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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 - connortron7

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31
Mods / Re: [0.95.1a] Furry Portrait Pack v1.11
« on: April 08, 2022, 12:48:26 PM »
Every day we stray further from god.

Ok?

32
[Deleted]

33
unfunny, i was excited for new ships and instead i got gnome'd

Im afraid anything an anvil return would even bring can be found better in keruvim.

Or better yet here:
Spoiler

[close]

34
Quote from: connortron7 on April 4th 2021 at 10:00:50 AM
Spoiler
anvil is dead and its never coming back, i took what i enjoyed and What was still half decent and brought it to Keruvim, most of which has been drastically updated and changed (Anvil Industries was my mod so no, i did not steal its assets)
[close]

Spoiler
Nice April fools you got me
[close]

Quote from: me, connortron7 on April 1st 2022 at 2:24PM
Spoiler
hehu i got you
[close]

35
Excellent update, I enjoy the new graphics, although the weapons don't feel overpowered per say, just... pushed?

aye, ive had problems in the past with them , especially the starburst mess during a tournament awhile back, perhaps i over tuned them just to be safe, but always open to folks thoughts!

36
Modding / Alright april fools is over, have a good one gamers.
« on: April 01, 2022, 09:40:35 AM »

I’m not a Gnoblin. I’m not a Gnelf. I’m a Gnome! And you’ve been... GNOOOOOOMED

37
Mods / Re: [0.9.1a] Galaxy Tigers faction (v1.4.4) - Not The End Yet
« on: March 31, 2022, 07:55:13 PM »
Definitely do miss em, didn't play with them often just cause i like to only run a handful of mod factions per campaign, but when i did add em they where a welcome addition.

and a shout out to knightoftigers who first walked me through and taught me how to make my own star systems! Who knows how much longer it would have taken me to figure out without their help and patience! Thanks again.

38
Where war wagon
War wagon dumb, wait long time.

39
new update! mostly minor but hey better then nothing!

changes
Spoiler
V: 0.4.1: updating from 0.3 will break your save (but those on 0.4 are fine)
general fixes:
fixed cuidado and heritage not having patrol hq (will requre a new save for this to take effect)
fixed muck up in penger desc
fixed cutlass not having reaver hullmod

general addition:
added drugs and luxury goods to the reavers illigal commodities
added "hates ai" to faction traits with nex
refined nex alightments
added keruvim weapons and export ships to  scavanger fleets
added supership start to keruvim

ship additions:

ship changes:

lucerne:
added solor shielding
   beetlle drones:
  -increased fighter count from 3 to 6
  -formation from V to BOX

broadsword (RBV):
increased OP cost from 10 to 12

talon (RBV):
increased OP cost from 4 to 5

carrion:
bulked up sprite on right side


both catapults:
cut off some armor and added 2 small jets on each side (no stat changes)
reduced supplies a month/deployment points from 30 to 27
increased crew reqiured from 225 to 260
reduced pirates credit cost from 130000 to 120000 and reduced regulars credit cost from 130000 to 110000
halved spawnrate
added both versions to the sim battle
[close]

40
Mods / Re: [0.95a] Keruvim Shipyards (V:0.4) The rise of the Reavers
« on: March 18, 2022, 06:25:08 PM »
I like a lot of stuff in this mod (and I REALLY like Exalted) but the Catapult is pushing me to drop Keruvim entirely.  It has comparable mobility to pirate Falcons and way more firepower; similar role to a Gryphon but close to uncatchable - ends up infecting fleets everywhere to the point that it largely replaces pirate Falcons.  You have the choice of hunting it down with multiple destroyers (the only things that stand a reasonable chance of catching it, with the firepower to do something about it - if I send anything heavier it just kites them) or focusing most/all your fighters on it, or just letting it pound you.  The ones I run into seem to always have safety overrides and heavy armor, zipping all over the place while pouring an endless torrent of missiles in my face.  Really annoying. 

