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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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31
Mods / Re: [0.8.1a] Blackrock Drive Yards v0.9.1 (23.03.2018)
« on: February 28, 2019, 03:00:48 PM »
Came for lynching, stayed for pizza party. Thanks for keeping us up to date about your dope mod.

I also miss it nightrider, lol.

32
Cool factions, especially JP and PACK. Felt really punchy and fun to use, loved the character.

33
Mods / Re: [0.9a] Console Commands v3.0 WIP 7.6 (released 2018-12-07)
« on: February 09, 2019, 08:29:25 PM »
Cool mod thanks LW

34
Mods / Re: [0.9a] Combat Chatter v1.9.2c (update 2010-01-19)
« on: January 20, 2019, 08:25:35 AM »
This mod is quite useful, I feel much more aware of how my bro's are doing. Thanks man

35
Technically the assessment is true, the player and the AI are not on "equal footing" when it comes to skill point attribution. I disagree with the whole idea that it has to be fair. In some cases we're talking about percentage points here, like 3%-10% faster, longer range, etc. There is no such thing as a fair fight, especially so when the game has a strategic map. Which is emulating a politically chaotic galaxy.

As to the whole playstyle debate, its an arcadey space combat game with an interesting worldbuilding layer to it. The most tedious aspects of the game do not have to be rewarding because they are tedious. Its also in the late stages of development, features are tweaked not rebuilt.

36
I agree with morbo, and I generally go for the grimier more industrial look. Nice look tightened up like that.

37
Mods / Re: [0.8.1a] Foundation Of Borken v0.2.3-RC1
« on: June 26, 2018, 07:36:54 AM »
If I delete the old folder, and replace it with the update, do you think it will break my save?

38
So you pick large ships that can't catch smaller ships, and just sit around because the larger ships lose CR slower?

That doesn't sound smart or fun. In my experience, after the capital/cruiser ships have been dealt with, the AI will retreat its remaining 5-10 frigates/destroyers if I have substantial forces left.

I recommend a more balanced fleet composition if you want to catch those frigates and not let them retreat.

39
General Discussion / Re: An Opinion about Carriers
« on: June 11, 2018, 10:08:23 AM »
Wow the LRPD tip is great, started switching them in and their accuracy and range are really effective. It seems to work really well with the AI's tendency to cover each other too, which is nice.

40
General Discussion / Re: Combat beginner guide
« on: June 11, 2018, 09:50:16 AM »
It's a game about combat, and competitive combat rewards conserving resources and not over extending them in situations that would leave your objectives vulnerable.

The behaviour is intelligent on the part of your opponent. This is frustrating, and instead of using your resources to counter it, you use derogatory words to describe it.

I enjoy finding ways to accomplish my goals, and I do not need the goalposts constantly moved because I haven't found the solution yet.

I've noticed quite frequently high flux ships cycling behind their comrades, covering for each other. If the enemy is getting smashed they will retreat, and try to reset the battle, possibly with nearby reinforcements. This is challenging behaviour, and rewarding when I overcome a difficult opponent.

41
General Discussion / Re: Missile Behavior
« on: June 06, 2018, 11:48:48 AM »
I like missiles right now, they have trade-offs and require some thought as to their use. As it stands, I generally save them for stripping armor on high threat targets that I can't afford to brawl with for long.

If a battle is going long, I usually try to keep the fighting near my spawn so I can safely retreat forces and call in backups. I almost never expect to defeat a huge enemy force with one wave of my own ships due to CR constraints, and the way missiles are now synergizes with the CR system.

42
General Discussion / Re: Newbie Guide Thread/ FAQ
« on: June 06, 2018, 10:34:21 AM »
Thank you very much guys, vengeance fleets is definitely what it was.

And you were right about relations, I started with an SRA commission and they were constantly fighting with other factions till they had only 1 market (planet) left.

I started desperately capping every pirate and junk pirate port in an attempt to keep my faction alive, and every pirate market captured gave me +5 rep to their enemies, and lo and behold things quieted down when relations with everyone crept into "inhospitable."

I did disable the kill fleets though, they were coming one right after the other, at some point 2 were chasing me and I said frig this.

43
General Discussion / Re: Combat beginner guide
« on: June 06, 2018, 10:09:58 AM »
Megas you mention cowardly a lot, and with all due respect you're not respecting your opponent.

George Washington ran from fights constantly. Russia spent the first half of WW2 retreating. Viet Cong never engaged in open combat. These forces and many more throughout history were labeled cowards, and not respected by their much stronger contemporaries.

But they won

44
Mods / Re: [0.8.1a] Shadowyards Reconstruction Authority 0.7
« on: June 06, 2018, 07:55:10 AM »
Thats like the mechanic breaking the car and asking you to fix it.


45
General Discussion / Re: Newbie Guide Thread/ FAQ
« on: June 01, 2018, 10:12:13 AM »
This is probably the wrong place to ask, but I tried googling this info and searching the forums and I can't figure it out.

I am having some trouble with kill fleets, I can beat them but its very difficult and I usually lose a couple few destroyers. Its gotten to the point where I just try to outrun them because it seems like no matter how many I kill, another is right around the corner.

Are they part of the base game or is it something introduced by a mod? Is there a way to disable them? Thanks for any info. Its a great challenge but it seems way too frequent.

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