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Messages - FasterThanSleepyfish

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631
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.  :-[

632
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
[close]

633
Bug Reports & Support / Re: Missiles can still fire while venting
« on: September 14, 2013, 09:04:49 PM »
I actually like that, because it doesn't take flux to fire missiles. (Is it unfair?)

634
Mods / Re: [0.54.1a] Citadel Defenders v0.9- New Weapons and Art!
« on: September 14, 2013, 09:28:37 AM »
What do you think of this? It's shape is basic, but I was thinking it could be smaller as a compensation.

635
Bug Reports & Support / Re: 0.6a 0 crew drone ships = 0 CR
« on: September 13, 2013, 10:16:50 PM »
Ditto, you ninja'd me. There should be a DRONE designation in the shipdata.csv for the hints row, IMO.

636
Suggestions / Re: Energy Weapons: Damage boost with flux?
« on: September 11, 2013, 09:18:49 AM »
Well, it is supposed to be a meat shield.

637
Discussions / Re: Axiege's Youtube Channel Community Discussion!
« on: September 11, 2013, 07:59:57 AM »
Bring on the starsector! Cubeworld, I don't watch because I just don't like it in general. Borderlands is cool though, so don't cancel it.

638
Announcements / Re: Starsector 0.6a (In Development) Patch Notes
« on: September 11, 2013, 07:21:30 AM »
You should consider looking for employment somewhere else, it's not right to be held responsible for other peoples mistakes. That's not workplace responsibility! In anycase, Alex is making sure the final product is polished enough so people can thoroughly enjoy it as he slaves away on the next version.

639
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: September 11, 2013, 07:17:27 AM »
Nice kitbash! I recommend you put a gaussian blur level 1 on it, thats how it could look vanilla like in my opinion.

640
Mods / Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
« on: September 10, 2013, 11:41:43 PM »
Well first of all, your base doesn't have enough supplies to build any big ships. More supplies come from your factions mining fleets, which benefit them hugely if your base is located around a gas giant and an asteroid ring. Try to get a base that is orbiting a gas giant along with some close by asteroid fields, it can mean the difference of winning or losing.
Oh yeah, check the storage facility for 2 free mining wings (they are fighters), and get a carrier that can handle a lot of supplies and hanger space.

Zaphide ninja'd me.

641
Announcements / Re: Starsector 0.6a (In Development) Patch Notes
« on: September 10, 2013, 07:35:05 PM »
I want it...
Spoiler

[close]

Oh by the way, will ship systems have an impact on retreating autoresolve? For example; Cycerin's Desinova, the Enforcer and my Comet class have special systems for bursts of speed. They allow them to become hunter/killers for enemy ships on the run, right?

642
General Discussion / Re: People seem to be down heartened :(
« on: September 09, 2013, 02:13:55 PM »
Keptin is busy with his Kethane mod for KSP.

643
Mods / Re: Vacuum / Exerelin Alpha 1 (Total Conversion)
« on: September 08, 2013, 12:43:35 AM »
Haha, how do you make weapons so fast? It takes me an about 2 hours to make one if I need to draw it.

644
Mods / Re: ZORG - V7 - (No Campaign Mode Yet)
« on: September 06, 2013, 07:17:55 AM »
Sorry for the confusion, there were so many different files and variants with _x _z after them! XD I'll see if I can edit them in and re-upload.

645
Mods / Re: ZORG - V7 - (No Campaign Mode Yet)
« on: September 05, 2013, 04:06:01 PM »
I made a mod reveiwz!

*poops out*

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