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Messages - Voiddweller

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16
Mods / Re: Project Ironclads TC 8.6 (3/2/2015) [0.65.1a] 0.65.2 compatible
« on: February 21, 2015, 02:17:24 PM »
Probably just a typo.

About typos: in weapon_data.csv there is a weapon "Assault Guass Cannon" :P

17
Mods / Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.644
« on: February 20, 2015, 02:10:16 PM »
Ahaha) Yeah, awesome) I just thought about how nice it can be if there were some skills in leadership branch, that can be used for diplomatic mini-quests. Espionage, escorting and transporting, assasinations, revolts...

18
Mods / Re: BattleFarer Forever [v 0.3]
« on: February 20, 2015, 12:58:14 PM »
Clean, soft edges

19
Mods / Re: BattleFarer Forever [v 0.3]
« on: February 20, 2015, 12:19:42 PM »
Haha, Nahhhh. I've only just came back from a two year absence! I'm afraid the mod won't (Or shouldn't, haven't tried it yet lol) work in 0.65.2a at the moment. It needs an overhaul and reimagining which I plan on getting underway this weekend!
I can clean up sprite edges for you, also i think you need some weapon sprites as well... That's aside from whole lot of work updating it up to new campaign mechanics)

20
Mods / Re: Hayreddin Industries v0.4 - New Weapons, Campaign Integration!
« on: February 20, 2015, 12:14:39 PM »
I just... Made a logo for campaign integration.


21
Mods / Re: BattleFarer Forever [v 0.3]
« on: February 20, 2015, 12:04:00 PM »
It's been a while, eh guys?
How did you? I just thought about for how long this mod was abandoned... Maybe noticed my download? :D

22
Mods / Re: DSTech Corp Fleet v0.5.2a - New Ships and Weapons -
« on: February 20, 2015, 12:00:58 PM »
Wonder if author still cares... This mod, with some adjustments and balancing can be integrated into Ironclads TC. Why Ironclads, you say? Because of it's non-shaded cartoon-like sprite style.

23
Mods / Re: Project Ironclads TC 8.6 (3/2/2015) [0.65.1a] new bounty type
« on: February 19, 2015, 03:29:03 PM »
Ok. Seems that Alex changed something code-related, probably that`s the result of transition to a newer java.

As a workaround go to data/campaign/events.json, find there 'rep_tracker' event and uncomment the first 'script' line (remove #). Then comment the second 'script' line.
This will allow the campaign to launch.
Yeah, that worked :D Tnx for solution :3

24
Mods / Re: Project Ironclads TC 8.6 (3/2/2015) [0.65.1a] new bounty type
« on: February 19, 2015, 12:39:32 PM »
Sorry, didn`t get it. You have troubles with Ironclads not loading saves in 0.65.2? Or something else?
It just crashes during campaign map generation

25
Mods / Re: [0.65.2a] Interstellar Imperium v1.7
« on: February 18, 2015, 10:36:18 AM »
Awesome mod! One of the best i think. Though this ship-sized missile sprites looks a bit out of place.

26
Mods / Re: Neutrino Corp. (v. 1.8)[0.65.2a]
« on: February 17, 2015, 10:25:40 AM »
So I consider their shields balanced. Problem is, everything else is stronger.

While AI uses their shield arks very efficient, those shields is difficult to handle if yo are not AI he he) Plus NC frigates is not very tough/powerful either. Bigger ships is finely covered by this small arks though.

27
Mods / Re: Neutrino Corp. (v. 1.8)[0.65.2a]
« on: February 17, 2015, 08:54:13 AM »
Well just...

Because i find your original singularity looking too simple :3

28
Mods / Re: Project Ironclads TC 8.6 (3/2/2015) [0.65.1a] new bounty type
« on: February 17, 2015, 08:43:29 AM »
Can you make a version with disabled 64bit compression? 0.65.2a have smaller saves and i can run it just fine on my XP with 10 or more faction mods enabled.
Well. just forgot to say :) Awesome artwork you have there, whole different style, more cartoon like because there is much less shading. I think i seen a couple of mods with similar style, so i must try to integrate :3

Edit: Found where i can disable compression, but there is some other issue...

Edit again: Aaaand i just tried it with 0.65.1a and it worked as it should. Saves loading just fine too (32bit) So it must be a 0.65.2a issue.


29
Mods / Re: [0.6.2a] The Gedune - v1.7.2 - Get Up! - Working DEV
« on: February 15, 2015, 11:20:13 AM »
Those ships is kinda OP. They spam missiles, spam blaster fire, spam drones... Too fast flux regen too. Once you get one of this ships, all comparable vanilla stuff become obsolete

30
While i like ship sprites in this mod, i wonder why those sprites was cut so roughly?

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