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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Topics - Aklyon

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Modding / How to start modding in .65?
« on: November 06, 2014, 08:24:43 PM »
Considering how things changed in campaign along with all the new economic things, I was wondering if there was anything of particular importance not covered in the various guides on the forums if I was to try making a new faction in .65. Also, does Trylobot's ship editor still work for it?

2
General Discussion / Starsector on tvtropes
« on: October 23, 2014, 07:48:33 AM »
I was reading things, and ended up on this particular page, which from the sounds of things was made before there was hyperspace travel in the game.

Just thought I'd mention it if anyone wanted to update it some, or just see it :)

3
Modding / Fighter refit cost question
« on: December 03, 2012, 10:57:18 AM »
I've been tinkering around with the idea of a wasp interceptor wing with phase teleport systems, and nothing seems to be missing, but when they return to my carrier I don't get a line popping up that says 'used x supplies to refit' or similar. They just land, and then take off a few seconds later.

4
Title is basically it. I uninstalled and reinstalled Starfarer to make sure it was .51a that was doing it first, and it was.

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