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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Messages - IIE16 Yoshi

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1
OK. So I browsed through their home page, they kind of seem like tabloids.

What's the big harry deal man? I SENSE A BAND WAGON.
The Daily Mail is a newspaper. Only it's like the Fox News of newspapers.

2
General Discussion / Re: A general chat for all
« on: September 10, 2012, 11:45:22 AM »
Anyone else? The more, the merrier.

3
Discussions / Re: Rage venting thread.
« on: September 10, 2012, 11:09:39 AM »
I miss the days of games being feature complete upon launch. With no planning for the next 10 DLCs to be launched over the next year in a bid to milk the most out of everyone.

4
General Discussion / Re: Mjolnir Cannon
« on: September 10, 2012, 11:04:34 AM »
The Conquest is a wondrous ship. But the Mjolnir's insane flux costs, I worry about using any more than just the one on any ballistic-orientated ship. They often do not have the best flux venting in the world. The Conquest is probably one of the few ships that can handle it. It has a far more generous flux capacity, and venting capability. I have yet to ever touch the Mjolnir, simply because of that flux cost. I might try it, if I can find some in the Tri-Tach station later and see how it turns out.

5
Mods / Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
« on: September 10, 2012, 10:54:22 AM »
Will all the XLE and UIN ships be following a naming scheme, too?
Like the Kursk, Moscow, Omsk and such for the Russians, or the Michigan, Kansas and Denver for the Americans?


6
General Discussion / Re: A general chat for all
« on: September 10, 2012, 10:27:30 AM »
Welp, leave your skypenames, or PM them. Either/or, then we can try and get this ball rolling.

7
General Discussion / Re: A general chat for all
« on: September 10, 2012, 09:51:56 AM »
There's an IRC?

8
General Discussion / A general chat for all
« on: September 10, 2012, 09:46:05 AM »
So, if one was to create a skype chatgroup for any and all, would anyone be interested? All I ask is that people be civil, but I think people can manage that. Other than that, it'll simply be a group for starfarer players, by starfarer players.

9
Mods / Re: Nyan Cat Mod v0.1
« on: September 10, 2012, 09:16:43 AM »
The awesomeness of Nyan Cat is too much for Starfarer's AI to handle, and it crashes whenever I switch to autopilot. At least, on Psi's ramming cat.

10
Announcements / Re: Blog Posts
« on: September 10, 2012, 06:51:06 AM »
Although the name of the game eludes me at the moment, there's that one MMO game being developed with a couple hundred skills in one huge circular tree. I imagine that the skill tree is gonna be like that, reading the blog so far.

11
Modding / Re: can pd be made to target balistics?
« on: September 07, 2012, 08:02:46 AM »
While you cannot change PD to target ballistics, you can change ballistics to be targeted by PD. What I mean by that is, you can effectively have a ballistic weapons fire 'missiles'. The Photon Cannon from Neutrino Corp is a good example of this.

12
General Discussion / Re: Favorite of Each Class!
« on: September 07, 2012, 07:57:07 AM »
Fighter: Thunder. I used to use them a ton before they were nerfed to 2 per wing, I still use them if I plan to use fighters, but fighter fleets eat a ton of supplies on the quiet.
Frigate: Tempest. Probably because of the almost broken way that enemies will agro it's terminator. Something I learned from MMORPGs, Kill the pet class, not the pet.
Destroyer: Medusa. I prefer energy weapons over anything else, and the Medusa is an awesome ship to aim for after getting a couple frigates.
Cruiser: Eagle. 3 energy weapons, pulse lasers everywhere. 3 maulers, long range harassment everywhere, oh, and they turn on a dime.
Capital: Conquest. Maulers and HAGs, drown everything in a sea of high explosive ordnance. Shielded enemies? Switch to Autocannons and HVDs and drown it all in solid slugs instead! Oh, and it ALSO turns on a dime.

13
Mods / Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
« on: September 07, 2012, 07:48:49 AM »
The 3-shot laser, I believe it's just called the Laser Cannon, that is good at PD, but if it's not already aiming at a missile, it seems to have real difficulty in tracking a missile. It's wonderful for most missiles, but for things like the Eel, which (jerkily) swerves around to hit you in the ass, it will almost never take them out. Alien weapons are wonderfully OP. A Michigan, with the basic alien laser in all small mounts, the alien laserbeam in the mids, and russian turbolasers in the 4 larges makes for a exceptionally dangerous ship. Bigger, slower ships have to withstand the onslaught of the turbolasers, the alien laserbeams can shutdown a ship that's caught off guard with it's shields down, and the small alien lasers rip apart missiles, and if there's no missiles, they rip apart ships equally well. That said, the ship is awfully flux-heavy, with something in the region of 4-5000 flux/s.

14
Discussions / Re: Public Perception of Videogames
« on: September 07, 2012, 06:45:28 AM »
The older generation, the ones who read the Daily Mail and other such newspapers do seem to view games as hell on earth. Anyone who's used to technology don't mind games. At least, that's what I've seen.

15
Mods / Re: [0.53a] Interstellar Federation v1.24
« on: August 13, 2012, 12:31:23 AM »
Though I truly adore weapons that 'reload' like that. The whole sci-fi breach-to-cool-off-power-coils thing. I'm a sucker for that. But I'm not sure if Starfarer can incorporate that. At least, I've never seen anyone try it.

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