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Messages - connortron7

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46
Mods / Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
« on: November 26, 2021, 10:29:47 PM »
Sorry for straying off topic by asking this

Where can I find the invite to this discord server - or is it invite only?

https://fractalsoftworks.com/forum/index.php?topic=11488.0
Its pinned to the front page of the main part of the forums.   :P

47
Acidic is burned deep in my mind and i doubt it'll ever go away
whom made it i need to know if there is more
 
It is in the credits spoiler on the main post

48
I'm afraid the Exhalted got bullied out of existence early in my first use of the mod, but they still are listed in the faction list even though they have had no markets for 10 cycles.
AFAIK, usually they get removed.

ah yeah had that prob with keruvim, was a minor thing and fixed for next update, tho to be honest i dont know when that will be, i have a handfull of ideas for the exalted still but other then sprite improvements (which i barely have time for these days) not much planned for them in the long run, and im much more focused on updating keruvim atm so they are on the back burner for awhile.  :'(

49
Mods / Re: [0.95a] Keruvim Shipyards (V:0.4) The rise of the Reavers
« on: November 10, 2021, 06:51:43 PM »
Just wanted to get back to you. Turns out that the Drone_PD error on Keruvim planets definitely had nothing to do with your mod. It was an error with the "Deacon" cruiser from Weftin's ship pack. It just happened to be spawning in a Keruvim shipyard and causing me to crash. Weftin has since fixed the bug.

ah yeah not surprised as weftins are added the midline BPs, glad you figured it out, nothing more annoying then a generic crash that with no immediate clue as to whats causing it

50
Mods / Re: [0.9.1a] Interstellar Imperium 2.4.0
« on: November 10, 2021, 11:45:08 AM »
This looks amazing! Definantly getting this for my next playthrough!
Heh, not until its updated lol
Well technically, he's free to downgrade his SS for that next playthrough...

Ah true, didn't think of that.

51
Mods / Re: [0.9.1a] Interstellar Imperium 2.4.0
« on: November 10, 2021, 09:13:46 AM »
This looks amazing! Definantly getting this for my next playthrough!
Heh, not until its updated lol

52
Mods / Re: [0.95a] Keruvim Shipyards (V:0.4) The rise of the Reavers
« on: November 03, 2021, 03:55:11 AM »
The new planets in Keruvim actively degrade the core starsector experience of selling drugs because of that pirate planet that gets to produce tons of them.
Are you on an older version? I replaced the drug production industry in 0.4

53
Mods / Re: [0.95a] Roider Union - Expeditions - 1.3.3
« on: November 01, 2021, 08:09:44 AM »
A question, is the 1.3.3 update savegame compatible with the old 1.2.2 version?

Roider Union - Expeditions - v1.3.0
Download in the OP
Not Save Compatible!

I honestly could not see that coming since the main post looks like this now:
Spoiler
Roider Union

Download v1.3.4

Requires LazyLib
Requires MagicLib

Supports GraphicsLib | Supports Nexerelin
Supports Commissioned Crews
Supports Version Checker

Both a culture and a profession, most roiders (roaming asteroid miners) live as nomads, travelling the Sector in their ships to find mining sites. When many of them allied with their more sedentary kin to fight a massive surge of piracy, no one expected it to last. Since then, the Roider Union has become the face of all roiders in the public eye and a minor power in its own right.


Features:
- Join the Roider Union, an alliance of asteroid miners
- Retrofits! Convert your junk civilian ships into warships
- Find refuge in the far reaches at independent roider stations






Gameplay Tips:
- Roiders rely heavily on their fighters. Use the Fighter Clamps hullmod to even bring them on your frigates!
- Ship conversions are done at markets with a Union HQ industry. Go to the bar to meet the Roider CEO in charge.
- Some Roider ships have tough armor modules on their front or sides. Low hit-strength weapons will struggle to do damage to them.


Credits:
Created by SafariJohn
Art by Gwyvern
Music by Electric Trojan
Sounds by MesoTroniK
Testing by Avanitia
Code snippets given by Tartiflette, MesoTroniK, and Gwyvern
Alex, David, and co. for making Starsector
And the Starsector community for years of support!



