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Messages - Kitfox88

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31
I always love seeing what creative minds can do with some kitbashing, love the mod! Hype as well for a future update that introduces the Vendetta, having more capitals is always awesome.

32
I hope you put in more Ludd variants, I'd love to have enough that I can field a full fleet and take on Tri-Tach with them.

33
Mods / Re: [0.7.2a] Scy V1.1 (06/01/2017)
« on: January 28, 2017, 11:50:54 AM »
MORE

DAKKA

34


PANIC

35
Mods / Re: [0.7.2a] Ship/Weapon Pack 1.1.0
« on: June 17, 2016, 09:48:22 AM »
I hope someday we get an XIV Victory. pew pew.

36
Mods / Re: (0.7.2a) Shadowyards Reconstruction Authority 0.6.0.5
« on: June 02, 2016, 07:28:45 AM »
Cycerin's little ditties for the mod own, it's some of my favorite Starsector music. I could listen to the fleet encounter themes for hours.

37
Mods / Re: [0.7.2a] Neutrino Corp. (v. 1.83RC3.6)
« on: June 01, 2016, 08:45:42 AM »
For some reason I'm getting a weird thing involving duplicate hullmods.



It happens for the omega upgrade too. Any way to fix it?

38
Mods / Re: [0.7.2a] Ship/Weapon Pack 1.1.0
« on: May 26, 2016, 10:23:57 AM »
How do you actually spawn in the XIV mod ships using the command line? I know it's a hullmod and not an actual hull itself but I can't quite figure it out. Sorry for the trouble orz

Type "addship NAME_xiv" (without the quotation marks, of course).

For instance, to gain the Conquest XIV, type "addship conquest_xiv" into the console. For a Hammerhead XIV, replace "conquest" with "hammerhead" and so on. ;D

Thanks a ton!

39
Mods / Re: [0.7.2a] Ship/Weapon Pack 1.1.0
« on: May 25, 2016, 12:31:06 PM »
How do you actually spawn in the XIV mod ships using the command line? I know it's a hullmod and not an actual hull itself but I can't quite figure it out. Sorry for the trouble orz

40
A question about the player faction, are there any guides or such on how to expand the portraits the people in it will use, and alter the ships that fleets will be composed of? I'd like to change them to be something similar to the Junk Pirates or such for a gimmick playthrough I plan on, using some of the ships and whatnot from mods, but I'm not sure how to go about safely doing that without causing issues.

41
Oh man, I can't wait to load out a Xu with the SHMG. Dakka everywhere.

42
Mods / Re: [0.7.2a] Combat Chatter v1.5 (update 2016-04-29)
« on: April 29, 2016, 09:05:47 AM »
I'll miss my fighter wings yelling as they're obliterated, but so it goes.

43
Mods / Re: [0.7.2a] The Mayorate v0.9.2 (updated 25/04/16)
« on: April 29, 2016, 12:36:02 AM »
Oh, okay! Thanks a ton.

44
Mods / Re: [0.7.2a] The Mayorate v0.9.2 (updated 25/04/16)
« on: April 28, 2016, 01:35:59 PM »
Oh, well, that'd explain that then, welp.

45
Mods / Re: [0.7.2a] The Mayorate v0.9.2 (updated 25/04/16)
« on: April 28, 2016, 02:21:56 AM »
Heya, sorry for the trouble, but after installing your mod I've found a weird issue.



It started with just Shahrazad Contreras but after I talked to her it added Quinn Pollard. Repeat one by one till I had five of them, haha. This was at the start of a very new game using the 'own faction' option with the Corvus system enabled in Nexerelin, if that'd help you narrow it down? It doesn't happen with Mayorate disabled so I'm guessing some wires are crossed somewhere?

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