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News:

Starsector 0.95.1a is out! (12/10/21); Blog post: The Pilgrim's Path (07/19/22)

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Messages - Jet Black

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1
Absolutely amazing mod. I would love to see this expanded further! I just did the third quest where sierra ship upgrades. That felt like a professionally done quest. I wish the developer of this would hire you to make quests for this. You could really flesh out the remnant content of the game. I can't wait to see what you come up with next.

One question, after Sierra's second upgrade, the other ship unlocks a hull mod that I can't seem to find anywhere? Am I missing something?

2
General Discussion / Returning player question about key?
« on: August 10, 2022, 12:52:19 PM »
It's been a while since I got the game, and there was something about a key. I have since gotten another laptop and I was wondering what the procedure is on new installs. Do I need to find this key again? Did they send it in an email? I don't remember lol

Is it linked to my forum account or something?

**edit**Found it in my email!**

3
Mods / Re: [0.9.1a] ApproLight v0.8.6-RC1 (2020-12-29)
« on: August 10, 2022, 12:45:10 PM »
I am still here waiting for this to get translated lol. Originem's mods are the best.

4
Bug Reports & Support / Re: can my laptop run this?
« on: August 10, 2022, 12:03:44 PM »
Alright, thanks for the info guys! I will try to just mod in factions I will use and not flood the game with new stuff just to have it in the game lol.

5
Bug Reports & Support / can my laptop run this?
« on: August 10, 2022, 10:56:33 AM »
Returning player here. I have since started university and got a "school" laptop instead of a gaming laptop. Here is the link to which one it is.

https://www.lenovo.com/ca/en/p/laptops/ideapad/ideapad-300/ideapad-3i-gen-6-(15-inch-intel)/len101i0003?orgRef=https%253A%252F%252Fwww.google.com%252F

I should note that it is the i3 model, 2.10 GHz,  2 cores. 8gb ram, and I believe a crappy integrated 1gb gpu.
There will be tons of mods being used. I just wanted to know if this thing can even run it with many, many mods before I get everything downloaded and set up. Thanks in advance guys!

6
Mods / Re: [0.9.1a] ApproLight v0.8.6-RC1 (2020-12-29)
« on: August 25, 2021, 05:16:30 PM »
We cant wait, that is still very exciting news!

7
Mods / Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
« on: August 25, 2021, 05:13:34 PM »
I check about three times a week as well just for this. I am starting to worry lol

8
Mods / Re: [0.95a] Tahlan Shipworks 0.6
« on: April 30, 2021, 01:44:36 PM »
Make sure youre not going over 25 weapons then auto grouping the weapons up.

9
Modding / Re: How to alter deployment cost
« on: April 30, 2021, 04:21:00 AM »
I thought it was fleet points..?

10
Modding / Re: A few ideas
« on: April 30, 2021, 04:15:46 AM »
I liked the idea of making officers more customizable. So I started fiddling with turning an ai core into a human officer. So far the core has a human face, managed to recruit it and level it up. Has customizable skills like the ai core would in a ship. Still needs more work mainly just a copy pasta of other game files with a bit of tweaking. The part I'm not going to be able to do yet is make custom effects for abilities. I'm going to try to reverse engineer a few skills and change them into something different and see how that goes.

Thanks tart for the secrets of the frontier link.

11
Modding / Re: How to alter deployment cost
« on: April 29, 2021, 01:39:41 PM »
ship data in hulls folder?

12
Modding / Re: A few ideas
« on: April 29, 2021, 12:59:41 PM »
Another idea came to me. We have plenty of unique ships, weapons, hull mods etc. Since the enemy has dozens of officers, lets not fix that and instead use it as an opportunity to buff how we handle our officers. Quality over quantity.

Why don't we have any unique officers? With unique abilities?

Skills that are not on the players list, completely new stuff. There is always something new to add.

Higher level cap.
More elite skills than average.
Customization like the alpha cores, but on the officers. Which I might add is a feature with HUGE potential for officers. Can link it to the academy so human officers can change their skill sets.
Modders can add their own custom officers to their mods, with their own take on what an officer piloting their mod ships should be.

Thats it for today lol.




13
Mods / Re: [0.95a] Arma Armatura 1.4.5d (4/16/2021)
« on: April 29, 2021, 06:36:06 AM »
For making a shield, if you made it a module and are worried about it breaking.. why not make it invincible? Or have massive armor/hull?

The maker of Kingdom of Tera would also probably be a good one to ask for help as well.

Your new work is amazing, cant wait to try it out. Will we ever see a melee mech? Or a standalone faction?

14
Mods / Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
« on: April 28, 2021, 02:40:05 PM »
I wonder, would it be possible to isolate what causes these issues with 0.9.5, cut that content and use "most" of the mod that would otherwise be unaffected? Just as a stopgap measure to enjoy most of this mod until it is updated?

15
This is going in my next playthrough for sure, amazing!

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