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Starsector 0.9.1a is out! (05/10/19); Blog post: Personal Contacts (08/13/20)

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Messages - Shad

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1
General Discussion / Re: Elminate all other Nations
« on: July 25, 2020, 02:15:54 AM »
It was nice in 0.9, when you could wipe the sector clean, recolonise and still have money from economy going on. Too bad internal exports are gone now to "buff" gamma cores...
I treat independents as my "vassals" of sorts. They provide the export market.

2
Mods / Re: [0.9.1a] Sylphon RnD 0.9.10 - The inevitable Valestri nerf
« on: July 20, 2020, 12:04:31 PM »
Just a minor thing I noticed in the campign: the market of Tallos (in Nym) has not planetrary conditions besids farmland. No Habitable, no organics.

3
OK, I'm not sure that's intended.

4
Mods / Re: [0.9.1a] Ship/Weapon Pack 1.11.0
« on: July 18, 2020, 06:43:17 AM »
I agree about the vindicator, the old design with the sharp angles looked really nice.

5



* Agent ship procurement modifications
    * Military ships can be legally procured if they would be accessible with a commission
    * Add 20% "service fee" to legal procurement



Does this apply to alliance members, or just commisions?

7
Mods / Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
« on: June 17, 2020, 08:22:35 AM »
So, if I have a "hot" terran-type planet, how do I get rid of the modifier? Stellar refletors can be built, but do not actually change the modifier.

8
Suggestions / Re: What the game could learn from FlashTrek
« on: June 11, 2020, 10:23:46 AM »
A lot of the mechanics that OP describes are in Nexerelin and Vayra's (faction colonising, conquering, new factions arising...), but there is a fair point that quite a few people want at least some of those mechanics to move into the main game.

9
Suggestions / Re: Reload missiles like bomber wings
« on: May 27, 2020, 11:24:32 AM »
What fighters lose from lack of coordination (if you're trying to pump out as many torpedoes as possible and/or are in close combat), they make up for with unlimited ordnance. Just brute force your way into victory.
Pretty much this, but also fighters allow force concentration. You can stack many khopeshes on a single ship in a way that's almost impossbile to do with ships.


10
Mods / Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.18a
« on: May 27, 2020, 09:54:52 AM »
I should take a look at that; it shouldn't be quite so stingy, it's true.

EDIT: For some reason I had BB weaponry all tagged with 'no_drop' (I think I was testing something out) - I'll fix that for the next release, in the mean time you can fix it yourself in weapon_data.csv.

I would like to note that this is still a thing. All BB guns/missilles are no_drop, meaning you fight some of the toughest enemies in the game and then get no reward.

Obviously I can (and have) fix this for myself, but I was wondering if this was overlooked.

11
Suggestions / Re: Reload missiles like bomber wings
« on: May 27, 2020, 09:51:43 AM »
There have been a few of these threads. I completely agree, all missiles should regen as a standard, with very rare exceptions.

The current situation where the most basic fighter in the game (Talon) can regenerate its swarmers, but a battleship for some reason can't is just strange. This is what leads to the the the popularity of all Reaper Afflictor - other designs are just not worth it.

To add to that the AI is prone to wasting missiles and once you weather the initial barrage, all that OP becomes dead weight.

12
Mods / Re: [0.8.1a] Save Transfer 1.11.8 (DEAD)
« on: May 22, 2020, 05:51:36 AM »
Can we save transfer without transfering the old existing sector, like only officers, characters and stuff?
Yes. In the mod folder, search for LoadSave.java and in the file it details the command extensions like "-no-exerelin-markets".

13
Someone on discord noticed a hilarious exploit with Shine Ray's frigates (due to having a low "reload time").
Haha, oh my. :o

Strange, I'm pretty sure I destroy the weapon when the frigates spawn... I'm more suprised that it didn't crash, with how fiddly that bit of the code is with the effects.
Just tried it in sim with infinite ammo command. The weapon is still functional. The little "links" look destroyed, but since it's part of the main section, it's still works and upon reload the graphics of another pair of frigates appear behind the ship.

Maybe just change reload to 999 seconds?

On a separate note, what weapon pulls enemy ships, followed by a massive blast around 1 sec later? Found out the hard way, when my oddysey was pulled right into the enemy fleet and as a bonus the blast was technically happening "behind" my shield.

14
Someone on discord noticed a hilarious exploit with Shine Ray's frigates (due to having a low "reload time").

15
I really want to see this mod in the tournament now. The heavy missile focus with minimal/no shileds sounds very interesting.

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