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Starsector 0.95a is out! (03/26/21); Blog post: Skill Changes, Part 2 (07/15/21)

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Author Topic: [0.9.1a] Ship/Weapon Pack 1.12.4  (Read 598347 times)

Value86

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Re: [0.9.1a] Ship/Weapon Pack 1.12.4
« Reply #885 on: May 07, 2021, 02:57:59 AM »

So, Revenant, are you planning to update this mod???
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Arcagnello

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Re: [0.9.1a] Ship/Weapon Pack 1.12.4
« Reply #886 on: May 07, 2021, 03:10:53 AM »

Stop saying that, every time someone does Ludd visits his dreams the same night and makes it postpone the update for another week!

Have patience my friend. Trust in the Doot  8)
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Arranging holidays in an embrace with the Starsector is priceless.
The therapist removed my F5 key.

Mordodrukow

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Re: [0.9.1a] Ship/Weapon Pack 1.12.4
« Reply #887 on: May 07, 2021, 03:15:11 AM »

It is one of the best modes so far <3

Wanna pilot some Victory-class  :)
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Neygar

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Re: [0.9.1a] Ship/Weapon Pack 1.12.4
« Reply #888 on: May 09, 2021, 01:53:23 PM »

Sry if this sounds offensive to someone but THIS mod is almost essential after Nexerelin. I cannot understand why this isnt in the base game by now. I cannot play the game without this mod. Even the vanilla ships, like the low tech ships are far more fun with the new Hull-mods.
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MesoTroniK

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Re: [0.9.1a] Ship/Weapon Pack 1.12.4
« Reply #889 on: May 09, 2021, 10:45:02 PM »

I cannot understand why this isnt in the base game by now.
Because Alex has not and never will integrate mod content for good reasons.

LeoSCfan

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Re: [0.9.1a] Ship/Weapon Pack 1.12.4
« Reply #890 on: May 12, 2021, 12:35:08 AM »

(Heavy breathing)
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Paper Kite

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Re: [0.9.1a] Ship/Weapon Pack 1.12.4
« Reply #891 on: May 23, 2021, 06:06:37 PM »

I cannot understand why this isnt in the base game by now.
Because Alex has not and never will integrate mod content for good reasons.
Copyright reasons?
I remember Sseth said in his video that he has integrated mod content before.
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connortron7

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Re: [0.9.1a] Ship/Weapon Pack 1.12.4
« Reply #892 on: May 23, 2021, 07:07:22 PM »

I cannot understand why this isnt in the base game by now.
Because Alex has not and never will integrate mod content for good reasons.
Copyright reasons?
I remember Sseth said in his video that he has integrated mod content before.

Yeah seth also said its illegal to transverse jump, he made up alota stuff for his video it seems.

xzardas

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Re: [0.9.1a] Ship/Weapon Pack 1.12.4
« Reply #893 on: May 23, 2021, 11:10:17 PM »

I cannot understand why this isnt in the base game by now.
Because Alex has not and never will integrate mod content for good reasons.
Copyright reasons?
I remember Sseth said in his video that he has integrated mod content before.

Problem with integrating mods are copyright strikes, while it is completly legal (or simply ignored since no money can be made) for mods, when integrated into game becomes prime target for copyright strike.
It is simply not woth it to risk thousants(often much more) in fines for 3 pixels of copyrighted sprite that nobody remembered about.

"inspired by mod" on the other hand when sprites are made from scratch and can not be copyrighted is totaly fine
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some guy

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Re: [0.9.1a] Ship/Weapon Pack 1.12.4
« Reply #894 on: May 25, 2021, 03:15:19 AM »

...Hope I'm not going to cause trouble by mentioning this, the current version can be jury rigged to work...Needless to say there are problems, first one the custom nex campaign wont work. No clue how, beyond the skills of this hack(me) for now. The main problem is the famous bounty faction having an invalid skill: ship_design just delete and or replace it, the next is you need to fudge the version number and it should at least function, at least it booted for me hope I remembered this right was messing with it on low sleep and high coffee. Welp off to go play with the walls...Hope I also replied right, been a bit since I used a forum. Sorry mods in advance for any issues.
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envenger

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Re: [0.9.1a] Ship/Weapon Pack 1.12.4
« Reply #895 on: May 25, 2021, 09:18:58 AM »

Sry if this sounds offensive to someone but THIS mod is almost essential after Nexerelin. I cannot understand why this isnt in the base game by now. I cannot play the game without this mod. Even the vanilla ships, like the low tech ships are far more fun with the new Hull-mods.

This is Kind of true, I always thought Eos was a vanilla ship until now.
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Barantar

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Re: [0.9.1a] Ship/Weapon Pack 1.12.4
« Reply #896 on: May 25, 2021, 02:31:36 PM »

...Hope I'm not going to cause trouble by mentioning this, the current version can be jury rigged to work...Needless to say there are problems, first one the custom nex campaign wont work. No clue how, beyond the skills of this hack(me) for now. The main problem is the famous bounty faction having an invalid skill: ship_design just delete and or replace it, the next is you need to fudge the version number and it should at least function, at least it booted for me hope I remembered this right was messing with it on low sleep and high coffee. Welp off to go play with the walls...Hope I also replied right, been a bit since I used a forum. Sorry mods in advance for any issues.

This actually works. But I got an in battle crash while being hit by Ion Torpedo. Java code tried to call something called Projectile API for onHit effect or something like that and it crashed (text in dialog window).
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MesoTroniK

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Re: [0.9.1a] Ship/Weapon Pack 1.12.4
« Reply #897 on: May 29, 2021, 10:00:54 AM »

I cannot understand why this isnt in the base game by now.
Because Alex has not and never will integrate mod content for good reasons.
Horrible I know, quoting myself. But I managed to dig up something rather pertinent.
https://fractalsoftworks.com/forum/index.php?topic=7885.msg136419#msg136419

sqrt(-1)

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Re: [0.9.1a] Ship/Weapon Pack 1.12.4
« Reply #898 on: June 01, 2021, 03:55:04 AM »

Considering Dark Revenants recent statement, that it's the quests which take an excruciating amount of effort to port to 0.95, who too would be perfectly happy with a preliminary port in which quests are disabled?
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Arcagnello

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Re: [0.9.1a] Ship/Weapon Pack 1.12.4
« Reply #899 on: June 01, 2021, 04:03:38 AM »

Considering Dark Revenants recent statement, that it's the quests which take an excruciating amount of effort to port to 0.95, who too would be perfectly happy with a preliminary port in which quests are disabled?

I personally see that as a mostly needless way for DR to use his time. Making preliminary 0.95 compatible versions of a mod as you're working on the real deal would be like cooking a meal and finding ways to serve it despite the fact it's still cooking. The effort in providing it would delay the final product even further I'm afraid.

Trust in the Doot, Amazing Works require Amazing time and effort. Much coding and writing trumpeting must be done before he's happy with the result 8)
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Arranging holidays in an embrace with the Starsector is priceless.
The therapist removed my F5 key.
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