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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Messages - KarlianaVonMauser

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Modding / Re: [0.97][WIP] United Aurora Federation 0.75a ( Hotfix 1 )
« on: February 26, 2024, 12:10:17 AM »
I don't know if it's the right thing to ask in a main thread, so please excuse me if it's not.
I'm on a spree of trying out mods and this one caught my eye due to nice art and nice starships.
I'm looking at the starting fleet selection for this faction in Nex and can't figure out what starting ships to pick for an enjoyable experience that still allows me room to grow. Could I perhaps have some advice?
Well, what type of captain are you? are you a mustly fast speedy captain that likes to flank your enemy? or are you a cruiser captain that keeps the enemy at bay while your heavy ships comes? or  are you the big gun captain of a huge battleship that dishes out heavy damage on enemy shields and armor and obliterate them? or are you a Carrier captain that uses hordes of fighters or small number of best quality fighter and bombers to sunk you enemy from afar? If any one of this question fits you, you go with that style. Then you can find the ships that fits that style. It's your playstyle that matters most to you, as long as it's fun. P.S. Minibreves are *** dangerous at close range, don't use it in close range unless you want yoru entire ship literally covered with holes from the explosion. It's a bloody nuke after all.

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Modding / Re: [0.96a][WIP] San Batavia Republic 0.1
« on: December 16, 2023, 04:17:34 PM »
Big update soon! Or at least relatively soon. I am down with the sickness but luckily we managed to do quite a piece of work.

In the next major update you can look forwards to a new destroyer, new light cruiser (which will replace the Avalon for now) and a fleet carrier charging forth alongside two converted ships common to the Persean sector. Alongside those changes we are taking all of your feedback into account and adjusting the presently confused feeling wings. I renamed a lot of them and planned some changes to the sprites and gameplay too - which should hopefully make it easier to figure out which wing is which and what their purpose is. We will be passing those changes to our testers and once they get a bit of a feel for it- we will release an update.

With me sick and two developers inactive this might take a bit- but I am sure it will be worth the wait!


The very angry merchant ships with planes.


The new, shiny purpose-built warships of the SBR.

Interesting, especially the Karel Doorman, shounds like a ship for a solo ship run domination for me in the future run. I look forward to it! Take your time to get better, a slow and develope mod is a great mod, especially with stories to tell!

3
Mods / Re: [0.96a] Ashes of The Domain
« on: December 10, 2023, 09:27:55 PM »
I don't understand how to use cryosleepers in this mod
"Once it has arrived at your desired colony, an option should appear regarding the Cryosleeper."
What option? Nothing has popped up for me. Do I store the ship or keep it in my fleet?
Click on the planet, there would be an option within the choices, it should be number 7, 8, or 9 when you visit your colony.

4
Modding / Re: [0.96a][WIP] San Batavia Republic 0.1
« on: December 10, 2023, 06:49:04 AM »
So is there a story in it like a mission quest? and where do i trigger it?

The story is presently being developed. I want to update my old sprites and get a bit more complete lineup before we focus on implementing the story. Furthermore- we plan to eventually replace the vanilla recolors with our own ship sprites.

That and the present lineup of fighters and weapons have many flaws which we want to fix now that we got 0.1 out. You can rest assured however- the story will come as soon as we can make it. Until then... there are some extra interactions in the Usurpers questline if you are employed by SBR.

I see, well i can wait. A well developed story is always a good one, and one that takes time to think and proofread.

5
Modding / Re: [0.96a][WIP] San Batavia Republic 0.1
« on: December 08, 2023, 04:02:53 PM »
So is there a story in it like a mission quest? and where do i trigger it?

6
Mods / Re: [0.96a] Ashes of The Domain
« on: November 05, 2023, 04:57:11 PM »
So i found the Veil of Knowledge, but when i finished battling the defenders there, it crashed my game, showing the error "'Drop_Pob_Officer_Omega_core' not found".
Making it impossible to explore the planet.

7
so i encountered a problem, i have commision with the uaf, got special permission to build interplanetary confectionery, but i still can't build it. What am i missing? or is this a bug?

8
Modding / Re: [0.95.1a-RC6] Alkemia Armoury
« on: November 23, 2022, 02:09:32 PM »
got the same error as the one above as well for the "Roider annihilator pod" that is missing.

9
Interesting idea; I would try it out first if the mod is made~

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Modding / Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2e1
« on: July 09, 2022, 02:29:21 PM »
Just wanted to ask, will this mod have commissioned crew if i have commission crew mod on?

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Modding / Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2e1
« on: May 19, 2022, 11:45:53 PM »
go to mod date file -> world- -> factions -> UAF.Faction -> got to line 219 and put "," at the end of it

12
Mods / Re: [0.95.1a] Diable Avionics 2.64rc1 (2021/12/11)
« on: May 19, 2022, 11:18:25 PM »
So uh is there a requirement to upgrade the orbital station to battlestation? it's grey out for me, and i don't see any requirement other than the required credits.

13
Mods / Re: [0.95a] Beyond The Sector - Endless Randomized Systems
« on: June 09, 2021, 07:34:04 AM »
I sure hope it's still being worked on. Anyone found the cryosleeper yet?
Well, i found the cryosleep after i finish the academy quest, it was my first gate as well after the quest. So it's just the chance of finding one.

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