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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 - moontan

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16
General Discussion / Re: Knights of Ludd?
« on: December 23, 2015, 10:32:55 AM »
Well, my friend, who I've been chastising for not joining the forums, has been complaining about rep losses during his Tri-Tach commission due to not engaging in hostilities with the Knights of Ludd, and I'm quite sure he has the latest version.

the fix is supposed to be in the next update.

17
Announcements / Re: Starsector 0.7.1a (Released) Patch Notes
« on: December 05, 2015, 02:26:05 PM »
Am I missing something or is there no system map that shows where the factions are.

I'm trying to buy some fancy ships and I have no idea where to go.

just check the Intel/Map and hover the cursor over a star

18
Announcements / Re: Starsector 0.7.1a (Released) Patch Notes
« on: December 05, 2015, 02:21:06 PM »
it's a great update.

but i find the game a little too easy.
i started a new game today.

after 4-5 hours, i had 100 000 credits accumulated.
i found 2 undamaged Wolf to purchase, a Shade,  2-3 Medusa and about 14 Tactical Lasers and a partridge in a pear tree.  ;)
and i haven't event explored Eos, Akadia, Vahlhalla or Hybrasil and Yma yet.

TT ships and weaponry should me much harder to find.
otherwise, there's no incentive to ally with the TT if the stuff is just laying all around the place.  :)

19
Announcements / Re: Starsector 0.7.1a (Released) Patch Notes
« on: December 05, 2015, 02:16:59 PM »
double post

20
General Discussion / Re: Im ready
« on: August 27, 2014, 06:41:09 AM »
Okay im Ready Alex you dont need wait anymore with releasing the Patch :-D

he's keeping it for himself.

it's too good for us!  :D

21
Blog Posts / Re: Markets
« on: July 27, 2014, 03:23:20 PM »
hopefully the prices of goods and equipment fluctuate depending on market conditions and other events.

so you don't have to the the 'milk run' between the same 2-3 stars until the end of times.  ;)

22
General Discussion / Re: too much supplies/money
« on: July 09, 2014, 03:20:57 PM »
did you increase the RAM in the vmparams file like uomoz suggested? because the game can't work if you don't.

tnx m8!  :)  that did the trick!

i'm playing Uomoz right now and it' s bloody awesome!

23
General Discussion / Re: too much supplies/money
« on: July 09, 2014, 10:51:11 AM »
Yeah; the current supply drop rate is more or less a bug - just one that's not important enough to be worth a release to fix.  It has been lower in the past, and it will almost certainly be lower in the next build, when we expect to have trading as a way to earn money without fighting things.

As for "virtually won" - have you tried taking on the hegemony defense fleet?

Alternatively, go looking at mods; I'd suggest Okim's Ironclads mod in particular.

I tried the Uomoz mod but there' s so much ships that it brings the game to a crawl/

i' ll try Okim's.

tnx for the suggestion.

24
General Discussion / Re: too much supplies/money
« on: July 09, 2014, 08:43:20 AM »
maybe Alex could implement a Hard mode that reduces the amount od supplies for the time being.

tnx, i'll check out that mod!  :)

25
General Discussion / too much supplies/money
« on: July 09, 2014, 05:57:49 AM »
there is way too much supplies you get from fighting a battle.

the result is the game is virtually won before I reach level 5.
i'm still at level 4 and I have 1 cruiser and 3 destroyers.

the progression should be much slower.

26
Announcements / Re: Starsector 0.6.1a (Released) Patch Notes
« on: October 03, 2013, 06:22:49 PM »
my top 3 new features i like in this update:

* hardened Subsystem: makes flying a frigate a more viable option.
* fleet slowdown after a fight: you got to be more careful when and where you pick a fight
* transfer Command before the fight: very nice option to have.

the fights are harder to win so that's always a good thing.

love this update.
very well done!

27
Suggestions / Re: need randomization of starting location for ennemy
« on: September 28, 2013, 09:07:31 AM »
exactly.

it probably should be somewhat easy to implement as well.

28
Suggestions / need randomization of starting location for ennemy
« on: September 28, 2013, 06:22:23 AM »
for example, if i fight a Hound and a Piranha, the Hound will always start at the left side, the Piranha on the right.

it would be nice if this was randomized.

29
Announcements / Re: Starsector 0.6.1a (In Development) Patch Notes
« on: September 28, 2013, 06:15:11 AM »
0.6a is so hard  :( ,All I wanted was hyperspace.......... Even cheating is hard...... allbeacuse of CR

in the early game, make sure that you fight near somewhere where you can repair quickly.
you should start most fights at full CR.

get rid of the Marines and only get the supplies and fuel from fight.
i don't bother with boarding anymore since there's so much money to be made with selling supplies.
i bought a cargo ship whose only duty it is to carry all the money i make.  lol  :)

30
Announcements / Re: Starsector 0.6.1a (In Development) Patch Notes
« on: September 24, 2013, 08:06:24 AM »
i think the pacing of the game is way too fast in the early game.

you don't have time to play with the early ships because there is too much money and it's time to get bigger ships. ;)
btw, i have gone into the supplies reselling business.  lol

this has been mentioned already but i think the frigates need more staying power in the fights.
i carry 2 of the same type just to switch when the 3 minutes of CR is over.

and even then that's not enough in the longer fights.
so sooner or later you gotta jump into a Destroyer.

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