we are!
changed the blueprint icon to match literally everyone elses
added  the best mod reviews to the forum page

ship additions:
added the bouncer class heavy defense frigate to pirate fleets
added the quarry class combat miner to independent fleets and rarely in pirate fleets
added the lasher, hammerhead, cerberus, broadsword and dominator (RBV)
added the chariot (Pride)


ship changes:

outlaw:
replaced both talons (RBV) with broadswords (RBV)
added the reaver military engineering hullmod

bandit:
renamed to mule (RBV)
added the reaver military engineering hullmod

bastion:
decreased spawnrate by 50%
now spawns in keruvim fleets/markets

duchess:
decreased supplies a month/deployment points from 55 to 45
did a few edits to the sprite

cudgel:
increased max burn from 7 to 9
removed civ grade hull
added the reaver military engineering hullmod

both axes:
increased max burn from 9 to 10

all zweihanders:
increased burn from 8 to 9

both chariots:
increased max burn from 7 to 8
increased max hull from 7500 to 9500

both catapults:
increased max burn from 7 to 8


V: 0.3: SAVE BREAKER
general changes:
changed the tech type of the outlaw, bandit, cudgel, talon (???) and cutlass to reavertech from lowtech
changed prefixes for all ships, weapons and hullmods from "anvil" to "keruvim" (now yall can shut up about the "dur dur its anvil" crap)
fixed carrion showing up blurry in the loadout screen

new ships:
added the flail light frigate
added the morgenstern light cruiser
added the stallion combat freighter frigate
added the glaive (pride)
added the paragon (P) (god help you)
added the catapult heavy missile cruiser (will appear in keruvim, hegemony, church and inde fleets)
added the catapult (P)

sprite changes:
both culverins received some touch ups
outlaw got its reaver coloring (for better or worse)
duchess received some touch ups
tsar cannon got some touch ups


duchess:
removed 2 medium missile turrets
reduced max ordnance points from 330 to 300
reduced max hullpoints from 13000 to 11500


outlaw:
decreased max speed from 65 to 35
decreased max ordnance points from 315 to 270
replaced modular fighter slots with 2 talons (???)
removed 2 medium mounts

flamberge:
decreased peak performance time from 400 to 250
decreased max speed from 155 to 120
increased max hull from 1000 to 1200
increased shield efficiency from 1 to 0.9

antlion:
replaced ion cannon with ion cannon (high delay) which it was supposed to be from the start

flea:
increased OP cost from 3 to 4

m21 light blaster:
increased flux to fire cost from 250 to 300

cudgel:
decreased max flux from 11000 to 9700

zweihander regular:
decreased max flux from 4600 to 4200

zweihander MK.II/MK.III:
decreased max flux from 6000 to 5500

zweihander MK.II/regular:
decreased max speed from 85 to 65

chariot MK.II/regular:
increased max hull from 6000 to 7500

all zweihanders:
increased max hull from 4400 to 5500
decreased max armor from 460 to 500
halved acceleration, deceleration and turn acceleration
decreased max turn rate by 1/3



V: 0.2: Save Breaker (for StarSector Version 0.95a)
general changes:
stopped the lucerne from spawning as a rare blueprint (ill add it as an HVB eventually, gotta fix em up)
descriptions looked over and patched up by yubbin#0763 on discord
changed all (A) and (B) variants to regular and MK.II variants
removed the chariot Triga
renamed the chariot Quadriga to just chariot
added "custom" portraits
added chem labs to crucible


moved all pride ships to a dedicated pride blueprint and decreased spawn rate
gave keruvim accese to midline ships (at a reduced spawn rate)

new ships/weapons:
added the ranger mining/salvage rig (can only be found in independent markets)
added the m21 mining blaster (can only be found in independent markets)
added the new and "improved" bastion class command rig (can only be found in independent markets)
added the brawler XIV to keruvim fleets, as of this release the hegemony's brawler spawns are borked so until the next starsector hotfix they will not have it (keruvim re-discovered its blueprint and gifted it to the hegemony)
added the zweihander (P)
added the Axe and Shotel pride variants (they are the same stat wise, ill be adding a unique hullmod to all pride variants down the line)
added the chariot MK.II
added the outlaw

all chariots:
replaced system with angel wing boosters
increased shield efficiency from 1.1 to 0.9
decreased shield upkeep from 0.7 to 0.6

angel wing boosters:
doubled recharge time

all zweihanders:
increased supplies per month/deployment cost from 10 to 12
[close]

