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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 - FasterThanSleepyfish

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616
General Discussion / Re: Not on Steam Greenlight?
« on: September 26, 2013, 10:29:02 PM »
Alex has said that he wants to wait until Starsector is more fleshed out, and that is when it might go on greenlight. Until then, we wait... *cackles evily*

617
I appear to have invisible ship sprites, and no matter what I do to the .png it doesn't show up in game. It is a 32 bit save setting, so no problem there. I did replace the .ship file in by Trylobot's Ship Editor, but I only overwrote the entire thing. Any help?

618
Mods / Re: Blackrock Drive Yards
« on: September 24, 2013, 06:16:07 PM »
You bring up a good point Cycerin. Should all ships technically have navigation lights? Kinda like in the latest Star Trek movies. (minus the gratuitous lens flares.)

619
Mods / Re: Neutrino Corp. (v. 1.7)
« on: September 24, 2013, 12:22:53 AM »
I know this is crazy, but perhaps some bigger :'( Neutrino ships could have a combat timer? They would be very long, of course, as not to make them totally useless. I just think it might be a interesting combat feature. No more infinite beam destroyers smacking you behind your 270 front shield forever.

620
Mods / Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
« on: September 22, 2013, 07:37:17 PM »
Poor valk. I know that they suck, and my mod only has around 14 ships!   ::) But anyways, is there any chance for my mod to be included in the Exerelin pack? I am in the process of converting my mod's sprites to a more polished standpoint, so it might take a bit of time to make an Exerelin ready version. Also, I don't know if the factions have to have custom weapons only, and I really think that some of the weapons from vanilla really suit my ships.

So yeah, what do you think? I pretty much need to revamp the carrier and I'm good,

621
Discussions / Re: Livestreaming! Modding for Starsector! (LIVE!!!)
« on: September 22, 2013, 07:16:50 PM »
OK, I'm here for about 30 minutes! Almost done with the sprite, too!

622
Discussions / Re: Livestreaming! Modding for Starsector! (Offline)
« on: September 22, 2013, 03:38:10 PM »
Hey everyone, I will be streaming again in about 2 hours. if anyone wants to stop by and see how I sprite/mod ships, feel free to do so!

623
Discussions / Re: Livestreaming! Modding for Starsector! (Offline)
« on: September 22, 2013, 01:00:59 PM »
Yes you did! Not to worry, I do it almost everyday on the week days at around 3:30 to 6:00 Pacific time. (+8:00) Glad to see there is some interest though. I think the ship revamp I'm doing looks amazing, but I would be glad to get any tips on improving my stuff.

624
Discussions / Livestreaming! Modding for Starsector! (Offline)
« on: September 22, 2013, 09:13:12 AM »
http://livestre.am/4CBaF
Sorry, I got to go!
 :D

625
General Discussion / Re: Dat First Fleet
« on: September 18, 2013, 10:14:29 PM »
If you want a good capital ship to keep up with all of your smaller ships, get a Conquest. Make it have at least hardened shields,a ccelerated shields and maybe unstable injectors plus engine armor. For the weapons, use the 4 large slots for a mark IX autocannon and an hepheastus assault gun on each side. Replace the medium mounts with dual flaks/flaks to deal with the bombers that hit your broadsides. The two frontal energy slots are good for pulse lasers to keep the constant DPS too. If you have enough OP, fill all of the all energy slots with tac lasers, while getting the integrated PD, but it is VERY expesnive (i actually put minig lasers there for annihilator protection). The large missiles can have hurrican mirvs, but expanded missile racks give them better combat effectiveness. I find that the side medium mounts are good with proximity charge launchers to deter frigates/fighters, but that is 24 OP. Finally, make sure to have at least 25000 flux capacity, so you can take some heavy fire on the shiwlds if you need too.

By the way, a brawler swarm modified with unstable injectors and outfitted with hypervelocity drivers and heavy maulers + swarmers is wickedly cool.

Sorry for the wall of text. In short, it can't handle an onslaught, but anything smaller is toast.

626
Mods / Re: Neutrino Corp. (v. 1.7)
« on: September 18, 2013, 07:20:54 AM »
Wow. I wonder if there is a way to make it have 2 damage values, one for hull and one for shields. That way it isn't too OP. It might be super rare through, making the bomber hard to find.

627
Craft with low CR do have engine malfunctions. They also glide, so that's why you can't catch up. Try using unstable injectors to gain that upper hand.

628
Lore, Fan Media & Fiction / Re: OVERVIEW ON 0.6A UPDATE IS LIVE! Axiege
« on: September 17, 2013, 03:18:17 PM »
Don't cry, that's my job! I lost over 1hr and 30 minutes of Exelerin gameplay because of Bandicam!

629
Mods / Re: [0.6a] The Gedune - Faction mod. V1(and a bit)
« on: September 17, 2013, 06:38:31 AM »
I will download... after school.  :-[

630
Mods / Re: (0.6a) Shadowyards Heavy Industries v0.4.1a
« on: September 14, 2013, 09:15:05 PM »
I hope if it's all right if I reverse engineer your system scripts, I have no idea what I'm doing.
Spoiler
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