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Starsector 0.9.1a is out! (05/10/19); Blog post: Raiding for Fun and Profit (11/27/19)

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Messages - Voiddweller

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16
Mods / Re: BattleFarer Forever [v 0.3]
« on: February 20, 2015, 12:04:00 PM »
It's been a while, eh guys?
How did you? I just thought about for how long this mod was abandoned... Maybe noticed my download? :D

17
Mods / Re: DSTech Corp Fleet v0.5.2a - New Ships and Weapons -
« on: February 20, 2015, 12:00:58 PM »
Wonder if author still cares... This mod, with some adjustments and balancing can be integrated into Ironclads TC. Why Ironclads, you say? Because of it's non-shaded cartoon-like sprite style.

18
Mods / Re: Project Ironclads TC 8.6 (3/2/2015) [0.65.1a] new bounty type
« on: February 19, 2015, 03:29:03 PM »
Ok. Seems that Alex changed something code-related, probably that`s the result of transition to a newer java.

As a workaround go to data/campaign/events.json, find there 'rep_tracker' event and uncomment the first 'script' line (remove #). Then comment the second 'script' line.
This will allow the campaign to launch.
Yeah, that worked :D Tnx for solution :3

19
Mods / Re: Project Ironclads TC 8.6 (3/2/2015) [0.65.1a] new bounty type
« on: February 19, 2015, 12:39:32 PM »
Sorry, didn`t get it. You have troubles with Ironclads not loading saves in 0.65.2? Or something else?
It just crashes during campaign map generation

20
Mods / Re: [0.65.2a] Interstellar Imperium v1.7
« on: February 18, 2015, 10:36:18 AM »
Awesome mod! One of the best i think. Though this ship-sized missile sprites looks a bit out of place.

21
Mods / Re: Neutrino Corp. (v. 1.8)[0.65.2a]
« on: February 17, 2015, 10:25:40 AM »
So I consider their shields balanced. Problem is, everything else is stronger.

While AI uses their shield arks very efficient, those shields is difficult to handle if yo are not AI he he) Plus NC frigates is not very tough/powerful either. Bigger ships is finely covered by this small arks though.

22
Mods / Re: Neutrino Corp. (v. 1.8)[0.65.2a]
« on: February 17, 2015, 08:54:13 AM »
Well just...

Because i find your original singularity looking too simple :3

23
Mods / Re: Project Ironclads TC 8.6 (3/2/2015) [0.65.1a] new bounty type
« on: February 17, 2015, 08:43:29 AM »
Can you make a version with disabled 64bit compression? 0.65.2a have smaller saves and i can run it just fine on my XP with 10 or more faction mods enabled.
Well. just forgot to say :) Awesome artwork you have there, whole different style, more cartoon like because there is much less shading. I think i seen a couple of mods with similar style, so i must try to integrate :3

Edit: Found where i can disable compression, but there is some other issue...

Edit again: Aaaand i just tried it with 0.65.1a and it worked as it should. Saves loading just fine too (32bit) So it must be a 0.65.2a issue.


24
Mods / Re: [0.6.2a] The Gedune - v1.7.2 - Get Up! - Working DEV
« on: February 15, 2015, 11:20:13 AM »
Those ships is kinda OP. They spam missiles, spam blaster fire, spam drones... Too fast flux regen too. Once you get one of this ships, all comparable vanilla stuff become obsolete

25
While i like ship sprites in this mod, i wonder why those sprites was cut so roughly?

26
Mods / Re: (0.65.1a) Shadowyards Reconstruction Authority 0.5.2.2
« on: February 14, 2015, 01:01:41 PM »
Please add more of those anime styled portraits! And your ship art is awesome!

27
Announcements / Re: Starsector 0.65.2a (Released) Patch Notes
« on: February 13, 2015, 08:31:47 PM »
I am totally against the whole idea of degrading performance in combat, especially if there is no ammunition limits now. While it seems logical for frigates, it is killing destroyers because many high-end frigates outperform them, and there is only one really good destroyer on vanilla game - Medusa. While destroyers are significantly more powerful, they lack essential speed to keep themselves out of dangerous situations, while many frigates can outrun missiles with ease. Performance time limits effectively cripples any wear-down tactics against large, slow fleets, where destroyers were useful.
I think ammo limits only means something for missiles and some slow-firing low-capacity ballistics. And i doubt autocannons or machineguns need any ammo count, because i never ran out of ammo using this stuff.
While totally running out of ammo can be crippling, having ammunition regenerate over time is a good idea. Though battles may become more difficult, because AI won't stop showering you with nasty seekers...

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