3
Mods / [0.97a] Exalted (V1.4) DO YOU FEEL BUFF? BECAUSE I DO!
« on: August 24, 2020, 06:11:20 PM »
                                                                                 
DELETE THE OLD VERSION OF THIS MOD BEFORE UPDATING (do that for all mods)
The Download for version 1.4: https://github.com/connortron7/The-Exalted/raw/master/Exalted.zip

if you find any problems or have some opinions on balance let me know here or on discord! (preferably discord)


The Ships (not all)
Spoiler
[close]

The Weapons (not all)
Spoiler
[close]

The Exalted are ex-Tri-Tachyon Corporation members who have grown to strongly dislike them over the years. Shortly after the Second AI War began, the forerunners of the Exalted took advantage of the chaos to flee the Core Worlds with a massive amount of ships, personnel and supplies. Long after the war ended, Tri-Tachyon Corporation was primarily occupied with rebuilding itself and assumed the mass amount of company property lost during their conflict with the Church and Hegemony was destroyed in the war, ensuring the Exalted's freedom and anonymity, allowing them to pursue their own goals.

The Exalted believe that advanced technology is the only hope to survive in the current political climate they find themselves in and have come to the conclusion that Tri-Tachyon's abuse of technology, the Galactic Church's ignorance and the Terran Hegemony's stubborn clingyness to a dead empire will be the end of humanity. Instead, these people choose to campaign against such beliefs. Within their short time in power, they have earned a reputation for being cruel and ruthless to any military officer unfortunate enough to be captured, but merciful to any innocents caught in between the crossfire of most battles.




Supported mods:
Nexerelin: https://fractalsoftworks.com/forum/index.php?topic=9175.0
Vayras Sector: https://fractalsoftworks.com/forum/index.php?topic=16058.0 (1 HVB)
Commissioned Crews: https://fractalsoftworks.com/forum/index.php?topic=16677.0

Credits
Spoiler
avanitia and JRG for some major description changes
exalted theme: acid by bdog705 https://www.newgrounds.com/audio/listen/628892
Sound effects obtained from https://www.zapsplat.com
[close]

Change Log
Spoiler
V:1.4: breaks saves

general changes:
fixed several typos/mistakes in descriptions
removed heavy burst laser from known weapons (plasma morter taking its spot)
added hielo heavy shredder
added trueno bolt gun
removed geist
removed witch
removed plague

ship systems:

possession:
added shimmer visual effect
increased active time from 4 to 8 seconds
increased cooldown time from 5 to 15 deconds
changed AI_TYPE tag from MANEUVERING_JETS to WEAPON_BOOST

weapons:

updated shot/glow colors of fuego, agua, tierra and aire weapons

plasma mortar:
now acts as a point defence weapon
increased flux per shot from 370 to 400
decreased range from 450 to 350

aire burst laser:
decreased sound volume
decreased chargeup from 1 to 0.7
decreased flux per shot from 25 to 20
decreased weapon market tier allowing more common spawns in markets and easier access

fuego blaster:
decreased flux per shot from 65 to 60
decreased weapon market tier allowing more common spawns in markets and easier access

agua blaster:
decreased chargedown from 0.5 to 0.4
decreased flux per shot from 130 to 110
increased max range from 450 to 500
decreased weapon market tier allowing more common spawns in markets and easier access

tierra burst cannon:
increased flux per shot from 400 to 450

varna PD laser:
increased flux per shot from 4 to 5

ship changes:

apparition:
edited sprite to be less bright at the front

vampire:
increased max flux from 5900 to 6500
increased max dissipation from 350 to 450

