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Author Topic: [0.8.1a] Flu-X v1.15 (on haitus/dead mod)  (Read 101735 times)

Histidine

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Re: [0.65.2a] The Flu-X Mod Version 0.4
« Reply #30 on: October 20, 2015, 04:18:10 AM »

Nexerelin compatibility added for next version (works mostly like a normal faction, even though it makes zero lore sense if you think about it for five seconds).
Currently they're hardcoded to be hostile to everyone (and are tagged as a pirate faction, which here mostly means no invading or being invaded), is that fine with you spoortje?
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Spoorthuzad

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Re: [0.65.2a] The Flu-X Mod Version 0.4
« Reply #31 on: October 20, 2015, 04:30:23 AM »

Nexerelin compatibility added for next version (works mostly like a normal faction, even though it makes zero lore sense if you think about it for five seconds).
Currently they're hardcoded to be hostile to everyone (and are tagged as a pirate faction, which here mostly means no invading or being invaded), is that fine with you spoortje?

Excellent, seems good to me! (With the; works mostly like normal faction i'd assume you mean they smuggle and trade with other factions? Which is going to change sooner or later.)
Anyway thanks
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Histidine

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Re: [0.65.2a] The Flu-X Mod Version 0.4
« Reply #32 on: October 21, 2015, 03:19:00 AM »

(With the; works mostly like normal faction i'd assume you mean they smuggle and trade with other factions? Which is going to change sooner or later.)
- Zombie plague has a market (whether they started with it or it was captured)
- Someone else invades zombie plague's market
- ? ? ?
- KILL IT WITH FIRE
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Spoorthuzad

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Re: [0.65.2a] The Flu-X Mod Version 0.4
« Reply #33 on: October 21, 2015, 03:34:56 AM »

- Zombie plague has a market (whether they started with it or it was captured)
- Someone else invades zombie plague's market
- ? ? ?
- KILL IT WITH FIRE
Lore-wise everything is captured for the zombies at some point in time (except for maybe their homeplanet) and yes, the marines invading are definitely going to need flamethrowers! :D
« Last Edit: October 21, 2015, 03:37:22 AM by spoortje1 »
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Spoorthuzad

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Re: [0.65.2a] The Flu-X Mod Version 0.4
« Reply #34 on: October 21, 2015, 11:53:18 AM »

Small update! (version 0.45)
after testing v.0.4 a little more I figured these changes were necessary...
This update is focused to make the radikius system a little better
See the changelog for the changes...
Next few updates I think im going to focus on adding a crig and tug ship and probably make a proper faction banner... the current one is pretty bad. (even for my standards)
« Last Edit: October 21, 2015, 11:56:33 AM by spoortje1 »
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Spoorthuzad

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Re: [0.7a] The Flu-X Mod Version 0.5
« Reply #35 on: November 28, 2015, 04:21:32 AM »

Update! Now 0.7a supported
Changes are :
Spoiler
+ Added a much better faction banner
+ Added relationship dialog
+ Added fleet names
+ Added Ui Colours
+ Added Market and fleet music (currently two tracks, hostile and neutral/friendly)
+ Added hullmod "Living hull" It's on every infected ship which makes them unique(r) to other ships
+ Added Independent station
+ Added more stuff in the system
+ Added mod relations
     + Spire : Hostile
     + Dark Spire : Vengeful
     + Crystanite : Welcoming
     + (Mods not mentioned are most likely hostile)

*changed the Raider sprite,variants and some other things
*infected starts now hostile towards player
*Changed up some descriptions / Changed all descriptions
*Changed location of starsystem
*Changed the gunner completely
*Skinner has ammofeed instead of terminator drone (for now)
*Various other balance and update changes
*Now use zip instead of 7zip (should be more universal)

-Removed Orbital burns from the pirate station
-Removed Fighterbays from the necromover
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ChrisH

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Re: [0.7a] The Flu-X Mod Version 0.5
« Reply #36 on: November 29, 2015, 04:45:50 AM »

This mod causes my game to randomly crash unexpectedly, happens about 10 mins into the game when I leave a space station sadly. Great ideas though, I like how these type of ships are much like the Wraith ships from Stargate Atlantis
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Spoorthuzad

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Re: [0.7a] The Flu-X Mod Version 0.5
« Reply #37 on: November 29, 2015, 04:56:41 AM »

