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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 - DeathSG

Pages: [1] 2 3 4
1
Suggestions / Re: Fleet prefixes
« on: September 28, 2012, 06:56:15 AM »
OH GOD YES!+1

2
Suggestions / Re: Test out a ship varient in codex
« on: September 28, 2012, 06:50:39 AM »
yea the codex will have like a number specifying the number of ships you have encountered over the number of ships in-game. So as you progress the codex grows and you can test out the ship that you have unlocked to see if they are really worth the money

3
Suggestions / Re: Test out a ship varient in codex
« on: September 28, 2012, 06:41:06 AM »
but dont you want to try out the ship you are getting to get a feel of how it fare in combat?

4
Suggestions / Test out a ship varient in codex
« on: September 27, 2012, 08:23:56 PM »
its just like what the title implies.

5
Suggestions / More Fleet points
« on: August 11, 2012, 09:29:21 AM »
Its just like the title suggests. I feel that having 100 fleet points/150 fleet points is just not enough. I'm the kind of guy that likes large scale engagements with a variety of ships ranging from cap ships to fighters and 150 fleet points is just not enough! maybe doubling the fleet point cap to 200?

so how do u guys feel about this suggestion?

6
General Discussion / Re: totalbiscuit
« on: April 30, 2012, 09:44:10 AM »
i bought this game partly because of TB

and by the way this is like the first game i've bought in ages

ARR!!!

7
Suggestions / Permanent auto-fire
« on: April 20, 2012, 02:45:58 AM »
its like the title say. It would be really useful to set a weapon group to permanent auto-fire because sometimes i go into battle and forget to activate the auto-fire on my weapon group and my ship gets screwed by missiles as a result. It would be good to set a weapon group to auto-fire in the refit screen so i wont forget to do it mid battle.

8
Mods / Re: Omega's Minimash V1.83
« on: April 19, 2012, 10:30:18 PM »
Oh yea the lyft or riht is missing a flight deck.

EDIT the lyft is fine the riht is missing the flight deck and i found an error




9
Mods / Re: Omega's Minimash V1.83
« on: April 19, 2012, 02:00:29 AM »
apparently the other ships that it was flying with got killed off and there wasnt enought crew when i intercepted it so yea!

10
Mods / Re: Omega's Minimash V1.83
« on: April 19, 2012, 01:15:59 AM »
HOLY CRAP I GOT A PARROT FOR FREE!!!!!!!!!!!

11
Mods / Re: Omega's Minimash V1.61
« on: April 08, 2012, 07:55:22 AM »
Wow craft awesome job!!!Keep it up!

12
Modding / Re: Corsairs of Corvus: Version 1.0
« on: March 19, 2012, 07:14:15 PM »
Yes the sector gen is custom currently i'm running it with nomads,gunrunners,junk pirates, lotus, weapons pack and scrappers...
and as far as i know its compatible

13
Mods / Re: DeathSG Minimash V1.2a! REJOICE!
« on: March 17, 2012, 12:39:39 AM »
Hey sorry guy i'm going for a competition soon so i wont updating the mod these few weeks sorry!
Once the competition is over i'll get right to it!

14
Mods / Re: DeathSG Minimash V1.2a! REJOICE!
« on: March 14, 2012, 08:36:39 PM »
hmm i have no problem with it.

15
Modding / Mod compatibility
« on: March 14, 2012, 08:19:34 PM »
I am running lotus and junk pirates but i noticed that only Corvus VI was spawned, the lotus faction was not spawned at all. I'm guessing that this is caused by the sectorgen overriding each other. So is there a way to fix it?

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