Changelog:
Version 1.3.4
 Bug Fixes
 - Fixed a null pointer crash when a conversion fleet is defeated
 - Fixed conversion fleets requiring the player to know the target hull
 - Fixed pirate conversion fleets requiring rep to use their services
 - Fixed a case-sensitive file name


Version 1.3.3
 Bug Fixes
 - Fixed conversion fleet null pointer crashes
 - Added conversion fleet intel's small description
 - Fixed Rockpiper Shipworks' missing upkeep


Version 1.3.2
 Bug Fixes
 - Fixed more infinite loops
 - Fixed random crash at end of battle with Sheriff in it
 - Fixed random Phasenet AI crash during battle


Version 1.3.1
 Bug Fixes
 - Fixed infinite loop from badly positioned fringe roider bases
 - Stopped fringe roider bases from spawning in bad systems
 - Fixed MIDAS not negating damaging asteroid impacts


Version 1.3.0
 New Features
 - Added new ships, fighters, and weapons:
   - Added Argos-class mothership
   - Added Wrecker-class cruiser
   - Added Aurochs-class destroyer's armor module, finally
   - Added Jane-class tanker
   - Added Sheriff-class frigate
   - Added Armature-class strike drone
    - Comes in 2 wings sizes: 1 drone and 2 drones
   - Added Tracker-class defense drone
    - Added Tracker Swap hullmod - switch built-in Breaker drones to Trackers
   - Added Rotary Hammer Launcher
 
 - Added roider tech expeditions - new fleets can be found exploring in the fringe
 - Added rare fleets that sell conversion services
 - Added Rockpiper Shipworks industry
   - When you build it, you can go to the bar to retrofit ships that you know the blueprints for
 - New and improved art for Union HQ and Roider Dives
 - Added several alternate conversions
 - Added sprites for Spike Driver and Pile Driver projectiles
 - Non-Union roider fleets always have some Roider Union ships now
 - Ship retrofitting now transfers S-mods and Starship Legends Reputation hullmods
 - Added MagicSettings support
 - Aliased class and variables names for slightly smaller save files
 - Roider ships now have their own engine style

 Changes
 - Changed Colossus Mk.2 (R) modified freighter to Ogrov-class torpedo cruiser
   - Matched certain stat changes from Ogrov's vanilla counterpart
 - Moved BPs for Cyclops-class frigate and Onager-class destroyer to the Roider BP Package
 - Made low-end conversions no longer require commission with the Roider Union
 - Made Onager a little more common
 - Removed Dram (R)
 - Removed Phaeton (R)
 - Removed Buffalo (R)
 - Buffed Duster-class heavy fighter's speed from 200 to 220
 - Nerfed Zap SRM - less EMP on hit, even less EMP on arc - and the Bolt-class interceptor by extension
 - Nerfed Dragline-class support fighter
   - Nerfed Mini Sharpshooter's sustained rate of fire
   - Halved built-in Annihilator Pod's rate of fire, but now it double taps
 - Made Midway mission a little easier since vanilla nerfed the Ranch's ship system
 - Roider Union ships are somewhat less likely to spawn in their own fleets
 - Roider Union is now hostile to various modded pirate factions and such
 - Improved ship conversions backend
   - Ship conversion costs are now autogenerated and are more accurate
   - data/config/modSettings/roider_retrofits.csv is where conversions are defined now
     - data/retrofits/roider_retrofits.csv still works, but is deprecated
 - Armor modules no longer have OP and can no longer be refit
 - Added Civ Grade hullmod to Roider ships with built-in Militarized Subsystems to match how 0.95a does it
 - Extra transponder warning from certain patrols should be more obvious
   - And no longer scans your cargo
 - Removed Union HQ retrofitting service entry fee
 - Retrofit dialog now shows available conversions as lists of ships instead of names when no retrofit is selected
 - Roider mining fleets now only spawn when the player is nearby
 - Tweaked Roider Union's Nexerelin alignments and gave them Temperamental trait

 Bug Fixes
 - Added script to help stop fighters from escorting Roider armor modules
 - Hopefully stopped roider fringe bases from spawning inside of stars
 - Fixed miner fleets hanging out around jump points
 - Fixed miner fleets showing cargo types they aren't anywhere near
 - Actually fixed no random bar events appearing at markets with Union HQs
 - Fixed some variants with incorrect OP following 0.95a's weapon changes
 - Removed redundant and buggy Commissioned Crews code from EVA Expertise
 - Can no longer commission with Roiders when your faction is already in a Nexerelin alliance
 - Armor modules should now all show correctly in the mini-ship displays like fleet encounters


Version 1.2.2
 New Features
 - Added Colossus Mk.3 to Colossus Mk.2 (R) conversion

