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Messages - HellBent

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1
Mods / Re: [0.9.1a] ED Shipyard 2.1.2 (crash fix)
« on: December 27, 2021, 03:32:05 AM »
ED Shipyard 2.4 Released

-=Download=-



  • Migrated to StarSector 0.95.1a-RC6 with permission from Ed
  • Uses the original code from 2.3 Beta
  • Get the Wurgandal at Nova Maxios or Prism Freeport with 25M & Max rep with independents from a bar event
  • Minor balance changes to bring in line with vanilla ships

Goal is to maintain in this long term, Ed has done 99.99% of the work, full credit still goes to him. 

This is a full fledged faction and doesn't need any real work as the roster of ships is extensive, high quality and the balance is great so I don't anticipate any substantive, functional changes.  I'll probably start a new thread in a few days where I can update the original post.

Please leave balance feedback and bug reports.


Known issues:
Newfoundland (locomotive) has some bendy issues

Typo in mod info file, for version 9.1a instead of 95.1a

2
Mods / Re: [0.95a] Diable Avionics 2.64rc1 (2021/12/11)
« on: December 14, 2021, 11:42:46 AM »
I see , If  iread this right , to get it will screw my relationship with Diable ?
Its not a bad reputation hit if you fight them while they don't know who you are (with your transponder off and your last position is unknown)

so if im transponder off I will have th echoice to simply attack the Diable fleet with only small reputation penalty? I wont be condemned to put transponder on?

On another note will the balance of weapons be updated for the new game release? Or will we keep the actual stats of Diable weapons?

Any attacks against fleets in a system where none witnessed you with transponder on will have less negative effects on your reputation (around -3). You should get a message saying something around the likes of 'the fleet does not know your identity and any aggressive actions will have less reputational consequences'

I would suggest entering via the farthest jump point with transponder off, stealthing your way to the fleet, and then engaging it when it's a bit of distance from the starfortress. After doing the deed, avoid any further fights (while still keeping your transponder off) and get out of the system.

I must have the ships in your signature. IMMEDIATELY. How can i get them please?  ;D

3
Mods / Re: [0.95a] Tahlan Shipworks 0.6a
« on: May 23, 2021, 02:34:50 AM »
Yeah I had lots of issues with 0.6a.
I got an error message and my save would not load, disabling the mod also gave me a (different) error message and would not load my save
I downloaded 0.6 and I can continue playing again.
I see some people mentioned you can manually edit several files but I have never been good at that sort of thing

4
Mods / Re: [0.9.1a] Interstellar Imperium 2.4.0
« on: April 24, 2021, 09:34:47 AM »
Y'all gotta stop bumping this thread because I keep getting excited when its on the first page.  ::)

hah same

5
Mods / Re: [0.9.1a] Hiigaran Descendants v2.0.4/v5
« on: April 20, 2021, 03:02:32 AM »
I did a thing while trying to avoid my school coding projects.

Tested and Updated for 0.95a.  Testing was brief, I know the system spawns, ships works, combat works and the weapons do work and can kill things.  This was just a code recompile and very slight refactor for 0.95 based on NoFoodAfterMidnight's version, nothing outside of the java was changed, and due to school being crazy right now I probably won't be able to fix balance stuff. But it works!

If there are any seriously game-breaking issues let me know and I can attempt to look at them.

Awesome! I will give it a try at some point. The dreadnought is calling my name.....

6
Mods / Re: [0.9.1a] ApproLight v0.8.2-RC1 (2020-3-22)
« on: March 23, 2020, 10:01:17 AM »
Awesome, thanks for the update.
Its not save compatible which is fine, however i would still like:
"Fixed the auto-overload bug of Doctorate-class."
to be fixed, is there a way i can change file(s) without breaking save game?

7
Mods / Re: [0.9.1a] ApproLight v0.8.1-RC2 (2020-1-27)
« on: March 11, 2020, 02:54:32 AM »
Ah thanks
That'd be annoying if i missed the fleets....
Jeez 75 is a lot, it cost me 1.5 million to get to 30 relations. The original post here says 30, thats quite the change

8
Mods / Re: [0.9.1a] ApproLight v0.8.1-RC2 (2020-1-27)
« on: March 10, 2020, 03:39:50 AM »
Probably been answered before but having issue with Prime parts
1. I've not been able to find any in market, where are the fleets based that drop them when killed?
2. Where is the scar?
3. I improved relations with Originem to 30 and I saw nothing about a mission to kill that fleet. Is it hidden in the intel screen somewhere?

9
Thank you for letting me know! Didn't realize those weren't displayed anymore, looks like one more thing that went wrong during the recent server upgrade. The posts themselves are still there, but for some reason the archive section isn't being populated - I'll check into this.

Could the server upgrade be part of the reason i can no longer log in to the main starsector site?

10
General Discussion / Do i still need to install the Java 64 bit program?
« on: November 21, 2018, 05:34:50 PM »
To make it more than 3gb?
Not sure if integrated

11
Mods / Re: [0.7.2a] ApproLight v0.4.6a(f1) -Prime-
« on: June 25, 2018, 05:21:19 AM »
Hi there, ppl!

Just wanted to share some news on AL current state, so behold: https://tieba.baidu.com/p/5738223808
And direct DL page for SS 0.8.1a: https://pan.baidu.com/s/1i3F1yXv#list/path=%2F%E8%B6%8B%E5%85%89%E8%AE%AE%E4%BC%9A%EF%BC%88ApproLight%EF%BC%89%2F0.8.1a

And NO, I do not have english translation files (at least yet). Check previous page(s) for info on translation.

Awesome theres development!
This is one of my favourite mods

12
Modding / Mod loader
« on: May 01, 2018, 04:06:57 AM »
Hi guys, thought this might be the most relevant place to post this.
How likely/ possible would it be to have a mod loader for this game. Something like Nexusmods does where it auto-updates.
I have the version checker but would like something that will auto-update mods for me too

13
Mods / Re: [0.7.2a] ApproLight v0.4.6a(f1) -Prime-
« on: February 01, 2018, 08:40:16 AM »
I think the forum is english only

14
Bug Reports & Support / Re: Error in sound initialization
« on: July 22, 2017, 06:39:09 AM »
Had same issue, was resolved by running as admin as above

15
Hi there! Briefly: an Nvidia driver update broke a bunch of games including Starsector; the 378.57 hotfix release of the graphics drivers fixes this.

Do you know if the latest release is safe?

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