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Messages - th3boodlebot

Pages: 1 [2] 3 4 ... 9
16
Modding / Re: [0.95a] Steel Cardinal Armada
« on: May 21, 2021, 06:50:22 PM »
very good.  i like the style, the color palette is also very nice.

excited for the independent integration!

17
Mods / Re: [0.95a] Tahlan Shipworks 0.6a
« on: May 20, 2021, 05:59:33 PM »
i just realized how much amazing content this mod actually adds, on top of the also amazing scalartech you made

here to say: GREAT WORK THANKS FOR MAKING THIS COOL STUFF FOR EVERYONE

18
Modding / Re: [0.95a] Star Wars 2020 v0.7.3
« on: May 20, 2021, 05:54:08 PM »
hey just so you know the creator of Kingdom of Terra has a working tractor beam weapon if youre looking for help on that front.

cant hurt to ask!

19
Modding / Re: [0.9.1a-0.95a]RmuI_Ar a ui remake with arcaea
« on: May 20, 2021, 05:48:11 PM »
you have GOT to be kidding me

im downloading this rn

20
Modding / Re: [0.95a] Steel Cardinal Armada
« on: May 20, 2021, 05:46:47 PM »
do these ships spawn naturally or do i have to command console them in?

21
Mods / Re: [0.95a] Terraforming and Station Construction (v7.1.1)
« on: May 20, 2021, 05:42:45 PM »
stellar reflector could increase heat on cold world
sling could decrease heat on hot world

or, array can turn water world into terra-sling could also technically do this

.....perhaps the sling could be used to affect weather somehow?  my mind seems to think that adding water or removing water could do this, perhaps at a different cost
not sure how this would be useful, except perhaps in the future it will be possible to minmax certain worlds

for example: volcanic worlds could theoretically help with refining-the heat naturally present could be used to benefit the melting down of ores
also, a volcanic world would be an absolute GOLDMINE for geothermal applications

i would personally like to see in the future a way to utilize the "negative" aspects of a planet through creative means, which could lead to some interesting minmaxing.

waterworld-bonus food production

terra-bonus growth

severe weather-ground defense bonus

im just spit balling here

22
I wanted to create an account simply to echo the praise that this mod has been getting. I love it as well! In my opinion, the Xhan ships are indeed on the weaker side (so you might want to raise their capabilities a little), but the Pamed are very strong indeed.

I am also eager to find out about the Hiveships and the Brakad. Is there any way I can find their blueprints, or are they simply unique/found as wrecks, and gone if destroyed? I feel that the Brakad is really useful in any fleet, and the Hiveships feel awesome to use (and abuse), but I'd like to afford being less careful with them.

Would also love the lore behind them!

Keep up the great work.



if you dont have the command console mod, it is worth getting if for no other reason to playtest

if you enter "list ships" without quotations it will give the hull id for every ship in the game (including stations)

addship hullid  (replace hullid with the hull id of the ship-not the regular name, but the hullid!) will add one of that ship

if you enter addship hullid 5 it will add five bare hulls of that ship to your fleet

enjoy!

23
Mods / Re: [0.9.5.XX] Battlefleets of the Gothic Sector
« on: May 20, 2021, 05:03:16 AM »
great!  i am still doing some playtesting
to start with i will likely make some "for fun" before i start the official playthrough.

i have some footage i could edit into a bloopers sort of real which will likely be the "piloy"

did i tell this thread im going to make a starsector channel?  lol

24
Excellent!  I just got my internet back on (tree company got my transformer; the green box that houses internet and phone lines)

I'm getting ready to start recording!  I couldnt really feel right doing that until I had my current build ready (around 80 enabled currently)

25
JUST WANT TO SAY GREAT JOB CLEAN MOD LOTS OF CONTENT

26
not to bother anyone but is this m,od getting an update for 9.5?

curious for purposes of a playthrough

27
Hey if you can, it would be nice to have this (for now) spawn as regular ships in scavengers and independent (albeit very rare)
I was thinking of doing that myself, if for no other reason that to gain some knowledge -I want to make a faction myself someday  8)
With your permission of course!

I'm going to start a playthrough on youtube soon with the goal of showing off the modability of the sector (I have around 80 enabled mods currently) and to be quite honest I would be remissed if I didn't mention how much I want to have a fleet with at least one or two of your ships.

My intent is to pilot an aleste fighter/frigate from arma armatura (until I find an einhander) and assemble a (nearly) unstoppable force of (totally not gundams).  It is supposed to be an elite fast attack strike force, and having a few gunboats would be sweet and really add a lot to the mobile suit vibe.

I just uploaded an updated file. Now both Independent and pirate will spawn them. The ship and weapon showed in the independent market and the black market. BTW, thank you for offering the assist! Honestly, I almost gave up but I somehow manage to do it.

To make the ship spawn you need to set up files under the folder "data/world/factions". There the main file will be "default_ship_roles.json". This file dictates the class of the ship spawn, so the bigger the ship the harder it will spawn. Then you need to set up individual faction .json. For example, I have independent.json and pirates.json. Each of them makes the ships, weapons, and wings spawn in each faction's fleet.


Woah!  Thanks so much!  I'm thinking that my faction will mainly be a combination of your ships and arma ships, with my personal fleet having an array of pretty gems from multiple factions (I will especially be looking for one of those pretty blue ships with the red engines, the beshamonten-sorry about spelling lol)

28
Hey if you can, it would be nice to have this (for now) spawn as regular ships in scavengers and independent (albeit very rare)
I was thinking of doing that myself, if for no other reason that to gain some knowledge -I want to make a faction myself someday  8)
With your permission of course!

I'm going to start a playthrough on youtube soon with the goal of showing off the modability of the sector (I have around 80 enabled mods currently) and to be quite honest I would be remissed if I didn't mention how much I want to have a fleet with at least one or two of your ships.

My intent is to pilot an aleste fighter/frigate from arma armatura (until I find an einhander) and assemble a (nearly) unstoppable force of (totally not gundams).  It is supposed to be an elite fast attack strike force, and having a few gunboats would be sweet and really add a lot to the mobile suit vibe.

29
Mods / Re: [0.95a] Arma Armatura 1.4.7 (5/6/2021)
« on: May 18, 2021, 09:06:18 AM »
Yo!

I was thinking about using drones as mobile weapon platforms and with the Einhander got a real good example in your mod.
Now I just want to know if I got it correct or if i missed something while looking at your code:
you're using a hullmod that looks for the weapon slot WS0001 and compares it to the fighter variant, changes it's weapon if it's been changed by the player and as soon as battle starts you replace that module with a fighter that uses that variant.
I found the hullmod, the fighter and all variants, the Einhander ship file and I can make sense of it. The only thing I don't get is how you get rid of the module ...
please enlighten me


Really wish I understood any of that LOL

me fly starship make things go boom





Oh btw, my capture card is in and I have everything working: mic and camera.  However, the tree company clearing under the powerlines where I live completely destroyed the little green box that relays my internet connection to me.
So yea that's a bit of an issue as far as uploading is concerned lol

30
Mods / Re: [0.95a] Musashi Manufactorum Ship and Weapon Packs
« on: May 17, 2021, 07:27:36 AM »
THANK YOU FOR DOING THIS

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