 Changes
 - Updated stats of armor module version of Heavy Armor to match 0.95a Heavy Armor

 Bug Fixes
 - Patched incorrectly configured vanilla star system causing multiple mods to crash
 - Fixed no random bar events appearing at markets with Union HQs


Version 1.2.1b
 Bug Fixes
 - Fixed crash when declining to pay retrofit fee


Version 1.2.1
 Bug Fixes
 - Fixed crash caused by referencing a removed skill
 - Fixed crashes caused by Nexerelin renaming classes
 - Retrofit bar event should always appear again
 - Pirate roider fleets now go around transponder-off


Version 1.2.0
 New Features
 - Updated to 0.95a!
 - Spike Driver and Pile Driver no longer spawn exhaust on certain partially covered mod-ship weapon slots
 - Added new projectile sprites for Spike Driver and Pile Driver
 - Fighter Clamps hullmod straight-up blocks bombers now

 Bug Fixes
 - Pirates can now learn retrofit templates added mid-save
 - Roider Union stuff should no longer spawn when faction is disabled in Nexerelin random mode
 - Faction relations are now set properly when Nexerelin is disabled
 - Added autofit variants for Gambit-class light cruiser
 - Blocked Fighter Clamps on Ship & Weapon Pack Arcade ships - was causing a crash for some reason
 - Added support for Unknown Skies' Psychosomatic Fungus condition
 - Independent roider base bar rumors should no longer chain-spawn


Version 1.1.0
 New Features
 - Added automatic hullmod transfer from parent hull to armor modules
 - Added support for Unknown Skies' parasitic spores condition
 - Added Atlas Mk.2 to Telamon conversion
 - Added MIDAS to fighters
 
 Changes
 - Roider Dives and Union HQs can harvest from same-faction planets
 - Union HQs spawn more/less patrols depending on colony size
 - Raised Roider Neutral/Friendly Encounter music's volume slightly
 - Nerfed Spike Driver
   - Increased flux per shot from 220 to 240
   - Increased minimum spread from 0 to 5
 - Buffed Pile Driver
   - Projectiles now pierce missiles
   - Reduced flux per shot from 650 to 600
   - Nerfed minimum spread; increased from 0 to 5 to match Spike Driver thematically
 - Buffed Sharpshooter's rate of fire by 20%
 - Increased Bolt-class interceptor's wing size from 3 to 4
 - Tweaked Hopskip Mk.2 bomber and Hazard MRM's visuals
 - Buffed Dragline-class support fighter
   - Mini Sharpshooter turrets can rotate 360 degrees
   - Annihilator Pod can fire continuously
 - Nerfed Rocksaw-class heavy assault fighter
   - Reduced roam range from 4000 to 3000
   - Reduced chaingun's burst size from 40 to 20
   - Nerfed chaingun's DPS by 10%
 - Buffed Breaker drone's speed from 180 to 200
 - Buffed Duster's sustained kinetic DPS by 40%
 - Reduced Roach-class heavy frigate's DP from 8 to 6 to make it more useful late-game
   - Gave it High Maintenance to compensate early-game
 - Buffed Aurochs-class destroyer
   - Increased flux capacity from 4000 to 4500
   - Improved shield efficiency from 1.0 to 0.7
 - Buffed Cowboy-class light carrier
   - Changed rear turrets from BALLISTIC to COMPOSITE
   - Increased flux dissipation from 100 to 150
   - Increased maneuverability
 - Buffed Onager-class destroyer
   - Increased main hull's armor from 600 to 650
   - Increased armor module's armor from 800 to 950
 - Buffed Firestorm-class destroyer
   - Reduced forward turret coverage to improve AI performance
   - Increased main hull armor from 500 to 600
   - Increased armor module armor from 750 to 800
   - Increased flux capacity from 5000 to 6000
   - Increased flux dissipation from 200 to 250
   - Increased OP from 40 to 60
   - Increased speed from 50 to 65
 - Buffed Gambit's maneuverability
 - Buffed Ranch-class carrier
   - Increased armor module's size to cover entire front
   - Increased armor module's hull from 700 to 1000
   - Added 2 new small ballistic turrets at the front
   - Increased OP from 90 to 100
   - Increased flux capacity from 4500 to 5000
   - Increased maneuverability
   - Nerfed supply/DP cost; increased from 20 to 22
 - Rebalanced Telamon as fast battleship
   - Buffed speed from 25 to 35
   - Nerfed armor from 1300 to 1250
   - Buffed front module's hull from 2000 to 2500
   - New hullmod transfer system removed armor modules' unintended super-durability
 
