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Messages - ASSIMKO

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106
Mods / Re: [0.9.1a]STEELCLAD v1.0.25( 25.10.2019)
« on: November 05, 2019, 08:34:44 AM »
LOOK

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107
Mods / Re: [0.9.1a]STEELCLAD v1.0.25( 25.10.2019)
« on: November 05, 2019, 08:32:30 AM »
KKKKKKKKK. Today as I am doing some updates on the mods is 51, because I test each one individually so I can play quiet. But already with maybe more, I saw some that I want to test, and I'm waiting for the updates of: Knights Templar, The Nomads, Red, Thule Legacy, Tore Up Plenty, The Vass and ApproLight this last one that urges me today to fix the Chinese version link because I really want to play with it. My settings in the attachment.

108
Mods / Re: [0.7.2a] ApproLight v0.4.6a(f1) -Prime-
« on: November 05, 2019, 04:07:22 AM »
Does anyone have Chinese version 0.9.1 to pass via PM, please ??? ???

109
  • Optionally: A system for established factions to put out bounties on the player's head when their crimes become truly egregious


Congratulations. One of my requests for the game you answered. Thank you for your excellent work with Kadur and Vayra Sector.

110
Modding / Re: [0.9.1a] Terraforming [Beta] 0.0.1v
« on: November 01, 2019, 06:58:34 AM »
First off, I love this idea!  Second off, don't worry about "balance"; think of this as a way to test out mechanics that Alex might well want to put into the game.



Things I'd like to see:

Atmospheric Processors:  Temporary.  Huge machines convert no-atmosphere / bad atmosphere (Toxic, Polluted, Radiated) to a neutral state.  Should take 1 year and 5 million Credits to build.

Soil Creation:  Temporary.  Nanotech devices gradually build a layer of viable top-soil, allowing a planet to be farmed.  Improves farming by +1 or sets to 0 if less than 0.  Requires a planet with a breathable atmosphere, 1 year and 5 million Credits.

Planetary Intelligence Agency:  Permanent.  Eliminates Path incursions and greatly improves resistance vs. Pirate raids.  3 months, 1 million Credits to set up, costs 25K+ thereafter (whatever's roughly balanced for a Size 5 Colony, essentially- by Size 7, it shouldn't be a big cost).

Gravity Control:  Permanent.  Installs grav devices throughout the Colony, removing the penalties from Gravity.  6 months, 5 million Credits, but 10K (i.e., cheap) to maintain thereafter, as it uses up an Industry slot.

Tectonic Stabilization:  Temporary.  Using hypervelocity kinetic strikes, the tectonic plates of the planet are carefully shattered in a controlled way, greatly reducing earthquakes and other problems.  Removes "unstable" penalties.  1 Million Credits, 2 months to build.  (should be pretty cheap, this isn't terribly common).

Biocide:  Temporary.  Masers and massive sunlight reflectors are used to burn away harmful flora and fauna, along with the use of nanotech biocides, to make the planet 100% compatible with human-friendly lifeforms.  Removes "biohazard" penalty.  2 million Credits, 3 months.

Oort Cloud Bombardment:  Temporary.  Drones are sent to the Oort Cloud to collect water ice chunks and drop them on the planet, greatly improving the amount of surface water on the planet.  5 million Credits, 6 months.  Removes "arid" penalty, or if the planet is normal / Terran, can convert to a Water World!

Manufacturing Ring:  Permanent.  Builds a ring of manufacturing facilities orbiting the planet, greatly improving Accessibility and production.  All Industries get +2 production and Accessibility is improved by +2 as well.  10 million Credits and 1 year; costs 100K+ (whatever feels reasonably balanced for Size 7 Colonies; this is an end-game item).

Hyperspace Detectors:  Permanent.  Builds sophisticated new Hyperspace detectors, greatly improving the sensor reach of fleets in this System.  Basically, a planet-based way to build the same sensors usually installed in space.  500K to build, 15K to maintain.

AI Farm:  Permanent.  Uses "tamed" Remnant tech to gradually replicate AIs left in this planet's inventory, for an endless supply over time.  20 million Credits and 1 year to build, 500K to maintain.  3 months for Gamma cores to replicate, 6 months for Betas, 1 year for Alphas.

Military Construction Yards:  Permanent.  Special high-speed manufacturing facilities are built for purely military use.  Accelerates production of military vessels for local fleets by 100%, reduces D-Mods by 2, increases fleet sizes.  5 million Credits and 6 months to build, 200K to maintain. 

Marine Training Facilities:  Permanent.  Trains Marines and other ground forces in large numbers.  1 million Credits and 3 months to build, 100K to maintain.  Builds 100 Marines / month, plus Armaments / Heavy Armaments.  50K to maintain.

Cloning Center:  Permanent.  Clones and artificial-birthing facilities greatly accelerate population growth.  Gives Colony a constant growth-rate of 2% before any other factors are considered (i.e., additive).  Improves growth, but the clones are harder to integrate into society.  10 Million and 6 months to build, costs 25K and -2 Stability to maintain.


