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Messages - Taverius

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31
Mods / Re: [0.9.1a] Version Checker v2.0 (released 2019-03-19)
« on: August 20, 2019, 11:07:31 AM »
Sounds needlessly complicated.

Just adding a simple integer field, and then increasing it by 1 when and only when you break comp, achieves the same result without any glob or pattern matching.

32
Mods / Re: [0.9.1a] Nexerelin v0.9.3b (fixes 2019-08-17)
« on: August 20, 2019, 05:21:18 AM »
Yes, use the mods button on the launcher. But install the required LazyLib first as well or you'll just crash.

33
Mods / Re: [0.9.1a] Outer Rim Alliance v0.86 (2019/07/01)
« on: August 19, 2019, 04:38:53 PM »
Given the abundance of small mounts for PD, the small PD weapons need to be a lot more available. I've found 4, in a black market, in cycle 209, and I've been scouring all the markets non-stop. Nothing else to say so far, its early days.

Also, shouldn't the front mount on the Elevation be a Hardpoint? Its weird having an exposed turret, with its reduced HP, and only having like 3deg angle on it.

34
Would be great if the archive name had the version number in it so I don't have to open it up and look at the JSON or load a game with it to see if the version I have is up to date. :)

35
Reduce it so its a more minor thing.

Then while its possible to game it, its not really worth it, and if you screw up or go all science dog no clue what im doing on it its not crippling. And you can also stop worrying about getting it 100% correct, which is impossibru because like all such game systems it WILL be gamed.

I mean personally I'm fine with it as is, but if you have to change it ...

36
Mods / Re: [0.9.1a] Legacy of Arkgneisis 1.4.2 [07/1/19]
« on: August 18, 2019, 02:33:30 PM »
Wow, those new sprites  8) Can't wait.

37
General Discussion / Re: Easter Eggs [Minor Spoilers]
« on: June 08, 2017, 02:17:45 PM »


To name a few... :D

For shame, Alex/David! The top one is spelt completely wrong!

38
Mods / Re: [0.8.1a] Neutrino Corp. (v. 1.84RC2.1)
« on: June 08, 2017, 01:00:30 PM »
I'm moving house, but when I'm done I'll do a sanity check over the text descriptions, there's quite a lot of engrish these days :)

Anyway, thanks for you work on NC, I love this faction :D

39
Mods / Re: [0.8.1a] Blackrock Drive Yards v0.9.0 (07.06.2017)
« on: June 07, 2017, 02:54:41 PM »
Update Cool! :D

Massive Nevermore shield nerf, uncool! D:

O well, its not I'm capable of playing without BrokeBack Dong Yards anyway :D

40
Nuuuu :<

41
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: April 16, 2016, 06:59:01 PM »
This one :)
BUT i thing ship is a bit TOO long, smaller ships will have trouble hitting it

I think Alex changed how collisions worked at some point (more of an ovale collision radius than a circle), making long ships easier to hit. Can't find it in the patch notes though.
Yup. So ships that can sort of fit in an ellipse work - you still want to avoid big voids in the model, afaik.

Those ships look pretty nice, very WH.

42
I'm kind of sad we won't get a revolver gale cannon tho :D

Btw, what happened to the Knight, still plannint to un-awkwardize it? (yes, that's a word now)

43
Mods / Re: [0.7.2a] Neutrino Corp. (v. 1.83RC3)
« on: April 09, 2016, 08:02:19 AM »
AFAIR yes, that's intended.

44
Mods / Re: [0.7.2a] Starsector+ 3.4.0
« on: April 07, 2016, 10:39:40 AM »
At a guess because it lets you bypass the downsides of ships balanced in part by being out of commission after a single fight.

45
Mods / Re: [0.7.2a] Starsector+ 3.4.0
« on: April 07, 2016, 09:15:58 AM »
I won't lie - I'm gonna miss the mobile HQ. All other concerns aside it was damn handy. Locomotive was also handy.

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