Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.9.1a is out! (05/10/19); Blog post: Painting the Stars (02/07/20); Updated the Forum Rules and Guidelines (02/29/20)

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Psigun

Pages: [1] 2 3
1
General Discussion / Re: What's your favorite ship?
« on: September 05, 2019, 05:56:55 PM »
Apogee! It's the sweet spot for an exploration cruiser ship. Love the asymmetrical aesthetic and large missile and beam hardpoints with surveying equipment. Lets it be the core of both the combat and surveying roles in one balanced cool-looking package through mid-game into late game.. I fancy the High-intensity Laser and Locust SRM Launcher with LR PDs on the aft and mid-ships medium and small energy slots, and tactical lasers on the fore slots. A single Salamander missile on the last spot is the cherry on top.

Wish there was a capital ship size upgraded version for late game to ease into. The Odyssey is very close, but lacks the built-in utility, large missile hardpoints, and is a broadside combatant rather than frontal standoff like the Apogee.

2
General Discussion / Re: Colony defense fleets without Heavy Industry
« on: August 29, 2019, 09:42:20 AM »
that's probably the biggest part of the colony-building experience that could be smoothed out. a nice difficulty curve that pressures your colonies in a way that doesn't force you to go all-out 100% right from the jump rushing specific structures.

as it stands, i save up a few million credits and find a system with all the resources and start up several colonies concurrently. generally i look for a farming/organics world for ag and light industry, a ore/rare ore world for refining and heavy industry, and a volatiles world for fuel. lowest hazard rating and best modifiers possible. all that doesn't matter much though, what matters is having money for getting defensive structures spammed ASAP so you don't just deal with constant disruptions and raids, and for getting heavy industry up and running ASAP.

scrappy backwater colonies require an inordinate amount of player intervention from the jump barring spamming defenses and rushing heavy industry. i wouldn't be surprised to see this changed in new versions.

3
General Discussion / Re: Combat use of Solar Shielding
« on: May 27, 2019, 11:19:35 AM »
I just look at the combat benefits as a bonus to go along with the huge economic savings it gives to running an exploratory fleet. It just so happens that the main enemy you run into exploring, Remnant, also gets the most combat benefit from Solar Shielding when you face them as well due to all the energy weapon use. Love me some Solar Shielding! 75% less supply recovery from storms and stars hugely outweighs the combat portion of the mod. I get you're specifically asking about combat, but it's hard to ignore the economics behind it when running to the far corners of the map to analyze, survey, and scavenge.

I play more of an economic/exploration oriented game than a combat oriented game so I am probably biased.

4
Blog Posts / Re: Fighter Redesign
« on: September 11, 2016, 07:25:43 PM »
Fighter redesign sounds wonderful. Looking forward to the next update.

5
Blog Posts / Re: Economy Revamp
« on: April 22, 2016, 12:00:25 PM »
Looks great. A robust trading system and economy was something I really wanted out of this game.

6
General Discussion / Re: Recommend similar games?
« on: October 25, 2015, 11:29:37 AM »
Rebel Galaxy will scratch the itch while waiting for the next Star Sector release the best imo

It's quite a fun little game and while it's more similar to Freelancer, it fits the bill close enough.

7
Mods / Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
« on: February 12, 2015, 06:18:07 PM »
The 0.65.2a conversions are already done.  The real time is going into content.

looking forward to it with eager anticipation

8
Mods / Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.1.1
« on: November 26, 2014, 10:08:07 AM »
Got the error message to go away. Thanks for the heads up, installing JVM 64 directly to the jre sub-directory in the starsector directory did the trick. Hopefully this took care of the save corruptions and Fatal: Null error too!

9
Mods / Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.1.1
« on: November 26, 2014, 09:59:32 AM »
I just installed it on the computer and checked it on all the browsers and the command line. Apparently I missed an obvious and vital step in installing it to the actual SS directory? Doh. Are there directions somewhere for doing that?

10
Mods / Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.1.1
« on: November 26, 2014, 09:53:13 AM »
I have the newest version of the 64-bit JVM installed. I've verified that I'm using JVM 64 by typing in java -d64 -version at the cmd line, as well as checking for other old installs of the JVM using Sun's uninstall applet (there were none) and I still get the warning message at the start. Spent a while trying to figure this out and I'm stumped. After an hour or so of play I get a Fatal: Null error eventually every game I try as well. I'll try to grab a screenshot next time it hits.

I'm using SS+ with the five up-to-date factions you list (all but BRDY and EI), shaderlib, and lazylib

11
General Discussion / Re: I'm sorry, but this is getting ridiculous.
« on: October 15, 2014, 04:52:51 PM »
It takes whatever it takes. Looking forward to the next update regardless of how far forward it is.

12
Announcements / Re: Starsector 0.65a (In Development) Patch Notes
« on: June 11, 2014, 06:31:56 PM »
The trading system sounds really cool. Can't wait!

13
Announcements / Re: Starsector 0.6.2a (In Development) Patch Notes
« on: December 28, 2013, 12:05:46 PM »
Updated.

Thanks for the update Alex! Sounds good, and looking forward to the next release, whenever that may be. ;D

It feels like the basic game and mods are starting to come into their own.

14
Mods / Re: [0.6.1a] Blackrock Drive Yards v0.42
« on: November 27, 2013, 03:35:53 PM »
Interest piqued. ;D

Asymmetry is the future! At least, according to Blackrock.

We'll see about the Scalar frigate. ;D

15
Mods / Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
« on: November 02, 2013, 11:46:27 AM »
No need for a popularity contest, those don't generate anything but negativity. I'm just glad there are so many good mods to try and am grateful for everyone putting in their time to create these big total conversions and compilations.

Pages: [1] 2 3