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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 - Shuka

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16
Mods / Re: [0.9.1a] Tahlan Shipworks 0.3.16
« on: June 18, 2020, 05:56:54 PM »
There's no fix for that, I'm afraid. It's an old bug with the siege system.

A fookin funny one at that brother, I was like wow this is a serious invasion!

17
Mods / Re: [0.9.1a] Scy V1.58RC4 (2019/11/26)
« on: March 13, 2020, 04:41:48 AM »
I didn't realize Nex freeport was different from the OG version so disabled it awhile back to try the original. My runs are less homogeneous and Amity really fits the game, nice work man.

18
:golfclap: I was amused by your video. I need to use more drill meme ships in the future.

Agreed although there is a correlation between the amount of squinting I did and how old I am.

Was stopping by to ask for tips on pulverizer vs capital types and got an education.

Will the ourobouros show up in markets? I see it in fleets sometimes but I'm not usually hostile to terra.

19
The rhino is hilarious, as is its cruiser sized cousin. Honest to god just watched a station segment annihilate 2 rhinos and made a note not to use them in the future against stations. Then 30 seconds later my other 2 rhinos drilled the very same segment to death and I could not stop laughing.

20
Mods / Re: [0.9.1a] Polaris Prime EN Edition v0.1.0 - Stable Forum Release
« on: February 16, 2020, 08:29:35 AM »


In fact, a word about the Chinese faction mods (including ApproLight): they are designed to balance around completely different styles to our typical EN mods. One big thing you may notice that both fleets have a few ships a lot of redundant turret mounts with weird arcs, which is important because you are recommended to free up some of them for more useful hullmods or other weapons. Do try it out.

Thanks for the tip, took me a long time to get more comfortable with concepts like this. Like the other poster its usually very efficient weapons especially on AI ships. It sounds simple but I would fit every ship like it had to cover all bases, and took a long time to make fleets that were more specialized.  And despite this I was in love with energy weapons and couldn't be bothered to make ballistics work, and now god knows how many years later ballistics is my meat and potatoes and energy used for specific purposes.

And the talent for 10% more ordnance points, I haven't used it in probably 5 years but used to consider it mandatory.   

21
Thanks Dimzski for the breakdown, it took me awhile to figure out exactly what W did despite it being so obvious.

I don't mind hyperdrive revealing my identity, I just didn't realize it worked like that and wondered why entities knew who I was. I'm seeing a pattern of bad reading comprehension on my part maybe? lol

It can be used tactically by the AI and sometimes really helps their fleets defend a location no matter how I try and lure them away. I see this as intelligent behavior and think its great. I haven't had trouble avoiding fleets that jump on me. Effective but inaccurate, lots of close calls but still feel in control of the situation. 

I think the weird fleet movement dimzski referenced might be the animation. Like I can see the waves animation but the fleet hasn't appeared on sensors, and when the fleet enters sensor range it is not where I assumed it would appear according to the animation. I view it as an anomaly of warp travel.

I thought this mod would cheapen the experience but actually really enjoying it and think it adds to the game rather than subtracts. Good work man.


22
Mods / Re: [0.9.1a] Kingdom of Terra (v0.9) - Ramming Speed
« on: February 06, 2020, 07:22:49 AM »
There is something about features that are overpowered or can be seen as making the game easier which makes them less palatable, which was my immediate reaction to certain designs the videos.

But so far I've only come across grappling beams and I'll be damned if they aren't a hilarious addition to any fleet friend or foe. I was merrily plucking frigates from an enemy formation and watched in horror as they mercilessly started doing the same to me with tractor beam mounted Venture cruisers. Too funny.

I used to deploy a faster ship towards the end of combat to switch to and chase down agile enemies, and its kind of nice skipping that step in those encounters. Anyways good job man can't wait to see the ships in action.

23
Tri Tachyon just colonized a planet in my current game and I just wanted to say dope mod man.

24
Mods / Re: [0.8.1a] Interstellar Imperium 1.19.0
« on: June 13, 2019, 09:15:22 AM »
They say he's 8 ft tall.

25
Mods / Re: [0.9.1a] Outer Rim Alliance v0.85 (2019/05/18)
« on: June 04, 2019, 03:10:05 PM »
I could not tell you meerabel. Just came to say in my current game ORA are proving quite the competition. Good stuff tartiflette, the sector just got a lil more interesting.

26
Mods / Re: [0.9.1a] Legacy of Arkgneisis 1.4.1 [05/17/19]
« on: June 04, 2019, 03:06:30 PM »
I think trashman is just saying the old design had a certain appeal to him. It was a reliable ship with nice proportions, and probably got him through some tight spots  :)

Thanks for the awesome mod! 

27
Thanks for update sir

28
Mods / Re: [0.9a] Ship/Weapon Pack 1.10.0
« on: March 10, 2019, 01:51:38 PM »
Thanks for the info about IBB force spawning, I figured I would just never beat LaCroix because I came back once I had a capital and still couldn't do it.

What an awesome game

29
Mods / Re: [0.9a] Legacy of Arkgneisis 1.2.8 [01/31/19]
« on: March 04, 2019, 06:21:45 PM »
Cool stuff, doing a society playthrough and enjoying it. Love the macnamara

30
Mods / Re: [0.9a] Gladiator Society
« on: February 28, 2019, 03:06:35 PM »
NICE! Updates should be in the discord announcements heyooo

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