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Messages - ASSIMKO

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136
Suggestions / My suggestion is: add reward against the player.
« on: August 10, 2019, 04:20:54 AM »
My suggestion is: add reward against the player for hostile factions when it reaches more than 50% hostility. Vixe !!! (stressed onomatopoeia). I read a few lines of the suggestions and at least I didn't see what I have suggested. if have, I'm sorry. :-\ :-\ :-\ :-\

137
Is this mod already working? Is it a mod like [0.9.1a] Vayra's Sector (Dev build v.2.4.3 available 2019-07-02) or is it a mod like [0.9.1a] TC: Archean Order: Fighting / RPG Inspired by Star Wars (v1.3.3) Update 7/16 ???????

138
It seems strange to have no Brazil players markings on the map, so I'm saying I'm from Brazil and I play STARSECTOR.

139
General Discussion / Gates???
« on: July 28, 2019, 09:27:15 AM »
How to put gates on systems that do not have?

140
Mods / Re: [0.9a] [Utility] Fix Empty Planets
« on: July 21, 2019, 05:00:05 AM »
Awesome!

Commenting out
Code
!market.getSurveyLevel().equals(SurveyLevel.FULL) &&
fixes up existing games mid-run. I built a ghetto .jar with the patch, but don't know how to build one properly so won't upload it unless people ask.



What's that?
+

141
Mods / Re: [0.9a] SAD: Sanguinary Anarchistic Defectors
« on: March 09, 2019, 03:41:12 AM »


Download here  0.9f
Requires LazyLib,GraphicsLib,MagicLib
No visible conflict with Nexerelin. Version Checker Available, Do not need Shadowyard for work

Descriptions:
Quote
With the authorization of the creator of Shadowyard, i made a fan mod of Shadowyard. Not the best, but special.
This fan mod is composed of Kitbashing and re-use code/sound/weapons.

This is a mini-faction who act like remnant, they spawn randomly on the sector, with their own mothership.
You are aware of their presence with a warning beacon because they are hostile to you.

They are most hard than Remnant but they can loot many data survey about the sector.

Spoiler:
Spoiler

And others...


[close]
Important informations about the mod:
Quote
The fan mod is not finish, the mothership need clean-up.
But if people want try out for playback testing, they can freely.
This is a tiny faction, so you can lost 1 hour to found just a starsystem who contains maybe not their mothership.

What is the Change Log 0.9f ???

142
Mods / Re: [0.9a] Console Commands v3.0 WIP 7.6 (released 2018-12-07)
« on: February 23, 2019, 06:47:14 AM »
How to add gates with this mod to existing systems ???

143
I update the changelog "live", so the topmost entry is WIP/unreleased. The link in the OP will always point to (and the OP/thread title will always state) the most recent release version.  :)

Ok! Thank you.

144
god rest the theocrats, c+00 (est.) - c+196.10.17

Born from the unlikely alliance of two traditionally opposed colonies who banded together during the Collapse to seize their independence from the Domain of Man; the cult-colonies of the Kadur Theocracy were once a great power in the Persean Sector with their own native shipbuilding industry and a powerful spaceborne navy. But now the theocrats are no more -- murdered along with millions of the Kadur people in a brutal conflict which saw the garden world Oasis, the jewel of the Mirage system, seized by the Hegemony and Kadur itself devastated by a Planet Killer-class virus bomb. Now the Kadur Remnant skulk the fringes of the sector in a captured Domain-era orbital fortress and the derelict wreckage of their once-great fleet, fighting a desperate battle for the continued survival of their people.

The faith shared by all Kadur people is still deeply ingrained in every part of their culture, but where the Theocracy was inflexible and hierarchical, the Remnant is decentralized and fluid. Their shared beliefs have grown less dogmatic; focused more now on the connection between individuals forged through mutual hardship, and less on the divine right to power claimed in years past by their religious leaders. The Kadur people remain staunchly independent isolationists, regarding other factions with at best a wary suspicion born from centuries of mutual distrust, but have begun to make some diplomatic connections with other political players in the sector who are hostile to the Hegemony.


