Fractal Softworks Forum

Please login or register.

Login with username, password and session length

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Malleator

Pages: [1] 2
1
Mods / Re: [0.96a] Hiver Swarm - V1.10 - 11/01/23
« on: December 01, 2023, 07:00:01 PM »
While I wouldn't want to play as them, they make for a great little arc where you form a large expedition to go purge their xeno asses, though they're suspiciously technologically advanced/developed colony wise for a buncha bugs, imo

2
Mods / Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« on: November 30, 2023, 10:40:07 AM »
If you have a commission with a faction that labels heavy armaments as illegal, will they confiscate them upon scans or anything? Because I'm getting that. Seems like an oversight since in my mind I'm part of their military and am carrying out ground invasions and need heavy armaments to do so

3
Mods / Re: [0.96a] Interstellar Imperium 2.6.2e
« on: November 28, 2023, 07:00:15 PM »
I think the siege destroyer may need to be revisited

I was in a retreat recently and my siege destroyers bounced no less than three friendly ships completely out of position and towards the enemy

Also, is the Imperium's generic military market supposed to disappear when there's an Imperial Bazaar?

4
Mods / Re: [0.9.1a] Interstellar Imperium 2.4.0
« on: July 28, 2021, 01:14:17 AM »
Tired of, "Modders," killing their projects and admins enforcing idiotic very smart anti-resurrection and patch rules? PM me on Discord!
We can talk about playing II on 0.95a and how ports/patches are some how bad, together!

5
Mods / Re: [0.9.1a] Interstellar Imperium 2.4.0
« on: April 24, 2021, 12:24:00 PM »
Hey yeah so in my alien view, open source modification is the cornerstone of mods, and publicly available mods are free game, but if that's not the case here that's just something I need to get used to. I may not understand why you or DR don't want DR's mod to be playable on the latest version, but I guess demz da' ruelz, and I'll respect that... Anyone know if the, "Unofficial Starsector Chat," Discord server is cool with unofficial ports?

6
Mods / Re: [0.9.1a] Interstellar Imperium 2.4.0
« on: April 24, 2021, 12:01:49 PM »
Alright, I'll be serious. I'm sorry I was baiting you, Alex, a little that last post. I just want to say I love the mod a lot, and I even donated to my man Revenant because I love his work, and I just want people to be able to simultaneously enjoy 0.9.5 and his work, and I'm sorry for posting an unofficial port. I didn't know it was against the rules to post such a thing or even allude to having such a thing.

Are people not aware they can play the old SS versions until mods have been updated?

I mean, I have an entire folder of unofficial mod ports, so I could reply with, "Aren't you aware that you can play the latest version with all your mods RIGHT NOW without having to wait?" I guess I could wait, but why would I want to when I don't have to? I suppose not everyone has that choice, but I guess that's because of the rule against unofficial ports? I just thought it would be alleviating work required by the authors and just be the best of every world, but I guess not? I really don't know.

7
Mods / Re: [0.9.1a] Interstellar Imperium 2.4.0
« on: April 24, 2021, 08:40:58 AM »
<link removed -Alex>

8
Mods / Re: [0.9.1a] Interstellar Imperium 2.4.0
« on: March 29, 2021, 05:48:26 AM »
Not playing as II in 0.9.5 feels weird.

EDIT: I saw this YT video that reminded me of II: https://youtu.be/BRZ0OWXytEg

9
Mods / Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
« on: November 09, 2020, 11:19:07 AM »
I miss the euteck.

10
Mods / Re: [0.9.1a] Va11 Hall-A Portrait Pack
« on: March 05, 2020, 06:21:20 AM »
Eh, maybe not the best portraits for a space themed game, but it has anime girls in it so... Installed forever.

11
Mods / Re: [0.9.1a] Interstellar Imperium 2.1.2
« on: March 02, 2020, 09:38:09 AM »
I just wanted to come here and type that, at first I didn't really like II, the ships weren't my style, and I thought them too weak, but as I played Starsector more and more, I found II likewise grew more and more on me. I came to appreciate their vanilla like and well made graphical design that looks to me like a derivation of Midline while being fresh but believable, changing phenotypes with packages, and their general shapes were all things I came to like.

I came to appreciate or enjoy almost everything about II, from the balance to the lore. It's a very well made faction mod, and I can't think of a faction mod with better overall composition.

Very nice.

12
Mods / Re: [0.9a] Transponder Reminders 0.1.0
« on: March 02, 2020, 08:53:07 AM »
Will this ever be fixed? This mod is a great help.

13
Mods / Re: [0.9.1a] Shadowy Broker (v0.3.2 - 2020/02/17)
« on: March 02, 2020, 07:48:31 AM »
I really like this, been wanting something like this for a while.
I traded some on Elite Dangerous, and there was a program to help find trade routes, and I wanted something like that for Starsector. It just makes sense in a sci-fi setting with super advanced AI to have the ability to automatically find profitable routes and not have to do it by hand, at least not forever.

EDIT: Would be nice if the, "Approach lawfully," setting worked both ways. Currently, the broker has me exporting volturnian lobsters to markets where it's illegal, despite having the approach lawfully setting on

14
You had me at industrial sized illegal drug lab.

15
Mods / Re: [0.9.1a] Console Commands v3.0 WIP 7.6 (released 2018-12-07)
« on: January 20, 2020, 02:15:12 PM »
Is there an easy way, given a ship id, to find which mod it is from?
Additionally, is there a way to list the ids of the ships in the player's fleet?

Pages: [1] 2