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Mods / Re: [0.95a] Nes's SAW
« on: October 15, 2021, 04:55:11 AM »
Its a red panda!!!
Starsector 0.97a is out! (02/02/24); New blog post: Save/Load UI, Autosave, Intel Map Markers, and More (04/10/24)
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?
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.
u need to add 250% rage hullmodAnd now I need to see a Rage hullmod.
I'm not even sure what it would do, but I need it
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.....
https://fractalsoftworks.com/forum/index.php?topic=21538.0
my ships are named <missing name>. what did i do wrong?
https://fractalsoftworks.com/forum/index.php?topic=21538.0
my ships are named <missing name>. what did i do wrong?
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 wySo.. 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.
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().
You'd want to add them directly to the military submarket's cargo, probably by using a SubmarketInteractionListener (and adding it to SectorAPI.getListenerManager().