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Messages - Jojo_195

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1
Bounties are not giving me any money. I destroyed three bounty fleets so far and nothing, not even the acknowledgment that I did let alone the money.

2
Mods / Re: The Crystanite (Version 1.8e) [0.8.1a compatible!]
« on: August 18, 2017, 02:55:39 PM »
Finally! Time for a new campaign.

3
The Habitable+Lethal biosphere thing makes perfect sense.
It's perfectly human friendly after a thorough campaign of sterilization and replacement of the native fauna and flora.

Yeah, I thought the Habitable probably refered to the planet itself, without taking into account any native fauna/flora. Things like temperature, atmosphere composition etc.
But  in case it didn't I thought I should warn him/her.

4
How does the random sector generation work, in simple terms? Does it take into account the type of star generated to decide what planets to generate? Are there checks in place to prevent weird things appearing?
Next version you could put some because I've seen, for example, planets with the description "very cold" have the "Hot" modifier, as well as planets having both the Habitable and the Lethal Biosphere ones at the same time. Don't know if that's by design or not, so I chose to warn you in case it isn't.

5
Mods / Re: [0.8.1a] Combat Chatter v1.7.2 (update 2017-06-18)
« on: August 10, 2017, 02:12:00 AM »
Suggestion for next characters:

Minsc (Baldur's Gate I/II)
Holly (Red Dwarf)
Rimmer (Red Dwarf)
O'Neill (Stargate SG-1)

6
Started a new campaign and changed the number of habited planets and stations a little bit because I was using several faction mods. Got some weird stuff. Planets that showed up as being owned by faction A on the hyperspace map but were actually owned by faction B. Wrong market size, planets that had so many icons/qualities/whatever that you couldn't read them all, while other habited planets had only 1 (Hot, for example).

7
Mods / Re: [0.8.1a] Red (V 0.6.0a) Mod - August 5, 2017
« on: August 09, 2017, 05:40:58 PM »
Alright, so i've noticed the Oculian Berserks reputation doesn't go higher than -75 whenever I check on the rep after the bounty is complete and I see the "Assesment: Re".

I'm not sure if this goes for other factions, but it'd be a starsector thing if it does.

Albeit, this might be on the Nex Creator's end or your end.

It seems like a reputation bug at the moment.

Maybe it's deliberate. Aren't they AIs hellbent on destroying humanity?

8
Modding / Cosmic Horror Mod (not an actual mod, don't get your hopes up)
« on: August 08, 2017, 09:35:47 PM »
Let's pitch ideas for a cosmic horror mod that may or may not be made ever. Interesting mechanics (wether they are feasible right now or not) are welcome, especially campaign/non-combat related.

1. The further away from the core systems, the higher the chance for something to spawn/happen
2. Some classic H.P.L. monsters like the Mii-go or Elder Things could make an appearance
3. Some of the ships/monsters could have some interesting abilities to simulate messing with your mind, like making you see ships and missiles where there are none, displaying allies as enemies and enemies as allies, etc
4. Depending on how you play, you could play an entire campaign without seeing anything too weird
5. Some mysterious cult factions that make their homes on the fringes of civilization
6. An option for the "darkness" to grow during the campaign until you either beat it back (maybe through some quests) or it engulfs everything. Inspired by those flood-like aliens from Pulsar: Lost Colony
7. IBB-like quests where you have to stop a group of cultists before they summon something
8. A faction that can give you these quests and others related to the mod.
9. Ship/Monster that is either engulfed by fog, making it hard to know its exact position, or liquid-like and constantly changing form. Inspired by those ships from the Rakka short movie by Blomkamp.
10. [Unspeakable horrors]

9
Mods / Re: [0.8.1a] Flu-X v1.15 (Still no content Update)
« on: August 08, 2017, 06:06:03 PM »
For Nex you could make them work like pirates instead of a normal faction.I think that would fit them better.

10
Mods / Re: The Crystanite (Version 1.8) [0.8.1a compatible! Finally!]
« on: August 08, 2017, 05:55:06 PM »
Any plans to make them work with Nex?  ;)

11
Mods / Re: The Crystanite (Version 1.6) [0.7.2a compatible, soon 0.8.1!]
« on: August 07, 2017, 04:26:42 PM »

Those kind of dragons, though they would pilot relatively "normal" ships. Depending on how much free time i get during university i might revisit them (they would be a lot simpler to code than the Crystanite [or the Vass for that matter])


Do you have anything about them that you can show us already? Any sprite or anything.
If you're taking ideas then I'd say their ships could have a scaly theme, kinda like the Kurmajara from Blackrock Driveyards. They could also tend toward High Explosive weapons and very good armor, subpar speed but with a good speed burst ability to let them catch up with their prey quickly.
On an unrelated note, I'm just waiting for this mod here to update to begin another playthrough.  ;)

12
Mods / Re: The Crystanite (Version 1.6) [0.7.2a compatible, soon 0.8.1!]
« on: August 07, 2017, 01:40:03 PM »

As for the other mods; a nameless dragon faction


Dragon faction? As in reptilians or like fantasy dragons? Because I'd love a creepy reptilian alien faction.

13
General Discussion / Re: Best PD guns
« on: August 06, 2017, 11:47:22 AM »
Rhon Laser.

There is no other equal for destroying missiles, fighters, ships, and armadas.

Strange, but I don't remember seeing this one. From what mod is this gun?  ???

14
General Discussion / Best PD guns
« on: August 05, 2017, 06:31:41 PM »
Post your favorite PD gun, from vanilla or whatever mod you want, and explain why you like it. Could be the way it performs, looks, sounds, whatever.

15
Are the Berserks going to be enabled next patch or hotfix?

I'd love to blast ships in a fast red/pink colored ship.

I second this question.

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