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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 - Orikson

Pages: [1] 2 3 ... 18
1
Modding / Re: Starsector modding wallpaper
« on: January 27, 2018, 11:33:59 PM »
Lovely wallpapers HELMUT! Thanks aplenty! Sees teasers as well :^)

2
Mods / Re: [0.8.1a] Foundation Of Borken v0.2.0a
« on: January 27, 2018, 11:27:28 PM »
How do i make them selectable from the start?

I have received permission to share these files, so here you go!

https://www.dropbox.com/s/pgyjvs1k7qnddl9/Nex%20Files%20for%20Borken.zip?dl=0

Follow the instructions on the note file's title that I have included in the folder.

3
Modding / Re: Installing Mods - A Simple Guide
« on: October 13, 2017, 09:58:29 PM »
Changelog (14/October/2017)

- Added the Dynasector tag for Tyrador Safeguard Coalition.
- Removed "Lion's Guard" mod as this has been integrated into Ships & Weapons Pack mod.
- Removed the note that states "Underworld" mod requiring a fix as that has been resolved in a recent update.


4
I'm not sure if there's something wrong on my end, but it seems I can't download the file.

5
Modding / Re: [0.81a] Starsector Rebalance Pack 3a
« on: September 05, 2017, 04:35:26 AM »
Reading through the stuff posted, I can't say much that will contribute to the discussion.

I've checked out all the mods, and I see you like do a lot of stuff to fulfill your ideals.

Going on the topic of conflict with other mods, I think it has to do with the lack of time you have to investigate with every single mod that every player could have possibly downloaded and played with your mods.

Another reason I believe some of your mods can cause conflict is related to how they change some parts of the game, but do not account for the parts related to the parts you're changing. Example of this is the default variants that Vanilla has.

I think you should focus on refining one of your mods till it has little to no conflict so that you'll get less pestering from the players and modders.

How about EZ Faction first, then followed by its companion Explorer Society?

Then polish one of the mods you have in mind to perfection.

Another advice I have is to reduce the use of 'mod packs' and go for single packs. Makes it much easier to maintain and reduce the amount of things player has to check whenever they crash either because they didn't read properly or something in the mod is messed up.

I'm not demeaning you capabilities as a modder, but I believe the quality of your mods are a bit lower than they can be because of the divided attention you're giving to the mods you want to give to the player base of Starsector.

6
Modding / Re: Installing Mods - A Simple Guide
« on: August 25, 2017, 09:37:45 PM »
Changelog (29/August/2017)

Updated accordingly and added a few mods in while giving some comments on them

7
What do all he new weapon slot types actually do?


Ballistic
Missile
Energy
Universal

Those are all simple

But what about the new ones? Is Hybrid ballistic+energy? ETc..?

Hybrid - You can put energy and ballistic type weapons in it.

Synergy - Energy & Missile.

Composite - Ballistic & Missile.

As with the Universal slot, the weapon fitted into them cannot be down sized (which means you can't put a small sized weapon in a medium sized slot like you can for pure type slots).

8
Mods / Re: [0.8.1a] Blackrock Drive Yards v0.9.0 (07.06.2017)
« on: July 22, 2017, 12:15:56 AM »
cycerin's computer set up died, so it'll take a while before he can do modding stuff.

9
Does the new update include the Underworld java fix? I'm confused since it doesn't show a date and or is this java something we need to do manually?

Also how do you name your faction once you get to start it. Apparently I'm the Followers...

The Underworld "jar" fix has to be done manually and can be found here.

You can edit the details related to the Followers in Nexerelin/world/data/player_npc.faction file. Please use Notepad++ to edit it and keep a bak-up copy on hand.

10
Blog Posts / Re: Drawing [REDACTED] Battlestations, part 1
« on: June 27, 2017, 06:26:55 AM »
Hmm... the large Remnant battle station ended up being akin to the Tri Tachyon Corporation logo, eh? Nice.

From another perspective... look! A giant blue fidget spinner!

11
Modding / Re: Installing Mods - A Simple Guide
« on: June 18, 2017, 09:32:10 PM »
Minor update.

12
Mods / Re: [0.8.1a] Diable Avionics 1.84 (15/06/2017)
« on: June 15, 2017, 01:12:45 AM »
Tartiflette, are you still going on with the ships' sprite rework? Cause i want the crisper sprites on the other ships, espwcially the big ones.

The current info given on the work plan is that the Gust is receiving a new sprite from FlashFrozen.

A few weapons are deemed to be in need of a touch up.

No other plans has been informed of.

13
Modding / Re: Installing Mods - A Simple Guide
« on: June 05, 2017, 11:57:48 AM »
Updated accordingly!

14
You'll be waiting a while then; the release date probably won't be in June.

Patience is a virtue.

In the meantime... pew pew, Arcade pew pew.

15
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: May 30, 2017, 08:02:55 PM »
Much better.

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