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Messages - Dabclipers

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16
Thank you Alex, it works perfectly.

17
Mods / Problem changing my info.plist file
« on: May 18, 2014, 02:09:03 PM »
I hate posting simple problems like this because it usually is some simple fix that I didn't see but here we go anyways.

In order to load up a game, it is stated that: Open your Stasector directory, edit the vmparams file notepad, inside it replace -Xms512m -Xmx512m with -Xms512m -Xmx1024m.
For Mac users, the vmparams file is called info.plist and is located in /contents folder.

I am a Mac user, and after going through the file first using the search function and then manually reading every text line I could not find the codes Xms512m anywhere.  If anyone knows a fix to this I would appreciate some assistance.  I am running the latest version of Starsector available for download.  Thanks.

18
Mods / Re: Project Ironclads, version 6.4 (0.6.1a)
« on: October 19, 2013, 04:23:40 PM »
I would prefer pirate hunting.
Not that interested in trading.
Dont want to prey on civilian ships, meh, might make a exception.

So the Merc ship is a good investment?  Perhaps I will sell the shuttle and use the Merc ship as a standalone and see if I can find some low level pirates.

Will see if any of this works. Thanks

19
Mods / Re: [0.54.1a] Interstellar Federation v1.25
« on: October 19, 2013, 04:10:14 PM »
This and Cycerin's beast ships comprise of my two favorite factions I've seen.  I sincerely hope this mod either is A: continued by Keptin, or B: picked up by someone equally skilled at artwork and balancing.  Even though Keptin posted his "Its go Time", are we sure he was referring to continuing this factions updating or something else?

20
Mods / Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
« on: October 19, 2013, 04:07:03 PM »
So, does anyone have any idea when we can expect the next version of this that is relatable to 17.1 being released?  As in a playable modded version that is intended for use like Allegiance was.

-Quick note that I have NOT played this most recent version of Uomoz due to it saying "Dev Only" in the title.  I simply am assuming that this is not a full version of the mod and that it is currently being worked on.

21
Mods / Re: Project Ironclads, version 6.4 (0.6.1a)
« on: October 19, 2013, 04:02:26 PM »
Honestly I dont know where to start with this mod.  Its quite a interesting feeling.  I don't really know what goals I should be striving for, or if there are any objectives that I need to complete.  Could anyone help out with what the beginning stages of this mod should be spent doing?  The spawning shuttle can not win any fights regardless of the strategy used, and in my history of Starsector that is the only thing I'm used to doing haha.

22
Ok, so here are some questions about the setting and other mundane stuff in the Starsector universe that i would like answers to.  I will add more questions if I can think of any.  Using these answers for a project/story/other.

1.   What is the name of the starsector equivalent of the internet?  Currently going to steal the term extranet from Mass Effect until given a different answer.

2.   What is the year or cycle or whatever its called in the starsector universe, the current date.

3.   What is the rough travel time of system to system transport, and what does it use?  FTL, Warp, Slipspace, Hyperdrive? Does it take years and cryopods are used for the occupants of the vehicle?

23
Ever considered adding in more character pictures?

24
Mods / Re: Hawken Fleet 0.1.3
« on: March 18, 2013, 06:28:46 PM »
The style doesn't really fit a vanilla environment. Kudos to the artist though. ;)
Honestly you would be surprised mate, while they may not look exceedingly detailed when you look at them from the website, in battle they really look great. If you haven't you should check out what they look like in game, its pretty damn awesome.

25
Mods / Re: Hawken Fleet 0.1.3
« on: March 18, 2013, 04:26:48 PM »
I really like to use this mod in conjunction with Uomoz's Corvus mod.  As a Corporation in that game they fit in well as a PMC.

26
On my current play through I am part of the corporate bloc and more specifically fight for Blackrock.  What I don't understand is why do the Hegemony and the Interstellar Federation attack me?  Lore wise both those factions are more like governments then anything else and since I am part of a corporation/business why am I attacked?  Just wondering, I was thinking for in character purposes that the Sovereignty bloc shouldn't attack the corporations.

On a unrelated note I also use the "Hawken" Mod in conjunction with this as the Hawken space station spawns around the same planet as the Corporations, its neutral to the corporations yet it attacks most other groups.  For roleplaying purposes I assume that they are a PMC hired by the Corporate bloc to help with the fight. OOOOoooooooh non/subscript....

27
Mods / Re: Project Valkyrie V0.98 [0.54a - Vanilla Balanced]
« on: March 18, 2013, 04:15:07 PM »
So....What do male Valkyrians do?

28
So, about the personal convoy fleets, I am not quite sure what they do.  Well, actually I am assuming that they just make ships/weapons/items for your corporation/group-affinity spawn more frequently?  Can I have someone clarify what exactly personal convoys do?Oooooh subscript.....

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