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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 - Tecrys

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31
Mods / Re: [0.96a] Orbital Manipulation and Maintenance (Hotfix)
« on: September 08, 2023, 12:57:33 PM »
Thanks for letting me know, I think I forgot to delete some annotations by my proof reader.
I will fix it when I return to modding from my AC6/gaming break

32
Mods / Re: [0.96a] Orbital Manipulation and Maintenance (Hotfix)
« on: September 04, 2023, 01:47:37 AM »
hey,
i think this is a issue in your mod?
snip

You are not on the latest version of the mod, this bug is fixed already. To make it easy, download this and replace the .jar in the jar folder of the mod:
https://drive.google.com/file/d/1Gh3AOIY4UfgFc3m-5s_nf9_nu9-J-Djx/view?usp=sharing

33
Mods / Re: [0.96a] Orbital Manipulation and Maintenance (Hotfix)
« on: August 29, 2023, 02:36:51 PM »
There's an NPE when entering wierd custom systems without stars (like the tradeposts from Epta Consortium, or a certain location in the Galatia questline) with the Mobile Algae Farm hullmod.
This bug is fixed in latest version. Please re-download the mod

34
I uploaded a hotfix that is save compatible with the initial release of 0.8a. Fixed an NPE involving algae farms.

Now, enjoying the update, but I just wanted to ask if the faction description will be added, since on my end, it's still has the placeholder text if no description is present.
Thanks for letting me know. I'll fix that in a later update. Currently focused on something else.

why does the ship say critical malfunctions for the drones that are in the loadout menu? like they dont work
That is normal. The whole drone weapon swapping involves some minor hacking. Unfortunately I wasn't able to suppress that critical malfuncion floating text. You can just ignore it.

+1 praying for addition to Nexerelin
The mod actually started as a Nex only faction. You can play as or against Freitag Corporation if you wish.
Or am I misunderstanding your post and you mean something else?

Just to be clear, I'm taking a break from OMM to continue work on BGE remake aka Symbiotic Void Creatures but I will always try to kepp the mod free of bugs and game-breaking crashes. Please let me know if you find any

35
Mods / Re: [0.96a] Orbital Manipulation and Maintenance
« on: August 04, 2023, 10:50:55 AM »
Huge update coming soon:
Patch Notes (OMM 0.8a - Release):
- (weapon groups, probably not) Compromise: missiles can be fired separately with middle mouse button, all other weapons fire on left click
- Mobile Algae Farming, [DONE!]
- 2 Mobile Algae Farm ships: Limnopilos (Destroyer), Macrocheira (Capital), [Macroceira still needs some work but good enough for now]
- fixed Limnopilos algae pods not showing up in refit screen, [DONE!]
- slightly polished most sprites and decos, [DONE!]
- Sesarma finally changes sprite according to logistics mod installed, [DONE!]
- added Koura experimental phase frigate, [DONE!]
- changed built-in salvage gantry to surveying equipment and high resolution Sensors on Nathatntia Capital Ship, [DONE!]
- Fixed the description and doubled effectiveness of Monofilament Tow Cable installed on Ecrevisse Heavy Manipulator, [DONE!]
- Sand Hopper renamed to Orchestia and added built-in ground support package for more versatility, [DONE!]
- new Freitag Corporation branches in Ilm, Eldfell and Nova Maxios, [DONE!]
- Most drones will now orbit their motherships in formations that can be changed by recalling/sending fighters (default z or y), [DONE!]
- Functional targeting laser, [DONE!]
- rework all variants to better fit the construction, repair and logistics theme, [DONE!]
- Freitag Corporation now allied with independents [This is a compromise so I don't have to spawn an NPC and fleets manually]
{- Freitag HQ is now aligned with independents (as it should be), [Cancelled]}
{- (New NPC in Freitag HQ to do typical faction stuff) idk if I can code that, [Cancelled]}

36
Modding Resources / Re: [0.96a] GraphicsLib 1.7.0
« on: June 01, 2023, 11:34:34 AM »
I'd like to exclude ships with a certain hullmod from graphicslib extra ship damage and destruction effects like smoke, burning wreckage and such, though burning wreckage can stay if it's possible for the smoke to be recoloured for these specific ships.
I'm also not a coder so a more in-depth answer (perhaps with code I can just add to my hullmod?) would be much appreciated.
Thanks a lot in advance

37
General Discussion / Re: Buying Story Points for Credits?
« on: May 18, 2023, 09:48:11 AM »
I would not mind that, or even some SP uses changed to use credits instead, or at least credits being another direct payment type accepted, to cut down on the mundane spam in the History tag.
Could be a questline to obtain the ability to pay credits instead of SP in certain situations. I'd like that

