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Topics - NedStar

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1
General Chat / XCOM 2 Community character pack
« on: February 05, 2016, 05:19:39 PM »
Some people already customized there own character, the rest I've made real quick as a placeholder. Feel free to customize your own character and upload it somewhere so I can update the pack.

add to your "C:\Users\nedst\Documents\My Games\XCOM2\XComGame\CharacterPool\Importable"

http://theicecave.net/TIC.bin

2
General Chat / The Big forum update
« on: October 17, 2015, 07:45:14 PM »
Its finally here, 3 years in the making!
Enjoy the everlasting Christmas logo!

3
The Hive / Infitech minecraft update.
« on: March 14, 2015, 03:13:22 AM »
Update to 2.1.6 Simply set it to 2.1.6 in the launcher and click "launch". Should work fine.

Update your infitech, should work fine through the FTB launcher. In case it doesn't.

http://forum.feed-the-beast.com/threads/1-7-10-infitech-2-modpack-v2-1-5-gregtech-balanced-hard-mode-modpack-updated-3-13-2015.50185/

https://github.com/JasonMcRay/InfiTech-1.7/releases

If you wanna do a manual update, make sure to delete your mods, config, and scripts folder before putting in the new files. Do not overwrite.
I've not yet updated my own client but you might wanna make a quick back-up in case you have important way points you don't wanna lose. If you update and find your waypoints gone I'll look into how to fix that. Once again unsure if this will be the case but better safe then sorry if you don't fancy losing vein waypoints.

To update through FTB simply change from recommended to 2.1.5



Rolling back the update for now. The client sided version is rather FUBAR and requires manual tweaking to make work again.

4
Information Center / Arma3 server requirements.
« on: January 23, 2015, 06:59:04 PM »
Mandatory

CBA
ALIVE Install only the client.
MCC, install the MOD version
Community Upgrade Project - ARMA2 weapons
ASDG RAILS - needed for Upgrade Project

Optionable

VTS Weapon Resting
JSRSS (Realistic sound)
Blastcore (Cooler explosions)

Simplified pack (kudos to Skyfire)


Comes with everything except the community weapons pack.


Unzip and throw the @modfolder in your A3 root folder. Double check you do this correctly. For example @CBA_A3 goes in SteamApps\common\Arma 3. If you click the @CBA_A3 folder and then see the mod.cpp file you've done so correctly. @CBA_A3/@CBA_A3 does not work!

When you've put all the mods in the a3 root folder its best to add them in through the A3launcher, right click A3 on steam to get the launcher.



I'd recommend you make your parameters look like this for quick booting.

The mods tab has all mods you've subbed to on steamworkshop but not the mods you've thrown in the a3 root folder. To add them in click the and add them in one by one.




You can now enable/disable mods as you see fit through the launcher.

Launch A3 as normal. You can go to expansions in the A3 game menu to see if the mods are loaded.


 

5
The Hive / KSP Darkmultiplayer.
« on: July 30, 2014, 02:22:29 PM »
I've put up a KSP mp server for fiddling about and having some fun. I've added in a few minor mods that improve upon a few areas where KSP is lacking in. Note, nothing in here gives you any sort of advantages or change the vanilla KSP experience in any real noticeable way.
I'd like to add more mods in the future but any sort of advantage or difficulty increasing mod would be best debated in here. Personally I'd like to see FAR or NEAR be added.

I made a mod package with the mp mod + extra mods. 154MB.

Throw it in your KSP/gamedata folder.

Mods added so far:

DARKMP
Kerbal Attachment System Enhances EVA and overall adds much needed mechanical parts.
Kethane The only mod that could be seen as having an advantage. It allows for mining of kethane on planets which can be converted into fuel. With that being said it requires you to scan > mine (heavy parts) > convert (heavy parts) + electricity. Kethane is not infinite and its no easier then launching another vessel > dock > refuel. What it does do is allow more reason to setup moon bases with dedicated mining rovers.
Magicalsmokeindustries Rotating parts etc.
Scansat
Realchute More options with chutes.
Procedural Dynamic Wings Better looking wings.
Tweakscale Part of MagicSmokes, allows re-scaling parts.
Asteroidal Resources
FAR
Spaceplanes plus

GUI mods that I threw in by default:

Enhanced navball Better navball in every way, looks exactly the same while fixing a few annoyances.
Kerbal Alarm Clock
Precise node
Kerbal Engineer


Graphical



Connection info:

s.theicecave.net:27050

Rules.

Not gonna mention the obvious stuff about ramming and the likes  :P
Do keep in mind that debris is permanently right now and does NOT get deleted so try and keep insane amounts of debris clear from the KSP center. There is a way to delete debris but it has the downside of deleting all debris which really ruins half the experience of seeing someone else s wreck on the mun.


6
General Chat / Evolve 5 pack
« on: June 05, 2014, 06:57:01 PM »
Not sure if its happening but I'm up for it anyway!

NedStark King of the north.
Pac the stacker.
Scott 5 face.
Coni.
Masjcornetto.

7
The Hive / Event program coming back, now with bacon flavor.
« on: May 25, 2014, 07:48:27 PM »
The events are coming back in a more organized way, what this means is that events will be planned as usual but will require players to "sign up" for them. Think mmo guilds and the attendee system.
If you're interested in joining said event and are capable, you'll either say you'll attend or "might attend"
Now this doesn't mean you won't be able to join if you didn't sign up. But this will allow me to poll the interest for an event per event basis. There will be a minimum player cap for every event, if the cap is reached the event will continue and everything proceeds as normal.

A perfectly good example can be found over here. I'll be using the steam event page for this, making signing up easy and effortless.

