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Messages - TartarusMkII

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151
Mods / Re: [0.6.5a] The Mayorate v0.8 dev (updated 26/10/14)
« on: November 01, 2014, 05:46:05 PM »
Hiya, I am just putting this link here for the author of the mod to look at. I hope it can help, and I'd really appreciate it!

http://fractalsoftworks.com/forum/index.php?topic=8552.0

It is in regards to the current issue of having to edit files to get factions to work, from the perspective of an end-user.

(I realize you've done this already Kazi and I appreciate it- just wanted to share it, as I don't know how many mod creators actually browse the child forums.)

152
Mods / Re: (0.65a) Shadowyards Reconstruction Authority 0.5.2.1
« on: November 01, 2014, 05:45:53 PM »
Hiya, I am just putting this link here for the author of the mod to look at. I hope it can help, and I'd really appreciate it!

http://fractalsoftworks.com/forum/index.php?topic=8552.0

It is in regards to the current issue of having to edit files to get factions to work, from the perspective of an end-user.

153
Mods / Re: [0.65a] ICE Faction
« on: November 01, 2014, 05:45:37 PM »
Hiya, I am just putting this link here for the author of the mod to look at. I hope it can help, and I'd really appreciate it!

http://fractalsoftworks.com/forum/index.php?topic=8552.0

It is in regards to the current issue of having to edit files to get factions to work, from the perspective of an end-user

Also, I am new to ICE as I am trying to tackle the issues in the thread I just mentioned, but I just wanted to leave this feedback for you, Sundog-

I have been trying to get "Arkadia" to work, only to find that you meant "Arcadia" instead. From what I can tell, the main faction of ICE is correctly generating their Citadel in Arcadia as they should be, without needing to edit anything on their behalf.

154
Modding / 0.65a Starmap and Economy issue from End-User PoV
« on: November 01, 2014, 05:41:32 PM »
This is in reference to version 0.6.5a and the current issue where endusers must edit files in order to position Faction's home systems and enable their economy.

I understand that the nature of this issue is not the fault of modders, but I want to give some feedback from someone who uses (and loves) these mods. I can only dream of having the skill to program and create artwork like you lot can, so I'll do my part to at least try to assist with these issues we're having.

After almost an hour of reading, I am still confused as to which mod each requires this work around to be done for. For example, somewhere in the thread for the Shadowyards faction, someone says you do need to position their system and economy, and then later on the mod's creator says you do not. On the other hand, the Citadel's creator says in a later post in their thread, "Both of lines you need to add are called Citadel." Okay, but what about the coordinates?

What I'd like so much is if each of the modded factions would carry this info in their original post, as I just hate trying to fish through the threads of each of these factions to find the contradictory information!

Thanks for reading, I appreciate it, and again, only trying to help.

Updates:

I am hoping that this thread can serve as a common place for the factional authors to discuss this issue as it seems that everyone is not on the same page. I am noticing from my own ignorant work that trying to update SCY's Acheron and Tartarus through the starmap.json is not working, and leads me to believe that some other .jar is overriding it. The symptom for these two systems are that they are appearing in places on the map where they should not be (afaik) and Tartarus is not accessible, nor hidden as it is supposedly meant to be.

Adding coordinates for the Mayorate's Rasht was succesful, as was the Citadel.

155
Mods / Re: [0.6.5a] The Mayorate v0.8 dev (updated 26/10/14)
« on: October 31, 2014, 12:50:39 PM »
Aw, why change the name away from Rasht? lol

156
Mods / Re: [0.6.5a] The Mayorate v0.8 dev (updated 26/10/14)
« on: October 28, 2014, 09:42:06 PM »
Hello again Kazi,

The new update to the base game is like a holiday for my group. I'll be sure to keep an eye on the Mayorate once I've sort of re-antiquated myself with the game, and lend some feedback. Congrats on getting it to work for the most part! And I feel like your new lore for the Mayorate and Rasht  will be great!

157
Mods / Re: [0.6.2a] The Mayorate v0.7.1 (updated 3/9/14)
« on: October 12, 2014, 12:48:21 AM »
I suggest this not knowing any of the technicalities of what's possible, so bear with me.

What if you designed a missile warhead and smoke trail to look like a photon dart with a laser 'trail'- when the laserhead explodes, a bunch of these bending lasers can then burst forth and zero in on a target?