I salvaged 4 from pirates, slapped on whatever random crap I had, and used them as an expendable first wave to attack a star fortress with the idea that they'd soak up a lot of fighters and missiles while my heavies got into position, and when they'd explode I could bring in my glass cannons.  The damn things survived the whole fight and did about half the total damage needed to kill the station.  Just for a start it ought to lose Burn Drive, or have its maneuverability and/or hull/armor cut significantly.

Im genuinely sorry about the catapult, its been everything but mobility has been addressed for the next update and ill look into its mobility this sunday! I had planned on releasing a quick fix for the spawnrate sooner but as ideas for the next update grew i postponed it a little bit, but then time became a problem, and usually when i had the time i was just too tired to work on anything, this hasn't changed much but i will see to it that the catapult is cleaned up fully and the update is released soon!
Glad to hear you like the mod otherwise tho!

EDIT: are you sure the base falcons a good comparison? It has 80 speed plus maneuvering jets, the base catapult has 25 speed with burndrive, does not feel like speed is an issue after testing personally. otherwise tho the ship will be... well ship shape as they say by next update.

EDIT 2: ah you mean pirate ones with SO installed, yeah thats a problem child lol.

41
Reducing the bloat. Culling a number of ships. Improving remaining sprites.

OH OH OH YES YES YEAH!!! TUP was my favorite back in the early days of ss and am so looking forward to this! (Was gonna try and revive it a year ago but my jobs bent me out of shape)

42
Mods / Re: [0.95a] Keruvim Shipyards (V:0.4) The rise of the Reavers
« on: January 29, 2022, 08:48:43 AM »
Surprised this has flown under my radar! Very excited to try these out, my god that paragon. Just one request though. Could there be an option in config to disable The Reavers of Ludd? Only because I would either have these guys or Legio Infernalis in a game and the Legio can be disabled. I just wouldn't want both piratey factions at once due to their similar colours

I know they're not actually that similar, I just don't want to enable too many pirate factions :L

Im not really sure how to go about doing that, down the line ill take a look at how tahlan does it.

catapult is currently my favorite ship it screams vanilla, but my alltime favorite was the derelict dutchess from anvil industries any chance we will see that one coming back?

Im afraid not, nor is the original remnant onslaught. Those are behind me these days.

Does it work on 0.95.1a or wait?
Should work just fine!


An update is in the works, i did forget to put patrol HQs on 2 reaver worlds and will add another shop or 2 to them. Aswell as some minor fixes and balancing as always

43
Mods / Re: [0.95.1a] Interstellar Imperium 2.5.0
« on: December 17, 2021, 05:05:45 AM »
Save game compatable??

Lol, no. You'll need to start a new game to get the Imperium to spawn.
I cant even fathom a world where something like this would somehow be save game compatible

44
Mods / Re: [0.95a-RC12] Missing ships mod
« on: December 16, 2021, 06:38:26 PM »
I am open to suggestions about new ships/balance of current ships. Staple and Albatross took me like a day to make with reading modding tutorials included, so i guess i could add ships relatively fast.
ill shoot my shot. have you thought of making a pirate version of legion(legion MK.II)?
where they scrap off some of the armor, some of the pd mounts, add more top speed with more frontal balistic mounts.
... now I'm curious if anyone's thought of creating a horrifying Frankenstein conglomeration of Legion and Onslaught. Seems like the kind of blasphemous thing pirates would do...
I did that in my old (now deleted) mod Anvil Industries, it was ugly and poorly sprited. Its been long since deleted it in favor of a more refined sprite but nonetheless it was indeed blasphemous.

45
Mods / Re: [0.9.1a] Ship/Weapon Pack 1.12.4
« on: December 14, 2021, 05:09:15 AM »
Will this mod no longer be updated? 95.1a-RC5 crashes when loading a new game while this mod is running.
Why are you trying to load a 9.1 mod into a 95.1 game?

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