spirit:
increased max flux from 3100 to 3300
increased max dissipation from 170 to 200

wraith:
increased max flux from 11700 to 14000
increased max dissipation from 700 to 850
increased max speed from 60 to 75
increased max burn from 7 to 8

lich:
increased max flux from 12700 to 13400

odyssey (EX): making the super ship super
increased shield efficiency from 0.7 to 0.6
increased sheild arc from 90 to 120
prototype emp reactor no longer prevents weapon fire
increased range of prototype emp reactor arcs from 900 to 1000
decreased sprite saturation

nightmare:
increased max flux from 11000 to 13000

non (EX) variants of hoshiko and cielo:
changed tech/manufacturer from exalted to hightech
fixed not spawning in independent fleets

V:1.3.3: not save safe
general changes:
removed and combined all 3 phylactorys
fixed faction intel showing up even when destroyed
removed mention of the werewolf from an indo-evo file causing a rare crash
fixed eerie mis-spell
fixed exalted ships not showing up in the nex start after hitting "randomize ships"
fixed grand fleet start in nex
added support for tomatopastes HexShields mod
gave the exalted access to ballistic weapons for nex mining fleet purposes

additions:
added the faint class light frigate to exalted fleets
added a civ version of the cielo to the hightech_bp
added the hoshiko salvage vessel to the hightech_bp
added the hoshiko (EX) salvage vessel to exalted fleets

ship changes:

omen (EX):
decreased max OP from 40 to 35

V:1.3.2: save safe
general changes:
fixed osiris star system placement
removed ground support package from phylactery MK.III
replaced the spectral cloak on the witch and geist with regular phase cloak
fixed the elemental weapons sound issue (wont be so loud and wont come through both ears when weapon is to the side)
updated faction ship starts with nex installed (with a new super ship start)


odyssey (EX):
added as a super ship start with nex installed
increased ordnance points from 280 to 310
increased shield efficiency from 0.9 to 0.7
increased peak CR from 600 to 700
increased supplies a month/deployment points from 45 to 55
    (prototype EMP emitter):
    increased arc damage from 200 to 300
    increased arc EMP damage from 1000 to 1300
    increased range from 800 to 900



wraith:
decreased supplies a month/deployment points from 30 to 25



V:1.3.1: save safe
general changes:
fixed phylactery MK.III having 700 cargo instead of fuel
gave the cielo a description

V:1.3:
general changes:
split the blueprint into separate weapon and ship blueprints
added Phylactery MK.III
removed the Werewolf
added the Cielo
reduced size of the Aires projectile
adjusted Mausoleums background and Tombs market picture
added the "devious" faction trait with Nex installed
removed the priest HVB
added the Shrike (EX)
added weapon sounds to the Aire, Fuego, Agua and Tierra
edited the descriptions to remove any reference to anvil industries (rip)
NOTE:for some reason the exalteds open markets like to spam tankers, i cant figure out how to fix this. (i spent like 3 hours trying, sorry)


Eerie:
decreased shield efficiency from 0.4 to 0.5
improved shading on sprite

Lich:
decreased spawn rate by 60%

Phylactery:
increased max cargo space from 250 to 300

Phylactery (B):
renamed from (B) to MK.II

omen (EX):
replaced sprite
increased max OP from 35 to 40
decreased max cargo from 30 to 20


V1.2: NOT SAVE SAFE
general changes:
descriptions looked over and updated by JRG#5310 on discord
added a secondary teal color to the campaign and most exalted ships (phase ships and HVBs not included)
fixed exalted blueprint sprite showing up as blank
removed vayra raiding partys (at least till vayra fixes them)
added exalted ships to the sim

fantasma:
now has the COMBAT tag
increased supplies per month/deployment points from 20 to 25

mordare siege laser:
increased damage from 1300 to 2500
decreased flux per shot from 850 to 700
increased projectile speed from 700 to 900
decreased chargedown from 1.2 to 1

all voodoo missiles:
increased hitpoints from 150 to 200
increased damage from 450 to 500

