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Messages - connortron7

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16
Mods / Re: [0.95.1a-RC6] HexShields - Shield Reskin v1.1.0
« on: September 24, 2022, 03:37:12 PM »
adding the exalted to the whitelist for next update, it fits them quite nicely!

17
hey yall its me the one and only connortron7 from the forums! here to bring you fresh news on this dusty mod!

i got a couple new ships planned aswell as a new civ variant for the cielo, at minimum 2 original frigates and a destroyer!
and a few under the hood fixes and such as per the usual.

here is the unnamed destroyer WIP i got for ya, gonna be a hightech salvage ship with both an exalted and civilian variant. figured their isnt much in the way of hightech ships of this type in the modiverse and made sense for the exalted to have one based on their early nomad past scrounging for scraps in ruins and derelicts.

18

new smallish update! better then the nothing ive been doing recently. will break your saves ah well.

changes
Spoiler

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




[close]

19
ROCK SHIP LETS GOOOOOOOOOOO

20
I'm not attached to the Reavers as a faction but their ships are cool. From your phrasing, it sounds like there's going to be an interim where the ships will be out of action. I'd appreciate if you'd just chuck the ships to the pirates for the time being (or something similar) so we can still use and fight against them. Cheers!
aye thats prob for the best, ill toss em as a very rare sight in pirate fleets till i do something with em.

21
so small mod update (not actual update yet, more of a update of what im doing with it) i plan on separating the reavers of ludd from keruvim as to not have an extra unnecessary faction that has nothing to do with the main faction of the mod and unneeded bloat.
dont worry i wont be repeating history like the exalted exodus from anvil that was followed by anvil indsutries deletion lol, i also plan on doing a complete overhaul of their lore, no more edgy ludd cult, perhaps a pre-collapse food manufacturer turned independent military power house once the gates stopped, ship sprites will likely get some changes outside of a hue shift, aswell as some proper unique weapons for em, tho it will be some time coming as im often too busy to work on keruvim as is rn and separating a faction and all its odds and ends is a headache for me.

Another small update on the state of things, i know i have not posted in awhile, my job has been straining me mentally and have rarely been in good enough mood to mod, but i plan on starting work on keruvim again very shortly as ill also be quitting soon.

And as always my mind is as fickle as ever and i have decided just to delete the reavers all together, the ships may find themselves some love down the line but for the next update they will be gone. If it would let me remove the poll i would.

22
One weird thing is noticed with nex, i went into a war with and alliance having Keruvim, i got sent bounty hubters from next but none of the capital ships were present in those fleets. Other similar bounty hunter fleets had 10 capitals but Keruvim fleets just had destroyers and a few smaller ships.
Strange, ill have a look next chance i get

23
Modding / Re: Colonies of the Modiverse
« on: September 09, 2022, 06:55:34 PM »
Huh neat! Ill let you know when i change industries on my worlds! As keruvims next update will see some changes

24
Mods / Re: [0.9.1a] Neutrino Corp. (v. 1.86-RC3)
« on: May 15, 2022, 09:31:45 AM »
...



How this monster work ?! coolnest overload
Looks to be a station

25
Mods / Re: [0.95.1a] Furry Portrait Pack v1.11
« on: May 14, 2022, 04:15:57 PM »
Downloaded, have an amazing day!
I'm going to love starting tac bombardments with a furry portrait.
God speed gamer, god speed.

26
so small mod update (not actual update yet, more of a update of what im doing with it) i plan on separating the reavers of ludd from keruvim as to not have an extra unnecessary faction that has nothing to do with the main faction of the mod and unneeded bloat.
dont worry i wont be repeating history like the exalted exodus from anvil that was followed by anvil indsutries deletion lol, i also plan on doing a complete overhaul of their lore, no more edgy ludd cult, perhaps a pre-collapse food manufacturer turned independent military power house once the gates stopped, ship sprites will likely get some changes outside of a hue shift, aswell as some proper unique weapons for em, tho it will be some time coming as im often too busy to work on keruvim as is rn and separating a faction and all its odds and ends is a headache for me.

27
Mods / Re: [0.9.1a] Neutrino Corp. (v. 1.86-RC3)
« on: April 30, 2022, 06:38:46 PM »
Made possibble
I love neu gve mme likn so i acna preprder

Wow that sure is legible!

And for what my 2 cents are worth, i think the new sprites look great! I will miss the old ones after playing with them since this mod was released, and for the most part where pretty good, but the new style blends with vanilla better and thats what i like! legit cant wait to see what you do with the rest of em!

28
Modding / Re: tf is this
« on: April 24, 2022, 12:15:05 PM »
 ???

29
Modding / Re: [0.95.1] Onslaught Intensification V0.11
« on: April 16, 2022, 06:31:02 PM »
remove my derelict and 2 remnant onslaughts, and the outlaw, which isn't even an onslaught... and every other one you didn't ask permission for while your at it

30
Mods / Re: [0.95.1a] Interstellar Federation (refurbished)
« on: April 08, 2022, 12:52:00 PM »
Im loving the ship designs. They fit really well.
I dont know if this is a little nitpick-ish, but it doesn't seem like the ships in my colonial defense fleets ever use the interstellar federation weapons, even if i prioritize them over vanilla weapons.
Yes, same with the ships actually. I already had this listed under "issues" in the first post. It is the same actually with any ship mod out there. For some reason your personal faction seems to ignore your preferences most of the time. Not sure what to do about that, or if there is just something I misunderstand about the mechanic. Others welcome to comment and educate me on the problem.

Thanks a lot ;D, also I fund a orbital laser that cost 950 dp and wonder where is it used.
I have no idea either; it always came with the mod. Well, I can make an educated guess, because if you look into the graphic folder for the ships, you can see an "earthcracker" design, which looks like an orbital or satellite. It was unrealized in the original mod, but I would bet that it was meant to mount such a weapon/ should have come with it inbuilt.

Currently you would need to custom mod some hull to have over 950 ordnance though. :P
The earthcracker was once a "boss" enemy back in the super early days of starsector, back when we only had 3 factions and 1 star system, it would orbit the sun and ear through your fleet, but would give great loot for the time.

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