This mod causes my game to randomly crash unexpectedly, happens about 10 mins into the game when I leave a space station sadly. Great ideas though, I like how these type of ships are much like the Wraith ships from Stargate Atlantis
Thanks for the report, what mods did you enable?  could you also past the starsector.log here so i can try to figure out the issue.
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Spoorthuzad

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Re: [0.7a] The Flu-X Mod Version 0.56
« Reply #38 on: November 29, 2015, 09:07:39 AM »

Tiny update:
Spoiler
Changelog v 0.56
+added transponder dialog

*Changed fleet comp. (should see more hybrid ships and less "skin-ships")
*Properly changed ship.csv (I'm an idiot)
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ChrisH

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Re: [0.7a] The Flu-X Mod Version 0.5
« Reply #39 on: November 29, 2015, 09:31:52 AM »

This mod causes my game to randomly crash unexpectedly, happens about 10 mins into the game when I leave a space station sadly. Great ideas though, I like how these type of ships are much like the Wraith ships from Stargate Atlantis
Thanks for the report, what mods did you enable?  could you also past the starsector.log here so i can try to figure out the issue.

I'm doing the trial by error to asses all the new 0.7 mods at once :)

So far it seems that it was not your mod causing the crash error

Edit: It was the Fleaden mod, when you encounter an Olympus ship during a battle it crashes afterwards untill 0.71
« Last Edit: November 29, 2015, 09:41:10 AM by ChrisH »
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Spoorthuzad

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Re: [0.7a] The Flu-X Mod Version 0.5
« Reply #40 on: November 29, 2015, 09:51:58 AM »

I'm doing the trial by error to asses all the new 0.7 mods at once :)

So far it seems that it was not your mod causing the crash error

Edit: It was the Fleaden mod, when you encounter an Olympus ship during a battle it crashes afterwards untill 0.71


Ah, so that crash has been fixed by the mod author of the fleaden mod?
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ChrisH

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Re: [0.7a] The Flu-X Mod Version 0.56
« Reply #41 on: November 29, 2015, 03:16:39 PM »

Dont think he knew how to fix it sadly
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Ryu116

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Re: [0.7a] The Flu-X Mod Version 0.56
« Reply #42 on: November 29, 2015, 03:44:02 PM »

This mod causes my game to randomly crash unexpectedly, happens about 10 mins into the game when I leave a space station sadly. Great ideas though, I like how these type of ships are much like the Wraith ships from Stargate Atlantis
Thanks for the report, what mods did you enable?  could you also past the starsector.log here so i can try to figure out the issue.

I'm doing the trial by error to asses all the new 0.7 mods at once :)

So far it seems that it was not your mod causing the crash error

Edit: It was the Fleaden mod, when you encounter an Olympus ship during a battle it crashes afterwards untill 0.71


I'm doing the trial by error to asses all the new 0.7 mods at once :)

So far it seems that it was not your mod causing the crash error

Edit: It was the Fleaden mod, when you encounter an Olympus ship during a battle it crashes afterwards untill 0.71


Ah, so that crash has been fixed by the mod author of the fleaden mod?

Dont think he knew how to fix it sadly

You actually mean Interstellar Imperium?  Because that mod is one that adds an Olympus ship to Starsector.  Here is link:

http://fractalsoftworks.com/forum/index.php?topic=8007.msg171173#msg171173

I quote an author of Interstellar Imperium mod from his post in link above:

New ships!  New weapons!  New stuff!  Warning: Olympus will crash until 0.7.1a.
« Last Edit: November 29, 2015, 03:46:14 PM by Ryu116 »
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StarSchulz

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Re: [0.7a] The Flu-X Mod Version 0.56
« Reply #43 on: November 30, 2015, 04:42:51 PM »

Your mod has inspired me to make an infected cerberus!



eww, what was i thinking?

Takion Kasukedo

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Re: [0.7a] The Flu-X Mod Version 0.56
« Reply #44 on: December 01, 2015, 03:50:09 AM »

I have a question that might be fairly obvious...

Is this integrated to Nexerelin? (It doesn't seem like it'd be integrated into that, but it also seems like Nex is the only mod that allows invasions, currently)
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Is now able to cook a decent Creamy Salmon Pasta, amok other things.

Still loves purple. Still not skilled enough to make a mod that doesn't get that one damn error.
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