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Messages - Jet Black

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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!

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

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.

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

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.

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

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.

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?

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?

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

Mods / Re: [0.95a] Terraforming and Station Construction (v7.0.0)
« on: April 27, 2021, 02:09:31 PM »
I have to ask, does this work with industrial evolution, beyond the sector and grand colonies?

Also, will this bork my current save file?

I just put 5 rock chuckers onto a kassadari overdriven ship... Threw so many little stones at a paragon that I shoved it to the edge of the map. Lovely.

Mods / Re: [0.95a] Tahlan Shipworks 0.6
« on: April 27, 2021, 05:59:09 AM »

Mods / Re: [0.95a] Diable Avionics 2.62 (2021/03/27)
« on: April 27, 2021, 05:58:26 AM »
If one were to use diable, tahlan and armaa in the same game. Which mech units would be the strongest?

Im leaning towards diable fighters and armaa frigates. Is it me or is the Rosenritter stuff overbalanced?

Mods / Re: [0.95a] Tahlan Shipworks 0.6
« on: April 26, 2021, 10:06:04 AM »
Sorry to ask again, if anyone here knows the answer to this?

Is there any way for me to get 100% emp resist if I'm using forced overdrive? Usually 100% would be Shield Shunt and Flux Resistant Conduits. With Forced Overdrive, it locks out shield shunt. Leaving me at a max of 50%? I'm probably missing something here though.

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