More backstory here.


Download now! v2.2.2 (for Starsector v0.9a)

backup link: https://drive.google.com/open?id=1cBtUSfKUNf3NM7sL-5JrDasWWaj1OfDo

Note: Edit "KADUR_SETTINGS.ini" in the mod directory to toggle options.
Requires LazyLib as of version 2.1.5 -- get it here.
Requires MagicLib as of version 2.3.0 -- get it here.
WARNING: This mod contains foul language, cuss words, anarcho-communist propaganda, dubious game design choices, amateur-at-best art, incoherent java scripts, and updating it WILL break your saves!
If you still play 0.8.1a, get the last version of the mod for that release here.


So what's in the mod?
  • New ships and weapons for vanilla factions
  • New starting options when used without Nexerelin, including Independent/Persean League-allied and Pirate starts
  • Optionally: A new and improved bounty manager with faction-aligned bounty targets and funny titles
  • Optionally: Competing upstart colonial factions out for their slice of the galaxy
  • Optionally: The Kadur Remnant faction with new ships, weapons, and star systems as well as compatibility with Nexerelin
  • Optionally: A fix to prevent Pirate, Luddic Path, and Kadur raider bases from spawning once their parent faction is entirely destroyed
  • Optionally: A fix to apply NPC admins to markets across the sector
Note: These options will be 'ON' by default -- you can turn them off or adjust them in KADUR_SETTINGS.ini

Why the change in the way the mod is presented?
Honestly, further developing the Kadur themselves has at this point taken a back seat to the rest of my insane ideas. I wanted to be very clear that while this remains a mod containing a faction, it really is now more than just a faction mod and contains plenty of only tangentially related content. It also makes changes to things such as bounties, pirate bases, and market admins, which you might not normally expect of a faction mod and I wanted to highlight that so as not to catch anyone by surprise -- although, I should also stress that it is not a total conversion and remains 100% compatible with other mods such as Nexerelin, Ship/Weapon Pack, et cetera.

Kadur faction information:
The Kadur Theocracy's fleet doctrine was heavily focused on long-range gunline bombardment, faring best when the enemy is kept at arm's length where the Kadur ships can safely catch shots with their otherwise inefficient shields and return fire with their long-range batteries, backing off to vent flux between volleys. However, since the fall of Kadur itself some warriors of the Kadur Remnant have adopted more aggressive tactics, quickly closing the distance to their enemies and overpowering them with close-range firepower before their weak shields and lack of maneuverability can be exploited.
 
Despite sturdy construction and armor, Kadur vessels don't have the durability to stand in the line of fire, and while their focused drive units provide excellent straight-line speed they certainly don't have the mobility to get themselves out of trouble. They do excel at chasing down fleeing enemies or dashing in to open a gap in enemy lines -- as long as they're careful not to misjudge their opponent's strength and overextend.

To summarize:
Faction strengths:
  • High straight-line speed
  • High alpha strike damage
  • Long-ranged weapons
  • High hull strength and armor
  • High mass
  • Good forward-facing firepower

Faction weaknesses:
  • Inefficient and generally front-fixed shields
  • Terrible maneuverability
  • Little access to "Strike" or "Finisher" missiles
  • No energy weapons
  • Mediocre or expensive point defense
  • Exposed engines and few rear-facing mounts