varna pd laser:
increased damage from 15 to 20

witch:
increased OP from 40 to 45
increased max flux from 2600 to 2800

fuego blaster:
increased damage from 50 to 75

halvete cannon:
increased damage from 350 to 450
increased energy per shot from 250 to 400

wraith/lich/apparition:
completely reworked with new sprite

both phylacterys:
increased shield efficiency from 0.6 to 0.7

aire burst laser:
decreased flux per shot from 35 to 25

tierra burst cannon:
increased damage from 120 to 350
increased flux per shot from 150 to 400

geist:
increased max hull from 3000 to 3600

vampire:
decreased max flux from 6000 to 5900

eerie:
decreased shield efficiency from 0.7 to 0.4
decreased shield upkeep from 0.5 to 0.4
replaced fortress shield with active flare launcher

spirit:
removed high maintenance

nightmare:
bulked up the engines on the sprite and added smaller details


V1.1: save safe
general changes:
fixed most weapons not spawning in regular markets
migrated version checker to github


new ships/weapons:
plague class super fighter

the following descriptions have had major changes:
eerie
werewolf
spirit
vampire

delusion:
replaced the ecto beam with a diluted ecto beam (does 1/3 of the damage)
increased OP cost from 9

mordare siege cannon:
complete rework

exalted subsystems:
decreased CR degradation from 60 to 45
added increased shield unfold speed by 50%
added increased shield turn speed by 30%
made hardened shields incompatible

V1:
general changes:
added the Osiris star system near tri-tach space
mordare no longer targets fighters
lowered sound of market music for the exalted
added reinforced bulkheads to all HVBs (sorry completely forgot)
the exalteds blueprint package is now rarer
new faction flag
grave is no longer a freeport
edited the exalteds engine and shield colors
upgraded the battlestation on Tomb to a Starfortress
added several AI Cores to industries on exalted worlds
changed the location of mausoleum (high above Haven and Westernesse)
replaced space port on tomb with mega port
replaced corrupted nanoforge on tomb with a pristine nanoforge
commissioning with the exalted now makes the player friendly to the remnant
refined known weapon blueprints



new ships/weapons:
fairy class kinetic bomber to exalted fleets
witch class phase frigate to exalted fleets
phylactery (B) class troop transport to exalted fleets
voodoo launcher (large missile) to exalted ships
fuego blaster (medium energy) to exalted ships
eerie class defense frigate to exalted fleets
agua blaster (medium energy) to exalted ships
aire burst laser (small energy) to exalted ships
werewolf class attack destroyer to exalted fleets

ships that had a full overhaul including new sprites and stats:
wendigo
geist
spirit
fantasma

following ships/weapons have had minor/major sprite changes, but little to no stat changes:
omen (EX)
nightmare
plasma mortar (formally plasma caster)
varna PD laser
apparition

following weapons have been renamed:
plasma caster to plasma mortar
halvete MK.2 to halvete

removed these ships/weapons:
mercury EX
doom EX
wolf EX
regular halvete


plasma mortar (formally plasma caster)
increased range from 450 to 550

apparition:
decreased max fuel/LY from 5 to 4
decreased max fuel from 100 to 40
decreased max cargo from 150 to 80


possession:
edited color change to engines and weapon glow
now properly shows speed and maneuverability increase on left of screen

voodoo MRM:
decreased ordinance cost from 5 to 4


nightmare:
removed 1 large hardpoint
[close]

4
Modding / stacking star systems problem
« on: July 29, 2020, 02:37:16 PM »
so i added another star system to anvil and out of nowhere it spawns on top of another one of my star systems, nothing i do can change its location, im really at a loss on whats wrong here.

their locations are like this in the starmap.json and nothings out of the ordinary in the star systems .java file
[-26500,3000],
[-6000,-30500],

5
Lookin for the original sprite from the old days.

6
Modding / question about save breaking [SOLVED]
« on: December 13, 2019, 01:48:46 AM »
The question is that if i change a ships sprite, bounds and weapon placements will it break a save that has that ship in it?
Also does the same go for ship systems? I assume that could break a save but unsure.

