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News:

Starsector 0.97a is out! (02/02/24); In-development patch notes for Starsector 0.98a (2/8/25)

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Messages - Wriath

Pages: 1 [2] 3 4 ... 19
16
Holy crap that is exciting, thank you!

17
Looking forward to it, take your time though, you've set yourself some pretty serious quality standards.

18
Modding / Re: Barrage Destroyer Mod
« on: May 02, 2017, 11:41:44 AM »
It's from a much older one that was discontinued.

19
Modding / Re: Barrage Destroyer Mod
« on: May 02, 2017, 08:53:18 AM »
Was planning on adding another couple of old kitbashes that i think fit vanilla style, i'm not much at graphics editing so it's going to be rehashes of old designs (with permission from authors of course) that have fallen out of use.

20
Modding / [0.8a]Wriath's Ship Addition Mod V.7
« on: May 01, 2017, 09:30:51 PM »
Hey there, I remade a ship from an old mod. the Weapons Pack by Apophis. The sprite was created by Medikohl. It's a midline destroyer with good shields and armour, but somewhat light armament.

A note on the Assassin, the weapons are all inbuilt to further simulate the behaviors of fighter type ships.

EDIT: Any advice on balancing, optimizing campaign integration, etc. is extremely welcome. This is the first time I've published anything on here and I don't really know what I'm doing!

Changelog:
Forgot to remove rules.csv for testing. re-uploaded.
V. .5 Adjusted some stats, less armour, changed description a bit, decreased shield radius a bit.
V. .6 Added a light carrier, stats are probably going to be changed, I just finally got a working draft going that isn't crashing.
V. .61 Fixed engines, shields, stat issues with dachsund. Added it to markets and patrols. Set barrage to foreward shield to better fit lasher style, changed weapon system to ammo accel.
Known Bugs, fixed, let me know if you find any.
V. .7 Added Assassin heavy fighter, playable 2 ship fighter squad, further changes to stats. Changed name of Barrage destroyer to Thrasher, changed mod name (would love a name for the mod that isn't... this)
V. .7a changed Assassin graphic.

To do:
Normalize dachsund skin with hound/cerberus. Make D versions of both ships, possibly add more ships, waiting on a sprite for a third one. Possibly further tone down stats except speed on barrage to put it into more of a light destroyer role, not sure about this. open to thoughts.
Sharpen up the Assassin sprite, figure out a way to make it so the secondary ship won't dock for repair and re-arm.

[attachment deleted by admin]

21
Maybe add an ASP 'AAA' service? if the player pays ASP: change the distress call icon and dispatch an ASP tanker when the distress call is clicked?

That's a kinda cool idea.

22
Mods / Re: (0.8a) Shadowyards Reconstruction Authority 0.6.0.7.1
« on: April 30, 2017, 06:48:56 PM »
Having some kind of crash on initial start, tried only running SRA, graphicslib, lazylib. not sure specifically what part of starfarer.log will troubleshoot that though.

edit; disabled most of the graphicslib options per the 'mod troubleshooting guide' and it worked, 64 bit os, 16 gigs ram, and a radeon 7800... doesn't seem like I should have any trouble running this 0_o

23
Mods / Re: [0.6.2a] Hiigaran Descendants v1.1.0
« on: February 24, 2015, 06:21:15 AM »
28 hours!!!

24
Mods / Re: [0.6.1a] Interstellar Federation v1.27
« on: December 18, 2014, 08:13:37 PM »
Wow! That's super exciting man, can't wait to get behind the controls of some of your ships again. Thank you so much for all the work you've put in.

25
Mods / Re: [0.65.1a] Scy V0.86 (01/12) Hotfix
« on: December 07, 2014, 11:27:11 AM »
Not without some help from Alex, whether he makes them vanilla or allow us to spawn object that are ignored by the AI: the trail were invisible fake missiles placed on top of the engines when the fighter were accelerating and removed otherwise. Problem is, the Point Defense weapons went crazy when those missiles kept appearing and vanishing at close range. They switched targets all the time to face the "new threat" and never actually fired.


Sounds like a mechanic that could be used as like... some sort of ecm target jamming... crap. Maybe use those trails as a ship system?

26
If you activate it alongside SS+ it functions, they just don't have interactions with the other mod-races. Thanks for the update man! Really glad to see these guys back in action.

27
Mods / Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.1
« on: November 24, 2014, 05:42:12 AM »
Hey, is there any way to make Junk Pirates work with all this?
Edit: just re-read first page and found an answer to that, but I'm having some issues with SS running out of memory, I modified the vmprarms file but I don't really know how to get the 64 bit java going.

28
Mods / Re: Diable Avionics (v. 0.75a)
« on: November 04, 2014, 06:06:22 AM »
Whoah these guys look really sharp!

29
Mods / Re: 'Junk Pirates' - 0.6.2a - ShaderLib support
« on: November 04, 2014, 06:04:18 AM »
Take as much time as you need bro, but uhh, JP is definitely a staple part of my Starfa... *ahemwhatever* experience. They're the bad guys you kinda want to get drunk with.

30
Mods / Re: 'Junk Pirates' - 0.6.2a - ShaderLib support
« on: November 01, 2014, 09:13:28 PM »
Oh god baby, we need it.

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