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Starsector 0.95.1a is out! (12/10/21); Blog post: Hostile Activity (09/01/22)

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Messages - adimetro00

Pages: [1] 2 3 ... 9
1
Mods / Re: [0.9.1a] Stop Gap Measure - Ships for Vanilla
« on: October 06, 2020, 07:20:21 AM »
I've found some capitalization problems on some of your weapon names and a typo, which is the "Lotop ACM laucher" (sic). The descriptions of some of the things certainly need work on proofreading.

Yep, definitively agree. Since english is not my main language, I only do the best I can, which is sometimes not enough. Still, another forum member DiM, had made great effort to kindly check most descriptions for proofreading. If you find anything specific I will add the necessary correction.

Oh, and also, the Triumph ship has one miscolored engine and its description is screwed up.
EDIT: And another thing, is the Ivree system supposed to show up in Nexerellin, especially in random sector mode?

2
Mods / Re: [0.9.1a] Stop Gap Measure - Ships for Vanilla
« on: September 19, 2020, 03:30:46 AM »
I've found some capitalization problems on some of your weapon names and a typo, which is the "Lotop ACM laucher" (sic). The descriptions of some of the things certainly need work on proofreading.

3
Mods / Re: [0.9.1a] Logistics Notifications 1.3.1
« on: September 12, 2020, 06:02:30 AM »
Can you make it so that i can change what sound will play when the alarm sounds?

4
Mods / Re: [0.9.1a] Grand Sector
« on: September 07, 2019, 05:10:28 AM »
Hey can you add settable star sizes with settings.json?
I don't want to recompile the jar every time i try to set more/less stars

5
Mods / Re: [0.9.1a] Grand Sector
« on: September 02, 2019, 09:57:52 PM »
How do i change the amount of stars generated?

6
Silly question for this thread, but how do i change the generated planets and systems names?
Before 0.8 i can change the names by changing the sector generation xmls on the Nexerelin mod.
Now sector generation has changed, and i don't know what file to modify.
Any help would be appreciated

7
Mods / Re: [0.9.0a] Scy V1.50rc3 (2018/11/26)
« on: December 03, 2018, 02:49:39 PM »
Laser torpedoes are so awesome! Where do you get the idea for that? seems that you've been reading the Honnorverse books

8
Mods / Re: [0.9a] Shadowyards Reconstruction Authority 0.7.0.1rc4(11/24/18)
« on: November 30, 2018, 07:46:00 PM »
Played with this mod on and while i'm checking out the custom production menu, i've noticed that Shadowyard weapons get lumped in with vanilla ones (Common). Is this intentional or did you forgot to set unique tech category?

9
Suggestions / Re: Quick-search weapons in refit menu
« on: November 29, 2018, 08:12:55 AM »
You know that you have extensive filter options, right?
Yes, but even with that, it's still difficult to find what you want.
Say, you're trying to find one particular weapon amongst all the weapons you've hoarded away in your colony's storage. You go to the Refit menu and be confused as to where the weapon is among the 160+ weapons you have. Even if you know that particular weapon's OP cost, you still have to scroll through all the weapons with similar OP cost to find it.

10
Suggestions / Quick-search weapons in refit menu
« on: November 29, 2018, 06:03:26 AM »
Searching desired weapons for fitting in a ship gets ridiculously hard at lategame where you've surely stockpiled a ridiculous amount of weapons. This gets worse when playing with mods as the added weapon complicates the process. I think there should be an easy way to quickly find the weapons you want to use e.g. typing in the name of the weapon. Think it could be too difficult to implement but at least you tried

11
Mods / Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9b
« on: November 28, 2018, 12:53:58 AM »
What does the sigma-things I've got from the BB system do?
Other than selling, of course

12
Mods / Re: [0.9.0a] Scy V1.50rc3 (2018/11/26)
« on: November 28, 2018, 12:45:29 AM »
Indeed they don't and that's normal. Alex changed how weapons on modules are displayed and it isn't possible to have them visible anymore while still shrouding the trench weapons.
Hey, tart. Can layering be changed mid-combat?
I think you could have the weapons "pop" up when the armor's open. They then will "close" when the armor's closing.

13
Mods / Re: [0.9a] Mayasuran Navy 8.1.2
« on: November 26, 2018, 05:03:37 AM »
Doing some minor refits, pay no attention!



What's next? a carrier Falcon?
a carrier Conquest?

14
Mods / Re: [0.8.1a] Nexerelin v0.8.4b "War and Peace" (update 2018-09-30)
« on: November 24, 2018, 02:34:46 PM »
If there is randomly-generated core sector, I hope you can set how far apart the colonies are.

15
What do you mean by "reloadable"?

If you mean "infinite-use missiles" like the Salamander, there's "Fast Missile Racks" on the Condor and other ships. It resets their cooldown so you can fire again

If you mean "limited missiles" there's the "Missile Autoforge" on the Gryphon. It completely reloads all the missiles to full.

I do believe you're thinking more of "replenish a portion of missile using a ship system". That can be done.

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