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Messages - DrakonST

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16
Quote
Add a random event at decivilized worlds

What is it?

17
Announcements / Re: Starsector 0.9.1a (In-Dev) Patch Notes
« on: February 08, 2019, 10:37:53 AM »
This is fixed, per the patch notes:

Quote
Fixed issue with large fleets full of civilian ships ordering a full retreat shortly after starting a battle
And they still want to attacking player?

18
Announcements / Re: Starsector 0.9.1a (In-Dev) Patch Notes
« on: February 08, 2019, 09:54:08 AM »
Spoiler
[close]
Whether will be fixed situation when in battle with large count of enemy fleets enemy try to attack you forces when they not have any combat ship and they trying atack with tankers and freighters, and in this atack they very fast go to retreat.

And after retreat they again try to atack.

It very much irritates.

19
Announcements / Re: Starsector 0.9.1a (In-Dev) Patch Notes
« on: February 03, 2019, 11:36:45 AM »
I don't think Radiant is impossible to kill with a Conquest or an Onslaught, nor do I think it's unfairly overpowered. It provides a good challenge and your fleet is much more important than what capital ship you use.
Capital ships it everything in this game.

You can take 3-4 Paragons, and blow-up everything what you can found in sector, even if you need to blow-up 5 Remnant Ordo with 10 Radiants. But 5 Onslaught can`t do this anymore. They can do it 0.8 before Radiant appear in game.

Yep i can take 5 Onslaught/Conquests and blow-up max sized defenders fleet of Red Planet. But it everything what can do this capitals. 3 Paragons can do much more.

When Radiant appear in game it just killed sense to use all other ships except Paragon-class. 

20
Announcements / Re: Starsector 0.9.1a (In-Dev) Patch Notes
« on: February 03, 2019, 10:26:36 AM »
Radiant-class in current moment too overpowered in comparison with all other capital ships. Radiant too hardy, too armed and too fast. No one of capitals available to player can`t effectivity fight against this ship. Except one. Paragon-class.

It completely kills all endgame period because if you want effectivity fight agains Remnants for AI cores you need Paragons. You dont need any another capital type because they a totaly useles when they faced agains Radiants. Force player always, every new game try to found one, concrete class of capitals it very bad idea for gameplay.

And Radiant have 40 deployment points, such 40 points have Onslaught or Conquest but what they can againts Radiant? Nothing. If Radiant for some reason loses a duel he just jumps back and comes back again. They can easy outjump Onslaught "Burn Drive"(also, they can easy kill Onslaught when he use Burn Drive) and outjump Conquest.

When fighting against Radiants one way to kill him it press it to corner of battle border. But this is normal gameplay?

Radiant must will have stats like battlecruiser for chance to kill him quickly or they will have less overpowered active system such as "Plasma Burn".

21
Announcements / Re: Starsector 0.9.1a (In-Dev) Patch Notes
« on: February 02, 2019, 11:28:21 PM »
In my first campaing on vanila 0.9 i blow-up every planet and station on sector. And my colonies still brought income. Just mounth income decreased from 3.000.000 to 200.000.

But Pirates and Luddic Path bases still spawning.

Spoiler
[close]
Spoiler
[close]

Also, no any Radiant-class changes?

22
Mods / Re: [0.9a] Blue (0.5.1a) Mod - January 20, 2019
« on: February 02, 2019, 05:40:19 AM »


Why AI deploy this non-combat freighter as combat ship? It simply big can of HP.

23
"New update" it SS - 0.9.1? Or next update of you mod? Remnant crisis?

24
Announcements / Re: Starsector 0.9.1a (In-Dev) Patch Notes
« on: February 01, 2019, 02:42:27 AM »
What about AI cores drop after destroying REDACTED battlestations? In current moment no any sense to kill this. Better leave this for future endgame grind.
Or it somewhere is written and I did not notice it?

25
Announcements / Re: Starsector 0.9.1a (In-Dev) Patch Notes
« on: February 01, 2019, 12:22:04 AM »
So, bug about immediate updating player colonies markets still not fixed? It like cheat on current moment.
  • Fixed issue with "Open Market" from Commerce fully regenerating on re-opening the tab
Ah...

26
Announcements / Re: Starsector 0.9.1a (In-Dev) Patch Notes
« on: January 31, 2019, 09:37:25 PM »
So, bug about immediate updating player colonies markets still not fixed? It like cheat on current moment.

27
Modding / [Request] Cyrillics Support
« on: January 30, 2019, 01:30:11 AM »
I know that there are very clever people who can do it.

Topic idea:

Can someone create a cyrillics support mod for SS to do Russian localization is possible? Alex tell me how it can be created but i too weak and poorly motivated for this purpose (because i know English).

Russian community on this moment too small and lazy to create this but if someone just create support for Russian symbols i can translate all text to Russian(You do not need to do it). And not only vannila game i can also translate mods content.

This action can advance very strongly this game in Russia because very few people are ready to play in not translated game. But to many peoples want to play on this game.

28
Mods / Re: [0.8.1a] Interstellar Imperium 1.19.0
« on: January 29, 2019, 09:34:25 AM »
I will give the vote for old sprites. I do not like a new II style.

29
Found 2 new problems on you mod:

1. When i put on blueprint trade window(Prism Freeport) some new for me blueprints and use right click on them blueprints disappeared(it`s ok). But when i return to my inventory this blueprints has return as duplicate blueprints.

2. Remnants in Remnants Raids not a true Remnants. They not give AI cores, they can retreat in battle, battle with them have special points(ECM, Nav and Com). Why and how?

30
Suggestions / Changes in "Mod Index" topic
« on: January 28, 2019, 01:30:45 AM »
I think "Mod Index" need a additional mod group like "New Exploration Content" for mods which are directed to addition new [REDACTED] content.

If it faction mod with exploration content that it can be duplicated on different group.

Its important for humans who want just open "Mod Index" and download all mods with exploration content.

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