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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 5 ... 19
31
Blog Posts / Re: Trade & Smuggling
« on: August 29, 2014, 11:39:20 PM »
This really raises some questions about communication abilities of ships out in the void. If I get pulled over by a customs inspector while I'm smuggling and blast him to peices with no witnesses, do they automatically know you killed them back home or do they just come up with a lost patrol? Do they have instantaneous (ish) communication in system or black boxes or something?
Edit: also, will there be any possibility of trickery such as sneaking into a market amidst a neutral trade fleet to kind of blend in with traffic?

32
Blog Posts / Re: Comm Relays
« on: April 18, 2014, 06:27:03 AM »
Andy raises a good question.

33
Ahh okay, thanks for the response man!

34
Hey, I tried using the Batavia/Uomoz Combo and when I joined Batavia Shipyards they weren't selling any equipment or ships. I'm really not sure whether to mention this here or at the UC thread so I'll start out with yours.

35
Been watching this since you started it and hoping for Uomoz integration of some sort. Amped!

36
Mods / Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
« on: September 27, 2013, 10:45:24 PM »
How can we get asp back in?

37
Mods / Re: [0.54.1a] Interstellar Federation v1.25
« on: September 26, 2013, 10:46:48 PM »
He's been online as recently as today, be patient guys.

38
Mods / Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
« on: September 24, 2013, 10:53:19 PM »
Not sure if I should post here or in the Kadur thread, but I'm having some issues trying to edit the exrelindata file in order to get them running. I'm getting a crash with a java error.

39
Umm... no I kinda like mine actually.

40
Modding / Re: [0.6a] Old Sounds
« on: September 21, 2013, 07:25:24 AM »
BEEEEEEEEEEW mining blaster, or go home, seriously though this is a good idea for people don't like the new sounds. Good jorb.

41
Checking to see if I did the sig thing right, I'm not worried about a custom version of that ship though.
EDIT: Bargh, I do not forum.

42
This is making me nervous, I hope Avan comes back as his mod would really come into it's own with a few factions who have a few systems.

43
Mods / Re: P.A.C.K. [W.I.P.] 0.6a Compatible
« on: September 16, 2013, 08:18:00 PM »
Dude you had me at 'another system' but new Mendonca ships at the same time? aw snap.

44
Mods / Re: Fleet Control Mod (Developing new version for .6)
« on: September 16, 2013, 07:25:21 AM »
Sweet merciful crap, that looks sweet.

45
Mods / Re: 'Junk Pirates' - New Ships, Missions, Campaign mod for 0.6a
« on: September 16, 2013, 05:40:42 AM »
I've done just enough modding to know what you mean! I could set the JP to Friendly without too much trouble.
EDIT: Thanks man! shoulda said that first.

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