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Starsector 0.95a is out! (03/26/21); Blog post: Skill Changes, Part 2 (07/15/21)

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Messages - MinusUdn

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1
Mods / Re: [0.9.1a] Green Knight Security (v1.4c)
« on: August 11, 2019, 06:47:38 AM »
Version 2.0b is out, this time compatible with Starsector 0.9.1a, check the OP for download links.
All feedback is appreciated, it has been a while since last time I modded the game.

2
Mods / Re: [0.8.1a] Green Knight Security (v1.4c)
« on: June 20, 2017, 11:57:16 AM »
v.1.4c -> fixed some typos that caused the decorative weapons to show up in shops

Mealstrom
I think that bug might be caused by Dynasector since nothing in your log is related to GKSec

3
Mods / Re: [0.8a] Degenerate Portrait Pack v1.0
« on: June 13, 2017, 11:54:04 AM »

Speaking of which, I just added Folder G to the Other Portraits section. Debating which ones to include in the main portrait pack.

Spoiler
[close]

all of them ofc

4
Mods / Re: [0.8.1a] Green Knight Security (v1.3)
« on: June 13, 2017, 09:02:00 AM »
V.1.4 is out, it should fix the problem with nexelerin, link in the OP

-v.1.4 Nexelerin fix, added a new Capital ship: Karkadann class Battleship, balance: Vritra: max flux 10000->11000 / Linnormr: max flux 8500->9000 / Privateer Pulse Laser: damage 50->90, ammo 16->8, ammo/sec 1.5->1.2, flux 65->95, chargeup 0.35->0.45 / Privateer Heavy Pulse Laser: damage 220->350, ammo 9->6, ammo/sec 0.5->0.6, flux 230->370, chargeup 0.8->1 / Bifors & Hughes: missile speed 300->200, range 2000->1500, Pod Burst size 16->12

5
with the new sprite rendering order (closest to the spine above) how do I change the order weapons are rendered? can it be done?

6
Mods / Re: [0.8.1a] Green Knight Security (v1.3)
« on: June 09, 2017, 07:02:09 AM »
-v.1.3 reworked the Cecrops (C) & (M), reduced the damage(175->155) and rate of fire(10->12) of the missiles, reduced the ECM and Nav rating (half as much) of the linnormr and vasuki (SWACS) also reworked their shipsystems: reduced the chance to affect fighters/drones, no range reduction for large ships, missiles get their targeting affected instead of flaming out, added a new mission. 

7
Mods / Re: [0.8.1a] Green Knight Security (v1.2)
« on: June 05, 2017, 03:20:03 PM »
-v1.2b is out, this update makes GKSec Nexelerin compatible.
Download here: https://mega.nz/#!5x8WmQIB!3fIMEw9PdXWbhXQXXgETEZgpkzx0q-CIEAbwNc5P9XQ

8
Mods / Re: [0.8.1a] Nexerelin v0.8 "Figure Eight" (update 2017-06-05)
« on: June 05, 2017, 08:46:11 AM »
During new game gen, the list to select a faction goes from A-F to H-M  skipping the G
Also I have been trying to add my faction but when you reach the part where you have to select a ship all options are greyed out and can't select any of the options, I have added the variants to my faction .json but nothing shows up, might be the rules.csv fault

9
Mods / Re: [0.8a] Green Knight Security (v1.1b)
« on: May 26, 2017, 03:46:32 PM »
I'm currently waiting on console commands and save transfer to get updated because I'd rather not restart so soon, as such I'm stuck with the version before you added the faction. Is there a trick to finding the Vir for sale before the faction was added? Is it even purchasable?

There is a fix for console commands that should work with 0.8, other than that the independent faction should have them in their markets, try the military ones

10
Mods / Re: [0.8a] Green Knight Security (v1.0a)
« on: May 26, 2017, 04:12:17 AM »
v1.1b is out!, it adds 4 new missiles 1 new medium energy weapon, 1 new system, 1 new space station, new variants, reworked some of the sprites

download link: DOWNLOAD HERE

11
Mods / Re: [0.8a] Green Knight Security (v1.0a)
« on: May 16, 2017, 06:02:43 PM »
-v1.0a is finally out includes faction, 2 new stations & markets plus some balance patches (market related)

12
Mods / Re: [0.8a] Green Knight Security (v0.9b)
« on: May 16, 2017, 01:41:51 AM »
Found one of the "Radome" disc being sold in several markets. Are they supposed to be sold normally?

Probably not. O.o

@MinusUdn, you might want to give the Radome the "SYSTEM" hint in weapon_data.csv .

Indeed, fix coming soon, is there anything else that needs to be fixed? balance wise does the jamming system feel good? too strong too weak?

13
Mods / Re: [0.8a] Green Knight Security (v0.9b)
« on: May 15, 2017, 02:45:48 PM »
Love this mod, thanks for your work and any future work you may do  :)

Thanks for your kind words!

Awesome looking mod, although im forcing myself to wait: need at least one capital ship to feel competitive without zerging enemies with cruisers =_=

Ah I understand capitals are hard to get so they weren't top priority and this mod doesn't have a custom faction yet so you don't have to worry about commissions (ships can be found in independent markets!)
But don't worry I'm working on both of those, so what type of capital would you like to see, I have some ideas but if you want to see something special I'm open to suggestions

14
Mods / Re: [0.8a] Green Knight Security (v0.9)
« on: May 13, 2017, 02:25:44 PM »
-v0.9 re-balances the weapons to make them more vanilla friendly, the ballistic weapons should fill the niche between high OP cost, long range and high damage needlers and low cost medium range average damage auto canons, and the energy weapons should fit between short range high damage repeating lasers and long range low damage tac lasers

15
Mods / Re: [0.8a] Green Knight Security (v0.7)
« on: May 13, 2017, 09:01:22 AM »
Not sure if a bug or not, but the Strauss Carrier cost 300,000 credits even in the black market. Thats like the same price tag as a capital ship.

Yeah that was a typo, but don't worry v0.8 should fix it

also fixed the linnormr system, now it doesn't auto giv missiles but instead there is a small chance over time that they will fail, good against slow missiles like javelins not so much against fast ones like sabots

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