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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 - Psycho Landlord

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1
General Discussion / Re: badly modded help chats
« on: February 06, 2022, 08:21:44 PM »
The same mod that adds the tips also has a tip telling you how to remove modded tips

Its much funnier when people immediately shut down the game and come whine on the forums about their worldview being challenged in any way though

2
Mods / Re: [0.9.1a] Blackrock Drive Yards
« on: September 27, 2021, 10:46:11 AM »
Your mod is excellent and I'm very happy with the time I spent with it over the years. Please take care of yourself, friend.

3
Suggestions / Re: Deeper Salvage Mechanics
« on: April 06, 2021, 07:10:04 AM »
Wow nice post

For me to yell at

(I like the salvage difficulty idea even as I worry it's a little bit too much rando busywork but the tug idea absolutely should be implemented, let me build a big scrap yard in my systems)

4
Mods / Re: [0.95a] Keruvim Shipyards BETA (V:0.2) Here we go again.
« on: April 04, 2021, 03:29:08 PM »
I really dig the Duchess and Empress both, good stuff.


There is LGBT representation in this mod


Good.

5
Mods / Re: [0.9a] Legacy of Arkgneisis 1.3.1 [03/16/19]
« on: March 20, 2019, 08:31:51 PM »
That was actually incredibly cool to read and I'm definitely going to give the faction a second look now. I loved the art and engagement style but didn't mess with them too much because I agreed with the underpowered assessment. Gonna need to take another dive in.

6
Mods / Re: [0.9a] Vesperon Combine 1.0.0 - 13/01/19
« on: January 16, 2019, 12:44:41 PM »
Dude, you really need to learn how to talk to people.

Hope you get this working in an agreeable fashion for everybody, Straticus, I think it's a neat idea.

7
Mods / Re: [0.9a] Kadur Remnant v2.1.4 (updated 2018/12/04)
« on: December 16, 2018, 03:14:22 PM »
Definitely keep the loading tips in. One, because they're funny, and two because there's a literal nazi mod on this very page of the mods board and that guy upthread crowing about ideologies being forced on him through a thing he might see for a few seconds telling him where to toss his car battery is not arguing in good faith, since he's apparently a big fan of that particular pile of putrescence.

8
Mods / Re: [0.9a] Kadur Remnant v2.1.3 (updated 2018/11/29)
« on: December 02, 2018, 06:14:19 PM »
So? They're loading screen tips. Loading screens kinda ensure you know you're playing a video game by definition. Crying "my immersion" over some quips you'll see for all of a couple seconds while your game is currently reinforcing that it is, in fact, a game is pretty special, guys.

9
Mods / Re: [0.9.0a] Scy V1.50rc2 (2018/11/24)
« on: November 25, 2018, 04:10:10 PM »
Yeah, I noticed that last night, figured it was just a case of a random-gen star sharing a name with yours (and eastern Acheron is indeed empty) but now that you have a second Acheron in the exact same spot as mine there might be something up there.

EDIT: Also getting a reproducible crash on combat start when any non-Scy ship present has the HEMor Mk.1 equipped. Scyan ships can use the weapon fine, but as soon as a vanilla ship or a ship from another mod slap the weapon on the game says no.

10
Mods / Re: [0.8.1a] Blackrock Drive Yards v0.9.0 (07.06.2017)
« on: June 11, 2017, 06:59:43 PM »
Blackrock having a dedicated carrier vessel, a ship that is by definition a near-static long range strike platform, would make next to no sense thematically. They're a fast moving hit and run based shock attack fleet. The Kurmaraja is already a ridiculous battlecarrier. They don't need a super carrier, at all.

11
Mods / Re: [0.6.1a] Interstellar Federation v1.27
« on: May 12, 2017, 06:26:01 PM »
Hell yeah, I may get to fly a Titan again. So down.

12
Mods / Re: [0.7.2a] Blackrock Drive Yards v0.8.6 (12.01.2017)
« on: May 03, 2017, 02:54:52 PM »
I really like that Kumaraja redux.

13
Mods / Re: [0.7.2a] Blackrock Drive Yards v0.8.6 (12.01.2017)
« on: May 02, 2017, 11:22:41 AM »
Awesome. I've always had a tendency to go heavy on Shards since they look awesome in massed volleys, so I'm looking forward to slapping a few of those on a Kark and turning it into the boss of a bullet hell game.

14
Mods / Re: [0.7.2a] Blackrock Drive Yards v0.8.6 (12.01.2017)
« on: April 30, 2017, 09:40:40 AM »
https://www.youtube.com/watch?v=qVf_wW45m9g

Accidentally caused a chain reaction in this script

Even in death, BRDY will *** you up with unsafe science.

15
Announcements / Re: Starsector 0.8a (Released) Patch Notes
« on: April 30, 2017, 09:03:52 AM »
Yeah, I'm definitely going to tone fighters down a bit in the .1 release. It's pretty clear they're currently OP, but it feels like a few relatively minor adjustments (along with some judicious nerfs of specific fighters) can bring them in line. Combat skills could possibly use a slight buff, as well.

Personally, I think the "unlimtied ammo" and now "unlimited fighters" are both terrible decisions that murder any strategy or gravitas in ship usage or logistics.

I think the exact opposite of this. Both of these were good decisions for the game's overall playability, and Carriers actually being fun to fly now is a pretty huge deal for me, so thank you for an excellent patch, Alex.

Though I admit, I am going to be sad when the Talon goes back to being at the bottom of the food chain. I'm glad the little guys got to be king *** of doomball mountain for a bit.

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