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Messages - Profit Prophet

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Modding / Re: [0.95.1a] ThirstSector - A Complete Portrait Replacer
« on: March 09, 2023, 09:18:37 AM »
Very impressive! The male characters really pop compared to vanilla.
May I ask what ai software you used to do this?

2
Mods / Re: [0.95a] Superweapons Arsenal v2.1b Super Flash
« on: December 25, 2021, 09:51:28 PM »
Hi Mira, I've been running your mod for multiple playthroughs and I've been really enjoying these weapons, but I think I encountered a bug related to the new magic bounties from magiclib.

I was offered a hegemony bounty via the unsanctioned bounty board in the bar and it was about hegemony testings superweapons, in the previews, the onslaught flagship of the fleet seemed like it had 3 MX Gauss Cannons equipped, but when I actually got to the fight the superweapons were not present, the onslaught had empty weapon mounts where the MX cannons would have been. I am unsure if this is an issue with the superweapons being unable to be used by the AI factions or is it an issue with magic bounties.
(also I'm assuming this is what you meant by being able to obtain superweapons via missions or methods alternate to just exploration if the bounties work and there's enough of them then I'm 100% down with getting these weapons off of tough fights)

Regardless I still really enjoy this mod and I wish you happy holidays!   ;D



3
Modding / Re: [0.9.1a] Faceless - vanilla and mod portrait removal
« on: July 19, 2021, 03:03:09 PM »
thank you for this mod, will come in very handy in my future games where I run anime portrait packs since they don't mix well with vanilla.

4
I believe its called "Combat docking module" current version is 005.

Link: https://fractalsoftworks.com/forum/index.php?topic=20415.0

5
Mods / Re: [0.95a] [Hullmod] Modern Carriers 1.5.1b "Tooltips"
« on: June 07, 2021, 11:11:37 PM »
thanks for the update! Looking forward to using S additions when I play tomorrow

6
Mods / Re: [0.95a] Volkov Industrial Conglomerate 1.3.0
« on: June 07, 2021, 01:29:30 PM »
Lets go! Looking foward to using this mod in my next playthrough. Can finally make all my officers anime girls again!

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Mods / Re: [0.95a] [Hullmod] Modern Carriers 1.5.0b "Tooltips"
« on: June 07, 2021, 12:19:13 PM »
Seems the like issue still exists in the latest version, I was attacking a high-tech battle station this time and all of the fighters were stuck in the endless refit loop. Not sure if this info is relevant to the bug but in both cases, the battle stations were using fighters from the "arma armatura" mod and not vanilla LPCs. For now ill disable the S addition addon, hopefully this issue isn't too much of a pain for you to fix.

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Mods / Re: [0.95a] [Hullmod] Modern Carriers 1.5.0b "Tooltips"
« on: June 06, 2021, 01:56:24 PM »
Hey, Sutopia first I want to say that I've been having a great time with this mod, the hullmods add quite a bit of complexity for carriers and make carrier loadouts much more interesting!

Second is that I think I've encountered a bug. For context, if you build a carrier core into a civilian ship but then remove the militarized subsystems, the carrier core stays as it is built-in, but all fighters launched from the ship will be immediately broken and must endlessly enter a refit > launch > break > refit cycle, this makes sense to me and I'm assuming is intended.

But I also noticed this issue with my high-tech battle station when I was defending my colony. All the fighters from the station were also stuck in the endless loop and as a result, they were useless and could not fight. I was running on the 1.4 version of the mod when this occurred but I haven't had a chance to see the station in another fight after updating to 1.5 so I'm just posting this here just in case its not been noted yet. worse case I can just disable the S Addition since I'm assuming the "All vanilla station hangar modules receives a Carrier Core" is causing the issue.

9
Mods / Re: [0.95a] Seeker - Unidentified Contact 0.42 (2021/03/27)
« on: June 06, 2021, 01:36:16 PM »
Elite Phase Mastery skill increases speed in phase by 100%.
Doom's loadout and skills

[close]
oh I see, I've been running the quality captains mod which changes some of the skills and their effects and I forgot the vanilla version did that. Thanks for the info

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Mods / Re: [0.95a] Seeker - Unidentified Contact 0.42 (2021/03/27)
« on: June 06, 2021, 01:15:17 PM »
Rampage's biggest weakness is being just a single ship. Tart, you should consider giving boss escorts s-mods, maybe.
And yes, I was just kidding about the difficulty, given how overpowered Doom, the cruiser in question, is.
BEAR WITNESS TO MY ASCENSION here
[close]

amazing fights my dude, can you post a screenshot of your doom build/setup? I'm wondering how you got it to be so fast (~170 move speed) while phased, its normally around 80ish right?

11
Modding / Re: [0.95a] Sol System (v0.2.4 - 4/15/2021)
« on: June 06, 2021, 12:51:48 AM »
Indevo is short for the industrial evolution mod which had a bug that prevented the construction of the commerce industry. This bug has been fixed in the current version. If you're not running indevo then im not sure whats causing the issue

12
Mods / Re: [0.95a] Kazeron Navarchy v1.2
« on: May 14, 2021, 12:36:18 PM »
I really like this mod, the skins are very colourful and make the Persean League stand out more! Hullmod is also a nice touch.

Side note: out of curiosity would you consider doing something similar but with Sindrian Diktat ships? I find their fleets to look rather bland as well.

Vayra's sector already does that, it adds a color scheme to some of the ships most used by the Sindrian Diktat and they all come with Solar Shielding integrated into the ship, I?m afraid we'll have to wait for Dark:Revenant to recieve enough Argent Energy to power through his plethora of mods and update that one too, eventually  8)

Sorry I might be missing something here I thought Vayra is the person who is developing and updating Vayra's sector, does Dark Revenant help out with updates on Vayra's sector as well?

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Mods / Re: [0.95a] Kazeron Navarchy v1.2
« on: May 12, 2021, 10:50:31 AM »
I really like this mod, the skins are very colourful and make the Persean League stand out more! Hullmod is also a nice touch.

Side note: out of curiosity would you consider doing something similar but with Sindrian Diktat ships? I find their fleets to look rather bland as well.

14
Mods / Re: [0.95a] Terraforming and Station Construction (v5.5.0)
« on: April 08, 2021, 10:02:15 AM »
Hey boggled just wanted to thank you for the work you've put into this mod, I used it during my playthroughs in 0.91a and I can't wait for you to update it for 0.95a but there's no rush I understand that it must be busy keeping up with all the modding since the update hit.  :)

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