 Bug Fixes
 - Buffalo Mk.2 to Aurochs conversion now requires commission
 - Made giving yourself Union HQ BP through Console Commands safe
   - Was possible to malform the command and get a save-corrupting BP
   - Save-fix here: https://fractalsoftworks.com/forum/index.php?topic=9547.msg303345#msg303345
 - Fixed bug causing bar rumors for fringe bases to disappear if not viewed immediately
 
 
Version 1.0.9
 Bug Fixes
 - Undid a silly save-breaking change.


Version 1.0.8
 Changes
 - Reduced price of Union HQ industry blueprint. Existing blueprints will still be high value.
 - Reduced cost of converting Buffalo (A) and (R) to Aurochs.

 Bug Fixes
 - Fixed transponder check repeating when comms are reopened.
 - Retrofit tariff price adjustment is more accurate.
 - Fixed crash when upgrading to Union HQ.
 - Recoded Roider Dives and Union HQ. Should be less buggy.


Version 1.0.7
 New Features
 - Retrofits adjust costs based on Nexerelin's 18% tariffs

 Changes:
 - MIDAS now reduces EMP damage instead of kinetic damage
 - Tried to make MIDAS Armor correctly transfer hull and armor improvements
 - Matching upcoming vanilla changes:
   - Dragline's roaming range is now 0
   - Rocksaw's chaingun nerfed from 90 damage to 75 damage

 Bug Fixes:
 - Extra transponder warning from certain Roider patrols now works
 - Fixed crash bug when sometimes starting a Nexerelin random mode game
 - Fixed typos in a couple dialogs
 - Hopefully fixed some zombie fringe fleet spawning
 - Fixed incorrectly blocked retrofit access payment


Version 1.0.6
 New Features:
 - Added extra transponder warning to certain Roider Union patrols
 
 Changes:
 - Duster is now a heavy fighter with a Light Machine Gun
 
 Bug Fixes:
 - MIDAS Armor's description now mentions it reduces kinetic damage
 - Fixed Union HQ submarket refreshing too often
 - Added Nexerelin alliance support to Union HQ submarket and retrofitting
 - Retrofitting now mentions that it restores hulls to pristine condition
 - Fixed bugs with spawning Rockpiper Perch station in Nexerelin random mode:
   - Station shows market stuff instead of an empty dialog
   - Midline star fortress gets replaced instead of spawning separately
 - Fixed a crash when starting a new Nexerelin random mode game


Version 1.0.5
 Bug Fixes:
 - MIDAS no longer instantly removes itself


Version 1.0.4
 Bug Fixes:
 - Actually for real fixed the Mudskipper variant this time
 

Version 1.0.3
 Bug Fixes:
 - Added kinetic damage reduction to MIDAS Armor hullmod
 - Added Telamon variants to autofit
 - Added UI tags for MIDAS hullmod
 - Added speed and maneuverability descriptions to Zap SRM and Hazard MRM
 - Blocked MIDAS on ships with MIDAS-X built in
 - Blocked Extreme Modifications + Fighter Clamps exploit
 

Version 1.0.2
 New Features:
 - Whitelisted ships and Roider Union faction for Industrial.Evolution mechanics
 
 Changes:
 - Reduced crew requirements for Fighter Clamps:
   - destroyers from 20 to 10 crew
   - cruisers from 40 to 30 crew
   - capital ships from 100 to 70 crew
 
 Bug Fixes:
 - Fixed crash from broken Mudskipper variant
 - Fixed nulls in Fighter Clamps description


Version 1.0.1
 Bug Fixes:
 - Fixed crash when loading invalid retrofits from retrofits.csv


Version 1.0
 New Features:
 - The Roider Union is now a full-fledged faction
 - All new art by Gwyvern
 - Added Commissioned Crews compatibility
 - Added full Nexerelin compatibility, including random mode
 
 - Added four star systems:
   - Atka (main Roider Union system by Tyle star system)
   - Attu
   - Kiska Nebula
   - Ounalashka
 
 - Added new fighters:
   - Breaker drone
   - Duster heavy interceptor
   - Dragline support fighter
   - Hopskip Mk.II bomber
   - Rocksaw heavy assault fighter
 