Special thanks to:
Cums for music
Soren for spritework, artwork, scriptwork, and also generally being a pal
Sylva for spriting and paintjobs
NetworkPesci for rescuing the old files long after I had lost them all
Cjuicy for initial playtesting, ideas and encouragement
Avanitia for extensive balance feedback
MesoTroniK for comments, criticism, advice, and examples
AxleMC131 for sprites, spriting advice, and other help
Tartiflette for advice and resources (especially the kitbash database, texture pack, and MagicLib)
LazyWizard and Nicke for excellent scripting help, advice, and examples
Everyone else in the Discord; you've been a big help, honestly
Also thanks regarding the original mod; to ValkyriaL for letting me edit his code, LazyWizard for writing helpful tutorials and utilities, Zaphide for java advice, Taverius and NikolaiLev for continued great criticism and feedback, MShadowy, Hyph_K31, Mendonca, Gotcha! and Cycerin for allowing me to add code to integrate their factions, etherealblade for good ship system suggestions, and Fractal Softworks as a whole for making such an amazing game and letting me monkey around with the internals of it.

Comments and constructive criticism encouraged.

Changelog:
Code
2.3.0
!!! COLONIAL COMPETITORS NOW ACTIVE BY DEFAULT !!!
!!! TURN OFF IN KADUR_SETTINGS.INI IF REQUIRED !!!
variants cleaned up
forum thread OP reworked to emphasize new focus
(hopefully) fixed double ruins bug
NEW SHIPS/WEAPONS
- Tarsus Mk.II class destroyer added to Pirates
- Sandpiper-class frigate added to Kadur Remnant
- Targe-class destroyer added to Kadur Remnant
- Crystalline Splinter Torpedo weapon added to Kadur Remnant
GLORIOUS PEOPLE'S ANTHEM RECORDED BY CUMS added to communist clouds faction
- lasher skin also added
BALANCE TWEAKS (pending tournament feedback)
- Light Plasma Cutter turn rate increased
- Sling reworked entirely to be anti-fighter capable, 4-round burst, tracking-enabled PD missile (again)
- Jericho VLRMSs flight time lowered slightly, reload speed now increases slightly with weapon size (bigger = better)
- Medium Combat Laser set to PD_ALSO
- Frag Scatterer projectile speed, spread, and proximity fuse radius increased slightly. Changed manufacturer to Kadur Remnant and added to blueprints
- Ion Scatterer spread and EMP arc effect chance increased
- Sphinx supply/deploy cost increased to 28 (was: 26)
- Jordan-class LCPKV damage type changed to energy
- Rukh shipsystem changed to Martyr Channel
- Mass-Transference Field name changed to Mass-Anomaly Field
- Splintergun boom noise and cosmetic lightning arc effects added
- Splintergun now shows loaded crystal shards on weapon sprite
- Splintergun stated/tooltip damage adjusted to more accurately convey its power and purpose, hopefully with benefits to AI use of it (no change to actual damage)
- MagicLib lightweight missile AI added to missiles

2.2.2
pre-tournament stat fix
- ship, wing, and weapon credit, supply, and fleet point costs tweaked
custom ship system AI added for ram jets, ram drive, mass transference field and flux overdrive ship systems
mass transference field now has a maximum range and a visual effect sprite
Caliban heavy fighter removed
Dervish interceptor variant and wing removed
Phalanx heavy fighter added
Myrmidon fast bomber added
Badger Mk.II slot types changed
Planetary conditions on Kadur cleaned up. It has ore again!
Vesperon whitelist added for most ships/weapons
mission icons added
OPTION FOR competing upstart faction colonies added to campaign mode
- these are off by default as they are not 100% complete, turn them ON in KADUR_SETTINGS.ini if you want to try them out
- these will begin appearing in cycle 208 or after the player starts their first colony
- they can also be prevented from spawning via the simple expedient of decivilizing (or invading, with Nexerelin) all of their colonies plus all the settlements of their parent faction
custom bounty manager now tells you the target's faction, which is much more interesting, rather than the offering faction
- it still says the offering faction in the header

2.2.1
Badger Mk.II added
- and drones to support it
Colossus Mk.XIV upgraded
Handful of Nexerelin starting fleets added to Pirate start menu
Dervish speed increased by 50, flare launcher downgraded to single
Fixed some weird behavior on the fancy faction bounty manager
- Default bounty behavior now back to "SOMETIMES"

