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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 - Yubbin

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1
Mods / Re: [0.96a] Volkov Industrial Conglomerate 1.6.1b
« on: November 25, 2023, 08:38:32 PM »
I had a bug with the Rokh Minefield Launcher on the Raum. In simulation mode with the ship on autopilot, the Rokh minefield never shoots. In the same situation with the Rokh Swarm Launcher the autopilot shoots. I have also noticed that both weapons do not shoot in capital duels.

2
Mods / Re: [0.96-RC8] Legacy of Arkgneisis 1.9.12 [5/12/23]
« on: October 29, 2023, 07:52:48 PM »
Some sort of abyssal horror fighters I swear.

This is probably not fighters from this mod, it might be fighters added to the indie faction.

3
General Discussion / Re: Current notes on 0.96a
« on: May 06, 2023, 06:58:27 PM »
The Retribution definitely feels fine in my hands, but I'm worried about the AI controlling it, with it being so fragile and all. I'll try some testing.

4
Announcements / Re: Starsector 0.96a (In Development) Patch Notes
« on: February 01, 2023, 12:59:27 PM »
Looks great! I know this will probably take longer then I want to release, but it'll be out soon!

5
Blog Posts / Re: The Pilgrim's Path
« on: July 19, 2022, 02:08:24 PM »

And there's also the fact that, looking at some of the technologies available to the player now that colony items are a thing, what we know of Ludd's teachings about "devouring God's creation" have a bit more bite to them. The Mantle Bore, for example, given that it raises planetary ore and organics productions by three units, or three powers, would in fact be capable of hollowing out a planet completely and collapsing it, albeit on a timescale longer than the game is (generally)assumed to run. So you benefit, but it is in fact destroying a whole planet. You are devouring God's creation.

But then, of course, you get around to the fact that abandoning much of this sort of thing would lend a lot more proportional power to terraformed or naturally-terran-climate worlds like Gilead, and how that'd just so happen to give the ruling bodies of world like that more influence and power...


This is an amazing bit of world building I missed out on, great job to David for this! Also I like the way that this game's lore is going, which is more interactive and fun. Though I'm sure a lot of it would be interesting to me, It's pretty boring to read two or three massive paragraphs about a planet, instead of talking to the people there, or something more gamey.

6
Mods / Re: [0.95.1a] Interstellar Imperium 2.5.2
« on: July 09, 2022, 08:15:25 PM »
Firing the Titan is always supposed to reduce CR I'm pretty sure

7
Suggestions / Let Us Refit Player Stations
« on: February 14, 2022, 08:12:36 PM »
It would be nice to be able to manually refit player stations, especially with mods where some very bad station fits appear. I'd understand not adding this if it's too OP

8
Suggestions / Balance of the Vanguard
« on: January 07, 2022, 05:57:06 PM »
Currently, the Vanguard is a bit under-powered. With burn drive and it's speed, it is innately fun to fly, but lacks damage. The main problem with it is damper field is it's main defense, and when it is using damper field, it can't fire. In fights, the Vanguard burn drives in, ready to fight, then it uses damper field, and nothing comes out. The enemy is firing at it, and it is taking 66% less damage, but not firing back. This means that in most duels, for the Vanguard to be able to kill it's enemy, it has to take considerable damage, because it has to shoot with damper field off. After talking with some other people, I think the solution to this would be to let the Vanguard fire while damper field is on, but add a different drawback to using damper field, like a high activation flux cost. This sounds very powerful (and it is), but this fulfills the intended role of the Vanguard, a low-tech elite frigate.

9
Suggestions / Piranha Bombers ignoring shields and PD
« on: December 29, 2021, 01:59:54 PM »
Sometimes when I'm piloting a capita, and there are Piranhas coming towards me, for some reason or another they fly above my ship (in the sprite) and can drop bomb which I have no way of avoiding.I can understand the problem is I don't have enough PD, but I think it doesn't make sense that Piranhas can sometimes do unavoidable damage.

10
Announcements / Re: Starsector 0.95.1a (In Development) Patch Notes
« on: December 03, 2021, 04:12:31 PM »
A pilum rebalance and a sabot nerf?? YAY!!!!

11
Lore, Fan Media & Fiction / Re: Fallen Dust [oneshot]
« on: November 26, 2021, 04:54:46 PM »
Great writing, this really puts into perspective how much you miss just looking at the numbers and not thinking about the smaller parts of your actions. I hope you write something like this again!

12
Announcements / Re: Starsector 0.95.1a (In Development) Patch Notes
« on: November 21, 2021, 09:44:27 PM »
Hey @Alex, can you buff omishield conversion? I find I never use it with vanilla or modded ships, probably because front shield is usually not worth changing, because of the shield angle shrinking when you install the hullmod. Maybe give it some other benefit, or remove the downsides of it?

13
Announcements / Re: Starsector 0.95.1a (In Development) Patch Notes
« on: November 08, 2021, 03:54:42 PM »
The binary nature of pilums kind of ruins them as a weapon. It's not effective to only use some pilums; they pay off when everything has a pilum and you reach critical mass. And even then they primarily work because mass pilums screws up the enemy AI. So you don't use them at all or you use them everywhere. Since the latter option is only nice for one whole playthrough, no one really touches pilums ever again.
I agree, against larger fleets pilums are not very helpful, unless you have a massive amount. Though in smaller fleets, I think pilums are pretty good. The lack of PD makes pilums much more scary.

14
Announcements / Re: Starsector 0.95.1a (In Development) Patch Notes
« on: November 07, 2021, 05:16:23 PM »
Beyond that, Sabots still only do mostly temporary damage, and e.g. removing the EMP component would make it possible to make firing them mostly a waste by just turning shields off.
HE missiles can just as easily be wasted into PD or shields. I think that sabots are the outlier in that they are very difficult to waste.
I completely agree with inrinsic here, firing almost any HE missile (besides reapers) into shields has barely any effect unless you shoot a lot of missiles, or you're shooting a frigate. On the other hand, sabots either raise flux by a large margin, or emp all the weapons, because they are impossible to shoot down! The main annoying part of sabots is that they hit the ship they are fired at 90% of the time! Lowering the range where they split and increasing the spread of the pellets would be a step in the right direction I think.

15
Announcements / Re: Starsector 0.95.1a (In Development) Patch Notes
« on: November 07, 2021, 09:14:48 AM »
Just to jump in about sabots, they are still the best missile, and it's been said a million times, the situation is damned if you shield damned if you don't. So I agree with rubi, nerf it's effectiveness against armor/hull. If you want a good anti shield missile, then it also shouldn't be great against not-shields

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