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Messages - ebolamorph

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16
Mods / Re: Cebby Ship Pack [V 1.1.1]
« on: October 27, 2021, 03:04:36 PM »
is there ever going to be a version without the little fursona creature on the midline hulls?

17
Mods / Re: [0.95a] The Asteroid ship pack 1.3c
« on: October 27, 2021, 02:46:45 PM »
Do the pirates actually use these ships in battle or are these for players only?

18
Mods / Re: [0.9.1a] Terraforming and Station Construction (v5.3.1)
« on: July 03, 2020, 01:08:12 AM »
Well, I can understand why. That is probably the best choice in terrafoming aspect, as it is close to that category.

Problem is, it could host spice industry. Being mostly "cold" and mostly with no "habitable" it is unlikely they should.

On the other hand - that is a minor issue. Player always able to ignore that option at its will.

spice industry? We can farm shai halud in this game?

19
Mods / Re: [0.9.1a] Terraforming and Station Construction (v5.3.1)
« on: June 30, 2020, 12:26:32 AM »
Can you add a menu scrollbar to colony structures/industries? I have gotten to were i can make so many industries that i cant see em all. And yes you are not limited in terms of how much you can build AND you get all the bonuses still. plz add the menu scrollbat yto our colonies structure list or make it into a list
That's hardcoded.
Well damn that sucks. Maybe the dev can add that in? After all i cant turn a world into an outright fortress/ economic powerhouse AND manage it without a scrollbar

20
will we ever get a just missile regen version of this mod? Thats all out of this mod that i want. The magazine based ballistics i can do without tbh.

Preferably with the respective vanilla reload stats and vanilla friendly stats for single fire launchers

for single fire launchers i just had an even better idea. If any of you here watched the remake of the battlestar galactica series then youd know about the ammo factory scene aboard galactica. What if, hear me out, what if there was something like this aboard every ship for ballistics, and with a hullmod we could enhance out ships ammo production facility to produce missiles and torpedoes. The rule being that the larger the torpedo the longer it will take to build and reload a new one. For smaller missiles the reload could be fairly quick or for, say as an example, a single fire harpoon launcher, the reload would be fairly quick (within reason. It IS a barely not a torp after all from what ive noticed) due to it only being one missile with larger launchers taking longer to reload due to having to manufacture multiple missiles for that reload

21
Mods / Re: [0.9.1a] Terraforming and Station Construction (v5.3.1)
« on: June 24, 2020, 11:03:31 AM »
Can you add a menu scrollbar to colony structures/industries? I have gotten to were i can make so many industries that i cant see em all. And yes you are not limited in terms of how much you can build AND you get all the bonuses still. plz add the menu scrollbat yto our colonies structure list or make it into a list

22
also how do i use this to increase my deploym,ent points. I have it set to deployment size 500 but never get 500 deployment points.

23
how do i use this to increase the level cap?

24
General Discussion / Re: How to edit save file to add more credits ?
« on: June 22, 2020, 02:17:12 PM »
how do i summon a few doom class phase ships?

25
Bug Reports & Support (modded) / Re: game crashes upon launch
« on: June 19, 2020, 04:05:43 PM »
i have since isolated the issue to it being xenoarghs ai rebalance. i have reorganized my mod list and it runs well now, with only the occasional crash upon trying to load the game, and only if i click or move the mouse but otherwise working now

26
Mods / Re: [0.81a] StarSector AI Overhaul, Alpha 0.91a
« on: June 18, 2020, 01:43:14 AM »
the error i get trying to use your ai rebal

Disable all your mods and re-enable one by one to find the culprit.

i did. This was the culprit
Strange, because I had this mod running fine on its own (in v0.9.1a BTW). There were definitely certain mods that I had do disable due to an abrasive relationship with it though.
what mods interfered with it?

27
Mods / Re: [0.81a] StarSector AI Overhaul, Alpha 0.91a
« on: June 17, 2020, 08:25:13 PM »
the error i get trying to use your ai rebal

Disable all your mods and re-enable one by one to find the culprit.

i did. This was the culprit

28
Mods / Re: [0.8.1a] The Nomads, v1.4.11-rc2
« on: June 17, 2020, 02:59:31 AM »
nomad mod is incompatible with a few mods. i can try to load it up again to generate another log and error message if you wish

29
Bug Reports & Support (modded) / Re: game crashes upon launch
« on: June 17, 2020, 02:20:35 AM »
Hi - sorry about the trouble! Would you mind being a bit more specific about what the issue is? Does the game crash? If it crashes, what's the error message? Does it hang? If it hangs, what does the screen show when it hangs? In both cases, what are the contents of starsector.log (found in starsector-core)?

it gave me a generic java issue. I have since solved this by tweaking my mod list. However the game is clearly still having issues loading up given the brief hang it does before the bar starts to load when the game starts up

30
Mods / Re: [0.81a] StarSector AI Overhaul, Alpha 0.91a
« on: June 17, 2020, 12:05:01 AM »
the error i get trying to use your ai rebal

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