2.2.0
!!! Script added that kills raider base manager scripts if the parent faction is entirely decivilized or otherwise destroyed !!!
!!! this is set ON by default, but can be toggled off in the KADUR_SETTINGS.ini (vanilla) if you prefer the default behavior !!!
!!! foulmouthed fancy faction bounties are now ON by default, but can be toggled off in the KADUR_SETTINGS.ini if you prefer the default (vanilla) and non-cussing behavior !!!
!!! Nexerelin compatibility update !!!
- Nexerelin start options and faction config tweaked
- moved scripts from Gehenna systemgen to be compatible with random sector mode
added a whole bunch more bounty words for the random bounty generator
Sling removed from both Dervish loadouts
- and also their description (nice)
Fixed Hail turret mistakenly set as hardpoint (garbage turn rate, on its only PD turret) (nice)
- Flares upgraded to full flare load (rather than single) to compensate
Mother Medusa blueprint removed (it should never have had one, duhhhhh)
populations of Star Fortress Requiem and the Revenant Gestalt each increased by 1
the Revenant Gestalt is no longer a free port, get your got damnb drugs elsewhere
Jezail driver sounds and sprites upgraded
IR Micropulser and Degraded Tac Laser soft-removed
Degraded Pulse Laser renamed to LR Pulse Laser, description altered, range increased by 100, no longer in base_bp
weapon stats tweaked slightly;
- chargeup time for most weapons unified at 0.3 seconds
- chargedown time for most weapons increased/decreased to maintain same DPS
- except for the Jezail, which now does 50 DPS (was: 43)
- light plasma cutter, IR micropulser, and ion scatterer range increased by 50 again (to 400)
- jazeraint rocket acceleration increased
fleet points/supply usage/fuel usage and capacity tweaked
- Kadur ships are slightly more logistically viable now, and should fare better in campaign-layer autoresolve (maybe?)
Kadur hullmod added
- Kadur ship stats modified to net very few changes to final stats
- Some ships are slightly (10 su/s or less) faster or slightly (100 armor or less) better armored
- Kadur ships gain strength when they need it most
Eagle (K) and Falcon (K) added, replacing the Eagle and Falcon in Kadur fleets (these are probably temporary)
Rukh shipsystem changed to Mass-Transference Field (oooo) (only sort of works, oops) (it's still a 3-deck carrier it's still good shut up)

2.1.5
fixed the damn thing where immortals had missiles stuck on their noses
D-mods removed from "XIV Battlegroup" and pirate ships and skins (they'll still usually spawn with D-mods due to ship quality, but none are 'mandatory' now)
Tech type colors assigned
Pirate start added
Independent start added
script added to clear some room in starting area so you don't immediately get jumped by 8 Hegemony Dominators in the Kadur start
Camel (P) added
Falchion (P) added
Start options shuffled around, now in a submenu
Rock Hound salvage gantry now built-in, Rock Hound OP reduced by 5 to compensate
Hyena maneuverability (accel/decel) improved
Weapon rarity values adjusted (still not sure if this does anything)
Impact of Jazayer and both varieties of Particle Streamer increased
Jazayer Strike Cannon range lowered to 750
Ion Scatterer range increased to 350
IR Micropulser range increased to 350
Hammer Pod ammo increased to 10 (5 volleys)
Jezail Mass Driver removed
Light Flechette Driver renamed to Jezail Flechette Driver, accuracy decreased significantly
Jezail Driver Battery stats adjusted; per-shot damage reduced, rate of fire increased, now fires alternating single shots rather than two-shot burst, accuracy reduced significantly
New weapon: Jazeraint-class Gyrojet Driver
New weapon: Crystalline Splintergun
New weapon: Light Particle Streamer

2.1.4
fixed crash when selecting Kadur start with Ship Pack Mode enabled
fixed issue where Kadur start would leave Galatia in permanent limbo and the player unable to escape should they venture into that cursed realm
tips cleaned up a little

