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Starsector 0.97a is out! (02/02/24); New blog post: Codex Overhaul (05/11/24)

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Messages - shpooky

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Hi. How do I get the shield shunt hullmod? I can't find it on any market anywhere. Is it not unlocked by any skills? Thanks
its not in the mod.

Modding / Re: [0.95a] Another random SWP
« on: May 07, 2022, 06:11:05 PM »
holy crap that's *** amazing. is that the salvage corvette from Homeworld i spy? truly a man of culture if reloadable missiles weren't enough to prove that

i think google drive or mega should suffice

i suggest adding a second download link for ur mod btw. not everyone wants to go through the hassle of having to make a yet another account on the internet. if u could provide a link that did not force u to make a account to download. that would be amazing and would make the mod more easily accessible

Modding / Re: [0.95.1a] Of Ludd and Lions
« on: January 02, 2022, 08:58:31 AM »
no holy ludd?

Suggestions / Re: General Suggestions and Food for Thought
« on: December 29, 2021, 06:22:54 PM »
could the blackhole doing physical damage be modded in with the current release? and make it extremely high so that its essentially instant death

Suggestions / Re: General Suggestions and Food for Thought
« on: December 29, 2021, 06:08:43 PM »
It takes my fleet over 2 weeks to get crushed in a black hole.  They just sit there.  In a black hole.  At 0% combat.
It takes WEEKS.

Well, I have suggested adding time dilation to black holes on multiple occasions, dunno why it keeps getting ignored (except maybe because bounty fleets sometimes end up in black holes, but one would think that such a fleet would die eventually anyways and I dunno how player could easily kite bounty fleet into black hole on their own; but if bounty fleet dies, one would think player still gets credit).
i wouldn't assume ur getting ignored. i dont know much about alex, but i would assume he has other responsibilities other than star sector.
yes having fleets in blackholes die/go away or something else along those lines would be neat to have.
instead of just having them hang out in the black hole.
 i assume something is already planned for that (alex just hasn't gotten to doing it yet).
and improving the spawning of fleets and AI so that it avoids blackholes more effectively are probably also planned, but for the player i assume there will eventually be a instant death mechanic + some way to undo the fact that u just got sucked into a black hole(story points mechanic?) maybe something interesting happens? remember the game is still in development.

Modding / Re: [0.95a] Starseeker Enclave - Baby's first mod edition
« on: December 20, 2021, 05:39:44 PM »
huh? no download link?

Mods / Re: [0.95.1] Yunru's Mod Megathread
« on: December 19, 2021, 06:55:35 PM »
fyi ur patreon link no work good

Mods / Re: [0.95.1] Yunru's Mod Megathread
« on: December 15, 2021, 09:01:52 PM »
Yunru's (WiP) Arsenal not clickable/no link

Modding / Re: [0.95a] Of Ludd and Lions
« on: November 20, 2021, 02:35:37 PM »
now that i think of it i also had a similar problem. intill i deleted the world folder so i could get ied ships spawning in luddic path fleets again. now the diktats dont spam heralds

Modding / Re: [0.95a] Of Ludd and Lions
« on: November 13, 2021, 05:21:02 PM »
as a side note. i suggest avoiding editing base game hulls and such cause it can cause conflict with other mods
or having rules that disable ships from spawning in other mods

this can cause drama/conflict
and also could cause incompatibility with other mods

-u don't wanna be making other mod developers to have to work around what u have done....
(that's why most modders usually never touch vanilla balance/content unless its a overhaul)
u could end up ruffling up some feathers

- with having ied's being disabled in luddic path fleets, i suggest having that as a separate file for people to download apart from the main mod(not everyone reads through the whole post and it may lead to some confusion and people bothering Alfonzo about his mod being "bugged")

- the dakka and sanctified hullmod issues aren't a big deal but i suggest building the skins from the other mod's into your mod to disable it automatically so that instead of other modders having to fix something on their side(possibly *** them off) it could be fixed on yours( would help avoid any drama/conflict)

-also with the mining lasers, changing their weapon type is very minor thing and u probably will get away with it(i like this change a lot) but be cautious about changing any other vanilla weapons. u dont wanna *** up the balance of another persons mod and having another Modder coming to this thread and giving u ***.

people can get really toxic in this community(sadly)
i like your mod and dont want u to stop development cause u were discouraged

-summary be very careful when editing vanilla content and if u do try and work around other mods and build in compatibility on ur side. instead of making others have to work around u.

Modding / Re: [0.95a] Of Ludd and Lions
« on: November 13, 2021, 03:25:01 PM »
"I'm not sure what mod added the derelict looking Atlas and Colossus but it should be a similar process."

that would be HMI-Brighton another Alfonzo mod

Modding / Re: [0.95a] Of Ludd and Lions
« on: November 12, 2021, 10:11:03 PM »
could u walk me though the first fix? i tried to edit the other mods to remedy the issue
but now my game crashes............... >:(

Modding / Re: [0.95a] Of Ludd and Lions
« on: November 12, 2021, 10:08:00 AM »
I think one of Alfonzo's changes to Luddic Enhancement was adding Sanctified(or something similar) to all LE ships, so that might be causing the issue

sanctified is from of ludd and lions(this mod)
i believe the luddic fleetship one is what alfonzo added, or someone else did. (i have a lot of mods installed so i really have no idea)

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