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Messages - Aramoro

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16
Mods / Re: [0.95a] Nes's SAW
« on: October 15, 2021, 04:55:11 AM »
Its a red panda!!!

17
Taste the rainbow!!!

18
Modding / Re: [WIP][OUTDATED] United Aurora Federation
« on: October 12, 2021, 04:34:19 PM »
I'm pretty sure this is pretty much dead but... i hope you can update this.. The ships looks glorious!
Has nobody read the forum rules about necroing posts?  ???

off topic but, is there a place to request old mods to be updated?

19
Mods / Re: [0.95a] OMM "Star Descriptions: A New Hope" Update (29.7.)
« on: October 12, 2021, 02:36:31 PM »
Damm, this mod is really complex.

Every ship has separate sprite for arms, must have some crazy movement in game.


and as far as i can tell some modular stuff(in the making?) too

20
Modding / Re: {Request} Faction Ship Replacer
« on: October 03, 2021, 11:11:04 AM »
Go to data\world\factions in both armaa and starsector_core, copy the relevant "known fighter wings" entries from Armaa's faction file to the other factions' files.

The smiling face is right, but u might wanna spend some time on tutorials, and the stasector wiki.

For example, ships don't show up in faction fleets until add them to shiproles.


Not a problem if a mod already does this, but if its meant to be player only, u need to add it.
As for guns, i don't know if u can influence their rarity.

21
Modding / Re: nutella jar rebalance mod
« on: August 29, 2021, 05:31:47 PM »
Pass me that joint brotha, i wanna get stoned too...

22
Cyborg pilots

Tank bigger G-forces, and neural link weapons?

23
Modding / Re: [0.95a] Long Ships 1.8 | now shortified
« on: May 27, 2021, 10:12:34 PM »
RANGE yes yes u grammar ludicks
u need to add 250% rage hullmod
And now I need to see a Rage hullmod.
I'm not even sure what it would do, but I need it :P
Rage mod disables shields, lowers armor, and constantly reduces health, in exchange, you get infinite flux, 300% damage increase, and faster firing time....less useful on carriers.....

as if u dont know what i talk about...

24
Modding / Re: [0.95a] Long Ships 1.8 | now shortified
« on: May 27, 2021, 10:08:01 AM »
u need to add 250% rage hullmod

or else the gun in the back cant even reach as far as the front...

25
Modding / Re: [0.95a] Long Ships 1.5 | Now 3 more long boiiis
« on: May 25, 2021, 07:10:27 AM »
is it 360 shields?

if so, i say the flux capacitor

26
Modding / Re: [0.95a] Long Ships 1.5 | Now 3 more long boiiis
« on: May 24, 2021, 03:32:25 PM »
i post it in other tread too...but whatever

https://fractalsoftworks.com/forum/index.php?topic=21538.0

my ships are named <missing name>. what did i do wrong?



here i "FIXED" it for u ;D

no, for real...

open the:
ship_data.csv in ur Open office or whatever, click save, CSV format yes yes, done

probably a bug...

27
https://fractalsoftworks.com/forum/index.php?topic=21538.0

my ships are named <missing name>. what did i do wrong?



here i "FIXED" it for u ;D

no, for real...

open the:
ship_data.csv in ur Open office or whatever, click save, CSV format yes yes, done

probably a bug...

28
Hey, i see there is a feature to trade bps, cool as hell.

i waned to know how it works...and im looking at "campaign\rulecmd\Nex_BlueprintSwap.java" now, didn't think there was so much code behind it


Can this be used to add specific bps(or any item) to a submarket, so they always have it on stock?
ofc a lot of it is interface, but there didn't seem to be any mods that do that so i wonder

29
So.. reading this.. how do I change deployment points on a .skin ship.
Doesn't look like you can, actually, either directly in the skin or with a hullmod.
looks like u need to add the skin as a new ship instead, the colossus II and III are added like this too, they have different dp costs, now we know wy

Hey any1 know how i can add Blueprints to a factions military base/shop?

You'd want to add them directly to the military submarket's cargo, probably by using a SubmarketInteractionListener (and adding it to SectorAPI.getListenerManager().

thx, but i was thinking there was an easier way, still its wort looking into, it could be useful for a lot of things

30
Modding / Add item to a submarket? discussion
« on: May 22, 2021, 03:49:09 PM »
Hey, i was thinking about whether u can add a blueprint to a factions military market or not.

Has any of u tried something similar?

so i asked in
"Misc modding questions that are too minor to warrant their own thread"
turns out there is no easy way t do it

Alex says:
Quote
You'd want to add them directly to the military submarket's cargo, probably by using a SubmarketInteractionListener (and adding it to SectorAPI.getListenerManager().

i dont know nearly enough of the structure of this whole thing, but im surprised this isn't already in, it be so much faster if we could just force a faction to have said item always in their shops

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