2.1.3
really embarrassing thing fixed where the Kadur didn't actually know their own weapon blueprints (maybe? unless i actually commented that out to test something in between the last release and now and just forgot about it. anyway~)
Collapsed Cargo Holds now incompatible with Converted Cargo Bay (the builtin on the Colossus Mk. III) because that made no sense
role weights (and thus spawn weights) adjusted for some ships -- Henchmen should be much less common now, and a few others were slightly reduced in frequency as well
Ion Scatterer damage halved (to: 5, was: 10), flux/shot raised by 2 (to: 12, was: 10), EMP damage doubled (to: 200, was: 100)
Mass-Aug Ram Jets speed boosted by 50 su/sec (to: 150, was: 100), cooldown reduced by 1 sec (to: 8, was: 9)
Particle Streamer and Degraded Particle Streamer damage decreased by 100/sec each (to: 1500 and 900, was: 1600 and 1000); description edited to reflect that it's LosTech
Frag Scatterer damage, radius, and flux cost (very) slightly increased; description edited to reflect that it's LosTech
Light Flechette Driver flux/shot halved (to: 50, was: 100)
Jamadhar Volley Driver damage and flux/shot increased (to: 25, 10, was: 24, 8)
VLRMS reload time increased by 5sec (to: 25, was: 20)
VLRMS-8 OP increased to 18 (was: 16)
Hammer Pod base sprite changed to base from Harpoon, should be less easily confused with Salamander Pod now (hopefully)
Annihilator Rocket Rack added
Harvester Torpedo Rack added
Jezail Sabot Driver renamed to Jezail Mass Driver (as it's now a chemically assisted coilgun rather than a proper railgun, it wouldn't necessarily use a sabot...)
Jazayer Strike Cannon range and first-shot accuracy increased substantially, flux cost and reload cooldown increased to match
Hammer Carrier drone wing increased to 6 OP (was: 4)
Dervish wings increased to 8 OP, 3 fighters/wing, Interceptor fixed to actually use Dervish volley drivers (half damage, have PD tag) as intended
- Rukh variants adjusted to compensate
Maneuverability increased very slightly across the board for Kadur ships (buffs to acceleration, little or no change to other stats)
Fuel efficiency increased slightly for some Kadur ships (Hyena, Falchion, Rukh and Sphinx)
Armor increased significantly for Ram Jet ships (should be slightly more survivable in AI hands now, god willing)
Flux Overdrive bonus increased to 60 (was: 50), duration increased to 5 seconds (was: 3), cooldown increased to 10 seconds (was: i forget. less)
Dire Wolf wing hardpoints changed to small missiles (were: medium)
- Dire Wolf variants adjusted to compensate
Sirocco now tagged as "CIVILIAN", should flee combat rather than blow itself up
Kadur-allied starting option added, starts you in Mirage with a wolfpack of frigates from the mod including non-Kadur vessels, hostile to the Hegemony and Church and suspicious at best with everyone else, with no Academy stipend (but no debt either)
Also added a Lasher second starting ship option because why not
Removed vanilla ruins condition from Kadur and replaced with a non-explorable dummy ruins condition -- no more free lunch (though Mirage is still a lucrative salvaging destination)
Kadur guerrilla fighters will now build camps to harass enemy settlements in their "grand crusade"
Blueprints tweaked, separated, and tagged no-drop -- you'll have to purchase Kadur BPs from Kadur military markets (placeholder until i can get them set up as quest rewards) or pry them from the cold, dead hands of Kadur guard-paladins in a raid
- this also means that "ship/weapon pack only" mode now properly excludes Kadur ships and weapons (except for the Light Flechette Driver, an export) from the campaign.
!!!Version Checker support added!!!
some other stuff i forgot, probably

