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Messages - Cerevox

Pages: 1 2 3 [4] 5
46
Suggestions / Re: Phase Charge Launcher
« on: June 11, 2012, 09:27:48 PM »
It is also amazing against bombing runs. 1-2 charges are enough to clear out almost all of the incoming bombs and will often damage the bombers behind them.

47
Modding / Re: I need real help with excel, guys.....
« on: June 11, 2012, 04:17:31 PM »
If your having trouble with excel post a screenshot of what it is doing. When I open the csv files excel does it correctly right off the bat, so perhaps you have a setting messed up, but without knowing what it is doing, we can't really figure out what is wrong.

48
Modding / Re: Custom beam effects
« on: June 06, 2012, 10:35:55 PM »
Although I don't mod myself, I speak for all the future modders when I say, Please post what the error was and the solution. Nothing is more annoying than trying to find out to fix an error, finding someone with the same error, and discovering that he fixed it, but not knowing how he did it.

49
I imagine that they will be fairly empty on the first update in which they come out, but after a few more updates they will probably be filled with interesting stuff. Assuming people don't just mod in a huge pile of stuff to be scattered across the star systems right away.

50
Modding / Re: I'm gonna sound stupid but TO HELL WITH IT
« on: May 24, 2012, 12:17:01 PM »
The gun runners mod helps a lot. They stock every weapon available in large numbers.

51
Modding / Re: Slower Paced Battles mod (ships more weight .etc)
« on: May 21, 2012, 08:08:01 PM »
I think he is asking if your mod simply has a modified file for every weapon or if it has a script that changes every weapon. It would matter if there are weapons that another mods adds since a script would catch those but a simple replace would not.

52
General Discussion / Re: Question about Fighter Wings
« on: May 17, 2012, 05:46:15 PM »
It would be much better if we could set the personality of ships, which I suspect we will get when we get officers. That way we can pick if a ship is going to cover other ships or do hit and runs or stick close to cap ships and block bomber runs without having to give out every single command.

53
General Discussion / Re: Question about Fighter Wings
« on: May 17, 2012, 04:20:25 PM »
Agree strongly with that. Bombers can be dangerous in mass, but once they go straight for their attack run, a cap ship can line up its heavy guns and obliterate them. Bombers need something to distract the target which often means you have to do the distraction yourself, since the AI can't be counted on for timing critical things.

54
That is a problem with most ships. There are practically no ships that can be geared to the max and still fire as much as they want.

Also, dual flaks are useful for dealing with huge amounts of incoming missiles, their rate of fire is high enough that it is near impossible to overwhelm them without absurd numbers of fast missiles. They also do decent hull damage at close in targets as well. Honestly burst PDs do better against fighters than any sort of flak though, or at least that is my experience with them.

55
General Discussion / Re: Fighters OP?
« on: May 12, 2012, 12:39:16 PM »
Yes, if you have a flight deck all fighters are repaired right after battle for however many supplies it takes. If you have the supplies to burn then fighters and carriers are near unkillable.

56
General Discussion / Re: is the buffalo usable?
« on: May 12, 2012, 12:37:29 PM »
It says it had a military generator installed, not a military SHIELD generator. It is referring to its flux dissipation rate, which is 100% irrelevant since its a missile boat.

57
General Discussion / Re: goddarnit....
« on: May 12, 2012, 12:35:16 PM »
That the nomads are silly op? Offhand, their iguanas are stronger than many destroyers in a one on one engagement. A couple of their weapons are way too few OP for what they do. IIRC its the double electron mazer that goes in the large slot. Beyond that I can't be too sure since I just auto avoid any nomad fleet that I can, they are too strong to be worth fighting.

As for losing a lot after the new update, the update changed the strength of all fighter class ships drastically, and the AI actually acts in a sort of rational manner every now and then, so if you are used to just rolling everything over piecemeal it will be a lot harder now.

58
General Discussion / Re: is the buffalo usable?
« on: May 10, 2012, 08:25:51 PM »
Sorta yes. If you load it up with salamanders and harpoons and you control it yourself, then if you unload all the missiles at once it can take out some of the lighter frigates. But that's about it. There are cheaper and better ships if you just want it for long range support.

59
General Discussion / Re: Fighters OP?
« on: May 10, 2012, 11:40:18 AM »
The problem with the fighter heavy forces isn't the FP or the speed or the supplies. It is that nothing fights back against it. The AI is terrible at concentrating its forces which allows the most mobile fighters to swarm and destroy the AI fleet one by one.

30 FP of anything will trash a single 10-15 FP unit no matter what it is. This holds true for fighters, they just have an easier time ganging up on stuff because they are faster. Fighters will probably continue to be strong until the AI understands that it should keep a flak frigate next to destroyers/cruisers. In this case, instead of 30 FP of fighters hitting a 20 FP cruiser it would be 30 FP of fighters going at a 20 FP cruiser and a 10 FP frigate and the frigate was been fitting for the sole purpose of smashing fighters with tons of things like burst lasers and flak guns and if the frigate can ding the fighter enough to kill its engines, the cruiser its gaurding will be able to use its large weapons to swat the fighter instantly.

So yes, fighters are OP, but only because they have no opposing force and are left unchecked.

60
General Discussion / Re: How do I buy a single unit of something?
« on: May 10, 2012, 11:22:50 AM »
When you click on the item, if you hold shift it gives you a slider bar to allow you to pick an amount. This helps a lot if you want 500 of an item in a stack 1000.

Edit: Or maybe instead of click hold the mouse button? Dunno, hold one of those buttons and you get a slider bar.

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