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Messages - Wunder

Pages: [1] 2 3 ... 8
1
General Discussion / Re: Hey guys, I just wanted to say thanks
« on: April 12, 2020, 07:00:45 AM »
I completely agree! This game's community and the actual production quality for the game is just unmatched. The depth is always increasing thanks to modders and Alex & Dave alike.
...And this game is perfectly designed to be a massive timesink.  ;)

2
Mods / Re: Project Ironclads Total Conversion, version 6.5 (0.6.1a)
« on: November 07, 2013, 01:36:46 PM »
Anyways, to many people have smashed my life here to the ground.

3
Mods / Re: Project Ironclads Total Conversion, version 6.5 (0.6.1a)
« on: November 07, 2013, 01:34:38 PM »
125mg left.

4
Bye, forever.

5
Mods / Re: [0.6.1a UPDATE!] Blackrock Drive Yards v0.42
« on: November 07, 2013, 12:43:41 PM »


Blackrock has successfully developed a military-grade, destroyer-sized phase cloak. Look out for the Asura-class Monitor in the future!

While the phase cloak is inefficient, the ship design compensates: on each flank of the vessel, three prominent capacitors can store excess flux. In a pinch, the capacitors can then be shut off from the reactor circuit and ejected into space, allowing an instant drop in hard flux. This allows the ship to pump out lethal amounts of damage if unchecked, thanks to its built-in Linear Pulse Cannon.
maybe blackrock could sign a contract with neutrino to create a phase ring
It works with capitals and cruisers!

No...everything you want is something that has a ridiculous amount of weapon slots, ordinance points, and is just plainly too good, why do you suggest such ridiculous ships in every mod thread?

first of all, im still getting used to the mod thread but Im leaving you'll be happy to know
Everybody is creative at some point of their life.
Second of all you are extremely rude to people you dont like and want them to leave anyway
So think before you say, I have had enough, I take all my ridiculous ideas back, Im just a nobody in this forum anyway, so happy days!
The Good old bloody mod forums are safe because My 'evil ' reign is over, middle finger to you.
Also, If you look back, all my ideas are gone, so good for you, I dont fill this place up
So to add it all up, you are a horrible person who has just made a commited forum dweller to leave.


Hope your happy.





Oh look, I can talk!

6
Mods / Re: Project Ironclads Total Conversion, version 6.5 (0.6.1a)
« on: November 07, 2013, 12:40:36 PM »
Unfortunately for me, I have lost Starsector, devoured by a contained virus, so I might be leaving, I still have a good feeling around these forums, but I dont have the time and computer space to return it to its full glory.

So, from me, goodbye...

7
Mods / Re: [0.6.1a] The Patrian Principate V1 - The Patrian Navy
« on: November 07, 2013, 12:38:32 PM »
With the super carrier give it 3 triple barreled cannons
You'know
Like yamatos
2 on the front and 1 on the back to give it quite a real look. If you want, make a ship with just a built in weapon and 2 defenses
the super carrier could have at least 5 decks of fighters
Give it detail, add medium dual batteries, radar, 3 lauch runways, one diagonal, I might be going OCD but I want this ship to be the heart of any patrian battle fleet.
My final post, as im leaving

bye, forever.
My last days as a commander.
Probally 2 people wanting me to stay anyway.

8
Mods / Re: Project Ironclads Total Conversion, version 6.5 (0.6.1a)
« on: November 05, 2013, 08:55:47 AM »
UIN Manta megafreighter and size comparison with other factions large freighters:



Manta has a single fighter bay, a pair of hardpoint missile mounts, 6 small and 6 medium ballistic mounts. Its slow, but pretty well armoured (compared to other freighters) and can become a serious threat if equipped with military-grade missiles.

It is a capital ship, btw. The only one among civilian ships in the whole sector.
Is it in? because that'll be my superfortress
Im always skint.

9
Mods / Re: Project Ironclads Total Conversion, version 6.5 (0.6.1a)
« on: November 04, 2013, 08:05:20 AM »
I flew the dreadnaught
No abilities
Just
Sheer
Cannons.
Barely any speed too
I took out the dreadnaught easily too,
You take down its shields smash its defences and let thee...
                                            B202 bombers do the rest of the work!

It has no shields...
Then mine good sir is bugged...

10
Mods / Re: Relics v4.7 (0.54.1a compatible - vanilla balanced )
« on: November 03, 2013, 04:20:37 AM »
It will mr Spellitnot!
54.1A
I got it
You are ment to get old versions

11
Mods / Re: Neutrino Corp. (v. 1.75)
« on: November 03, 2013, 04:16:56 AM »
With the colossus
press n when guardian shield, or in nexus' case fortress shield is up
and you controll it!

12
Hugs Sir Doe!
Hugs.





HUUUUUGS

13
Mods / Re: Project Ironclads Total Conversion, version 6.5 (0.6.1a)
« on: November 02, 2013, 05:47:10 AM »
I flew the dreadnaught
No abilities
Just
Sheer
Cannons.
Barely any speed too
I took out the dreadnaught easily too,
You take down its shields smash its defences and let thee...
                                            B202 bombers do the rest of the work!

14
Zorg
I am very angry with you Erick  >:(
Oh well, conflict test then please can you upload a 'stable' version of this mod, also
Well, I kinda dont know, with all my modding uses be KSP to World of tanks
Im a bit confused
To you put the Mod folder in there?
or all of the mods inside.

15
Mods / Re: Obsidian Void (ASC: B4) (DOM: D1) - 0.6.1a
« on: November 02, 2013, 02:29:27 AM »
With the The Lemurian Empire, I think to rise up against the enemies, you could create a super cap, mixing the top left pic and top right, left as bow, right as stern in the preview picture.

Now that you mention it, they actually look like they're two fitting halves of one huge ship...
Its only weakness i suppose is 6 sabots and a burn drive to the side.

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