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Starsector 0.95.1a is out! (12/10/21); Blog post: Hostile Activity (09/01/22)

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Messages - TescoBag

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1
Modding / Re: [0.95a] Extra System Reloaded v.0.8.8
« on: June 12, 2022, 07:47:58 AM »
How do we change if the AI uses upgrades? Can't find it in the settings anywhere.

2
Mods / Re: [0.95a] Unofficial New Game Plus 1.3.0 (2021/3/27)
« on: April 20, 2021, 03:18:25 AM »
Any chance you could have the option to choose one ship to carry over to the new save?

3
Mods / Re: Project Ironclads, version 6.4 (0.6.1a)
« on: October 20, 2013, 02:59:44 PM »
There are,

Spoiler
Quote
java.exe -server -XX:CompilerThreadPriority=1 -XX:+CompilerThreadHintNoPreempt -Djava.library.path=native\\windows -Xms512m -Xmx512m -classpath janino.jar;commons-compiler.jar;commons-compiler-jdk.jar;starfarer.api.jar;starfarer_obf.jar;jogg-0.0.7.jar;jorbis-0.0.15.jar;json.jar;lwjgl.jar;jinput.jar;log4j-1.2.9.jar;lwjgl_util.jar;fs.sound_obf.jar;fs.common_obf.jar;xstream-1.4.2.jar -Dcom.fs.starfarer.settings.paths.saves=..\\saves -Dcom.fs.starfarer.settings.paths.screenshots=..\\screenshots -Dcom.fs.starfarer.settings.paths.mods=..\\mods -Dcom.fs.starfarer.settings.paths.logs=. com.fs.starfarer.StarfarerLauncher
[close]

Awesome, thanks for this.

4
Mods / Re: Project Ironclads, version 6.4 (0.6.1a)
« on: October 20, 2013, 06:26:14 AM »
Save gets corrupted 10 minutes after starting it, and me aswell, have no clue where to start, the ship you start with is worse than garbage, there is nothing to fight for miles and you run out of fuel before you can get anywhere, guess i have to invest some serious time in this, if you can only get to the pirate system and then somehow not run out of supplies/money/fuel or die then you are set to roll with the big boys later on. :P

I asked for difficulty, i got plenty here. :P

( every time, save corrupts itself after like 10-15 minutes of playing, you have something fishy going on here. :-\)

 >:(

read... the.. OP... please...

I have read the OP, and I can see that you need to make changes to the vmparams file in the starsector root folder, but when I open that there aren't any settings at 512? Any ideas?

5
Mods / Re: Neutrino Corp. (v. 1.7)
« on: September 20, 2013, 08:57:27 PM »
Any opinions on the extended shield Nerf for neutrino? Any comments on the built in hull mod for neutrino ships? ( mostly is the autofire with these ships too good/not good enough?) I might give 2nd balance pass in 1.75 with the addition of the home system.

I'm not keen on the nerf. How would I mod this out?

6
Mods / Re: Neutrino Corp. (v. 1.7)
« on: September 19, 2013, 10:31:18 AM »
Does this work on 0.6 yet? I assume not from no (0.6a) tags but just checking!

7
Announcements / Re: Starfarer 0.5a (In Development) - Live Patch Notes
« on: February 10, 2012, 02:49:41 AM »
So in all seriousness, when are we looking at Alex? We're past early February now!

8
General Discussion / Re: next patch or update?
« on: February 02, 2012, 01:14:44 PM »
So, I hate to be the one to say this but....

It's early February!

Any idea how long we have left to wait, Alex?

9
General Discussion / Re: Preorders and Sales
« on: August 02, 2011, 02:25:31 PM »
If you keep going in the direction you are with this game, then you're going to be very successful. It has so much promise.

Just remember to keep listening to the community and you can't go too far wrong. ;) When it's a niche game like this tailoring your product to the audience is very important!

10
Announcements / Re: Starfarer 0.35a Preview - Live Patch Notes
« on: July 27, 2011, 12:05:07 PM »
Quick question.

Are you going to be adding weapon outfitting into this release? I.E. being able to customize our ships weapon loadouts etc?

11
Announcements / Re: Starfarer 0.34a - Live Patch Notes
« on: May 14, 2011, 09:35:59 AM »
Any previews on what bigger things you're planning to add?

Do you have any sort of timeline planned for what you're doing with the game?

Well, no specific timelines, but in the near-to-mid term the plan is:
1. Release 0.34a - main features are improved modding support and general usability (AI, UI, etc)
2. Flagship refit screen for 0.35a. Possibly with some kind of simple metagame around it to unlock stuff to equip, but don't hold me to that. The idea is not to spend much time on it as it's really tangential to the game proper (where the refit screen itself is absolutely core).
3. First implementation of "layer 2" (meta layer, travel layer, whatever you want to call it) for 0.36a. It will be very constrained and used as a base to continue adding layer 2 features on to in subsequent versions.


I don't think you need any artificial rule on how often should patches get released.

Let it be an organic process, add stuff you guys wish to add, and when it achieves critical mass, release it.

Yeah, for sure. Just in some cases, its possible to plan things out so that releases are more frequent than if things were done in a different order. So I'll try to aim for that :)

You're very driven, i'm impressed.

You're not exactly Notch ;)


Also, the 0.34a patch notes, are those things you've already changed or are they what you plan to do? If you have done that much in such a short time then I am very, very impressed.

12
Announcements / Re: Starfarer 0.34a - Live Patch Notes
« on: May 14, 2011, 02:48:37 AM »
Looks like you're keeping yourself busy Alex!

That's a lot of changes considering your release wasn't all that long ago!

Do you have any sort of timeline planned for what you're doing with the game?

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