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Starsector 0.9.1a is out! (05/10/19); Blog post: Painting the Stars (02/07/20); Updated the Forum Rules and Guidelines (02/29/20)

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Messages - Mudanzas Valencia

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1
Mods / Re: [0.7.1a] Starsector+ 3.1.2
« on: January 15, 2016, 07:27:28 AM »
Just play with Nexerelin man.

I've got a better idea, I'm going to obliterate all the IBB and torpedo their vented hulls into atoms.

DEATH TO THE ABERRANT - PURGE THE GALAXY

2
Mods / Re: [0.7.1a] Starsector+ 3.1.2
« on: January 14, 2016, 10:32:45 PM »
Does that mean it's not actually possible to capture the undyne? Or does forcing it (or the salamander) to retreat allow you to capture them both across two battles?

Though it doesn't look like the undyne is willing to retreat under any circumstances, so maybe kill the undyne and the rest of the fleet, will the salamander retreat if facing many of your ships?

Curse these evil lashers...

3
Mods / Re: [0.7.1a] Starsector+ 3.1.2
« on: January 14, 2016, 10:06:11 PM »
Alex said in announcement thread that multiple boarding is possible in mods, ergo allowing multiple bounty board ships to be captured (in one battle). True or false, and sorry to keep bringing this up but I just lost my high tech sunder trying to coax one of the lashers to retreat so i could capture it the next battle (it antimatter blasted me :/) this is very frustrating and griefy to capture both those ships

4
Announcements / Re: Starsector 0.7.1a (Released) Patch Notes
« on: January 12, 2016, 02:03:44 PM »
i think beams are great and work really well, it's solar armor that sucks lol

ALEX GIVE MULTI-BOARDING MOD OPTION FOR SS+ plzzzz

5
Mods / Re: [0.7.1a] Starsector+ 3.1.2
« on: January 11, 2016, 11:10:32 AM »
is the new no multi-board per battle something hard coded into the vanilla? or is that a balance choice for SS+?

6
Announcements / Re: Starsector 0.7.1a (Released) Patch Notes
« on: January 11, 2016, 11:08:36 AM »
Any chance of bringing back multi ship boarding, if only for mods?

7
Mods / Re: [0.7.1a] Starsector+ 3.1.2
« on: January 09, 2016, 02:38:26 PM »
possible to capture more than one ship in a single battle? (for example, the two lasher uniques of butler)

8
Announcements / Re: Starsector 0.7.1a (Released) Patch Notes
« on: January 08, 2016, 08:10:30 PM »
While beams are no good on an individual ship basis I've found in aggregate they are devastating on a fleet level. A wolf with three tac lasers and a grav beam can bleed most destroyers shields down, without exposing themselves to any real danger. Then the ground and pound lashers or antimatter boats come in. Yes you can achieve similar buy making the wolves autopulse boats but its messier do to range and higher flux costs. Brawling wolves may die where beam wolves live. Also beams are extremely effective against most fighters due to know target leading penalties. So one beam against one pulsr will lose, but ten beams against ten pulses?

9
Announcements / Re: Starsector 0.7.1a (Released) Patch Notes
« on: January 08, 2016, 09:51:13 AM »
solar shields become solar nanites, increase CR recovery in the presencne of suns  ;D

haha, another terrible idea

edit: it is interesting how some hullmods are OP compared to others. Pretty sure all my ships, no matter what, get augmented engines and integrated range extender. Most get stabilized shields too because flux venting is pretty much the be all end all besides speed, and stabilized shields are de facto more flux vents, sometimes many more flux vents per unit OP, than just tacking on more vents directly. armor is usually neglected entirely

speed, vents, range and manuverability in that order of importance in terms of OP and hullmods

10
Mods / Re: [0.7a] Citadel v0.8.3 - Second In-dev Released! [6/7/2015]
« on: January 06, 2016, 04:25:55 PM »
the problem (a term i use very loosely, for i do not actually care) but the INTERNET FORUM GAME PROBLEM is that it currently says that Citadel is SS+ compatible. while technically this is true, in actuality the Citadel latest official release link (buried unhelpfully RAAAAGE) is in fact pretty much defacto game breaking. The fact that the CR deployment values are totally gimped and screwed up basically makes the Citadel logistically immortal compared to other fleets. Game breaking. The Mako is also pretty ridic, though that's an opinion w/e But basically as long as SS+ says Citadel is good to go your officially inserting a game breaking faction in and lol to the consequences.

soooooo options are 1. uninstall and ignore until foxer gets back 2. stopgap fix the glaring problems 3. remove Citadel from official endorsements 4. eat

since everyone here is real productive and nice i believe 2. can be done in good faith but again, i haven't actually done any actual work nor will i because 4.

^^^edit: oh, GET TO WORK FOXER

edit edit: the thing i came to originally post, the stopgap works well enough *thumbs up*

11
Announcements / Re: Starsector 0.7.1a (Released) Patch Notes
« on: January 06, 2016, 02:20:05 PM »
Maximum reduction is 85%.  Damage reduction from stat buffs is applied before armor calculation.  Solar Shielding's buff stays the same regardless of armor level.  For example, if a 250-damage beam is hitting your normal 500-armor ship, 80% is reduced and the final dps is 50.

With solar shielding, that becomes effectively 225 dps, with 81.6% reduction, for final dps 41.3.

thanks!

interesting...so not entirely useless then. still, would rather have environmental armor shield against flux storms then solar flares, i mean really, even in SS+ there's just not enough suns for that to be relevant. if you flying close to suns, ur dumb lol

12
Mods / Re: [0.7a] Citadel v0.8.3 - Second In-dev Released! [6/7/2015]
« on: January 06, 2016, 01:57:06 PM »


To make it clear, you may want to ask the OP- foxer360 -next time you post on the fourm of the mod you're directly tinkering with... They may not appriciate it. Even with good intention behind it.


we all support mod guy its just he's MIA and so were just tinkering with it to keep it playable in the interrim. the equivalent of putting oil in an engine, not changing the engine

edit: thanks! will try out the stopgap

13
Mods / Re: [0.7.1a] Starsector+ 3.1.2
« on: January 06, 2016, 07:10:32 AM »
How about a hullmod "core preservation" that makes the ship always salvageable (assumming you eventually end up winning)

I'm too scared to deploy my precious unique bounty board salamander that omnifactory cannot replicate

(im gonna mod omnifactory to allow their replication, but i'll only have one in existance at a time, promise)

14
Suggestions / True Permadeath
« on: January 05, 2016, 03:28:18 PM »
Option for Hardcore, Ironmode, when your last ship explodes, you die and the save game is deleted and you're booted to the main menu.

This is the way I play anyway, I delete if my fleet gets wiped. It would be neat for it to be "official" though (i delete a lot of save files)

15
Mods / Re: [0.7a] Citadel v0.8.3 - Second In-dev Released! [6/7/2015]
« on: January 05, 2016, 03:12:30 PM »
Well if someone wants to do a stopgap fix to the excels to get this mod up to standard that would be nice but there's enough factions in SS+ as it is so i'll just wait until the little game breakers get sorted out before reinstalling

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