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Messages - erynr73

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16
Announcements / Re: Starfarer 0.54a (Released) Patch Notes
« on: November 25, 2012, 03:40:23 PM »
So if one specs into tech with a side of combat and solos Hegemony's massive defense fleet with only a paragon (not that a paragon is an ONLY), is it overpowered (only took sliver of damage to hull) or just damn fun.

Okay I did take my faithful Hound with me to capture the first of four pts, but he didn't last long...I'll miss you Captain Meeko.

P.S.  Loving the new skills

17
Announcements / Re: Starfarer 0.54a (Released) Patch Notes
« on: November 24, 2012, 11:39:05 AM »
Been in several situations where I was in a slower moving ship and couldn't turn fast enough to hit the annoying fast ship attacking me.  However the other ship didn't have enough fire power to even raise my flux lvls while shielded.  It's an annoying stalemate that could only be ended by taking advantage of that AI exploit.  Kinda wish the enemy AI would run away if they can't ever hope to overload your shields.  Would use auto resolve to end that kind of stalemate but I lost a battle that way once.

18
Bug Reports & Support / Re: Assorted bugs
« on: November 24, 2012, 10:37:16 AM »
3) Removing the Resistant Flux Conduits also removes Front Shield Emitters. Seems like an incorrectly perceived dependency, but you can put the Front Shield Emitters back on regardless.
[/quote]

So that's what happened, lol I thought I accidently double clicked the "-" button.  So, ya same happened to me.

19
Yeah I get hooked to paranormal investigation shows too.  Although they don't make me more jumpy at noises, they just make me want to do my own investigations.  Actually watching all those shows makes me better at debunking random noises.  As for getting over phobias, not sure how to help there since I don't have any phobias.  I would try exposing yourself to the phobia in question with people you trust.

20
Discussions / Re: Minecraft
« on: November 22, 2012, 01:04:45 PM »
I'm an off and on Minecraft player.  I'll play it for hours everyday for like a month, then not touch it for six or more months.  Usually it takes some type of major update or a really cool mod to get me back into it.  Last time it took Tekkit to get me back into the game, now I don't think I could ever play vanilla again because tekkit is to good.  Vanilla just doesn't have enough to do from an SSP point of view.

21
Suggestions / Re: Novel weapon idea
« on: November 22, 2012, 12:17:22 PM »
Agreed.

22
General Discussion / Re: If You Could Have A Weapon From Another Game...
« on: November 22, 2012, 12:07:17 PM »
I went with void ray because its a unique mechanic. Although a weapon that had a charge time and unleashed a devastating blow after that could be cool too.
Played a mod with a similar weapon (forgot which one), it was a beam weapon that took couple seconds to fire after activating, then fired for several seconds doing IMMENSE damage (9999 burst).  Had a long CD and slow turn speed but anything smaller than a Cap would destroyed or have it's shields overloaded.  It was a fun weapon.

Would love to see the void ray mechanic too.

23
Suggestions / Re: Negative OP Hullmods
« on: November 18, 2012, 06:27:21 AM »
After an hour of loading and quitting Starfarer, finally found the mod  :D

"Project CAELUS"

http://fractalsoftworks.com/forum/index.php?topic=2690.0

24
Suggestions / Re: Negative OP Hullmods
« on: November 17, 2012, 11:18:07 AM »
There is a mod that has that, the only problem with it is that you can apply the negative hullmods use up the extra OPs, then remove the negative hullmods and keep everything else.   I would like to see it as part of the vanilla game, love the idea of negative hullmods (like completely removing armor) in order to better customize my ship to my play style.

25
Mods / Re: Starfarer Plus (1.10)(ICE CREAM!)
« on: November 17, 2012, 07:54:28 AM »
I've run across the same bug when engaging a Tri-tachyon fleet, also had it happen while running a simulation in the Refit screen when I scrolled down on the ship list of enemy reinforcements.  I was just to lazy to search for the error log.    :P

26
Modding / Re: Another type of shields.
« on: November 04, 2012, 05:22:50 AM »
The DStech corp mod has a hull mod that changes how your shields look when it's installed on a ship, tho it only mutes the color and makes it insta raise.  Not sure how you can make ahull mod exclusive to a faction, haven't seen that yet.

27
Mods / Re: The Gedune - Faction mod.
« on: October 15, 2012, 12:36:53 PM »
All good now, re-downloaded and it worked fine.

28
Mods / Re: The Gedune - Faction mod.
« on: October 14, 2012, 04:32:18 PM »
Game crashes when trying to load.  Here's the error message:

Fatal: Weapon spec [gedune_reithe] not found!

29
Announcements / Re: Starfarer 0.54a (In Development) Patch Notes
« on: September 21, 2012, 03:19:51 PM »
"Augmented Engines no longer has flux dissipation penalty, engines take 2x longer to repair instead"

I'm a max flux dissipation max speed style pilot and this makes me giggle like a Japanese schoolgirl on speed.  Wants to play it noaws...

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