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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 - JohnDoe

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1
I can't get faction settings' new UI to remember my settings; if I go back to the previous menu the settings are undone.

2
Mods / Re: [0.95a] ScalarTech Solutions 0.7 - Ready for the future
« on: April 25, 2021, 05:38:27 PM »
Well deserved buffs. My Filaments were getting destroyed by end game threats because they couldn't win the flux wars against other capitals of similar cost.

3
Mods / Re: [0.95a] Detailed Combat Results v5.0.0 (2024-04-25)
« on: April 25, 2021, 01:07:22 PM »
Quote
2024
:o

4
Worst part is radar colors and map colors (not talking about starscape) don't really give you info about detailed cloud placement, only their approximate density. So you're forced to memorize the actual hyperspace map through playing if you want to avoid clouds completely.

5
With the changes to combat in .95 I wonder if fleet sizes need to be changed more than they already are since combat is much harder. Fleet sizes feel smaller already but I still think pirate doomstacks are really hard to beat even with a late game fleet.
In 0.95 number of officers dominate deployment point calculation, and AI fleets have higher number of officers if you're not using mercenaries. So most of the time when you're fighting late game AI doomstacks, you get the bare minimum of 40% of battle size as the starting DP. With a default battle size of 300 DP, you'll get 120 DP. The disadvantageous 40%-60% split can be equalized to 60%-60% in battle as you capture battle objectives, so you should try bringing fast ships that can easily dispatch enemy frigates (safety overridden frigates are an obvious choice), which should be easy in the case of fighting against pirates.

6
Announcements / Re: Starsector 0.95a (Released) Patch Notes
« on: April 21, 2021, 12:05:05 PM »
Quote
Safety Overrides can no longer be built into ships using story points
::)

7
Mods / Re: (0.65a) Shadowyards Reconstruction Authority 0.5.2.1
« on: November 25, 2019, 06:03:18 PM »
Heh, looks like Negative Nancy got down with Debby Downer and had a child.
 Thou this game doesn't have the fastest development in the world it's still a 2D sprite based game that I doubt would take 5 more years to complete.
Wow, where's my apology?

9
Discussions / Re: Need some help finding a game.
« on: July 07, 2017, 03:14:58 AM »
One of my favorite space game before Starsector :)

10
Discussions / Re: House of the Dying Sun
« on: June 07, 2017, 08:44:21 AM »
I actually bookmarked Enemy Starfighter a long while ago and subsequently bought House the Dying Sun without realizing it's the same game.

11
Mods / Re: [0.8.1a] Nexerelin v0.8 "Figure Eight" (update 2017-06-05)
« on: June 05, 2017, 07:15:53 AM »
Thank you based Histidine.

12
Announcements / Re: Starsector 0.8.1a (Released) Patch Notes
« on: June 03, 2017, 10:24:07 AM »
 ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D

13
Oh dang, I didn't know that. Well, I've sold like 10-15 Gamma Cores already but at least those are the low value ones.
Yeah. Now if that was Alpha cores, you would have been crying
You get more for selling them on a high stability black market than to Tri-Tachyon reps.

14
Mods / Re: [0.8a] Common Radar v2.4b (released 2017-04-21)
« on: April 22, 2017, 11:28:07 AM »
Can this mod be used only for combat? I rather like the vanilla radar, but it's only in the campaign.

Version 2.4 is up, get it here (mirror). This mod requires LazyLib.

Changelog:
Quote
2.4 (April 21, 2017
=====================
Updated to be compatible with Starsector 0.8a
Campaign radar is disabled by default now that vanilla has its own radar UI
 - Enable by setting "showCampaignRadar" to false in data/config/settings.json

15
Ahh, I was still using RC18  :-X

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