 - Added new ships:
   - Dram (R) class tanker
   - Nolasher-class frigate
   - Pepperbox-class frigate
   - Roach-class heavy frigate
   - Aurochs-class destroyer
   - Buffalo (R) class freighter
   - Cowboy-class light carrier
   - Firestorm-class destroyer
   - Onager-class destroyer
   - Phaeton (R) class tanker
   - Colossus Mk.II (R) class modified freighter
   - Gambit-class light cruiser
   - Ranch-class carrier
   - Telamon-class battleship
 
 - Added new weapons:
   - Blasting Laser
   - Hazard MRM
   - Sharpshooter
   - Spike Driver
   - Pile Driver
   
 - Added special blueprint item for Roider conversions
   - Can be bought at Union HQs
 - Added Massive Impact Deflection/Avoidance System (MIDAS) hullmod
   - A number after MIDAS indicates # of armor modules
 - Added Fighter Clamps hullmod - gives ship one or more wings of non-replaceable fighters
 - Added Roider Union encounter and market music
 - Added Midway mission
 - Added bar event to help find independent roider fringe markets
 - Other minor additions
 
 Changes:
 - Commission is now with Roider Union instead of independents
 - New sprites for existing ships, fighters, and weapons
   - Zap SRM
   - Bolt interceptor
   - Cyclops-class frigate
   - Bombard-class destroyer
 - Improved retrofitting
   - Now accessed from the bar
   - UI improved
   - Retrofits are now instant
 - Buffed Zap SRM's EMP damage from 50 to 200
 - Buffed Bolt's speed from 400 to 500
 - Nerfed Bolt's engagement range from 4000 to 3000
 - Nerfed how much stuff independent fringe markets have
 - Made Roider Dives and Union HQ buildable
   - Union HQ requires buying the blueprint from an existing Union HQ
 - Improved Easy Prey and Eye of the Storm missions
 - Changed fleet names to clarify the faction of roider miner and patrol fleets
 - Reduced how many mining fleets spawn from Roider Dives.
 - Probably other stuff I've forgotten
 
 Bugs:
 - Fixed

 
Version 0.8.1
 Changes:
 - Made retrofit intel and UI more consistent.
 
 Bug Fixes:
 - Fixed crash when starting a new game with Nexerelin active.
 - Fixed a crash when a market has no faction.


Version 0.8.0
 The Roider Union returns!
 
[close]
[close]

With that said does anybody still have access to 1.2.2? I literally deleted the archive yesterday.
Go into your recycle bin and get it out, anless you empty it every day for some reason.

54
Mods / Re: [0.95a] Keruvim Shipyards (V:0.4) The rise of the Reavers
« on: October 31, 2021, 01:43:54 PM »
No **** Sherlock, I know how to update.  I can also read.  And English is my first language.  I also know that if a file is LITERALLY MISSING, it's at a minimum a bug.  Even if the file isn't missing, it's just misnamed.  Since a misnamed file isn't the right file.  So the right file is missing.  Perhaps I should impugn your ability to communicate next?  Or just compliment you on your ability to jump to conclusions...?

This is completely uncalled for and is not acceptable behavior on this forum. Please make sure you're familiar with the forum rules and consider this an official warning.


I'm assuming it was the "save breaker" in lower case tacked on next to the download...  But the easier way to solve the issue was to just delete your mod.


Yep! Glad you acknowledged thats its literally right next to the download. Hard to miss!

Also appreciate how you got an official warning by the maker of the game and still continue your charade

55
Mods / Re: [0.95a] Keruvim Shipyards (V:0.4) The rise of the Reavers
« on: October 31, 2021, 11:41:38 AM »
Interesting to see the Reaver’s evolution from a pirate subfaction to a Luddic cult rivaling even the Path in war crimes

Heh yeah i realized "pirate faction that likes blood and is evil" is maybe not the most original thing in the world, and while i dont strive for everything to be unique i at least wanted to add a lil more lore spice

56
Mods / Re: [0.95a] Keruvim Shipyards (V:0.4) The rise of the Reavers
« on: October 30, 2021, 08:18:46 PM »
No **** Sherlock, I know how to update.  I can also read.  And English is my first language.  I also know that if a file is LITERALLY MISSING, it's at a minimum a bug.  Even if the file isn't missing, it's just misnamed.  Since a misnamed file isn't the right file.  So the right file is missing.  Perhaps I should impugn your ability to communicate next?  Or just compliment you on your ability to jump to conclusions...?

