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Messages - Agalyon

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166
Mods / Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.1
« on: February 20, 2015, 03:24:58 AM »
How much I pay per download: X.

How much I would pay if I bundled every mod together: 2.6X.
Ughh... is it some humor I'm missing, or you're actually paying hoster per download of your mod? Isn't it kind of... wrong?

Now all I have to do is wait for a few more modders to update the latest past, mainly the mayorate, and shadow yard and I will happily dive into the game for a few more weeks.
As a matter of fact, all mods that were updated to 0.6.51 works fine: I'm currently running SS+ with (updated) Interstellar, Templars, Exigency; (not updated) Shadowyards, Mayorate, Citadel, Junk Pirates; (unsupported officially) Neutrino & Diable - everything works fine. I may be missing some more intricated interdependencies, but planets are there, fleets are flying, markets are trading, what's not to like!? :)
You can actually fix most of the changes to the outdated mods by editing the ships and weapons files too, if you're up for it.

I think someone said it already, but theres a bug where you get locked in trade/station UIs. I have no idea whats doing it, it happened at a vanilla station (whatever the main Diktat station is) but I figured I might as well bring it here incase you had any insight. Not game breaking, reloading fixed it fine and it hasn't happened again.

167
Mods / Re: [0.65.2a] Scy V0.89 Compatibility Update... Again (18/02/2015)
« on: February 20, 2015, 03:21:43 AM »
...
Idk man, that happened to me at the main Diktat planet. Docked, traded, got locked in the UI, and when I reloaded it was fine. I think it is an SS+ thing. I have no idea though. The point is, Diktat is vanilla, so idk whats up.

Also, I have noticed some weirdness in tartarus as well; tons of pirates, not much SCY. Odd, its usually one of the safest systems.

168
Mods / Re: [0.65.2a] Interstellar Imperium v1.7.1
« on: February 19, 2015, 03:01:52 PM »
Hey, just wanted to drop in and say that while I haven't interacted with this faction much, it feels really nice to fight. Well balanced, good variety. I like the fighters a whole lot too, heavy fighters seem under used far too often.

169
Announcements / Re: Starsector 0.65.2a (Released) Patch Notes
« on: February 18, 2015, 03:53:39 PM »
Quick question: is the 25% energy damage increase just raw numbers ON the weapons, or is it built into the game? I'm doing a little fixing on the factions that aren't currently updated.

170
Mods / Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.1
« on: February 17, 2015, 10:54:07 PM »
Thanks for the super fast fix DR, much appreciated.

171
Mods / Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6
« on: February 17, 2015, 10:05:11 PM »
Well if its only for the first crop of enemies it doesn't really matter. But hell, I guess I'll just wait in-case it breaks it...

172
Mods / Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6
« on: February 17, 2015, 09:48:37 PM »
Fleets spawned during the 30-day economy stabilization timelapse period apparently don't have weapons.  I have no idea why as of yet.  Expect a hotfix at some point.

Edit: Now I can't reproduce it.  What the hell?

Edit 2: Oh, hell.  Variants aren't saved.

@zsguy update the game; a hotfix was released yesterday.
So thats not a lasting issue right? Im super pumped to play this, lol

173
Mods / Re: Neutrino Corp. (v. 1.8)[0.65.2a]
« on: February 17, 2015, 04:13:44 PM »
Hey, what does the misery actually do? Or am I gullible. (It says it does something special, and I couldn't tell what exactly.)

174
Mods / Re: [0.65.2a] Blue (V 0.5.1) & Red (V 0.1.1) Mods
« on: February 17, 2015, 02:58:45 PM »
I thought I have seen it all, now I have seen more indulgently massive ships then my feeble mind can envision. I am now ascending to a plane of existence beyond comprehension of those that create the enormous, glutted and boundary defying ships.
I can see the gratuitous ships of billions of pixels wide and it is glorious, my sense of balance has dissipated into almost nothing, my senses have been weighted to a point of almost stillness overloading my processing mind to its limits. My mortal frame teeters wildly as I walk on the dense yet invisible space at my feet, I am thoroughly enlightened as I seek witness to the events of battle undertaking before my very eyes. My vessel breaching the boundaries of human capacity, my movements sluggish and my senses dwindle as the mounting burden on my mind to process the immense objects and blinding lights produced from the glory overloads my memory and senses.

Then I keel over, my mind seeking refuge from the display and without control my face hits the dense space below, I am greeted with one final thought as my memories of my past life are overwritten with the glorious display of combat.

The thought although peculiar felt true to the display "java.lang.OutOfMemoryError", all faded to black as my mortal frame crashed.
Oh my god, I'm literally crying from laughter. Absolutely amazing, I want more

175
Mods / Re: [0.65.1a] The Knights Templar v0.9.3g
« on: February 17, 2015, 10:41:35 AM »
Jesuits and fighters counter it, but if you have Protonus' energy missiles thats not even that much a problem, and you can always wait to field it till you actually see a paladin. If you do put energy missiles on it, it basically hard counters the archbishop into oblivion, as the missiles go for the drones first.

If that's been taken to account for the destruction of major Templar fleets, I might as well nerf the Energy Missiles while I'm at it.
Pffffffffffffffffffffffffff its not critical. It worked fine before I tried those out, they just add more pressure. I actually put them on so it could be used against something other than templars as well too, and found out that not even the templars can defend against THAT many missiles. They aren't exactly flux efficient, but its something to use the flux and OP for, so I kept it. That and its flashy as hell. If I had a way to take a video, I'd see if I can manage to load up my save and post a version with and without.
.... and I suppose I should mention I tried using your dual hypervelocity drivers, and those may or may not have the ever so slight potential to be mildly misconstrued as... really really good. You didn't hear it from me though. Haven't tried them in 65.2a. The version I did this all with wasn't red and blue, it was just protonian tech if that helps you.

176
Mods / Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
« on: February 17, 2015, 10:26:32 AM »
Teaser.


Jesus DR stop messing with me and release the mod already. You're killing me slowly.

178
Mods / Re: [0.65.1a] The Knights Templar v0.9.3g
« on: February 16, 2015, 03:29:17 PM »
Why not just play with Templars enabled? ???
He means this version I assume

179
Mods / Re: [0.65.1a] The Knights Templar v0.9.3g
« on: February 16, 2015, 01:51:34 PM »
Soooo, No dice then?
Theres not really a way to do that. It would require all the assets of Templars, so basically the whole mod, short the campaign integration and missions.

180
and this is an example of an experienced BSF shipbuilder: http://www.wyrdysm.com/phpBB3/viewtopic.php?f=2&t=6885 on par with the best SS modders out there.
I don't know man, these are nice, don't get me wrong, but SS's ships are really quite nice. Now that we have shaderlib around too, there's a whole lot we can do to make stuff look exceptional. I feel like these BSF ships are a little too square and uniform overall, and look like they need some kind of AA pass, but who knows.
I imagine most people here will be inclined to like SS ships better. A lot of us have been with this game a long time, and seen many mods full of greatness come and go. Personally, I love the look of curves on SS ships, and how different they can all look, and Junk Pirates is a good example of this, I think.

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