158
Mods / Re: [0.6.2a] The Mayorate v0.7.1 (updated 3/9/14)
« on: October 08, 2014, 01:13:48 AM »
Oh, also, speaking of up-to-date, the thread's name says updated 3/9/14; is that September, or March?..

159
Mods / Re: [0.6.2a] The Mayorate v0.7.1 (updated 3/9/14)
« on: October 08, 2014, 12:55:26 AM »
What did you find to be OP about it? I just like the idea of a combat capable destroyer with a respectable burn speed and 1 flight deck!

160
Mods / Re: [0.6.2a] The Mayorate v0.7.1 (updated 3/9/14)
« on: October 07, 2014, 11:53:49 PM »
I am using what I believe to be the most up to date version of Uomoz's Sector. http://fractalsoftworks.com/forum/index.php?topic=1799.0

That does not seem to have been updated in a while, though..

161
Mods / Re: [0.6.2a] The Mayorate v0.7.1 (updated 3/9/14)
« on: October 07, 2014, 10:32:17 PM »
Aye you have inspired me, I may try it. But I am artistically useless. But I bet if other people have the talent, but lack the know-how, a spriting tutorial would do great work for the modding community here.

Also wanted to say, in my play through I have set up in Rasht, neutral and living with the Independent miners. I'm fighting the Mayorate to have access to their ships more often than if I were allied with them (unless I am doing something wrong), and I notice that their ships are very hard to use! I admit I am not the best at the game, and I don't totally understand the application of energy weapons. Though, I really like the Esfahan Destroyer (it has PD drones and 1 flight deck), but I notice it is so slow to turn that even when I am in the back of a line, my engines will surely go out. But again I think this is more of an issue of my being bad at the game =P

I mention though, because I'd love to ask, how do you suppose Mayorate ships are meant to be used/played?

(And yes, that is to say that I am enjoying breaking down your Mayorate fleet! =P)

162
Mods / Re: [0.6.2a] The Mayorate v0.7.1 (updated 3/9/14)
« on: October 01, 2014, 06:23:55 AM »
Hah, though I love Warhammer 40,000, I generally don't like sci-fi dark-ages. I am starting to think that I may be false, but I think so far from what I understand, that the factions in Starsector still, at least, have the ability to produce things of their own. They may not be innovating, but they can still build new things. Whereas, in WH40k, the Imperium can't actually build anything, and relies on vehicles referred to as artifacts.

I dislike it because the Imperium controls huge metropolises and yet no one, not even the tech priests of Mars can figure out how to, I dunno, build a NEW tank.

But that's just me!

I used to want to design a game, but I just don't have the patience to program, and I am absolutely not artistic (though, I wish I were!). I like how you say that in Starsector you can more easily see results for your work, but even still I don't really know what I'd /do/ with my limited skillz!

163
Mods / Re: [0.6.2a] The Mayorate v0.7.1 (updated 3/9/14)
« on: September 30, 2014, 02:45:18 PM »
Hey again; by "some" I meant that I'd prefer to cherish the ones that you wrote, rather than the ones from Deus ex. I've never played the game so I would not recognize which were the ones added.

I hate to sound fan-boyish, but I spent a bit of time today on my drive home from class thinking about the Mayorate. It seems so original, and almost too original! I searched for the name on google to see if a government had ever called itself a mayorate, but this thread is the first return.

I'm so curious, where did you think of the name? The lore? What inspired you? I love to think about creating my own universes with politics, lore, etc, and I am just so impressed with what you've created.

edit - I saw your three tracks linked on the original post, and I have to say, they are really some of the tracks I love hear most in the compilation, and I've heard the same from friends who play the same mod pack as well. Steel Rain is popular- your right about how awesome those samples are!

If I had to give criticism, I'd say that Into the Black uses instruments (or samples) that I've just heard too many times, and it makes the track sound dated.

edit2! - Also saw elsewhere in the thread you had mentioned some of the inspiration. Sorry for asking repeat questions! I am very impressed!

164
Mods / Re: [0.6.2a] The Mayorate v0.7.1 (updated 3/9/14)
« on: September 26, 2014, 08:38:49 AM »
Heya, I'm new to the game and forum so forgive me if I ask some kind of silly question, even in this context.

I am playing Uomoz's Sector, and associated myself with the Mayorates to prevent them from killing me when I entered my first system.

I love the lore the creator wrote, and I'm impressed with the art and (some) music that he made for it! Awesome!

But I had one question. From the lore, it sounds like the Tri-Tachyon corp should be friendly to me, but they are not. How come?

Thanks!

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