Basically, put in tools so that players can:

A.  Gradually fix up their worlds, at a cost in time and Credits.
B.  Use their Credits to build end-game content.
C.  Prepare for the final form of this game, where we're hoping that the Factions are dynamic and also able to make use of these kinds of things.


That above, it would be very good.

111
Modding / Re: Asking help for ApproLight translation
« on: November 01, 2019, 06:30:12 AM »
Hey Originem,

I don't know if you got my PM but I was the /v/ anon who translated the mod on 4chan. The translation is still spotty in places since I was able to get a hold of the machine translation from TenaciousTinkerer as a base as well as consulting the older versions and the Starsector Mods Wiki to get some of the translations to fill in the gaps. The latest version I was able to translate was 0.7.2RC1. Any newer versions are not there since I don't have a Baidu account to grab the newer versions to translate.

Here it is: https://mega.nz/#!7qByRa6L!VASJDgFVVo4bO6PSllZL7t3lmN_sjNOi1IfTeXL3B8Y

It also contains the translated Approlight Plus mod which includes the Order of the Knights Templar. Though I think it's suppose to be translated as Knights Arbiter. There's some conflicting information between the new and older mod versions. Alot of the fluff/descriptions of the ships will be off since Google and Bing can only do so much until the translation breaks down entirely since alot of the fluff is story-based which I only have a vague understanding of. The translation is perfectly playable but it's just strange in places.

I also happen to have a newer copy of the Foundation of Borken from the now archived 4chan thread which includes the new research missions and other tweaks.

If you want I can try to translate the newer version of the mod if you can provide me a copy.

Thanks for your time,
Avatier


Isn't this version 0.9.1a ??? You have the version 0.9.1a as you did the post above ????

112
Mods / Re: [0.9.1a]STEELCLAD v1.0.25( 25.10.2019)
« on: November 01, 2019, 06:23:18 AM »
Congratulations. Since yesterday I'm playing with my 55 mods and along with steelclad. Now it's working perfectly. Thanks for the improvements on mod.

113
Mods / Re: [0.9.1a] Concordance of Protection Syndicate (COPS) v.1.1
« on: October 31, 2019, 03:16:23 AM »
I liked the look of the ships. After testing I hope to enjoy more.

114
Mods / Re: [0.9.1a]STEELCLAD v1.0.24( 24.10.2019)
« on: October 30, 2019, 09:06:37 PM »

115
Mods / Re: [0.9.1a]STEELCLAD v1.0.21 ( 12.10.2019)
« on: October 24, 2019, 01:29:04 PM »
Do you have the library mods installed?

CrazyLib, MagicLib?
IIRC, you will need those


Can you put the links to the mods that steelclad needs to run, like: CrazyLib, MagicLib and the others ???

116
Mods / Re: [0.65.2a] Seeker v0.1 - Prototype (06/06/2015)
« on: October 18, 2019, 07:00:14 PM »
And the version for 0.9.1a ???

117
Suggestions / Re: mercenary officers and the grind to find them
« on: October 06, 2019, 12:56:33 PM »
sweet. thx for the reply. yeah, absolutely no problem justifying the skill via 'RP' especially since i modded my max skill level anyways. XD

hahahahahahahaha :)

118
Mods / Re: [0.9.1a] Nexerelin v0.9.4c "Mambo No. 9" (fixes 2019-09-11)
« on: September 26, 2019, 05:17:48 PM »
Well, abruptly changing a thing from "silently fails and ruins everything" to "will set you on fire and eat you alive" could have been better timed...
(although it needed to be done eventually, given that the issue was stealth-breaking something that affects other mods)

Fix for Prism NoClassDefFoundError bug

It's caused by the Fringe Defence Syndicate mod.

To fix it replace FDS/data/config/prism/prism_ships_blacklist.csv with this. Or open it yourself and change the first row from hull id to just id

Other mods may also have the same issue, but I haven't detected any that do, and I have most of them.

Thanks

119
Modding / Re: [WIP] Auroran Shipyard
« on: September 23, 2019, 03:52:18 PM »
 
:o
You have my interest.


we are two with the same interest ;) :D :D :D

120
Mods / Re: [0.9.1a] Console Commands v3.0 WIP 7.6 (released 2018-12-07)
« on: September 23, 2019, 02:32:16 PM »
Hello?! I would like to add a material from Fringe Defense Syndicate the material is "crystal energy". Could you tell me what to do to add this material? I tried: "addcrystal energy", + the amount I wanted and the command said there is no such command.

...Why did you quote the whole first post which serves as the mod info/description? That makes no sense.

Also, you can type "help" and "help all" to get a list of commands and "help list(or any other command)" to get a description of that. And if you ever want to find something like items or commodities you can "list items" or "list specials."

In which case what you want to add is likely "energy_crystals" (HMI also has "HMI_crystal"/Quantum Crystals). To do this you'd type "additem energy_crystals [amount]" without quotations or the brackets.


I'm sorry for the full post. And thanks for the tip.

I did what you said, but the command was not recognized. type in quotation marks as I should type there in Console Commands. Please.

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