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Starsector 0.9.1a is out! (05/10/19); Updated the Forum Rules and Guidelines (02/29/20); Blog post: GIF Roundup (04/11/20)

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Messages - lechibang

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Mods / Re: [0.9a] Neutrino Corp. (v. 1.85-RC4.1)
« on: January 27, 2020, 11:36:44 PM »
maintenance updates aside, is there any plans to update the ship sprites and/or weapons? they didn't age well in my opinion.

Mods / Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.1
« on: November 08, 2019, 11:01:16 AM »
The new bladewood looks alright
The old design "kinda" resemble 2 conquests sewn together and someone painted BB skin on it

Discussions / Re: Someone to help me
« on: November 08, 2019, 10:32:35 AM »
That's never gonna happen bud.
If you're over 18 get a job.

Suggestions / Re: More Realistic
« on: October 26, 2019, 11:05:02 PM »
The moment realism kicks in, Starsector isn't a great game anymore. Stop trying to bring over realism into games unless it's a simulator. End of story.

Mods / Re: [0.9.1a] Mayasuran Navy 8.2.1 RC3
« on: October 14, 2019, 05:37:30 AM »
Hey Chase, might as well put this here in the forums
I noticed that the Onocrotalus's hardpoint barrels are strangely off from the base sprite.

Mods / Re: [0.9.1a] ED Shipyard 1.5.1 (updated 01/10/2019)
« on: October 01, 2019, 09:22:01 PM »
The Leonberger is quite undergunned imho: 2 larges, 6 smalls and 2 meds..
I suggest souping it up by exchanging the 4 smalls into 4 mediums, or maybe just adding more mounts to make it match up with the 280 OP it has. It'd be wasteful to throw a bunch of hullmods on a capital ship with cruiser-grade armaments and call it a day, right?

Mods / Re: [0.9.1a] Ship/Weapon Pack 1.10.4
« on: September 08, 2019, 07:29:47 PM »
First off I'm going have to ask you to stop putting your foot in your mouth right there. If you're gonna do some criticism, do it in a more civilized and coherent way so the modder will know what's up. Calling them stupid or something along the line is never going to look good.
Paragons can be countered if you apply enough pressure to force it to use Fortress Shield often and it's bound to overload at some point or another.
1. If the Cathedral's modules is gonna have a 60% range boost from ITU, why not make it a 100% from ATC even? That's gonna be make the ship going to be even more OP as it's nothing different from a station on steroids.
2. Okay, using their armor system for nothing, what do you mean by that?
3 and 4. Nope, not even valid points. If the Cathedral is not modular then it's just going back to the way it was in .8.1a, and that ship back then was already too big and uninteresting to pilot to begin with. Not to mention the AI is gonna have a hard time piloting a ship of that size in battle.


1) Do you know that it's modules have cruiser bonus of weapon range from targeting cores, do you undestand that it is stupid?

2) When modules are shielded by main module, thay use their armor system, so they just use it for nothing, do you undestand that it is also too stupid?

3) So, as you see it is useless ship, it is garbage, no sense to use it, just using paragons, and no chance, for cathedral, to rival with it, it is normal, you think?

4) just make normal capital weapon range for modules, than, maybe, catherdral becomes qualified ship.

Hi, first of all thanks for the update post after quite a while.
So after skimming through the lengthy paragraph on ships, does that mean the ability to convert ships (vanilla and TT skins, which according to your post is pending removal) be absent for good or reworked in some way? If you're intend to keep it, I would suggest removing the vanilla ships with the IPC_ tag. IMHO it is getting quite bloaty at this point (which has been lingering inside of my head for quite a while now) and I kinda want to see the IPC be present on Tyradorian ships only.
Regarding stations, are buildable TSC stations going to be a considered possibility such as those present in Shadowyards, XLU and Artefact?
Anyhow that's the first wave of my questions and I'll probably write up more tomorrow. My head is quite empty atm, heh.

Mods / Re: [0.9a] Stop Gap Measure - Ships for Vanilla
« on: August 21, 2019, 08:28:05 PM »
Thanks for the update!
Is this version compatible with previous saves?

Could I also trouble you to add in the version number right at the top of your OP? I didn't realize there was an update from 0.77b to 0.78(?), I had forgotten that this mod didn't support version checker.

I *think* it should be fine, as there is no removal of older ships in this update.
If by any chance anyone knows how I can comply to Version Checker, I would be happy to oblige.

You might wanna check that out here, under the Instructions for modders who want their mod to support this: section. It has a detailed guide there.

So I've noticed that whilst the TSC adds new stuff for existing factions, the vanilla ships with IPC for me is quite bloaty and could be removed at some point.
Also the prices arent updated to .9.1a, just a small item there.....

The Lance has 2 abnormal mounts at the front. Is this intended behavior since I don't see their turret/hardpoints anywhere on the ship sprite?.

I think it's 4 now including the Eir - a souped up starliner with huge-a** crew capacity. But dunno which one you're referring to, nb8.   ???

You must be manning a Diable Avionics ships then.  ;D ;D
That's from a built-in hullmod called Advanced Avionics.

Fan Media & Fiction / Re: The Lore Corner
« on: April 12, 2019, 10:14:37 AM »
Probably the game haven't touched any of those sectors yet and just the Persean Sector. Who knows, maybe some exploration by the Domain of Man were successful, whereas other ended up horribly wrong or downright failed when the Gates collapsed

Mods / Re: [0.9a] Blue (0.5.1a) Mod - January 20, 2019
« on: March 12, 2019, 10:05:50 AM »
Protonus hasn't been active for well over a month so I guess we'll have to be patient then......

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