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Messages - Troika

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76
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.

77
Again, this is another thing that would be pretty handy for mod authors, though the ship list for vanilla is slowly growing as well.

78
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.

79
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.

80
Mods / Re: [0.8a] Diable Avionics 1.82 (08/05/2017)
« on: May 14, 2017, 06:11:12 AM »
It's a refitted freighter. It does fine against merchant shipping, but it will struggle against proper military forces.

I've found the best use for it is as a missile boat.

81
Mods / Re: [0.8a] Diable Avionics 1.82 (08/05/2017)
« on: May 13, 2017, 08:27:12 PM »
Trying to restore a Rime (D) pirate version causes a crash.

82
Suggestions / Support for dynamic battle music
« on: May 13, 2017, 03:18:04 PM »
EG, if the player's doing well, play track a, if they're having a hard time, track b, et cetera. If this is already possible feel free to ignore this.

I see this more as a tool for modders, etc.

83
Mods / Re: [0.8a] Diable Avionics 1.82 (08/05/2017)
« on: May 10, 2017, 04:51:55 PM »
Diable's destroyers are really excellent in my opinion. The cruisers are pretty nice as well. I'm not so keen on the capital ships, but that's more cause I've been on a speed kick lately and they are, honestly, pretty ponderous.

84
Modular ships are already possible, the Scy mod does it.

85
Mods / Re: [0.8a] Diable Avionics 1.82 (08/05/2017)
« on: May 09, 2017, 02:35:03 AM »
The Gulf is my new favorite ship. It does a little of everything, it's pretty fast and agile for a cruiser, and it even has a hangar bay! Also, as a nice bonus, looks really cool too.


Ridiculous frigate-size transforming mecha when? The people cry out for mobile weapons! ;)

86
Mods / Re: [0.7.2a] Diable Avionics 1.71 (30/01/2017)
« on: April 30, 2017, 03:01:48 PM »
How would the melee wanzer look if you made it's sword an energy sword?

87
Mods / Re: [0.7.2a] Diable Avionics 1.65 (13/10/2016)
« on: December 24, 2016, 03:25:36 PM »
Will we ever get transforming capital ships?

88
Suggestions / Re: Alternate Use for Fuel Tankers
« on: December 24, 2016, 03:24:48 PM »
I like this idea. Presumably your crew would bail out at the last moment, though.

89
Mods / Re: [0.7.2a] Diable Avionics 1.63 (10/04/2016)
« on: June 11, 2016, 01:29:30 PM »
Try keeping your ships in a tight formation so you can maximize your PD coverage.

90
Mods / Re: [0.7.1a] Neutrino Corp. (v. 1.82RC3)
« on: December 24, 2015, 06:46:16 AM »
I'm getting a crash on launch.

Fatal: Ship hull spec [neutrino_adventure] not found!

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