I know at the very changing ship IDs will break them

7
Modding / 2 similar problems with weapon loadouts. [SOLVED]
« on: November 12, 2019, 01:06:06 PM »
firstly is this, i go to the autofit screen, click on the loadout i have saved and it shows me the loadout without the 2 weapons upfront, i have 12 of them in my inventory and 2 are literally on the ship at the time yet when i hit autofit it doesnt put them on and instead adds extra caps and vents. what am i doing wrong?



secondly and similarly for another ship it seems that the autofit shows the same problem but this time its adding harpoons insead of just nothing like last time, these are like my 29th and 30th ships added and yet ive never had this problem, similarly these are both my first phase ships if that has anything to do with it?






8
Modding / Possible to make a gun from the sabots burst?
« on: November 12, 2019, 10:53:52 AM »
My brother came up with the idea to make a short range gun that just fires the burst from a sabot, would that be possible? If so how would i go about doin it?

9
Modding / [SOLVED]
« on: November 06, 2019, 06:15:04 PM »
not sure if direct things from other stuff is fully allowed without some changes, ive seen star trek and battlestar stuff around so i assume im good



[SOLVED]

10
Modding / problem solved!
« on: October 22, 2019, 02:37:21 PM »
  ;D

11
Modding / How to add custom fighters?
« on: October 19, 2019, 09:44:31 PM »
I assume the ship and weapon editor wont work? Wanna add fighters to my mod but obviously no idea how

12
Modding / never mind!
« on: October 15, 2019, 10:33:11 PM »
nvr mind

13
Modding / How to make custom faction?
« on: October 12, 2019, 11:45:09 AM »
Looking to finally turn anvil industries into a faction soon after a few more updates and not sure where to start.

14
Mods / [0.9.1a] Anvil Industries V1.3.6: Its dead jim...
« on: October 07, 2019, 03:13:16 PM »
disclaimer: this mod is dead, i have no interest in continuing it. but that does not mean all ships will be lost forever, im working on a new mod Keruvim Shipyards which as the name suggests is a ship building company, it will have a midline military fleet but will sell various civ ships to the independents aswell as other factions. many ships will be deleted and few ships are staying, anvil as a faction is no more and blackjacks fate is unknown atm. many new ships and maybe a new weapon or 2 will be added. this new mod will be incompatible with Anvil Industries and as such this mod is no longer available

all and all things are gonna change and ive made up my mind on it, this wont come to pass for some time as ive been busy with work and working on my other mod The Exalted, which is where i will leave off on, check them out sometime! just updated them not to long ago with some new sprites and a new color scheme, have another update already in the works to fix some loose ends!
shameless self plug to the exalted can be found here! https://fractalsoftworks.com/forum/index.php?topic=19036.0


DO NOT REDISTRIBUTE ANVIL INDUSTRIES ON THIS OR ANY OTHER SITE, ITS DEAD AND I WANT IT TO STAY DEAD

                                                                                                     

the download?: https://fractalsoftworks.com/forum/index.php?topic=19036.0/Anvil%20Industries1.3.6.zip?dl=1 nah sorry



special thanks
Spoiler
to vayra for her help on the new outlaw sprite and modding tutorial! wouldn't be here without it!
J0hn Shm0 for their help with modules.
king alfonzo for help with nex support
knightoftigers for incredible help setting up star systems!
tartiflette for their kitbash database
black lynx for looking over and improving many descriptions
captain trek for major balance help
avanitia for some major description changes
thanks to my brother for his miserable ship ideas on the spirit and cudgel
and to SierraTangoDelta for proof reading and editing the earlier descriptions. (none of the newer ones)
Blackjack theme: business by Faizyr https://www.newgrounds.com/audio/listen/487401
anvil theme: the old record by faizyr https://www.newgrounds.com/audio/listen/488465


 
[close]

15
General Discussion / how to add spoiler?
« on: October 06, 2019, 11:56:44 PM »
im looking to add my mod soon but a lil confused on how to use the forum at 100%, how do people have spoilers with pics on them? and how do i properly add and move pics while editing?

Pages: [1] 2