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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 - Mini S

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1
Mods / Re: [0.8] Useable [REDACTED] 1.0
« on: April 25, 2017, 04:48:44 AM »

2
Suggestions / Re: S-burn balance....
« on: April 25, 2017, 04:28:13 AM »
I don't read all of the post before but i use e burn as well as s burn. I use s burnt to approach the target fleet then e burn if they maneuver out of the way or s burt to a system and e burt to avoid that fleet that appears to be on an reverse plot and will tear me to shreds.

3
I'm exploring a system outside of Core worlds. Suddenly started to encounter pirate fleets there, and all of them have an exclamation mark as though they are the bounty material. But I have no active tasks/bounties/commissions. Have a save file ready if needed.

By the way, that pirate from the screenshot had fled and landed on that planet. How is that possible if it's not inhabited?

That exclamation mark means that pirate has a bounty.

Bounties are not active but passive that means you don't need to accept one to receive the reward and you can even be outside comms a new bounty appear kill it go in comms range and receive that bounty.

All pirates when the bounty period ends or the flagship is killed will land on the inhabited planet(pre 0.8 ). Unless they think they can't battle you and you are hovering the planet.

4
General Discussion / Re: Talon balance
« on: April 24, 2017, 06:06:12 AM »
Piranhas are surprisingly good this patch - I think someone buffed the health of their bombs or they're just dropping more of them faster.  However, they do have this rather nasty habit of dropping their bomb load with me in between their target, so it turns into a mad scramble to hit the Maneuvering Jets button and get out of dodge before the things hit me.  At least the target isn't so lucky most of the time, heh.

Now try that with a Hammerhead with degraded engines.

5
General Discussion / Re: Responding to distress calls never worth it?
« on: April 24, 2017, 06:04:51 AM »
One thing I might do is run with transponder off and if the stranded fleet is big enough is kill them.  Only problem, they may be neutral instead of independent, which means I probably get locked out of abandoned stations and the like.

Why would you need docking clearance to dock with an abandoned station?
More important who in an abandoned station would give docking clearances?

6
Mods / Re: [0.8] Useable [REDACTED] 1.0
« on: April 23, 2017, 07:16:06 PM »
This is a fun little mod.  If you can fight them, being able to use one of their ships isn't gonna imbalance anything.

ThinMint, I experimented with the domain drones first.  Most of them don't seem to be worth it but the Rampart and Defender are both decent if you have the Front Shield Generator modspec.  I use two shielded Defenders as escorts for my Apogee(D) and they managed to survive a hectic REDACTED fight.  The Rampart is not great, but it's a brick with large ballistic mounts and sometimes that's exactly what you need.

You don't need a mod for that!

That is the soul of the mudskipper Mk2.

7
Bug Reports & Support / Re: 0.8 d-mod bug amd other
« on: April 21, 2017, 03:24:26 AM »
I can't upload the screenshots!!

8
Bug Reports & Support / 0.8 d-mod bug amd other
« on: April 21, 2017, 03:21:27 AM »
On the (D) ships salvaged from tutorial when i strip them the D mods disappear and the autofit puts them back. When they not have the d-mods they behave just like they never had the d mods and no i did not restore.

Ho and in the skill Command & Control level 2:
50 faster command points(fleet)
should not be:
50% faster command points(fleet)

And this one i don't know if it's from 0.8
Combat(Basic) Tutorial if the enforcer is destroyed before it attacks you the tutorial will be blocked

9
Blog Posts / Re: Ship's Log of Salvage Dave's Final Mission
« on: March 30, 2017, 02:27:23 PM »
Too bad Salvage Dave didn't make it back.  I wonder if that means anything for the future of how player death is handled...

Or did he? Maybe he's layin' low. Maybe he's just drifting among the stars, floating in a most peculiar way; and the stars look very different today...

I heard a rumor he might be somewhere close to bay 12...

10
Announcements / Re: Starsector 0.8a (In Development) Patch Notes
« on: March 25, 2017, 09:38:09 AM »
i think "Duct-Taped Bulkheads" should be a d-mod.

Some one has been watching too much the Guardians of the Galaxy

11
Announcements / Re: Starsector 0.8a (In Development) Patch Notes
« on: March 24, 2017, 12:30:55 PM »
I may be late for the ballistics vs energy party but I expect in the future the ballistics will regain the ammo limitation and(hopefully) a ship that can rearm friendly's(some ting like suply drones).

12
If I had maxed that skill that boosted XP gain for crew, I would use liners to ferry crew to sell at periodic intervals.

I do that even without the skill but unfortunately it will be impossible in 0.8 due to the removal of crew levels.
It was a boost to credits but most of the time it was to build a reserve of elite crew to fly the next battleship.

13
There are Independent fleets that transports passengers.

14
(For the Aurora, what I did is make that slot "synergy", so there's an option to put a medium missile in there.)
Just read back through this thread and noticed this comment... that locks out small energy weapons, doesn't it?  Kindof unfortunate, in a way; most of my variants used a small burst PD in that slot; you can't quite get full PD coverage if you leave the rear medium turret empty, and heavy burst PD is overkill there.

...Oh well.  I guess that leaves LRMs or an empty slot.
Yeah, it does. Figure with the change it's still more likely to be used overall, though - or, at least, used as a medium mount.

So that means I can't put 4 tactical lasers

15
General Discussion / Re: Wow
« on: March 11, 2017, 08:28:21 AM »
You can always add Nexerelin and start with a bigger fleet/level or be a part of another faction.

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