2.1.2
Sphinx shipsystem bug fixed
Hammer Carrier drone turn rate, speed, armor, and hull reduced, OP cost increased to 4 (may go up from there)
LR Mining Pod and Mining Platform hull and armor increased to match base Mining Pod
Greyhound, Rock Hound, and Hyena OP increased to match auxiliary/base Hound
Badger-class heavy drone tender rarity increased
Plasma Cutter damage decreased, range increased slightly
Particle Streamer damage decreased
Collapsed Cargo Holds now reduces peak performance time by 25% and is incompatible with Expanded Cargo Holds
Tariffs added to markets (oops)
Variants adjusted to remove spare/overspent OP
Hyena sprite desaturated slightly to match others
+200% hazard rating added to the Virus Bombed condition on Kadur
Blueprints further tweaked

2.1.1
Hammer Carrier drone wing refit time increased to 20sec
blueprints tweaked slightly, hopefully dodging a crash

2.1.0
bare minimum compatibility update for 0.9a
market conditions changed to industries where applicable
orbital stations/star fortressii added where appropriate
things assigned to blueprints, which maybe worked
very little testing done

2.0.0
initial release MARK II. everything has changed.
also 0.9 is about to come out so everything is gonna change again. oops

~5 year hiatus during which i lost the files and they were rescued by NetworkPesci~

1.1.8 (unreleased)
reduced sizes of moons
changed Oasis III rings
separated Mirage and Mirage Beta slightly
hopefully fixed horrible save bloat problems
1.1.7b
buffed corvettes slightly
fixed some bugs
raised Dolphin hull integrity again
1.1.7
changed ram drive to be even faster, for a shorter amount of time. it will also flameout and overload the tug upon completion but will no longer flameout on impact.
ram drive also lowers armor damage taken by 80%, but only while active
lowered Dolphin combat speed
lowered Dolphin hull integrity dramatically
narrowed forward-facing prow turret arcs slightly (usually from 280 degrees to 220) on most ships
edited Mirage and Mirage Beta very slightly (they're 200 units further from eachother, and Mirage Beta is properly the smaller of the two now)
lowered peak CR times for everything except the Jackal (which was already low enough :))
removed peak CR time from Hauberk
lowered most frigate speeds a little to stay in line with vanilla (they're still all the same speeds relative to vanilla, but vanilla frigates got slower)
tweaked fighter supply costs to stay in line with vanilla
fixed BRDY station weapon restocking
fixed test mission for 0.6.1a
v1.1.6b
now properly integrates mods that are included in Uomoz's Sector if you're playing Uomoz's with the Kadur installed
v1.1.6
added integration for Blackrock Driveyards (they have a small solar research station in Oasis)
increased small/medium railgun and coilgun ranges slightly again
added blinking lights to everything b/c i'm a trendhopper
redid Hyena sprite
replaced Oasis background and cleaned up the system a little
fixed SHI trade convoy integration -- SHI ships should show up in Kadur stations a lot less now (they might still show up sometimes, that is intended)
uhhh i think that was it
new ship system for the Hyena: augmented turret system, increases turret rotation speed to 400% for a few seconds
new ship system for the Buzzard and Behemoth: weapons drive redirect, like an ammo feed accelerator but for everything and four times faster... and it cuts your engines and overloads your ship. Kadur engineering, people.
v1.1.5
lowered railgun ranges by 100
raised ABM damage slightly
lowered ABM, HP especially for larger ABM systems
lowered all ballistic projectile speeds significantly
lowered coilgun damage slightly
lowered heavy railgun damage more than slightly
lowered large weapon damage significantly
lowered turn rate on small/medium heavy railguns/coilguns dramatically and large railguns/coilguns slightly
lowered heavy railgun and coilgun ammo significantly and large railgun and coilgun ammo slightly
fixed VLRMS ammo (was higher than i intended, oops)
lowered Javelin VLRMS-2 ammo to 5 salvos
lowered VLRM HP slightly
lowered VLRM damage slightly
increased martyr cannon damage and decreased range
allowed martyr cannon to be used as PD, though I wouldn't recommend mounting it on ships for use as such
increased strike cannon damage very slightly
increased Light Railgun array flux generation
increased most weapon credit values slightly
AI Hints added for various weapons (PD missiles got ANTI_FTR, large ballistics got STRIKE, USE_VS_FRIGATES, etc.)
Hauberk EWAR Field now generates 1% flux/second and prevents flux from dissipating while active
Hauberk EWAR Field now has functional AI script
Hauberk EWAR Field now increases friendly (and decreases enemy) weapon ranges by 20%, up from 15%
Hauberk-class destroyers now have considerably less hull and armor strength
removed flare launchers from civilian ships, gave martyr drones (varying amounts based on hull size) to all civilian ships
Dervish phase fighters now have a longer-range phase teleport, though still not as impressive as Tri-Tachyon ships
Vulture heavily revamped, changes include a new sprite, different weapon mounts (now has 1 small universal and 1 small ballistic), more armor, worse maneuverability, and different variants
wrote slightly longer descriptions for things (drunk, at times ranging from 3:00 am to 5:30... i'm sorry in advance.)
implemented ASP Syndicate integration
made hardpoint sprites for weapons (still not pretty, but look less terrible on hardpoints than they did)
v1.1.4
updated Exerelin fleets for the Kadur Theocracy
implemented Exerelin fleets for the Qamar Insurgency
slightly dimmed cores of bright blue "near stars" in Mirage background image
maybe something else (i forget)
v1.1.3
added "allegiance items" to the Qamar Insurgency base on the fringe of Mirage and the Kadur Theocracy orbital fortress in Kadur
added giant "boss" fleets for both the Qamar Insurgency and Kadur Theocracy, each of which have a 50% chance of spawning roughly every 10 minutes
spread out planets in the Mirage system a little
slowed the Ca