38
Mods / Re: [0.96a] Orbital Manipulation and Maintenance
« on: May 16, 2023, 08:35:22 AM »
Quick update
- Fixed an NPE that happened when Freitag ships get their shields reduced to 10° (Shield Shunt for example)
- Shield Drones are much more effective in stats and behaviour. Consequently Euphausia and Nathantia have had their shields reduced to 10°
- Sand Hopper got its jump system back (it can jump a short distance over ships)
- fixed the faction blueprint to actually include blueprints
- changed around a lot of drone weapon slots for less missile spamability and more ballistic weapon opportunities
- includes first draft of a new ship (Koura frigate, not in campaign yet)
- removed the targeting laser until it's fixed

39
Mods / Re: [0.96a] Orbital Manipulation and Maintenance
« on: May 15, 2023, 10:44:20 AM »
Both algae carrying ships are very much work in progress, Macrocheira isn't in at all, yet

40
Mods / Re: [0.96a] Orbital Manipulation and Maintenance
« on: May 15, 2023, 06:39:33 AM »
Quote
Is it it's own market?
Yes. Also you can take a commission there and get access to military market with enough rep.
Quote
Huh, didn't know that was a vanilla thing. Do you know what other ships have it?
The Ox used to have it. Got changed at some point to a very similar hullmod.

41
The text formating in the description of the hullmod is broken.
Probably very low on the priority list since no vanilla ship uses Monofilament Tow Cable anymore but I thought I should still report it.
No idea why it looks like this, description in hull_mods.csv looks fine


Screenshot of the same bug in Junkyard Dogs to show it is not specific to OMM

42
Mods / Re: [0.96a] Orbital Manipulation and Maintenance
« on: May 14, 2023, 10:52:05 PM »
Do these show up in markets at all?
Freitag HQ is located in Valhalla
Also! The Freitag Corp. blueprint doesn't include any blueprints in it!
I'll fix that for next release. I exhumed this after almost 2 years so it's hard to check for everything I did wrong back than.
EDIT: the description for the tow cable on the Ecrevisse-class is borked.
That is a vanilla hullmod, might wanna tell Alex about it.

43
Mods / Re: [0.96a] Orbital Manipulation and Maintenance
« on: May 11, 2023, 11:29:19 AM »
Let me know if you encounter bugs and such  :)

44
Mods / Re: [0.95.1a] Orbital Manipulation and Maintenance
« on: May 07, 2023, 09:53:09 AM »
Hi guys!
Thanks for the kind words Superior and Sensor Ghost, I only edited and transformed art by much more talented people than me.
Unfortunatly trying to code actually slowly sucks the soul out of my body and makes me miserable, so when I lost support by my coder Snrasha (My man, I owe you so much in regards to this mod. Thank you)I was unable to support or develop OMM anymore.

I was able to make a quick update for Starsector 0.96a. No longer needs Dronelib.
No content changes except for some portraits by Kingdom Death concept artist Wenjuinn Png.

Thank you guys so much for stopping by!

45
Mods / Re: [0.95a] OMM "Star Descriptions: A New Hope" Update (29.7.)
« on: August 01, 2021, 02:45:34 PM »
I don't know which descriptions you have been reading. Did you just read the short version when you mouse over and press F1? That is the only way I can make sense of your critique.
so actually reading the description again, it is completely unrelated to the ship itself. it just states that the freitag corporation is employed for haresting, but - that's it. no actual mention of the ship in there. even if the class already says it the descriptions should also state what it does, except not just in a title but more thoroughly. it does not have to be an entire book, but at least a sentence is needed, and more if it is very special.

the ship that is there purely to defend salvage just says that salvage is life blood, but it is missing descriptions and flavor text.

i do not know if you have a general faction design idea - the current one seems to be civillian ships - but it might be good to first give most your ships a civillian role, then make them able to do something in combat with systems that complement the civillian nature(if you have a salvage carrier then you could say that it uses salvage drones, which you might even just make as a new entity and give to the ship). and then a description about the ship's function can be made, from battle to exploration and trade, with an added part of it's history. the name(ship class) should complement that.
All of them have roles, function and history. Example:

to be honest i do not remember, but specifically with the home base i feel like the writing does not fit starsector, in my opinion. specifically, each world by any faction usually has a description of it's history or current situation, political or otherwise.
It's not on the station, I admit that but I did a ton of flavour and lore
https://fractalsoftworks.com/forum/index.php?topic=22142.msg333768#msg333768

the Nathantia- it costs 3 million credits, something nobody can afford untill end game, hell it is as expensive as 6 paragons!
Freitag Corporation is a luxury brand and you pay a premium for their ships. I clearly state that in several descriptions and on the mod thread. You pay about 3-4 times the normal amount on Freitag ships to reflect that.

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