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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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Mods / Re: [0.8.1a] Diable Avionics 1.84 (15/06/2017)
« on: June 15, 2017, 10:57:43 AM »
Much to my annoyance, it seems the only way to really get the Pandemonium to stay consistently flux stable is to fill all the medium mounts with missile launchers. Pretty much anything else has it overload in seconds.

Mods / Re: [0.8.1a] Diable Avionics 1.83 (04/06/2017)
« on: June 14, 2017, 10:01:57 AM »
How about a capital ship that carries four Versant derivatives (no FTL drives so more guns/armor/engines/etc can be fit on the frame) as battleriders?

Mods / Re: [0.8.1a] Diable Avionics 1.83 (04/06/2017)
« on: June 11, 2017, 06:34:03 PM »
Maelstrom isn't too awful to get faster if you've invested in the nav skills and such. Likewise, it's slow speed is deceptive, since the teleport gives it some extra mobility and charges pretty fast.

Mods / Re: [0.8.1a] Diable Avionics 1.83 (04/06/2017)
« on: June 11, 2017, 02:32:34 PM »

Mods / Re: [0.8.1a] Diable Avionics 1.83 (04/06/2017)
« on: June 11, 2017, 01:41:22 PM »
I'm using Nexerelin and for some reason Diable Avionic's systems arn't spawning, and they also can't be joined from a new game (fatal crash: null).

I am 99% sure this is a mod conflict with something else on my enabled mods list, which is as follows:

-Lightshow for SWP
-Arsenal Expansion
-Combat Chatter
-Console Commands
-Diable Avionics
-Hegemony EA
-IBO Mobile Suits
-Interstellar Imperium
-Neutrino Corporation (they have the same bug, incidentially)
-Unknown Skies
-Upgraded Rotary Weapons

Mods / Re: [0.8.1a] Flu-X Version v1.1 (Weapon and 0.8.1a update)
« on: June 11, 2017, 12:59:43 PM »
It might be neat if at some point you reskinned this so all the 'infected' red bits glowed and pulsed a little.

Mods / Re: [0.8.1a] DynaSector 1.2.0 (Not working)
« on: June 07, 2017, 07:32:35 AM »
How do I get the IBB bounties to start spawning?

General Discussion / Re: Your personal modifications
« on: June 07, 2017, 05:23:05 AM »
Get the console mod and type addordnancepoints (the amount you want). Changed ships will stay that way, though the command wears off after you quit, so if you want to use it further you'll need to reenter it again.

As for changes I like to do, I change every fighter wing that has less than three fighters to have three.

Mods / Re: [0.8.1a] DynaSector 1.2.0 (Not working)
« on: June 05, 2017, 01:53:17 PM »
So basically it's not safe to use dynasector right now?

Suggestions / Please make the name field accept more characters
« on: June 05, 2017, 01:43:31 PM »
There's not enough room to name my char Fresh Prince of Corvus :(

Mods / Re: [0.8a] Diable Avionics 1.82 (08/05/2017)
« on: May 29, 2017, 10:05:59 PM »
I got lucky and found an abandoned Pandemonium floating around the sun in Askonia! Only one D mod on it, too. It even still had  most of it's guns, including all but one large turret.

Looks like I've found my flagship for the foreseeable future.

Mods / Re: [0.8a] Outer Rim Alliance v0.7 (08/05/2017)
« on: May 27, 2017, 10:48:26 PM »
This causes a crash on launch. Something about a missing system in ship data.

Again, this is another thing that would be pretty handy for mod authors, though the ship list for vanilla is slowly growing as well.

Suggestions / Add a lore tab to the codex
« on: May 16, 2017, 03:37:48 PM »
A lot of backstory stuff about the game is really only going to be found out about if you read all the blog posts. This might also be nice for mod authors to have to talk about their factions without cramming it into ship descs.

Mods / Re: [0.8a] Interstellar Imperium 1.16.0
« on: May 14, 2017, 06:41:01 PM »
What's the best way to deal with the super-missiles? I've found that the most reliable option, other than sinking the ship before it can fire, is taking control of a suicide frigate and just ramming it into the sucker.

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