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Starsector 0.95a is out! (03/26/21); Blog post: Of Slipstreams and Sensor Ghosts (09/24/21)

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Messages - Volken

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Modding / [WIP] [0.9a] The Collector Cartel
« on: November 29, 2018, 01:41:12 PM »

The Collectors are a criminal organization known for exhuming and smuggling commodities deemed illegal by most factions. Most common of which are AI cores, remnant control units and domain era weapons technology. Little is known of their origin but the available data indicates that their current area of operations mostly revolves around various fringe worlds and abandoned systems on the outskirts of the sector. Sightings across the core systems are not uncommon however, as they almost always travel under the guise of independent traders when conducting smuggling operations. The collectors are infamous for their excessive use of AI and cybernetic implants, as most members of the organization have at least one on hand, on either their ships or themselves. Manipulation of this forbidden technology and their twisted experimentation of the human biology has earned them condemnation from every major part of the sector and especially from the Luddic Path. Which regards their entire existence as a heresy and its members actively engage the Cartel at every opportunity. Even if they have to venture out into deep space to do so.

Known Ships

Bounty Board

MayorTheRed - For allowing me to use one of his sprites

General Discussion / Re: Getting Your Own Colonies to Supply Each Other?
« on: November 18, 2018, 04:48:11 AM »
I think it depends on your planets' accesibillity rating. The higher it is, the more resources can the colonies transfer

Announcements / Re: Starsector 0.9a (Released) Patch Notes
« on: November 16, 2018, 10:03:44 AM »

Announcements / Re: Starsector 0.9a (In-Dev) Patch Notes
« on: June 01, 2018, 12:06:36 PM »
HNNG, Only Alex can make text so sexy

Blog Posts / Re: Revisiting the Economy
« on: January 04, 2018, 03:51:38 AM »
Great blog post! With this colony system shaping up quite nicely, now it'd be cool if we had a fleet and blueprint system where you could customize your fleets and manufacture ships/equipment in your colonies for which you have the blueprints for. That would be like the cherry on top!

General Discussion / Re: Are the colossus Mk II and Mk III good?
« on: June 06, 2017, 05:40:07 AM »
Yeah i really think that weapon malfunctions happen too soon and too often. I think Alex should tone them down by about 25%

Honestly I didn't have too many issues with them. I beat two of them with a Kite, Condor and a Hammerhead (D). Missiles and fighters deal with them pretty easily.

Blog Posts / Re: The Grim Visage Of Space Pirate Ivaylo
« on: November 12, 2016, 01:18:11 PM »
Very nice! If you need any more real-life pictures for inspiration let me know, I'd love to send in mine! :D

Something which actually didn't happen in - but happened because of Starsector: After taking a pretty long break from Mechwarrior Online, mostly playing SS I decided to come back to it and while I was playing and because the game has a very similar heat/flux system like SS - I kept pressing V to vent my heat on several occasions and it made me wonder why my heat wasn't going down :D

Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: May 04, 2016, 05:19:44 PM »

I made that a while ago but it applies to your sprites too: These are things present on vanilla ships that are currently lacking in yours.

Re-designed the sprite, but this time with the interior and armour pieces included into the base design rather than slapped on afterwards, though I did have to rely on kitbashing. Thoughts?

Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: April 24, 2016, 12:13:53 PM »

I made that a while ago but it applies to your sprites too: These are things present on vanilla ships that are currently lacking in yours.

Shading all of those bits and greebles properly is the biggest challenge. Finding the right balance between light and dark is something that I'm having the most trouble with. Does anyone know any good tutorials regarding this?

Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: April 22, 2016, 01:46:06 PM »
That does look much better, thanks! I guess my weakness is not knowing photoshop well enough - I have concepts in my mind which I don't know how properly implement. But that ofcourse doesn't stop me from trying :)

Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: April 22, 2016, 10:40:37 AM »
How do I make my sprites look less dull/fit more into starsector?

Bug Reports & Support (modded) / Crash when starting battle
« on: April 22, 2016, 05:58:22 AM »
Mods I use: DynaSector, GraphicsLib, LazyLib, Nexerlin, Interstellar imperium, junk pirates, underworld, tiandong.

289755 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoSuchMethodError: com.fs.starfarer.api.combat.ShipAPI.setJitter(Ljava/awt/Color;FIF)V
java.lang.NoSuchMethodError: com.fs.starfarer.api.combat.ShipAPI.setJitter(Ljava/awt/Color;FIF)V
   at data.shipsystems.scripts.tiandong_fluxOverrideStats.apply(
   at Source)
   at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$ Source)
   at Source)

This bug happens after playing the game after some time, after about and hour or two after playing the game.

Mods / Re: [0.7.2a] Starsector+ 3.4.0
« on: April 21, 2016, 10:02:19 AM »
Please don't remove the ships! I always find it fun to see some weaker ships on the market which makes the game slightly more dynamic, forcing you to make the best with what you can find! Removing them just because there's a ship that's better at it - atleast to me - is not sufficient reason to remove them.

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