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Messages - Hrothgar

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196
Mods / Re: [0.9.1a] Vayra's Sector v3.0.3 BOUNTY BUG FIXED 2019-08-20
« on: August 23, 2019, 01:40:08 AM »
I think there is some spiritual connection :


197
Mods / Re: [0.9.1a] Vayra's Sector v3.0.3 BOUNTY BUG FIXED 2019-08-20
« on: August 23, 2019, 12:53:49 AM »
I ran into an issue caused by the recent mod split. Basically, if you try to start a new Nexerelin campaign with one of the colonial competitor factions/fleets (Warhawk Republic, Ashen Keepers, etc.), then you will crash to desktop.

Anyway, it should be a fairly straightforward fix if I'm understanding the problem correctly (i.e. just move the colonial competitor blueprint entries from the Kadur Remnant mod to a new special_items.csv file for this mod).

The smae and its working.

Also theme music for People Front are terrible. TERRIBLE. Its *** torture to listen. The quality is is low than the lowest.


That's the point, it's glorious.

198
Mods / Re: [0.9.1a] Vayra's Sector v3.0.3 BOUNTY BUG FIXED 2019-08-20
« on: August 22, 2019, 10:52:09 AM »
They will later start to colonise outer space.

199
Suggestions / Re: Crazy fun ship ideas in 3 words
« on: August 22, 2019, 04:38:32 AM »
Hmrf

Flux Energy Gun.

200
Mods / Re: [0.9.1a] Hazard Mining Incorporated (Obscure Ed., 0.2.1e)
« on: August 21, 2019, 09:58:03 AM »
When i last had armored shepherd they did reasonably well, mayby they got nerfed?

201
Mods / Re: [0.9.1a] Hazard Mining Incorporated (Obscure Ed., 0.2.1e)
« on: August 21, 2019, 05:37:39 AM »
My last skirmish with Infinite *** mada took me 3 hours of fight. I was clever girl cunning man and i got help from Optimus Prime  Omicron AI.

202
This is all ships which are not Kadur, there is with only kadur ships mod, and one which implement a quests and all ships which are not Kadur.

203
Suggestions / Re: Crazy fun ship ideas in 3 words
« on: August 21, 2019, 04:02:55 AM »
Capital Grade Flamer.

204
General Discussion / Re: Old player returning and lookin for tips.
« on: August 21, 2019, 03:54:12 AM »
I will give you few tips.

1. Salvaging. You have basically 3 areas of salvaging - scrapfields, stations and ships. Scrapfields and stations can yields same items (and salvaged station make scrapfield after 1st salvage) , it can include : blueprint for you colonies shipyards, materials, weapons or supplies/fuel. Station give more stuff and of higher quality than most scrapfields, unless scrapfield is from station. Ship can give you some materials and weapons and supplies/fuel, but very rare blueprint. Sometimes you can recover ship in it's entirety and add it to fleet.

2. Trading. there is fully flegded produce/demand system. If for example system produce fuel but have shortage of food, food will be very good to sell there, but bad to buy, when fuel will be cheap to buy, but bad to sell. There are often trade offerts which can pop from communication system or in system bars, this are very profitable (200-300% worth of initial invest).

3 Surveying is basically inspecting planets if they have a ruins (for salvaging stuff), or other usefull stuff, like mineral and rare mineral veins, farming zones , organics and few others. If planet have bad quality of stuff inside it but low danger level, (75 % danger) it will give less money that good quality planet with low danger level , but higher than good planet with high danger level (600%).

4. Colonies will depend on surveying good planet and making colony. It will require more vespen gas depend how much money you have and what you can put on it. You cant put mining on planet without minerals and organics, and farms on planet without farm. You will need some supplies, crew and machinery to start colony, and then some more money to build your infrastructure and fabrics. After some time , you will be able to produce starships and earn money from your colonies.

205
Mods / Re: [0.9.1a] Hazard Mining Incorporated (Obscure Ed., 0.2.1e)
« on: August 21, 2019, 03:11:44 AM »
Try poke Dickerson into infinite Armada, where they have basically like 60 phase frigates, around 60 cruisers, 30 capitals and ton of other ships.

206
Bug Reports & Support (modded) / Re: Increasing RAM issue
« on: August 21, 2019, 01:41:11 AM »
I think it is combined with how long you play. I get some serious issues with fps after few hours of play . I sometimes go do something else when computer work anyways (f.e. download some update), and SS is left running, and i come after f.e. 2 hours, from 60 fps i got 3.

207
I have question about Frontier missions. We know one "Promise", but 3 others are new or were incorporated in other mods?

208
Suggestions / Re: Crazy fun ship ideas in 3 words
« on: August 21, 2019, 12:55:13 AM »
Energy Storm Projector.

Reactivation Repair Protocole (Basically respawn after one death).

209
General Discussion / Re: Last ship blueprint, unobtainable from raiding?
« on: August 21, 2019, 12:52:56 AM »
Legion XIV in normal game was a unobtainable by any mean, so mayby it should not be produced, as game dont support something on road: BP-ship-player shipyard.

210
Mods / Re: [0.9.1a] Hazard Mining Incorporated (Obscure Ed., 0.2.1e)
« on: August 21, 2019, 12:50:58 AM »
I used on Scarecrow a very flux efficent weaponry. In itself, it may not be best 1v1 ship, but they were used by me as a part of fleet, so it was not big problem. Scarecrow have big health pool. I for example, really dont like Junk. They're better combat freighter in many other mods, which are not so slow. I prefer my fleet to have aroun 16 burn, to reliably run from guys i cannot fight in this moment and catch this one which i want to fight.  Junk kinda break this rule, as you need to invest a serious points pool to get to 16 burn.

i guess you did not checked a Armored Shepherd yet. This is very decent combat frigate-transport.

I actually like idea of mod wiki for starsector, but it would be massive work. Not for one man.

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