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Messages - Jay2Jay

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31
Modding / Is It Possible to Get Rid of Some of the New Features?
« on: December 22, 2015, 02:14:23 PM »
I don't like the sensor system, I really freaking hate it. So far it has made my game play miserable as I spend so much of my time looking for fleets I can take on while being ambushed by fleets that absolutely own me. I also hate the commission system, as it requires me to join another faction in order to access their military supplies, and it limits my options severely.

Though I do like the joining fleets mid battle and combat officers features.

I do think the sensor system could be changed to my liking, if I could simply make everything more visible, as it seems that huge fleets of ships seemingly disappear off my radar too easily.

32
Mods / Re: [0.7.1a] Looters factions.
« on: December 08, 2015, 04:59:10 PM »
Yes, i have authorization. (And if you look credits, you can see author)

A question, Jay2jay, you prefer this color version, no? :x

EDIT: or not, i have say mod, but i have forgot author --'.
EDIT2: Fix.

It seems as if you darkened the edges, instead of decreasing color brightness and saturation. I was thinking something along these lines---> H:117 S:57 B:52 R:61 G:133 B:51

33
I've run into a very odd problem. When modifying my vmparams to allocate higher memory my starsector wont launch (version 0.7.1a). I have tried redownloading and re-replacing the jre with 64-bit java, putting 4096m instead of 4g, using only 2g or 2048 instead of the usual 4g, reinstalling starsector and all my mods, and a few other things I did at like 3am in the morning that I can no longer remember.

Anyone else having this problem?

OS:Windows 10 btw

EDIT: Nevermind, turns out google chrome is a 32-bit browser so I needed to use firefox or internet explorer to download 64-bit java (or something like that)

34
Mods / Re: [0.7.1a] Looters factions.
« on: December 08, 2015, 12:42:03 PM »
Imho the greens are too saturated and bright. Although that color is wonderful for lights/glowing effects, it looks pretty bad for paneling. I actually love the colors in the flag that you are using, they look great for a pirate-ish faction and I really think that the dark green with orange-ish yellow highlights is a wonderful scheme.

Of course this is simply my personal preference and opinion as an artist, feel free to disregard it yada yada yada.

35

Yes, it's possible. Here's an example from the ancient CAELUS mod (I cleaned up the code a bit, but it might still need tweaking):


Thank you sir.  ;D

36
Discussions / Re: Rate the Avatar of the Person Above You
« on: September 20, 2015, 01:26:59 PM »
8/10 for the quality of the picture 4/10 for the anime, so an overall score of 6/10.

Damn I hated the second season.

37
Is it possible (aka how) to make it so that you must buy hullmods in order to unlock them, or that when you gain a ship you gain the use of the hullmods that it has attached to it without relying on unlocking them from the exp tree? Also if you want to use the same hullmod on a different ship, you must buy/aquire another instance of that hullmod.

This is so I can put flat out "upgrade" hullmods into the game while still having some semblance of balance.

38
I noticed when I un-mothballed a fighter squadron it refused to accept that I had crew for it until restoring the fleet CR at a planet.

I'm already docked unfortunately :/

EDIT: weird, although it has 0% cr it won't malfunction and says that it is at "standard performance". Guess it's intended

EDIT2: Nope, can't deploy it. :/

39
So I captured an AI ship and it continues to insist that i don't have enough crew for it (but I do). Is this a known bug or just me?

(I had a feeling that it might be a known bug so I searched this thread a bit but can't find anything)

40
Mods / Re: Project Titan
« on: May 07, 2015, 08:39:28 PM »
So what versions of starsector/lazylib/shaderlib does this require?

41
Modding / Re: Daedalus Project
« on: February 25, 2015, 12:53:59 PM »
Sorry if this is a bit of a necro, but I was wondering if this was still in the works. Also if it would be okay if I could drop some small mods I made with stuff in the SPIRAL ARMS thread in here.

I would assume that since it hasn't even been a month yet, that it's not a necro. Also, this mod is definately still in the works (as long as it's going to take for me to make it) and if you want to release your own mods then just make a thread. Plus i need to know which images you are using so that I don't include them in Daedalus.

42
Modding / Re: Revamping Older Mods
« on: February 19, 2015, 07:25:32 PM »
Hi Jay,

People usually prefer you don't just do it and you ask first. If you need to contact old members, let me know who and I'll try and get them for you.

As for any of my old mods, send me a message if you wanted to update one and I'll give all files and help as best I can too :)

Kay then, case closed!

43
Modding / Revamping Older Mods
« on: February 19, 2015, 07:40:05 AM »
So Query: Is it okay for me to go around updating older mods to new versions? (Aka mods like Project Caelus)

Reasons: Great mods that have fallen into disrepair are so sad  :'( plus it would be great practice for me to get with the system here!

44
General Discussion / Re: Starsector Ship Tiers
« on: February 11, 2015, 08:29:23 PM »
My ship's "average" should round out to about tier 3 more or less until I get to making my own ships. Then it may rise a bit.

45
Mods / Re: [0.65.1a] Blue (V 0.5) & Red (V 0.1) Mods
« on: February 11, 2015, 06:02:09 AM »
Well, sure.

Frankly, a guy told me that if I ever worked for you as partner, but I don't see anything negative about making new ship designs.


This has been kinda bugging me since you posted it. What exactly did you mean here?

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