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Messages - cjuicy

Pages: [1] 2 3 ... 23
1
Mods / Re: [0.9.1a] Stellar Logistics - courier and warehousing services
« on: August 07, 2020, 12:23:45 AM »
This... is absolutely stellar! I've wanted a unified storage option for my most-used weapons/fighters for a long while, and this is exactly what I'm into. I'll give it a whirl next time I've got a moment to run Starsector.

2
Mods / Re: [0.9.1a] Ship/Weapon Pack 1.11.0
« on: August 07, 2020, 12:16:23 AM »
I can tell you that IFed Legacy should be nowhere near your modlist. I was around when the original mod was actually maintained, and I can safely say that the current iteration of it hasn't been updated at all. Didn't actually realize that someone brought it past 0.7.2. GK Sector should also be removed too, as it hasn't had a proper patch in over a year IIRC.

Other then that I'm not too sure on what to do with that list. Please double-check that all your libraries are up to date, and that you aren't doing the thing I do every time I update and forget to grab LazyLib.  :D

3
Mods / Re: [0.9.1a] Capture Officers and Crew
« on: July 29, 2020, 12:33:48 PM »
While its nice to see a new source for sourcing skilled officers, I would figure that bribery should be an option for most situations. You can already bribe an entire expedition or AI inspection in vanilla, so why not a random pirate you scooped up from the stellar drink? Perhaps base the bribery cost off of the faction and the skill level, which would make pirates/indies easy to pick up but Sindrian officers far more stubborn?

4
Modding / Re: [0.9.1A] Tufted Ship And Weapons Pack
« on: December 08, 2019, 11:08:09 AM »
What have you  d o n e

5
Mods / Re: [0.9.1a] Boggled's Terraforming Mod (v0.9.1)
« on: October 27, 2019, 01:04:44 PM »
That makes for a good trade-off though. Terraforming is a powerful thing, so you should have to make a choice between that and other colony buildings.

6
Mods / Re: [0.9.1a] Boggled's Terraforming Mod (v0.9)
« on: October 25, 2019, 11:49:43 AM »
A quibble I had with one of the other ones that I see repeated here (or at least, not mentioned):
Why doesn't orbital mirrors improve low light?
Low light is a consequence of its distance to its parent star or the type of star the planet orbits. You can't really use a stellar mirror to amplify light that barely exists.

7
Modding / Re: [0.9.1a] Big Mags
« on: September 21, 2019, 10:26:15 PM »
This mod singlehandedly fixed every issue I had with Starsector. Well done!

8
Mods / Re: [0.9.1a] Shadowyards Reconstruction Authority 0.8.7rc2(05/15/19)
« on: September 14, 2019, 12:02:16 PM »
OMG, Charybdis can tank with shields much more than More, and it is faster than Herom with it's system, also Charybdis can do much more damage with it's large gun, and much bonuces of aditional ordnance. Charybdis is extremle overpowered for it's 25 deployment. You all are really far from balancing.
Charybdis is not nearly as broken as you make it. In practice the Mora can leverage nearly all of its flux for its shields and subsystem and is a literal brick of hull and armor, while the Charybdis burns a lot of flux on its energy-heavy loadout and its shields are meh. Charybdis is also much more likely to throw itself into situations that will melt it, and its ship system helps little compared to Damper Field. Heron exists to kite all day long, so it needs neither flux nor hull.

I believe you need to play the game more before you make any sweeping accusations of balance.

9
I want a signal-generator mod that takes us to encounters with SCP's, lol.
Isn't that just Seeker?

10
It's wonderful to see you come back and improve TSC. I've loved your mod for a long while, and it'll be exciting to see the unique features finally get implemented in a way that lets them shine.

11
Mods / Re: [0.9.1a] Vayra's Ship Pack v1.0.1 PUBLIC RELEASE 2019-08-14
« on: August 16, 2019, 10:51:30 PM »
What the hell? What's the purpose of splitting your mods into THREE? Seems like a huge pain in the ass to update separately.

Thanks for the work though.
It also makes it far less stressful on system resources. Its like when Starsector + split a while back.

12
General Discussion / Re: Skill Tree Discussion
« on: May 28, 2019, 12:14:47 PM »
Honestly, that skill tree reminds me of Crosscode's. Absolutely love the idea of having a star-pattern tree, though that might just be me.

13
Rather then nerfing DLB I would buff CH, because right now its pretty bad.
That's intentional. Pre-nerf CH was nasty and a standard for civ ships, now its manageable to deal with. Understand that carrier/fighter spam is the last thing we want to incentivize, so these types of hullmods are fine being weak.
As for what to do, I think applying the vanilla debuff to the new fighter decks would be good.

14
Mods / Re: Starship Legends - Personality for Your Ships and Crew
« on: May 01, 2019, 08:17:28 PM »
Damn it, stop revolutionizing my mod list every time I take a freakin nap!

In all seriousness, I'm wrapping up a current run and will begin toying around with this in short order. Definitely look forward to it.

15
General Discussion / Re: Memorable features from the past
« on: May 01, 2019, 12:40:23 PM »
I think I really miss the high-flux bonus to energy weapons. Made running hot Sunder builds really fun.

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