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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 - Marcus Garvey

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1
Mods / Re: [0.7.2a] Scy V0.99e (10/04/2016)
« on: June 19, 2016, 12:18:31 AM »
Those look awesome, I was pretty apprehensive about the art update at first but you've really done it justice. Nicely done.

2
Mods / Re: [0.7.2a] Starsector+ 3.4.0
« on: April 07, 2016, 10:02:24 PM »
What a relic from the past

3
I'm a little sad the Karkinos lost half its small center mounted universals, used to love stuffing quad PDEs and furies in there.

4
Mods / Re: [0.7.2a] Save Transfer 1.9.0
« on: March 26, 2016, 11:09:21 PM »
Is there any way to make this all configurable? I haven't looked at the files in awhile and can't right now but the biggest thing I like about the save transfer mod is the ability to take a character and their fleet, officers, etc and transplant them to a completely fresh slate.

5
Mods / Re: [0.7.2a] Starsector+ 3.3.0
« on: March 10, 2016, 05:19:23 PM »
Just tested and it's working fine. You use the special ability to absorb projectiles/asteroids and build up flux, while the phase cloak reduces your flux and your weapons deal more damage the higher your flux levels.

6
Mods / Re: [0.7.2a] Scy V0.99 Better ORION Artillery. (29/02/2016)
« on: March 01, 2016, 09:01:11 PM »
Would it be possible to give a little bit of temporal shell-style bullet time after phase teleporting with the Stymphalian Bird? Makes sense thematically and would make it a little easier to make those clutch spear shots, even just a second would be pretty neat.

7
Mods / Re: [0.7.1a] Interstellar Imperium 1.9.2
« on: January 31, 2016, 11:11:40 AM »
A few medium mount weapons are more flux effective than 1 big large mount tbh and do more

you will never have the range with mediums that you do with large.

Please stop making weird, ignorant blanket statements about mods without actually trying them to see how they actually work.

8
Mods / Re: [0.7.1a] Scy V0.98E Laser torpedoes fix. (09/01/2016)
« on: January 30, 2016, 11:57:19 AM »
I'm not sure you actually tested it out. It has 4 flight decks(3 are on the breakaway right arm so they're not included on the stats page), and a crazy built in gun with 2000 range that will oneshot overload anything other than a paragon, and kill anything unshielded in one or two shots. It's honestly borderline overpowered even with the massive maintenance, I had to remove it from my fleet as it was making everything such a onesided stomp. I ran mine with a pair of lightning guns on the front hybrid mounts and with a steady(or cautious? I forget) level 20 officer it was crushing things pretty effortlessly.

9
Mods / Re: (0.7.1a) Shadowyards Reconstruction Authority 0.6.0.3
« on: January 25, 2016, 06:37:48 PM »
The Wavepulse Cannon has the STRIKE tag in the weapons files, which I think is what makes it not get used against fighters/frigates despite it having a pretty high velocity and high enough rate of fire that it really shouldn't be?

10
Mods / Re: [0.7.1a] Extra System v0.1.1f
« on: January 21, 2016, 06:19:50 PM »
Any chance of making this a thing that can be done at stations with access to storage rather than exclusively in space with what you have in your ship's cargo holds?

11
Mods / Re: [0.7.1a] Combat Chatter v1.1b (hotfix 2015-12-25)
« on: December 30, 2015, 01:40:27 PM »
I've gotten that too even with vanilla ships, I think it might be a vanilla bug involving custom variants? Haven't cared enough to post about it or look into it further.

12
Mods / Re: (0.7.1a) Shadowyards Reconstruction Authority 0.6.0.1
« on: December 27, 2015, 12:22:38 AM »
The Mimir is definitely one of the strongest capitals out there, but I think making the charging/firing a lot louder and flashier would go a long way towards making it more fair for the player to be on the receiving side of.

13
Mods / Re: [0.7.1a] Starsector+ 3.1.2
« on: December 25, 2015, 11:11:16 PM »
They don't show up automatically, they are found in the mission boards now. Hegemony, Sindrian, independent, and InterstellarImperium stations should have them.

Ah, okay, thanks!

14
Mods / Re: [0.7.1a] Starsector+ 3.1.2
« on: December 25, 2015, 08:44:34 PM »
Haven't seen a single IBB bounty(with nexerelin enabled), is this a recent nexerelin bug or are they just broken with the current SS+?

15
Mods / Re: [0.7.1a] Save Transfer 1.7.0
« on: December 18, 2015, 07:18:43 PM »
Whoa.

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