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Starsector 0.9.1a is out! (05/10/19); Updated the Forum Rules and Guidelines (02/29/20); Blog post: GIF Roundup (04/11/20)

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Messages - Troika

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Discussions / Re: Selling two GTX 970s, looking for buyers.
« on: March 25, 2019, 04:29:20 PM »
Did you use them for any form of mining?

Mods / Re: [0.9a] Legacy of Arkgneisis 1.2.8 [01/31/19]
« on: February 24, 2019, 03:03:21 PM »
What are your future plans with regards to this mod?

How do I add a faction to the list of factions you can turn a market over to, and have it work? I want to mod my own local version of nex to see what happens when Remnants get a market, for my own amusement.

Suggestions / Re: How Boarding Actions Should Work
« on: February 19, 2019, 08:24:30 PM »
Boarding an actively manuevering ship is silly, mostly because all the helmsman has to do is suddenly fire the manuevering thrusters and your shuttle full of marines splats against the hull instead of connecting carefully to the airlock.

I mean, clearly they can do it. Heck, even beta cores can clearly do it.

Mods / Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9f
« on: February 17, 2019, 05:30:57 AM »
In my current game, Blade Breakers seem to be murdering IBB bounties.

Mods / Re: [0.9a] Underworld 1.3.1
« on: February 17, 2019, 03:57:06 AM »
The Dragon has three large ballistics slots and doesn't really have an anti-armor firepower problem. The Renegade has one large ballistic slot and a large missile slot, and kind of struggles due to it's asymmetric weapons layout. It -can- work on the battlefield but currently isn't terribly efficient at any particular role.

Mods / Re: [0.9a] Underworld 1.3.1
« on: February 16, 2019, 11:26:59 AM »
I kind of feel like the Dragon and Renegade should swap their systems (and possibly also their top speeds) . Fast racks is a poor fit for a ship that has just two med missile hardpoints, whereas the Renegade has a large missile slot that can take better advantage. '

e: Also why is Renegade's shield worse than a makeshift shield generator?

Suggestions / Can we get a way to load an external AI script for a ship?
« on: February 15, 2019, 09:25:24 AM »
Some player mods (most noteably Kadur and Arkgenesis) are designed around a certain playstyle that the default AI doesn't really support, and it would be good to be able to load custom AI for that kind of thing.

I probably shouldn't be able to turn a market over to the 9th Battlegroup.

Mods / Re: [0.9a] Console Commands v3.0 WIP 7.6 (released 2018-12-07)
« on: February 13, 2019, 02:31:22 AM »
Would it be possible to add wildcards for the addspecial command? So, for example, I could go "addspecial weapon_bp swp* and it'd add blueprints for every weapon with the prefix swp to my inventory.

Mods / Re: [0.9a] Vesperon Combine 1.1.2 - 24/01/19
« on: February 10, 2019, 10:23:13 PM »
Might be best to restrict them to always spawn at Prism Freeport, or at Independent military markets only.

I think the baked in unstable injector on the pirate Castella is probably not a good thing to put on something that's supposed to be a carrier, unless the intent is to limit it to overclocked fighters or some such.

Seriously, having ANY industry be disrupted for longer than it takes to build a completely new one makes little logical sense. You can't even tear them down and build a new one because the new one inherits the disruption.

Mods / Re: [0.9a] Underworld 1.3.0b
« on: February 01, 2019, 03:24:27 PM »
Any chance of a Starlight capital ship sometime?

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