Charming... its nothing to do with my end as I've been playing with the current version since i released it, hence why i assume (or just know for a fact) you and GigaWizard did something on your own ends....

There is literally 2 options as to why this crashes with that specific error and thats either overwrote the file or updated then loaded an old save. Both of which have warnings. So yes, i can jump to conclusions. If it truely was on my end i would be getting more reports from the start both here and on discord (on which ive seen people mention starting new runs with this update and have no problem)

57
Mods / Re: [0.95a] Keruvim Shipyards (V:0.4) The rise of the Reavers
« on: October 30, 2021, 05:48:04 PM »
Got a Fatal error [keruvim_bandit] not found when loading a game.  Does this have something to do with the name change?

Got a Fatal error [keruvim_bandit] not found when loading a game.  Does this have something to do with the name change?

I got same issue.  Kinda surprising such an obvious bug crept through, but QA/QC in modding kinda a crapshoot...

It didn't creep through, you guys just didn't read the big red letters above the download link that said "DELETE THE OLD VERSION OF THIS MOD BEFORE UPDATING" lol
Its there for a reason.

And yes, it has to do with the name change. Among a dozen other things from this update

The thing is I did delete the old version and I still got the message.
Did you update it mid save? Because this update breaks saves

58
Mods / Re: [0.95a] Keruvim Shipyards (V:0.4) The rise of the Reavers
« on: October 30, 2021, 01:39:58 PM »
Got a Fatal error [keruvim_bandit] not found when loading a game.  Does this have something to do with the name change?

Got a Fatal error [keruvim_bandit] not found when loading a game.  Does this have something to do with the name change?

I got same issue.  Kinda surprising such an obvious bug crept through, but QA/QC in modding kinda a crapshoot...

It didn't creep through, you guys just didn't read the big red letters above the download link that said "DELETE THE OLD VERSION OF THIS MOD BEFORE UPDATING" lol
Its there for a reason.

And yes, it has to do with the name change. Among a dozen other things from this update

59
Mods / Re: [0.95a] Weftin's Ship Pack
« on: October 27, 2021, 05:46:15 PM »
Ive manually edited my save file with help from the discord members, so please disregard my message if you want

First, I'm sorry that caused an issue for your game, I'll add a warning that updates may cause issues with save games

Second, there's a discord? Where can I find a discord link?

https://discord.gg/fJYhW2usTy idk if you got it yet but here it is

also happy to see you giving some love the the old interstellar fed ships, they where one of my fav factions back in the day

60
Mods / Re: [0.95a] Keruvim Shipyards (V:0.4) The rise of the Reavers
« on: October 27, 2021, 04:28:37 PM »
OOOOH YEAH BROTHER WE ARE BACK AT IT AGAIN WITH A HOT UPDATE

changes
Spoiler
V: 0.4: blast from the past
general fixes:
fixed planet descriptions not showing up
fixed the stallion being classed as a destroyer instead of a frigate
fixed the catapult (P) spawning in keruvim fleets instead of pirate fleets
fixed the rapier not spawning
fixed keruvim showing up on the faction list even after death
fixed antlion needing 2 crew despite being a drone

general addition:
added the reaver blood cult faction with the ichor star system (has nex, indo evo and CC support)
added (re-added?) indo evo support (i swear i already did but could not find it so here we are!
changed the blueprint icon to match literally everyone elses
added  the best mod reviews to the forum page

ship additions:
added the bouncer class heavy defense frigate to pirate fleets
added the quarry class combat miner to independent fleets and rarely in pirate fleets
added the lasher, hammerhead, cerberus, broadsword and dominator (RBV)
added the chariot (Pride)


ship changes:

outlaw:
replaced both talons (RBV) with broadswords (RBV)
added the reaver military engineering hullmod

bandit:
renamed to mule (RBV)
added the reaver military engineering hullmod

bastion:
decreased spawnrate by 50%
now spawns in keruvim fleets/markets

duchess:
decreased supplies a month/deployment points from 55 to 45
did a few edits to the sprite

cudgel:
increased max burn from 7 to 9
removed civ grade hull
added the reaver military engineering hullmod

both axes:
increased max burn from 9 to 10

all zweihanders:
increased burn from 8 to 9

both chariots:
increased max burn from 7 to 8
increased max hull from 7500 to 9500

both catapults:
increased max burn from 7 to 8
[close]

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