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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Messages - Trylobot

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1
Announcements / Re: Starsector 0.95a (Released) Patch Notes
« on: April 13, 2021, 08:39:58 PM »
Fly into the sun and click on it!

I never *** knew this Alex

2
Announcements / Re: Starsector 0.95a (Released) Patch Notes
« on: April 01, 2021, 08:01:03 AM »
oh shitttttttt

3
Mods / Re: [0.8.1a] The Nomads, v1.4.11-rc2
« on: August 18, 2019, 12:26:31 PM »
A status update, then. I've immersed myself in the project again to see what it would take to get all the systems up and running again, but some of the APIs I used have been deprecated, so I'm trying to figure out what my original intent was, and whether it's worth it to try and continue to do it that way, or do something that fits in the new ways the game works, and so on. But yes, I'm not idle  :)

4
Mods / Re: [0.8.1a] The Nomads, v1.4.11-rc2
« on: June 04, 2019, 09:38:01 AM »
Heh. I've actually been playing the latest vanilla for the past week straight or so. It's a solid improvement.

I do plan on updating nomads.

5
Announcements / Re: Starsector 0.9.1a (Released) Patch Notes
« on: May 13, 2019, 02:02:22 PM »
*** yeah alex \o/

6
Those are both excellent ideas xeno. Carrier support is planned and partially complete in the experimental release, but the others regarding variants and overlimiting ops can definitely be included. I noticed Alex is sitting on a pretty sizeable follow up release so I'm planning on bringing things up to speed for it

7
The truth? Factorio

8
Blog Posts / Re: Raids, Bombardments, and Planetary Defenses
« on: August 20, 2018, 10:42:20 AM »
Mmmm, planetary raids. 0.9 is gonna be great.

9
Blog Posts / Re: Pirate Bases, Raids, and Objectives
« on: June 14, 2018, 02:56:33 PM »
K, this looks *** awesome Alex.

10
Mods / Re: [0.8.1a] The Nomads, v1.4.11-rc2
« on: September 05, 2017, 07:52:52 AM »
It wasn't me.. but coincidentally I have used the BSF editor to create sprites before, though I never put them into any mods of my own (posted them on spiral arms thread a ways back)

11
Mods / Re: [0.8.1a] The Nomads, v1.4.11-rc2
« on: August 31, 2017, 01:19:35 PM »
I have triaged this issue and will look into it soon. Thanks for the reports! And I hope you're otherwise enjoying the mod!

12
Mods / Re: [0.8.1a] The Nomads, v1.4.11-rc2
« on: August 30, 2017, 10:05:18 PM »
Damn.. been working on the editor lately but I'll definitely take a look at this. Can you attach your savefile as well? Hopefully you're not running quite as many mods..   :D

13
Mods / Re: [0.8.1a] The Nomads, v1.4.11-rc2
« on: August 21, 2017, 10:27:44 PM »
Looking at your save file, it would appear that the Oasis has been hijacked; there seems to be one present in the galaxy, but it belongs to the Independent faction. You say you've already checked the system where the locator told you to go, and you didn't find it.. so that could be a misinterpretation of the data, but if it was floating around somewhere, it would indeed prevent the spawning of another. You'll need to try and steal it back or destroy it in order to let the armada spawn again, or gain a window for purchase.

If you still can't find it, you might want to just cheat one in; I notice you have a lot of mods running, and though I know of no interactions explicitly, it is entirely possible that one of the other mods is interfering somehow.

14
Mods / Re: [0.8.1a] The Nomads, v1.4.11-rc2
« on: August 21, 2017, 03:41:29 PM »
Can you zip up your saved game and send it to me? Maybe I can find them, or determine if there's a new bug.

Also, if you've got the Console Commands mod, you can run the command ListNomads to see if they exist at all.

15
Mods / Re: [0.8.1a] The Nomads, v1.4.11-rc2
« on: August 21, 2017, 02:13:08 PM »
So I used the drug induced skill to find the nomad fleet, but cannot find it in the sector I'm using random gen universe and the system it's in doesn't seem to have them in there (unless they are on the outer most edge of the map) any ideas?

Naturally! The Colony Armada is never guaranteed to exist. If the Oasis is destroyed, so too will be the locator beacon. After about an in-game month, another will be launched from Nur, and the skill should work once more.

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