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Messages - tchan

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1
General Discussion / Traffic due to recent Starsector Review
« on: August 02, 2019, 01:32:46 PM »
Hiya! 

I just saw a YouTube review of Starsector by SsethTzeentach, and apparently the video brought over a ton of traffic to your website. 

The review gave it 10/10, btw.   8)

2
General Discussion / Multiple Orbital Stations?
« on: May 20, 2019, 11:21:22 PM »
Hi!  I wasn't exactly paying attention when building orbital stations for my colonies, and I accidentally built a second orbital station on one of them.  Now I got two orbital stations.  Was that intended?  Can I build 3? 6? 10?  :D

3
General Discussion / Interesting name for a station...
« on: December 05, 2018, 05:59:21 AM »


 ;D

4
Thanks for the tip of observing the traffic.  I parked my huge armada and went with a kite and dram, both with augmented drive field and insulated engines, to sneak around and probably follow smugglers from my planets that have active pather cells. 

Before I get to find any smugglers, I was in hyperspace and saw this huugee pather patrol, just circling a star system about 1/3 the total sector length away from my colonies.  Immediately went dark, waited for my chance to go in the jump-point, and dove in.  Snuck around some more and found the pather base that was supplying half of the active cells on my bases. 

Now, I wish I can tell my colonies to send a strike force to kill the base.  (is there a way??)  But for now, I gotta sneak back all the way to get my ships and personally attack it. 

[edit] Ok still can't find the 2nd pather base.  The colonies that are infested with pather active cells aren't sending any smuggler ships or attack ships to my area for a few months.  I've been monitoring all incoming and outgoing traffic with the shift key held.  The local bars don't give any information.  This is frustrating :|

5
Thanks for making the quick update wip for .9a  ;D

I know you said it's super buggy, so I'm wondering if one of the bugs include turning on God mode would prevent enemy AI from attacking you?   ???

[I disabled all other mods and am using only Console Commands .9 dev and lazy lib]

6
Mods / Re: [0.8.1a] Console Commands v3.0 WIP 6 (released 2017-11-30)
« on: April 14, 2018, 04:59:09 PM »
You can create an allis and make it where one command does everything

Oh thanks very much :D  I thought the only way to do it was to follow that tutorial to make your own command, but I couldn't follow it.  Ok cool, I just added my alias in aliases.csv!  ;D

7
Mods / Re: [0.8.1a] Console Commands v3.0 WIP 6 (released 2017-11-30)
« on: April 14, 2018, 04:03:44 PM »
Love the new non-disappearing-over-time text when you type help in battle :D

But I do miss the ability to paste my copied god;infiniteammo;infiniteflux;nocooldown;reveal chain when i go into combat.  Yeah I can press up arrow to show the last command I did, but if I typed AddCrew or something else, my long chain isn't in the history. 

Is it possible to put back the ability to paste text again? :D

8
General Discussion / Re: Turn off Warning Beacon?
« on: May 23, 2017, 03:28:15 AM »
Yeah, that would be nice.  Right now, I am using surveying to 'mark' systems as complete or incomplete...probably not the intention of that skill  ;)


Edit:
Also, once the Outpost mechanics are in place for the player, I want to be able to take over a Red level system and reprogram the Beacon to say "Get Off My Lawn!"

Or troll NPCs (if they could read) with "FREE BEER"

9
General Discussion / Turn off Warning Beacon?
« on: May 20, 2017, 10:25:39 PM »
I'm wondering if there's a way to turn off the Warning Beacons once you cleared all the baddies inside the system?

I don't remember which ones I've cleared, so sometimes I find myself going into empty systems, sigh, then reloading. 

10
General Discussion / Re: Why is my fleet full of cowards?
« on: May 19, 2017, 10:15:11 AM »
Would be sweet to see formations in the game.  But then, not sure how it would affect 2d overhead combat.

11
General Discussion / Black Holes
« on: May 15, 2017, 12:27:55 AM »
Maybe it was just me, but I kinda expected to be sucked in when I went over the event horizon of a black hole for the first time.  :P

Also, its pretty brave and badass to see a research station parked right next to one.  Too bad everyone is already dead.   :-\

12
General Discussion / Re: Dissapointing Economy
« on: May 08, 2017, 08:50:52 PM »
I hope this is somewhat on topic, and I didn't want to make a new thread, but I found myself eyeing the stability number on a low stability world and kinda wishing it would go up a bit due to my excess legit open market trading.

Even buying up everything in the entire market won't do anything to the number.  :(

(edit) oh I just read it actually does do something, but its very slow and not very noticable?

13
General Discussion / Re: New player feedback and intro.
« on: May 08, 2017, 08:31:37 PM »
We need an option to demand cargo or capture the vessels as pirates. Blowing thing up and collecting scrap is not piracy.
-maybe a player leadership skill could boost chances of demands succeeding?

Yeah!  Leadership skill Intimidation/Intimidate: Multiplies your chances of target fleet to give in to player's demands by 1.5/2/2.5
and the icon can be a red angry fist or glowing red eyes :P

14
Agreed!  When I first saw the battlestar-er uh, battlestation, I went WHOOAAAA :D 

It was way cooler than the mothership.

15
General Discussion / Re: Drawn-Out Battle
« on: May 08, 2017, 12:54:06 PM »
LOL wow.  I haven't fought against that many Onslaughts before.  Wonder how long that battle will take?  :P

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