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Messages - cjuicy

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31
Announcements / Re: Starsector 0.9.1a (In-Dev) Patch Notes
« on: January 31, 2019, 12:51:46 PM »
How close are we to being able to drop colonies?

In all seriousness though, do appreciate the colony tweaks.

32
Mods / Re: [0.8.1a] Interstellar Imperium 1.19.0
« on: January 22, 2019, 10:41:53 PM »
if the Lynx doesn't survive the rework and I lose my quad dual-torpedos w/ missile manufacture & missile mags capital ship I'm going to riot
Not sure about the Lynx, but the new Sebastos is hella sexy.

33
Mods / Re: [0.8.1a] Interstellar Imperium 1.19.0
« on: January 22, 2019, 03:52:05 PM »
He's practically rebuilding the mod from the ground up. Give him time guys.

34
Damn, that was quick.  ;D

35
Mods / Re: [0.9a] Vesperon Combine 1.0.0 - 13/01/19
« on: January 13, 2019, 12:37:13 PM »
MORE EXPLORATION GOODIES  ;D


On a more serious note, I'm throwing this in my mod folder right now! I'll let you know if I see anything weird.

*EDIT* I'm also going to recommend you take a looksie at the unofficial discord, which can be found on this link. There are a lot of people you can ask to help bug-hunt, balance test, and otherwise have fun with the mod. http://fractalsoftworks.com/forum/index.php?topic=11488.0

36
I've tried (and adopted) your mod. Here is some thoughts on it, even if I've not played that much so far:
-Love the lore. I was happily surprised to find a new faction on the brink of extinction, and not a new uber-powered high-tech faction with incredible might.
-In the same way, I found the systems with a story to told. A really nice touch. Now I saw it I think I will add something like that for some of my home-made systems.
-I like the quality of sprites. They blend very well in the vanilla game.
-Most of ships are interesting and relevant. Not sure about the Dire Wolf, looks too much like an over-sized Wolf but that just my personal taste.
-The backdrop in the new systems are really nice

As a negative note (there should be one), I think you should advertise more your mod. You've put a lot of work in the new weapons which are a great surprise.
Not sure if you're on the Discord, but there is a lot of love and talk there. Its a good way to keep tabs on a lot of mod progress.

37
Mods / Re: [0.8.1a] Underworld 1.2.2
« on: December 28, 2018, 12:49:14 AM »
Update, plz
Asking ain't gonna speed things up. Work is still being done for the main SWP pack, and both Dyna and Underworld have seen a cursory look at most. Please have patience guys, 0.9 has only been out for about 2 months.

38
Bugs so far:
1: Some planets are being generated with Scattered Ruins alongside whatever other ruins they have. So Vast & Scattered, Widespread & Scattered, etc.
2: The special planet in the Anomaly System: The special heavy manufacturing industry is not an upgrade to Heavy, instead it is built separately, which is redundant and has no function.

Managed to replicate the first bug, not sure what it is causing it though, I have a hunch though, considering the only planets that I've found so far with the issue had the same type as the "Anomaly Planet"... Are the planets you found with this issue also only "Barren-Desert" typed planets?.
I've found it on a pair of Terran worlds and an Alkali world. I'll keep an eye out for any other planets with them.

39
Mods / Re: [0.8.1a] Metelson industries: CEO letter updated 5.0.1 4/20/2018
« on: December 21, 2018, 01:43:42 PM »
I'm alive and I'm working on it slowly but surely. Things have just gotten, difficult. So, slowly but surely Metelsons will come again.
Great to hear, and please take your time. Look forward to what the new version brings.

40
Is that a Threshal rework I see? Amazing! The tooltips are a nice touch too. Excited for what this mod brings to the table for 0.9. You gonna give the Defense Platforms any use this version?

41
General Discussion / Re: Colonization achievements
« on: December 18, 2018, 03:41:29 PM »
The absolute madlad.

42
If someone wishes to bring this mod into 0.9 they will get my blessing.
I might take a look at porting, though it'll probably be until Jan/Feb before I have the time to do so.

43
Mods / Re: [0.9a] Neutrino Corp. (v. 1.85-RC3)
« on: December 18, 2018, 10:41:05 AM »
A few recommendations for the Miter high-speed destroyer:

1) The AI seems to spam the RCS ability in rapid succession (even when not actually dodging fire), generally wasting its speed potential. As opposed to the more optimal strategy of waiting a second and riding the inertial speed before the ship starts slowing down before firing another burst. I'd look into a higher base speed and lower RCS burst rate to give it a more consistent speed.

2) The ship seems to get stopped dead by even the cheapest ships using anti-engine EMP missiles; due to having no shields, negligible point defense, and the inability to turn fast enough to face incoming missiles at a reasonable rate. It's frustrating to have ships consistently stopped dead for 5 seconds at a time, over and over, to the point it makes me want to stop using the ship. I'd recommend you look at giving it either EMP resistance or better point defense coverage to counter engine-kill missiles.
I second this. I love the Miter to bits but I've lost a fair share of them to Salamanders and EMP getting them caught in a crossfire. EMP resistance would be good, and perhaps increasing the number of charges to help the AI.

44
Hey, this broke my save!
 ;)
My save seems perfectly fine. Have you updated Arsenal Expansion recently? I know that their new update breaks saves.

45
General Discussion / Re: Unused weapons
« on: December 06, 2018, 04:21:52 PM »
I use the Thumper on most SO builds and as a center mount for my Enforcers. Thumper absolutely burns through exposed hull and frigates for little OP and flux. Light mortars/Dual LMG/Ion Pulsers are good for SO, and the single missile options are for Drams and SO builds that need to freak out AI (single Sabot/Harpoon).

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