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Messages - Wriath

Pages: [1] 2 3 ... 19
1
Mods / Re: [0.95a] Seeker - Unidentified Contact 0.42 (2021/03/27)
« on: November 12, 2021, 03:18:27 PM »
Appologies if this has been related before but the demeter seems like it generates revenue even when mothballed which seems a bit broke. Edit: if you could have the effect only happen above X% CR it should take care of itself I think.

2
Modding / Re: [0.8a]Wriath's Ship Addition Mod V.7
« on: May 23, 2017, 05:02:30 PM »
I need to put another post on the other mod as well, I just got promoted at work so work has slowed down on both as I've been a bit overwhelmed... I'm not sure when I'm going to have some time to change much.

3
Modding / Re: [0.8a]Wriath's Ship Addition Mod V.7
« on: May 15, 2017, 04:55:54 AM »
I'll check on that sometime today.

4
Modding / Re: [0.8a] Interstellar Federation Legacy (V 0.5)
« on: May 15, 2017, 04:54:42 AM »
The Orbital Fusion cannon is a remnant from this http://fractalsoftworks.com/forum/index.php?topic=1979.0 Expect it in a mission maybe in a later version, it's not at all balanced so I hadn't really intended to bring it to campaign. (at least I'm pretty sure that's what it is, I didn't see it on any of the other variants)

5
Very much excite!

6
Modding / Re: [0.8a] Interstellar Federation Legacy (V 0.5)
« on: May 14, 2017, 11:14:06 AM »
Reserved for bugs/to do list
Version in mod_info.json and mod description are wrong, doesn't affect gameplay.
Also if someone familiar with data/campaign stuff (faction creation/campaign integration) I could use some direction.
Fix naming conventions, remove ammo on ballistics.

7
Modding / [0.8a] Interstellar Federation Legacy (V 0.5)
« on: May 14, 2017, 11:11:12 AM »
Click the image below for download.



This is the First version of Interstellar Federation Legacy mod. It's an update of the classic IF mod by Keptin that was discontinued a few years back. http://fractalsoftworks.com/forum/index.php?topic=2012.0

So far I have converted all the ships, weapons, item descriptions, and ship systems. The ships and weapons have been added to the independent fleets and markets as part of a demo versison of the mod while I work on integrating them as their own faction. A lot of the lore doesn't really line up with that of starsector, and I'm not really planning on expanding on the 'Jardain' aliens mentioned in the lore and a few teaser images by Keptin. I'm still brainstorming the specifics of the lore, faction relations, etc.
The ships and equipment are still in an early state of balance, many of their stats were either nonexistant in previous versions of the game, or have completely changed, I've given things a once over but there are still a number of oddities. If people want to start trying the ships and gathering information on what's broken with that stuff I can focus more on the other work that's going on, and it would be appreciated.

Released under http://creativecommons.org/licenses/by-nc-sa/4.0/ with permission from the original author.

Special thanks to
Keptin for creating all the content. None of this would have been possible without what must have been countless hours of work on his part, and he definitely goes at the top of the list
Tartiflette and Mshadowy for inspiring me to get into mod creation in this game and some tips along the way.
Alex for making Starfare... sector and giving us such a great, versatile platform to express ourselves on.
Many folks in the Discord who I bounced ideas off of, asked questions, and just in general were very welcoming.

8
The tac laser on the wren looks really sleek/well moulded to the hull and the custom mining blaster on the katrina class is a cool departure from the regular one without looking out of place.

9
Mods / Re: [0.6.1a] Interstellar Federation v1.27
« on: May 12, 2017, 10:08:31 AM »
All the props go to Keptin, I'm just doing the legwork.

10
Mods / Re: [0.6.1a] Interstellar Federation v1.27
« on: May 12, 2017, 08:17:21 AM »
Making Progress.

[attachment deleted by admin]

11
Mods / Re: [0.6.1a] Interstellar Federation v1.27
« on: May 11, 2017, 09:01:39 PM »
So I uhh... might have started working on a reboot for this.

[attachment deleted by admin]

12
Modding / Re: [0.8a]Wriath's Ship Addition Mod V.7
« on: May 10, 2017, 05:37:57 AM »
I know how but I'm not really sure what else to put on it, if anyone wants to screenshot the refit screen and show me what they're doing with it I might add some more variants.

13
So uhh... restored a Valkyr D and noticed I was SOL on the nose mount. That's a bummer but I dunno what you could really do about it.

14
Modding / Re: [0.8a]Wriath's Ship Addition Mod V.7
« on: May 09, 2017, 05:15:35 PM »
Added a new ship, custom sprite by me. I changed the name of the Barrage because I realized I hadn't spoken to Apophis about using the name of the ship. Sorry about that everyone.
Anyway, the Assassin is a ship that's halfway between a frigate and a fighter, it's a two ship squadron with the lead vessel having a built in fighter wing that's the same ship.

15
Modding / Re: Biomechanoids (WIP)
« on: May 08, 2017, 07:22:17 AM »
As far as the crew damage armor regen, could you make starting the system do a chunk of hull damage then immediately repair it to kill off some crew? (Raises the question of whether crew death is calculated by damage as it's done or just the difference between when the battle started and ended.)

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