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News: New blog post: Pirate Bases, Raids, and Objectives (06/12/18); In-dev patch notes for Starsector 0.9a (06/01/18);Starsector 0.8.1a is out!
 
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1  Starsector / Mods / Re: [0.8.1a] Gladiator Society on: June 05, 2018, 06:04:37 AM
So, where's the download?
2  Starsector / Mods / Re: [0.8.1a] Discount Shipyard v0.5.2 on: June 04, 2018, 06:37:18 AM
Awesome, i'll look forward to it.
3  Starsector / Mods / Re: [0.8.1a] c0nr4d1c4l's Discount Shipyard v0.5.1 - Ridiculousness Removed! on: June 03, 2018, 04:33:05 PM
c0nr4d1c4l, your mod's download link is down, meaning those interested won't be able to download the mod.

May I request it's put back up? I'd like to expand my mod collection to it's previous state.
4  Starsector / Mods / Re: [0.8.1a] Diable Avionics 1.92RC1 (2018/05/20) on: May 19, 2018, 03:33:16 PM
...that's a big boi
5  Starsector / Modding / Re: [0.8.1a] Experimental(s) (V 0.1) on: May 18, 2018, 08:01:03 PM
So, I tested out the Leto.

The Leto itself is...partially interesting.

In a sense that the default loadout itself shows, it can do support, a bit of firepower, but mainly harassment, and the drones show this.

The drones are very lackluster in forepower, can't scratch a Cerberus up enough to destroy them outright within moments, unlike a Terminator Drone, which has near to no difficulty in doing so. They can disable it's weapons, but struggle with firepower.

Meaning it'll struggle to fend for itself with anything that can get close enough to deal moderate amounts of damage to the shields and keep pressure.

It excels at using it's drones as a pest, but I feel that the system could be something else, like a hybrid between Targeting Feed and High Energy Focus, at the cost of some defense. I feel Recall Device just doesn't fit with the Leto, unless the drones were more powerful and relied on ammo.
6  Starsector / Modding / Re: [0.8.1a] Hazard Mining Incorporated (Beta, 1.5) on: May 14, 2018, 05:37:20 PM
They are hidden on some planets with red "icons"
7  Starsector / Modding / Re: [0.8.1a] Hazard Mining Incorporated (Beta, 1.5) on: May 13, 2018, 02:51:16 AM
Some of the ship systems don't match the info, for example, a few Draco ships say they have an enhanced shield and "plasma jets", but still have High Energy Focus. The Sunder (Draco) is a prime example.
8  Starsector / Modding / Re: [0.8.1a] Experimental(s) (V 0.1) on: May 05, 2018, 02:59:41 PM
Try Mediafire, or Dropbox.

Those two websites are the two most occuring i've seen so far.
9  Starsector / Mods / Re: [0.8.1a] The Knights Templar 0.9.8f on: April 23, 2018, 08:28:58 PM
...Perhaps a buff to something like what the Martyr uses as a burst system?

In exchange for...hmm...nah seems like the mod's weapons are slightly ok in that aspect. Curious to see the Crucifix change.

I am curious to see a new Templar ship though. Something like a bigger Martyr, like...I dunno. Might come up with something. Or you would. Time will tell.
10  Starsector / Mods / Re: [0.8.1a] Diable Avionics 1.91 (2018/04/22) on: April 23, 2018, 08:19:01 PM
I'm getting the same thing, looks like it's the Zephyr Beam Wanzers.
11  Starsector / Mods / Re: [0.8.1a] Red (0.6.1) and Blue (0.3.1) Mod - April 14, 2018 on: April 14, 2018, 05:44:14 PM
This is a list on ships that could probably do with an OP Increase/Decrease. I'm aware Oculus weapons are very OP-light, but some are flux heavy-ish, like the Freya. This needn't change.

Destroyers-----

Tsundere - [+5]. In terms of OP, it seems like the Tsundere may be in a safe spot, until you consider the ships it'd usually face would be that of the like of KE-strong ships or ones capable of keeping up with the Tsundere, like a Medusa, or overdriven Hammerheads, that could smash through the defences if the Tsundere doesn't have a flux-efficient loadout.

Cruisers--------

Basilisk - [+10/20] This is practically the most flux-intensive ship out of the Oculus cruisers so far, due to the double Freya Cannons. It's likely it may never need said increase, until you consider what hullmods may need to be in place in order for the Basilisk to survive in battle. Considering I never RB my ships unless really necessary, I do intend to fit ITU/HS to the ships when possible, which are 15 for cruisers. This means the Basilisk doesn't have much for flux capacity, and considering the Freya Cannons, it'll overflux very easily. So a raise of 10 or more will ensure that it'll have just that little more to survive a little longer.
Geyser - [+5/10] Likely down to the ship having bad flux dissipation and being aware to the fact that it is pretty fast, the Geyser is the least likely candidate for the flux increase, therefore it gets a very low number for a flux increase of 5/10. It'll survive a little longer, yes, but it's efficient speed wise anyway.

Capitals--------

Amina - [+20/-10] The Amina is a VERY good Capital for what it can pull off. You can chase ships effectively in the Amina, you can keep pressure in the Amina, heck, you can downright flank ships in it. This is likely the only candidate on the list that needs a decrease in flux due to it's already pretty capable arsenal. The Amina, while astonishingly good at being utterly capable, is not without a minor downside, which is capacity. It's likely due to the Amina being with two Pixel ++ and a Freya as the large built-in weapons, but the Amina never seems to get enough PD. Or sustained fire.
Etna - [+25/50] The Big One, and a nearly incapable ship for it's own technicality, you have to play this fast Battleship (haha, battleship) right or suffer harder than a Falcon when your opponents get your ship overloaded. Sure, it's fast, but the peak performance time is lacking, and you can't afford to fully kit it out, without considering the PPT and Range. The speed and sometimes, the range save this ship from total destruction. The severe increase in OP will mean it can stock up in either Flux Capacity/Vents or it can stock on hullmods like HS or ITU and still have some left over for other essentials.
12  Starsector / Mods / Re: [0.8.1a] Nexerelin v0.8.3e "Battle Stations!" (update 2018-03-17) on: April 04, 2018, 10:33:01 PM
I had a small spark of an idea (But it's likely you've thought of it)

When sending the AI fleets to a planet occupied by another faction that currently is on good or bad terms, would it be possible for them to not be a hostile fleet, instead protecting the occupied planet, and likely starting a small/long-term/cycle-long friendship, or even an alliance?

Say, for example, you're on bad terms, but not bad enough to start a war with said faction, but you hear that a fleet that's from a hostile faction is going to invade their station while you're busy with other things, so you call in a fleet from your own faction to help defend said planet that would come under attack, possibly stopping an invasion and improving relations with the faction that was under attack.

It seems likely, but probably isn't. It would kind of make a bit of sense though, naturally seeing you'd want to keep a friendship that has started as a result of helping someone in dire need.
13  Starsector / Modding / Re: [WIP] The Kehtaal Clan on: April 02, 2018, 03:35:32 AM
Intriguing...
14  Starsector / Modding / Re: [WIP] United Aurora Federation on: April 01, 2018, 07:36:51 AM
The question arises of Nexerelin compatibility.

Or will it not have it from the start?
15  Starsector / Mods / Re: [0.8.1a] Arsenal Expansion v1.4.9 - rest on: March 23, 2018, 08:06:17 AM
[REDACTED]
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