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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 - lgustavomp

Pages: [1] 2
Modding / Re: [0.95a] Another random SWP
« on: May 07, 2022, 08:51:26 PM »
Thank you.. and absolutely, the faction is very inspired by homeworld. The Carrier/Freighter thingy is loosely inspired by the Hiigaran Crew Transport

Btw, updated the front page with a little bit more info. Especially about the hullmods that I completely forgot to talk about.

Fix a bug related to a Trailer Moments dependency and removed the vanilla hullmods.

Modding / Re: [0.95a] Another random SWP
« on: May 07, 2022, 04:42:30 PM »

Hey guys... sorry for the almost a year hiatus. But there it is... Polished almost everything and added a couple or three more. I'm also smuggling my new faction into this, because, although it's in a very WIP state, the mechanics are 99% right, I'll only change names, descriptions and art. And also, it won't be a fully fledged faction and more like Kassadar from tahlan.

any plans to make all the vanilla missile launchers behave like the ones in this mod ?
Its litterally what I want out of missile weapons....

Added an autoloading version of the Atropos, Swarmer and Locust for now.

Longtom needs a massive nerf. It has huge range, decent rof, effective against shields, armour and hull and it has an emp effect. Its also not expensive in terms of OP. It's basically an anti-everything gun. Needs drawbacks.
Reworked as a long mjolner, without any OnHit shenanigans and a expensive OP bill.

Hello any plans on updating the mod with new content? I really like the mod and everything in it so far. Idea: some more medium and small slot guns.
There it is, added some Smalls and Mediums especially to fill some range gaps (mainly 700su on small 900su on meds and 1000su on larges)

Thanks everyone for the patience, and fell free to post or DM me on discord.

I've loaded to many mods into the editor. Now, when I'm trying to make something like a variant, a crap load of weapons and hullmods from those mods appear to me. Is there a way to "unload" a mod? Or simply to reset the editor to its defaults?

Nice work man

Mods / Re: [0.95a] WhichMod 0.5
« on: May 15, 2021, 03:18:21 PM »
Thank you for this mod. It's amazing.

Modding / Re: Fatal: Error Loading []
« on: April 13, 2021, 05:58:23 PM »
Man, finding exactly what's going on with that little info is like trying to give pills to a wild cat while drunk over a tightrope. The advices I can give you are: look at other mods which add skins and try to figure out what's not matching and focus on the files you created. And yeah, search for open "[]" or missing "," on your code.

Hmmm is it possible to make multiple "file" entries to include multiple slightly different sounds that it would choose from? Or would it just play all of them all the time?

If you want them to be randomly chosen, its simple.

same sample, slightly different pitch:


Different sample:


As far as I know, the bit rate does not matter. But the sample must be MONO.

Did you create your "sounds.json" on your data/config folder? if you don't you'll need to make something like this:


then, on your "weapon.wpn" file:


Modding / Re: [0.95a] Another random SWP
« on: April 12, 2021, 03:31:12 AM »
...I ended up boosting the speed, armor and shield efficiency a bit.  Just up to 1.2 to make it on the low end of low tech shields.  Instead of the extremely horrid 1.6 that it has right now.  And I ended up swapping the mine strike for a mobility ability which felt much more appropriate for the style of ship....

I gave her that terrible shield eff because she used to have ammo feeder. But as the spee already has the same system, I tried something different and still "fun" to play with. You're not the only one unhappy with the mines, I'll iterate more on her system.
btw: her shield is garbage, but the flux stats are pretty insane overall, it's almost paragon level. My idea was not to make another tank (there's a onslaught already to fill that hole) but a sort of long range harasser, that would use her massive offence as defense. It still subjected to change thou, depending on the community response.

Thanks for the feedback and I'm glad you're liking it.

Don't know if this will help you but: I strongly recommend you, when updating a mod, deleting the previous folder instead of overwriting the files.

Modding / Re: [0.95a] Another random SWP
« on: April 08, 2021, 06:50:56 PM »
I really forgot to slow down that turn rate. Will fix that in the next patch. But they're meant to be fast (like hephaestus) anyway, because I want them to be effective on broadsiders. As you know, the AI tends to dance too much to mitigate hull damage.

Modding / Re: [0.95a] Another random SWP
« on: April 06, 2021, 02:37:52 AM »
 Sorry. It is fixed now

Modding / Re: [0.95a] Another random SWP
« on: April 05, 2021, 07:25:36 PM »
Thanks for the nice words Szasz and Chairman.

I started this mod with a dream of making boats in space, but yeah, you're right, they look boring. I'll address this issue as soon as I get some free time and creativity influx. But anyway, here we go guys, updated to the new patch and also made a long needed clean up on the mod files. There's also a papa spee that I'm still trying to make it fun and relevant in comparison with other BBs.

Modding / Re: [0.9.1a] Another random SWP
« on: December 04, 2020, 07:46:58 PM »
I really like the carrier Eagle and the rocket tweaks.

They are even more consistent now  ;)

Aight guys, updated the first post as usual, there are some sprite tweaks, new weapons and balance changes.

keep me updated if you find something over(or under)powered.

Mods / Re: [0.9.1a] Torchships And Deadly Armaments V0.13rc2 (2020/10/30)
« on: October 30, 2020, 01:56:09 PM »
jeezz, the lines, the shadding.... . Congrats man, amazing work

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