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Messages - A_Random_Dude

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Mods / Re: [0.95.1a] Seeker - Unidentified Contact 0.51rc2 (2022/01/18)
« on: January 28, 2023, 11:20:16 AM »
Current version of the mod works on 95.1.

And I hardly see what a Discord ban has to do with Seeker.

Modding / Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72g1dc_exp
« on: January 19, 2023, 12:54:18 PM »
See the big poster with the waifu on it? Click that. Litteraly says so in the post itself.

Modding Resources / Re: [0.95.1a] GraphicsLib 1.6.1
« on: January 17, 2023, 03:12:36 AM »
The "notepad" you're talking about isn't a text file, it's a compressed 7z file, which isn't taken in charge by base windows. You need a program like 7zip to extract it. It's free, don't worry.

Mods / Re: [0.95.1a] Adversary: Customizable Star Systems (v0.6.0)
« on: December 31, 2022, 04:00:43 AM »

I haven't teste the newest version yet, but I did try the release version a few days ago. Seemed pretty nice, but after a few tests, I noticed that the planets' names were apparently random, even in the Optimal system. Was it intended? If not, has it been fixed in the recent updates?

Mods / Re: [0.9.1a] Green Knight Security (v2.0c)
« on: December 02, 2022, 01:27:06 AM »
Not sure the forum rules are ok with that.

Modding / Re: [0.95.1a-RC6] More Combat Terrain Effects 0.3.0 - Indev
« on: November 02, 2022, 09:17:39 AM »
Heh, nevermind then. Having to download each videos instead of just watching them on my browser is kind of annoying though, I just wanted to share my opinion.

Modding / Re: [0.95.1a-RC6] More Combat Terrain Effects 0.3.0 - Indev
« on: November 02, 2022, 08:48:16 AM »
Might be just me, but clicking on the links to your videos makes my computer insta download them. I'm thinking that maybe just uploading them on youtube and setting the videos to private or something like that could do the trick.

Mods / Re: [0.9.1a] Neutrino Corp. (v. 1.86-RC3)
« on: October 19, 2022, 11:52:06 AM »
Oh, my bad! Thought they were talking about the official rework update.
Let's hope the nostalgia version has more luck.

Mods / Re: [0.9.1a] Neutrino Corp. (v. 1.86-RC3)
« on: October 19, 2022, 11:47:03 AM »
You apparently missed the message from the guy who's supposed to take care of said update, saying that he's not doing it anymore.

Mods / Re: [0.95.1a] Seeker - Unidentified Contact 0.51rc2 (2022/01/18)
« on: October 18, 2022, 01:25:48 PM »
Adjusted Sector doesn't affect Plague Bearer fleet spawn or number. So yes, using a bigger map with more stars will make the task of finding one of them harder.

If you take too long to find and fight them however, a bounty will eventually appear to give you their location. So the problem isn't as big as you think it is.

Mods / Re: [0.95.1a] Red - the Oculian Armada (0.9.2b) Mod
« on: October 17, 2022, 07:16:56 AM »
It's not a question of system requirement, but lib dependency and all that stuff. English isn't Protonus' first language, so it wouldn't surprise me if it's just a translation mistake.

Mods / Re: [0.95.1a] Adjusted Sector
« on: October 13, 2022, 12:43:57 PM »
The OP says not to raise the number of themes above 40% of the total number of constellations. Is there any particularly important reason for this?

I'd like to try a sector with 100% high danger remnants and I'd like to know if this will break anything. I will also reduce all other themes to 0.

You can do that yes, but the problem is that no ruin/derelict theme means no stations/caches/mothership to explore/fight and loot.
As for the 40%, it's more like "1 theme = more than 40% of you total constellation count". If you do it, the remaining themes will likely not have enough constellations to populate, resulting in less constellation per theme than specified in your settings.

So for example: constellation count of 150, 15 derelict motherships, 120 constellations for ruins, 50 for remnants. Since mothership takes 5 constellations each, you'll get 75 constellation for derelicts, 75 constellations for ruins, and none for remnants.

Mods / Re: [0.95.1a] Ship/Weapon Pack 1.13.0
« on: October 07, 2022, 05:14:12 AM »
You move their sprites (and possibly the other relevant files if the ship changed significantly) from an older version of the mod to the up to date one. If you don't have it, you can't get them back.

Mods / Re: [0.9.1a] Neutrino Corp. (v. 1.86-RC3)
« on: October 02, 2022, 06:33:31 AM »
Forge templates are from Industrial.Evolution.

Arma Armatura fighters are in fact fighter sized frigates. Most of them are, at least. That means that they have the size and mobility of a fighter, but the mechanics of a pilotable ship. So if your mech gets destroyed/disabled in combat, you can't spawn a new one and have to wait till the end of the battle to attempt to recover it. And just like a regular ship, you might very well not be able to that fighter back.

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