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Messages - bombasticmori

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16
Mods / Re: [0.9.1a] Neutrino Corp. (v. 1.86-RC3)
« on: April 24, 2021, 05:01:43 PM »
EDIT: second combat with a fleet and the game crashes with a CombatAPI error.
Unfortunately they changed how all the OnHit methods work in 0.95a so those files would have to be changed before this could be used on current version.  I'd be willing to look into porting this but I'd need permission from the author first, as he hasn't specified a license.

17
Mods / Re: [0.9.1a] Interstellar Imperium 2.4.0
« on: April 24, 2021, 04:56:55 PM »
I've ported a couple mods here for 0.95a, and I just want to say permission/licensing is extremely important.  Mods occupy a legal grey area in terms of intellectual property, but because of that the foundation of modding culture is creator driven and based around a creator or team's design.  I come primarily from the Bethesda modding community, which also struggles with this a lot. "Mod mods" and unofficial patches get thrown around there a lot, so its important to understand what is permissable.  This isn't to try and gang up on Malleator or anything as it seems like an honest mistake, but this is why stated permissions/licensing is super important for these specific situations.  It may seem unnecessary, but the artistic integrity provided to creators is important. Anyway I know this is off topic but just wanted to weigh in.  I really miss this mod and will be patiently awaiting its release.

18
Mods / Re: [0.9.1a] Hiigaran Descendants v2.0.4/v5
« on: April 23, 2021, 09:14:31 PM »
I've been playing a full game with it and so far no issues at all.  Weapons are actually pretty good but don't seem too OP either.

19
Mods / Re: [0.9.1a] ED Shipyard 2.1.2 (crash fix)
« on: April 23, 2021, 07:45:11 PM »
I enjoyed this mod back in 0.91a so I was considering updating it for 0.95a since the author was asking about it. I have a build for personal use but a few other people said they were going to try updating it so I wanted to check first before I try uploading anything.  I couldn't do like, any long term development on it outside of like, gamebreaking problems though.

20
Mods / Re: [0.9.1a] Sylphon RnD 1.0
« on: April 22, 2021, 03:44:08 AM »
Ok so, I really like this mod, its one of my essentials for modded Starsector.  Since it's not the author's primary focus at the moment, I wanted to try and update it for 0.95a like I did for Hiigaran Descendants. 
You sir, now have my respect and gratitude!

Ma'am, but thanks.  Just let me know if you have any issues. I've put in a bit of play time since updating but still not as much as I'd like.

21
Mods / Re: [0.9.1a] Sylphon RnD 1.0
« on: April 19, 2021, 11:05:43 PM »
Ok so, I really like this mod, its one of my essentials for modded Starsector.  Since it's not the author's primary focus at the moment, I wanted to try and update it for 0.95a like I did for Hiigaran Descendants. 

Here's a barebones update to 0.95a.   The only things changed were the OnHit functions for all the various unique weapons were updated to the newer version, adding a new memoryMap to the bar dialog system, and I had to change the "alwaysAccelerate=true" value to false in the "SRD_nullspace_entry.system" file to accommodate the changes to the Maneuvering Jet AI.  This is of course released under the same license as the original, which is what lets me do this update. All credit of course goes to Nia Tahl and co. for making this amazing mod in the first place.

This release is provided AS-IS.  I won't be doing any updates beyond compatibility, such as if there's a major gamebreaking issue.  I tested it in game, and the systems spawn, ships work, and combat works, but I haven't put a full playthrough into it in 0.95a, so let me know if there are any serious issues not present in the original version. 

22
Mods / Re: [0.9.1a] Hiigaran Descendants v2.0.4/v5
« on: April 19, 2021, 10:08:08 PM »
I did a thing while trying to avoid my school coding projects.

Tested and Updated for 0.95a.  Testing was brief, I know the system spawns, ships works, combat works and the weapons do work and can kill things.  This was just a code recompile and very slight refactor for 0.95 based on NoFoodAfterMidnight's version, nothing outside of the java was changed, and due to school being crazy right now I probably won't be able to fix balance stuff. But it works!

