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Messages - dan212

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1
Modding / Re: [WIP] Auroran Shipyard
« on: July 08, 2017, 09:14:26 AM »
You never can have too much testing. If you feel like it - sure, go ahead, we will be happy to look at what is allready done and how well it balanced.

2
Modding / Re: [WIP] Auroran Shipyard
« on: July 07, 2017, 01:56:48 PM »

Neuxoria
Super Carrier
Advanced ( AI )

Two Medium Ballistic Mounts ( frontal and rear )
Four Small Mounts ( placed in respective angles )
6 ~ 9 Strike Craft Slots ( Four flight decks ) That or same stats as Astral Class.



Selam
Phase-Submarine
Advanced ( AI )

Eight Large Built-in Torpedo Tubes ( 6 frontal, 2 rear )
Two Small Ballistic Mounts ( frontal and rear )
Three Built-in VLMS

 Its like a slow destroyer-size submarine with decent phase duration ( unlike vanilla ships that are nimble and deadly ), I hope we can make it phase in and out at much slower rate with cooldown timer. I'm thinking of this ship to be specifically made to combat anything bigger and slower than a destroyer. Her torpedoes might be unguided but fast that deals heavy damage if not blocked or intercepted.

Ever since we cant really have a dedicated switch ammo type system for the submarine, it may have two anti-shield and four high explosive torpedo loadout frontally. The rear tubes will have high explosives only.
Man, this is awesome! I know what my next playtrough of Nexlerein will next. And i am really like your style.

P.S.: What softwhare you using for spriting i wonder...

3
Mods / Re: [0.7.2a] The Mayorate v0.9.2 (updated 25/04/16)
« on: April 23, 2017, 01:49:12 PM »
So, it's that time of year again. Let me know what sucked about the last version so I can fix it (or add it!) for this one.

Current todo list:
- 0.8 compatibility
- Rare metals bug (most of the offending market condition is getting axed)
- Consul functions are getting bundled into the typical "station leader" persona
- [REDACTED]

Currently hit a bit of snag due to SS not recognizing modded rulecmds (might require another SS hotfix before this mod can be updated), but hey, getting there slowly...

Yay! More [REDACTED] stuff!
I will problably have to wait untile Nexlerein and Dynasector will update, but Mayorate will defenetly be in my next playtrough. Cant wait.

4
Mods / Re: [0.7.1a] Nexerelin v0.7+ (new beta available 2015-12-06)
« on: December 06, 2015, 06:20:28 AM »
I got an issue with new hotfix

Quote
23315 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Error compiling [exerelin.campaign.events.ExerelinInvestigationEventGoodRepWithOther]
java.lang.RuntimeException: Error compiling [exerelin.campaign.events.ExerelinInvestigationEventGoodRepWithOther]
   at com.fs.starfarer.loading.scripts.ScriptStore$3.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: exerelin.campaign.events.ExerelinInvestigationEventGoodRepWithOther
   at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:179)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   ... 2 more

Starsector 0.7.1a-RC5

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