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Messages - Aldazar

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16
Modding / Re: Arthr's Faction Blender & Pirates but Epic
« on: October 27, 2022, 01:19:24 PM »
Right, thanks for the help guys. I will admit I'm not fully 100% committed to this little shitpost mod but I have received enough information to have a sort of hunch where to look to make it more compatible with more mods. Expect an update within the next month maybe at worst.

Hey it's actually cool since depending on mods, new game starts will not be as interesting if you end up using all limited bp and not giving them to pirates. Speaking of that can you add pathers to the pirate part as a submod with them?

17
Mods / Re: [0.95.1a] Better Colonies 1.86
« on: October 25, 2022, 05:10:18 AM »
Is it possible to get the luddic shrine npc again? I want free salvage in my system.

18
Modding / Re: [0.95.1a] Calvera Custom Star System 1.0.1
« on: October 22, 2022, 11:42:52 PM »
Getting save corruption with the newest industrial evolution installed. I think it has to do with the new artillery stations.

19
Mods / Re: [0.95.1a] Gundam UC Mod v0.3.2 0080 Another QuickFix!
« on: October 21, 2022, 04:40:35 AM »
I think the author is MIA. Damn I was hoping the stations would get fixed since they don't appear.

20
Mods / Re: [0.95.1a] Gundam UC Mod v0.3.2 0080 Another QuickFix!
« on: October 15, 2022, 05:46:10 PM »
Can't wait for the feddie stuff after the OYW.

21
Bless. I know you're a busy person and it's not up to you to fix other mods comparability I'm so glad you fixed the hullforge crash since I love running with ships I buy from the market/salvage.

Also is it possible for players to build artillery stations/minefields?

22
Mods / Re: [0.95.1a] Adjusted Sector
« on: October 08, 2022, 11:07:26 PM »
Does ruins actually take any constellations or does it share? I noticed the last 25 playhtroughs ruins can be in systems with derelicts and remnants/sad/BB.

23
I would love a option to have both normal built in and progressive system. Mostly for using sp for logistic ships while having the system for combat ships and most definately AI.

24
Mods / Re: [0.95.1a] Quality Captains: A Skill Rework v1.1.1
« on: October 07, 2022, 02:52:44 PM »
What does DC_USE_HIT_NULL, CONAV_PTS_FOR_HULLSIZE, WP_ALLOW_ALL_FLANKING do excatly?

26
Modding / Re: [0.95.1a][WIP] Gensoukyou Manufacture v.0.6.0_rc6 [EN]
« on: October 06, 2022, 05:09:06 PM »
Any news for translation update for .62?

27
Mods / Re: [0.95.1a] Special Hullmod Upgrades v1.1
« on: October 02, 2022, 12:17:09 PM »
Should be able to add the hullmods with console commands for mid game save correct?

Also I can't seem to edit the src rar at all to make edits to the hullmods.

28
Mods / Re: [0.95.1a] Nexerelin v0.10.5b "Sierra Nevada" (update 2022-09-17)
« on: September 25, 2022, 10:31:44 AM »
Would it be possible to filter or disable blueprints in the faction starting bonus? Having enough mods makes it extremely slow in the window.

29
Mods / Re: [0.95.1a][WIP] Aptly Simple Hullmods 0.7.6
« on: September 19, 2022, 02:35:15 AM »
Gonna miss Conductive Rails since I have a railgun fetish.

30
Mods / Re: [0.95.1a] Gundam UC Mod v0.3.2 0080 Another QuickFix!
« on: September 18, 2022, 12:45:19 AM »
Seems this mod is incompatible with Industrial Evolution hullforge. Slotting in vpc will crash the game.

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