If there are any seriously game-breaking issues let me know and I can attempt to look at them.

23
Mods / Re: [0.9.1a] Ship/Weapon Pack 1.12.1
« on: December 30, 2020, 02:12:33 PM »
The issue is due to renaming the Revenant to the Mistwalker. I encountered this too when porting a save from my laptop to desktop. Your basically stuck using 1.12.0 if you want to continue an old save with this mod.

24
Mods / Re: [0.9.1a] Hiigaran Descendants v2.0.4
« on: October 09, 2019, 12:54:10 PM »
To make weapon BP pack work I've changed numbers at the end of each line in Weapon_data.csv (now they increase from 77777 to 77811

Hope this helps.
Thank you so much for solving that. I *knew* it had something to do with those numbers.  I'm currently away from my computer for the week but I'll try to get an updatell out next week

25
Mods / Re: [0.9.1a] Hiigaran Descendants v2.0.3
« on: October 06, 2019, 01:21:19 AM »
Here is a quick and dirty new release that basically only reverts the damage and flux changes fro the Sajuuk-Kaar and Skaal weapon system. I attempted a few other things to try and solve the non-working weapons blueprint package, but to no avail.  I'd like to keep working on it at some point but with how depressed I've been lately I don't know exactly when that's going to be.  For now I'm going to try to push myself to get something out per week, but I will be on a trip most of next week so anything for that week will be postponed.  Thank you all for your patience.

Link for version 2.0.4 is here: https://mega.nz/#!xR9xAKaI!gAeV1U1OzaAWr_0cRF1p1W2PVllY5x56WRHnr2PoVcg

26
Mods / Re: [0.9.1a] Hiigaran Descendants v2.0.3
« on: September 30, 2019, 07:20:41 AM »
Hey, just wanted to say I'm not done working on this, I just haven't got around to looking at it this weekend. I'll try to get some of the rebalance out this week as I'm off school for fall break.

As for the sajuuk-kaar changes, they're still liable to be changed. I just didn't want the weapon to be grossly overpowered like it was. I'll look into tweaking it for the next version

27
Mods / Re: [0.9.1a] Hiigaran Descendants v2.0.3
« on: September 23, 2019, 07:06:48 AM »
That's appreciated, but I still have a little more to do. Shouldn't be too much longer now. Thanks though

28
Mods / Re: [0.9.1a] Hiigaran Descendants v2.0.2
« on: September 22, 2019, 08:40:40 PM »
I unfortunately wasn't able to get much more done with the weapons, but here's what I have so far.  It has the ship balance changes and some of the more egregious weapon changes.  I still haven't touched the missiles or most of the kinetics, and still needs some work in the energy section, but its progress.  Check the changelog if you're interested in the actual value side of things, and let me know if anything i modified still needs tweaking.  Download is here, I used Mega as my dropbox was getting full.

29
Mods / Re: [0.9.1a] Hiigaran Descendants v2.0.2
« on: September 22, 2019, 12:21:37 AM »
Ok, so far i've gone through all the ships and started on the weapons.  I'll definitely release what i have tomorrow, but I may just end up cherry picking some of the worst offenders so far if I'm not able to go through all of the weapons. 

So far some of the major changes have been drastically reducing all the fighter wing's stats to more closely match vanilla (though still be competitive), increasing supply consumption/recovery costs as well as ship pricing across the board, adding peak CR time to ships that were missing it for some reason, readjusting the Peak CR duration to match vanilla values, reconfiguring blueprints a bit so fighter hulls and stations are no longer buildable, and moving the black swan and goliath to the pirate blueprint set.  I've also so far reduced the beam speed and turn rate for the pulsar beam so it no longer moves like a PD cannon, and rebalanced the Ion Beams to function more closely to the vanilla ones (though still be competitive).

30
Mods / Re: [0.9.1a] Hiigaran Descendants v2.0.2
« on: September 21, 2019, 06:13:55 PM »
wait. What is wrong with 2.000.000 cr from 1 gamma core? i have 47M now

There was a trailing 0 error in the original release. Go back one page and I uploaded a patch that fixes it

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