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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 - JadedTarget

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I think phase fields are like fog machines.  1 is gonna generate fog.  20 is gonna generate a lot of fog.  So 3 phase ships reduces the signature more than 1 phase ship because the phase field is stronger.

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I'm going to simplify my preference and critique by saying that I prefer Quality Captains: Skill Lanes + A New Level Of Confidence: 20 over either vanilla system.

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Mods / Re: [0.9.1a] Interstellar Imperium 2.4.0
« on: April 17, 2021, 08:09:31 AM »
The way I see it is that Ship/Weapon Pack is intentionally going for a Vanilla style because, uh, it's marketed as an unofficial Vanilla add-on pack.  :shrug:

Kinda weird that modders want their mod faction to have a unique stylistic theme to their look tho.  Guess DR should ask Gwyvern for a refund and just put the old II art back into it, right?

The art Gwyvern does is amazing, especially in motion with GraphicsLib.  But you wouldn't know since you refuse to even try the mod.  The hypocrisy of your insults towards others is murdering my brain.

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I absolutely love how the train of thought was "Discover Starsector.  Make it work on Android.  Create account on the forum.  Dive into the game's characters folder.  Choose Brigador's Man from Volta as profile pic.  Intimidate Surge."  In like a single day.

It's truly a beautiful thing.  Bask in its majesty.

5
@Meso, I glanced at the mod list while it was up and Knights Templar was in there.  I'd be surprised if the game works with that.

@hovershift, the reason being: Knights Templar has not been updated for the last couple version of Starsector as it requires a major overhaul to become compatible.  Outer Rim Alliance shouldn't have caused issues but I'm not a modder.

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Mods / Re: [0.9.1a] Blackrock Drive Yards v0.9.5 (09.06.2019)
« on: June 09, 2019, 08:51:04 AM »
That is a nice and large changelog.  Thank you for getting BRDY out there, Cycerin!

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Mods / Re: [0.8.1a] Interstellar Imperium 1.19.0
« on: May 28, 2019, 08:33:31 AM »
These are some truly delicious gifs, DR.  I like what they show, verily.

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I personally think giving the player a choice between Kite (A) and Buffalo (A) with no burn increase but the better stats and OP versus a regular Kite and Buffalo with Militarized Subsystems for the +1 burn would be a good way of keeping the pristine Hegemony variants special and letting the player decide which one they'd like to use.

But yes, having the regular Hound not be a civilian hull and having the Hound (A) receive improved stats and burn is just weird.  If the Kite (A) and Buffalo (A) wish to keep the militarized subsystems hullmod then the Hound should just be a Hound (H) with no stat changes I think.

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Modding / Re: [0.9a] Audio Minus 6.6.6
« on: May 09, 2019, 06:28:03 PM »
This is the quality content I'm here for.  Pft

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Mods / Re: Starship Legends - Personality for Your Ships and Crew
« on: May 01, 2019, 08:50:55 PM »
This is just plain cool.  Thank you!

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Announcements / Re: Starsector is now on the Nexus
« on: February 24, 2019, 01:27:19 PM »
I personally use a few installs of Starsector with different mod groupings.  So an Enable All next to the Clear button would be nice for that reason.  Might be useful after switching Vortex profiles too?  I'm sticking with this method over using Vortex for now though, since the more direct control over mod installation, edits, and updates seems more convenient to me.  Enabling mods and switching profiles takes my PC ages so either I'm weird or my PC is just junk.

Also, there's at least one SS mod on Nexus that requires GraphicsLib and that's not on the Nexus yet.  Had to throw it into Vortex manually anyway.

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Mods / Re: [0.8.1a] Interstellar Imperium 1.19.0
« on: February 07, 2019, 11:39:17 AM »
When I saw the first teaser images I was all "This looks so bland."  That's mostly because the reworked Caeser had so many greebles but vastly improved the colors and detail over the old one.  Seeing that latest picture, though, it's clear that the art is more polished than the old style.  So I just want to add to the "I like the new style" comments because whether it's to everyone's taste or not, a lot of effort went into the sprites and they do look good.  And surely seeing them in action with GraphicsLib will have a huge effect on them as well.  Plus we're not sure exactly what the new lore is going to be but they seem to fit in with the Dystopian Sector feel and if the royal ships are still a thing then I'm sure they'll be sufficiently gaudy.  Obnoxious Gold with the glistening effect of the Starlight Cabal, right?  :p

Anyway, great work DR and Gwyvern!

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Suggestions / Re: Full Stop ability
« on: February 02, 2018, 05:07:19 PM »
I see Sy, I hadn't thought of the obvious "this is totally why it's a thing in the first place" there.

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Suggestions / Re: Full Stop ability
« on: February 01, 2018, 10:19:59 PM »
When I first saw this post, I remembered that S will cancel an auto-pilot order to a destination.  I only now thought about testing this because I didn't think it worked all the time. 

But it works at anytime on the overworld map.  Just tap the S key and your fleet will cancel their order and come to a stop.  :D

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