Aversion is V2.2.2 or V2.3.0 ???? If it is v2.3.0 where is the download? Because the page only appears for v2.2.0.

145
Mods / Re: [0.8.1a] The Knights Templar 0.9.8f
« on: February 07, 2019, 11:31:04 PM »


I'm Brazilian and my English is very lousy.
good size.
[/quote]


Google translator
of the capeta.
I am a man and not a woman. >:( >:( >:( >:( >:(

146
Mods / Re: [0.8.1a] The Knights Templar 0.9.8f
« on: February 07, 2019, 11:27:16 PM »
still looking over there some times for updates ;-)



We're both looking to see if there are any updates, from The Knights Templar. I like to run away from them when I see them, but I love to destroy them when I have the chance and reap the rewards of the battle. I just want to upgrade to 0.9 and the rest (shields etc) I do not care. kkkkkkkkkk until being updated to 0.9 is already great. Thank you
Dark.Revenant by mod.

I'm Brazilian and my English is very lousy.
good size.

147
General Discussion / Re: bouts
« on: February 07, 2019, 10:46:55 PM »
Code
	"maxPersonBounties":5,
"personBountyNoSpawnRangeAroundPlayerLY":3,

These two lines in Starsector/starsector-core/data/config/settings.json

Thank you.

148
Mods / Re: [0.7.2a] ApproLight v0.4.6a(f1) -Prime-
« on: February 06, 2019, 12:29:19 AM »
1. It's not my mod
 
I love your mods, mainly the Sylphon RnD.

149
Mods / Re: [0.7.2a] ApproLight v0.4.6a(f1) -Prime-
« on: February 06, 2019, 12:20:03 AM »
Realmente é um mod bem interessante, mas falta atualizar pra o 0.8.1a, e pelo visto o desenvolvedor não vai fazer a atualização. outro poderia pegar e atualizar pois é uma perda um mode desse nível desatualizado.


my english is not very good KKKKKKKK

150
Mods / Re: [0.8.1a] The Vass, Time-Manipulating mini "faction"
« on: January 02, 2019, 04:10:16 PM »
And the version ¨vass 0.9 ???? ¨

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