I've gone ahead and schedule a few events, I could use more feedback from you guys regarding what days and around which time. Please let me know on either the website or the steam page, please write the time-frame in CEST. As always, everyone is welcome

8
The Hive / Minecraft (ResonantRise) and Starbound server info.
« on: December 17, 2013, 07:45:40 PM »
We're now hosting a Resonant Rise minecraft server. It has quite a lot in common with the previous FTB modpack we ran, except it has even more content.



It's a fresh world that started today (17-12-2013) and we're still in the early building phase. To download the mod, simply go here. Once you installed the launcher, simply install Resonant Rise with the option "recommended mods".

Furthermore there's also a Starbound server up and running. Feel free to join either of these servers, everyone is welcome. Even zou german friends.

Both servers can be joined through: s.theicecave.net




9
The Hive / Server.theicecave.net is now s.theicecave.net
« on: December 05, 2013, 02:13:05 PM »
Due to a modem switch the ip has changed, I've decided not to change the DNS records of server.theicecave.net to the new IP simply because there's still a lot of junk coming in on that address.

So from now on you'll have to connect to the server with s.theicecave.net which will take 24h to go into effect. You can use 82.176.77.73 until then.


10
General Chat / PULSAR: Lost Colony (FTL gone mp 5p co-op)
« on: October 08, 2013, 01:31:58 AM »
Pulsar: Lost Colony kickstarter

So, I know I need to stop kickstarting games and all but this seemed interesting enough to warrant some extra attention.
This game has already come by in the group-chat a few times as a potential game to look out for.

For anyone who has played FTL this concept is pretty self explanatory. The only difference being that pulsar has 5 player co-op and is played in 3d, in short this means every person has to fulfill his/her role on the ship.

Personally pledged 25$ towards the cause.




 

11
General Chat / The great cake thread.
« on: October 03, 2013, 12:08:15 AM »
All birthdays be listed here from now on rather then a separate thread.  Less clutter,

12
The Hive / Cubeworld server detailed.
« on: July 11, 2013, 11:28:16 AM »
Right so I figured it wouldn't be a bad idea to detail how to connect to the cubeworld server and why you sometimes can not connect.

There's two ways to connect to the server, through tunngle (Premium Network, NedStar, Polar) or through server.theicecave.net

The tunngle network solution is a bit of a hassle but the best solution if your IP is constantly changing. Not many people have a static IP. That being said a none static IP will generally stick with you for a long time depending on ISP.
The tunngle network requires no white listing and will always allow you to connect.

You can connect directly over the internet IP by connecting to server.theicecave.net. This however requires IP white-listing as I do not want random people to join. With no password solution in place this is a bit of a hassle but the only viable online solution right now.

The IP white-listing however requires manual verification by me, this means when you try and join the server you are blocked by default. So it's paramount you convey your ip when you try and connect either through forum PM or by giving me a shout on teamspeak. 
If your ip is dynamic and changes on a daily basis then this solution is not for you and I highly recommend using tunngle.

Lastly their are a few issues on my end with my ISP that I'm working on resolving. Sadly my ISP tech support is crawling slow at times. In short my modem likes to self destruct on itself making connecting impossible. I'm pretty watchful on this atm but it can obviously happen when I'm not there that the modem flat lines.

Lastly x2, cubeworld servers are not too stable right now. If I see a lot of crashing again today I will allow admins to reboot the server so up time can be improved.

As always thanks for reading and if you got any questions let me know.

13
General Chat / NS2 9 months later!
« on: June 27, 2013, 01:30:20 AM »
 ;)

http://unknownworlds.com/ns2/build-250-is-now-live-on-steam/

This along with massive performance boost of the 249 patch, time to slide!

14
Ban/Unban / Ban Location
« on: April 15, 2013, 07:39:19 PM »
All the bans end up at http://server.theicecave.net/bans/

Admins if you need an account or pw change yell at me in steam.

15
General Chat / SimCity Regional Specialization
« on: March 10, 2013, 04:13:06 AM »
Since we're most likely starting a new region after having practiced on the previous one and having one city become "save" corrupted (can't enter nor delete). A new region is for the best, along with making sure nobody claims more then 1 area, at least for starters. I think exceptions can be made for late comers if their plot has empty spots.

As pointed out on teamspeak the goal is to coordinate with other cities and specialize as you are supposed to do in the newer simcity. Should prove to be challenging but fun at the same time.

This thread is to help identify the goals of each player so we can don't have conflicting interests or tackle the same problems. I understand it might be difficult to coordinate with people who aren't on teamspeak or not as chatty but I hope this thread might get things going for those people as well.

My goal for the new city is Industrial, cpu's > tv's

Need Ore, Oil, Coal region. I need all three for maximum profit, plastic will be hard at start as it requires oil barrels to be sold which is awful low value right now.
Garbage collection, normal and recycled. If recycled ends up helping me expand  to more factories I will transfer excessive money to neighboring regions.
Fire department, unsure about choppers as airfield might have low value for me along with the big space requirement.
Sewage.

What I would like to get from nearby areas:

Power, can run  on coal and share at start until someone can take over with high power cleaner production. Nuclear?
Water, my area will be fairly high on pollution and industry needs loads.
Police
Medical, will require some of those health advisers to keep my city from dying of germs.
Education. I will mostly need low class workers for my industry so this might be a moot need for most part.


Regarding garbage and sewage I will provide as much as possible but I will not be making more then 3-6 garbage, recycling collectors. Same goes for sewage. With this I mean buildings fully upgraded with all trucks. I don't want hundreds of poo trucks driving about.

I'm willing to make it as big as possible without completely covering my city in these structures. City size is limited and I do need some for the rest.

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