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Starsector 0.95a is out! (03/26/21); Blog post: A Tale of Two Tech Levels (05/28/21)

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Topics - Hyph_K31

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Suggestions / Scrollable Mission Texts
« on: September 12, 2014, 07:58:57 AM »
This is a very simple suggestion and probably ought to be in last place on the priority list, but should also be very easy to implement.

The thread title more or lest explains everything, so the question is why? For purely selfish reasons! >:D Missions are not really supposed to be walls of texts in the briefing, and I suppose most briefings are... brief as opposed to long winded stories. However, I'm going to ask for the sake of such long winded and thoroughly mod-bound mission descriptions that mission briefings be given the capacity to scroll their main texts.


This is by no means an important suggestion, but feel free to be compelled by hyphnotoad
All glory to the Hypnotoad

Modding / Scripting help needed
« on: July 12, 2014, 12:58:49 AM »
I need help, and I just can't help myself. ;)

For the next update of my mod, there are quite a few things I want to achieve - many of which are beyond what little ability I have to code!

If anyone would like to help out, drop me a message over Skype, or post... Or whatever, just let me know somehow. ^^

Much of what I'm looking to complete is work with mod cross compatibility (This is to say, allowing the mod to react to the presence of other mods) and campaign features.

Modding / Fatal problems (solved)
« on: January 20, 2014, 02:12:29 AM »
As of the update, the Gedune have been boned. First is was the hullmod problem, but now there's a Fatal: Null whenever you try to start a campaign with the Gedune active.

The reason why I'm making this thread: As of the update, on a mac there is no way for me to check the logs, as the file simply does not exist anymore, not on a mac. Neither can I run the alternative launch that uses the Terminal as the Log, because that too is gone.

Here comes the begging, would there be anyone willing to help the Gedune out of this ditch they find themselves in?

All I know right now is this, neither the Hullmods folder, script folder or world folder seem to have anything to do with this. I've run the game without them, and exactly the same things happens when a campaign is started.

Should you care to help a man out, here is the download link to the current dev-version of my mod:

Bug Reports & Support / Damage Graphic Shenanigans
« on: November 11, 2013, 08:44:58 AM »
I'd noticed this quite some time ago, and whilst you'd only see it if you're really quite bored and are looking much closer at things that you ought to be, this.... Bug is a bit weird/amusing/annoying.

(I have no idea if this has been reported already or not, and I simply lack the courage to scour the forum to see if it has.)

How to do it:

Beat up and kill a (preferably) large ship, and beat yourself up in the process. Now, with your half dead ship, try to find a relatively undamaged portion of hull on your since deceased adversary and get as close as you possibly can to said undamaged potion of hull.

You should notice something like this:

(largish pictures, and the subject is sitting glumly in a red box)



So, that's it. A relatively minor thing that I think really ought to be fixed, sorry if it's already been noted. :)

Modding / The Embassy (Calling All Modders!)
« on: October 18, 2013, 02:52:08 PM »
The purpose of this thread is to serve as a place for factions to let it be known who they hate, dislike, like and love, and why.

The idea/hope here is that by having each modded faction set up proper official relations with their peers, there will be a greater cohesion between them when there are in the same game. Rather than just being lumped in together without any meaningful interaction. This would also be a good chance to get some inter-faction lore going too!

I've not much idea of how to lay out this sort of information, so if anyone has an idea/template that could be used, that'd be fantastic.

The Gedune:

Enemies - Everyone, the Gedune are a pirate faction. They prey on anybody who lacks to strength the fight them off. Whilst they have a special hatred of humanity, most other non-human factions are merely viewed as prey. They have a special hatred of the Exigency Corporation, who stole the MAI Core from under their noses. Their hate of humans is more to do with biology than with anything cultural, to the Gedune, the human body is a repulsive dysfunctional lump of disease ridden flesh; when compared to their own nearly perfect bodies.

Allies - None, they are too proud to even consider an alliance with any non human faction, preferring instead to rely on their own strength. They will not negotiate with humans.


Enemies - Everyone

Allies: None


Enemies - BISO, they are commissioned to hunt down, capture or destroy BISO ships by factions.

Neutral: They take no notice of other factions.


Enemies - Junk Prirates, Gedune, Exigency, Pirates, Zorg.
 A group of mercenaries with a turbulent uprising: they are very emotionally centric. So, any crew losses are taken very personally. They really don't like it when you destroy/take their assets, either.

Allies - Independents, Syndicate ASP.
They have a deep connection to other factions who strive to remain free from constricting governments. They also tend to ally with the services that bring them food, since they live on a barren planet. Otherwise, they try to remain neutral for business reasons. (This has gotten them killed sometimes... the Zorg are filthy backstabbers!)

Shadowyards Heavy Industries:

Allies: Of Canon Polities, while likely ideologically at odds, SHI and the Coalition (who are not yet in game) at least share the immediate goal of constructing infrastructure and reversing the Sectors downward spiral into anarchy and so are fairly closely allied.  They also favor and support Independents.  Of modded factions, they get along reasonably well with the Kadur.  They have no reason for hostility with the ASP Syndicate and likely support the PACK if able.

Neutral: SHI and Tritachyon, while cooperative at various points in the past, essentially just tolerate each other.

Enemies: The Hegemony, Sindrian-Diktat and other authoritarian regimes in the sector (and there are many, doubtlessly) tend not to get along with SHI.  Additionally, for largely practical reasons, SHI is hostile to pirates of all stripes.  In respect for a general portrayal of being at odds with each other (thanks to Uomoz), SHI and BRDY are "hostile" but this is probably more of a "you stay on your side of the sector and I won't shoot you" kind of agreement.

The Zorg:

Enemies - Hostile to those whose tech is worthy of being integrated into the Zorg complexity..

Neutral - anyone who has to power to resist them.

Allies - Cooperative with those who are too powerful to be quickly subdued, while sharing a potential  enemy.

Extra Lore:

 "Politics are irrelevant. Peace is not an option. In the end we will prevail. All other considerations are trivial. We are Zorg."

The Exigency Corporation:

Enemies - The Exigency Corporation will make enemies of almost anyone unless they are useful to them. They are in constant conflict with the Gedune, who despise them all the more for the theft of the MAI AGI core. What uses the Exigency Corporation might have for an Artificial General Intelligence does not bode well. With the drone fleets working together with them and without a faction possessing the knowledge of how to launch a counter attack back through Tasserus, they are a substantial threat to the stability of the sector.

Allies - Those that that are neutral and willing to trade with them segue with their plans in a more relevant manner alive rather than being atomized by missile bombardment. Also, for reasons unknown to most, they have an uneasy non-aggression treaty with the Tri-Tachyon Corporation and a synergistic relationship with the AGI Core known as May.


Enemies - Hates 'evil/bad' factions, pirates, gedune and the like, and any faction that abuses its power to stomp on other factions.
Has a strong dislike for controlling factions like the Hegemony, due to fear of power abuse. Is currently in a cold war with the Hegemony.

Allies - Likes any trading faction and any faction that isn't a possible threat to them.


Enemies -  Hates all organic factions. Well, hates... Bushi is just programmed this way. Kill to survive.
Would initially not be enemies with the Zorg I guess... until the Zorg starts attacking Bushi.

Bug Reports & Support / F1 To Expand.
« on: October 05, 2013, 03:35:20 AM »
Does not work on a Mac, at all.

A bit irritating, as it limits the amount of data I can access.

Discussions / Right in the feels! (Emotional...)
« on: July 26, 2013, 08:09:21 AM »
Spontaneous thread here! I was surfing the web a little while ago, when I happened across a picture that really... hit me in the feels. Y'know, the water works.

The idea of this thread is simple, post images that you've found or created that have an emotional impact on you!

I'll start:



You can rate these things if you want to, but, that's not really the point here.

Bug Reports & Support / Graphical Error - Doom Artefacts
« on: April 09, 2013, 12:21:17 PM »
That title, is epic.

Anyway, Whilst tinkering with one of my own ships I noticed that when destroyed/damaged, the Doom cruiser has a number of pixels outside of the bounds. Not necessarily noticeable, but when you see it, it's really, really irritating.

Not sure if this has been reported before, if so, my bad.

Picture of said "Doom Artefacts"


They can be seen between the forward "arms" and behind them.

General Discussion / Google misnomer
« on: January 22, 2013, 02:05:17 PM »
Hi, I wasn't entirely sure where to post this, and the bug section seemed most appropriate.

Anyway, I just did a quick google search on "starfarer" and got this:
Warning, massive picture ahead! Taken on IPad

So yeah, it says starfarer where it ought to say starsector.


Modding / Missile collision question.
« on: November 26, 2012, 01:10:59 PM »
Just a simple little question, that I should probably be ashamed to ask;

Is there a way to make a missile(homing) to only collide with other missiles and fighters?


Suggestions / Modding - "flameoutSize" :
« on: November 12, 2012, 09:09:19 AM »
A little modding suggestion (or rather, request) for missile type projectiles.

Currently, the size of the flameout glow is (I presume)set by how large the engine it is that is flaming out. for the purposes of modding, it would be nice if it were possible to define how big the flameout glow is, I.e; for homing energy weapons.


The main reason this would be nice would be for projectiles for which the engine is a huge part of its in game appearance. currently, if you want such a projectile to be reasonably visible, you have to put up with a horrifically large flameout flash.

Discussions / What is HE doing?
« on: November 12, 2012, 07:11:21 AM »

Mysterious times...

Discussions / Well... Darn, and other assorted curses. RIP Maccie
« on: November 05, 2012, 04:16:12 AM »
For a long while now, my big computer has been rather... Sick. Recently I've added one terabyte of memory and a new external solid state hard drive, in the hopes of making it a bit better.

It has just died! Needless to say I am really rather >explicit language expressing just how peeved I am at this moment in time<.

For some unbeknown the solid state has decided it really likes the idea of of being a frying pan, and that it doesn't need to remember anything.

Luckily, all of my most important stuff is safe... Ish. All of my college stuff is on a memory stick, and most of my personal data in trapped inside of the terabyte passport.

Unfortunately, everything starfarer is gone! Although, I do still have my activation key safe, and the most recent version of my mod in safe an sound in the cloud.

There is a remote chance the everything can be fixed... But currently it seems I'm going to have to find a n computer!

As per the title, damn damn and double darn and a side order of sh-

This was posted via iPad, in case you were interested.

Modding / Weapon sounds?
« on: November 04, 2012, 09:45:13 AM »
Simple question; is there a library of all the weapons sounds available? that is so say, where can I find them? I seem to be having trouble with that.

Ah! I've found the relevant folders... but they don't seem to work?

Suggestions / A suggestion for suggestions - A proper system
« on: November 04, 2012, 05:31:25 AM »
Currently, there is no real system other than: "I want to suggest something, so I'll suggest something".

Whilst there is nothing wrong with that (and it works rather well), I would rather see something with a bit more structure - so as not to waste Alex's time.

I suggest that we organise the suggestion part of the forum into two parts:

Suggestion Discussion - The sub forum in which suggestions are generated, discussed and refined by the community to a form that the majority of people agree on, Etc

Suggestion Proposal - After suggestions have been through the discussion phase and are ready to be suggested properly the new and improved suggestion would be posted here, for the Devs to consider at their leisure.


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