Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  


Starsector 0.9.1a is out! (05/10/19); Blog post: Skills and Story Points (07/08/19)

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Deshara

Pages: 1 ... 67 68 [69]
I hate to be this guy but I have extremely limited time to sit down and play games and as such I never install mods that don't describe their features in the OP and, if they have ships and weapons added in, don't have at least a screencap of a bunch of them to give you a feel for the level of polish and cohesion. Juuust so you know. Especially when people are posting about how hard it is to start this mod

Mods / Re: (0.7.2a) StarSector AI Overhaul, Alpha 3
« on: April 23, 2016, 12:36:19 PM »
Oh my goood I've been waiting for this. The way that fights and escort groups prioritize remaining in formation over everything else and won't, if their escort target is harassing an enemy target because it's a close support ship and its target is an assault/strike vessel they just sit there next to it uselessly until the enemy is within range to target the close support ship instead of recognizing that the enemy is within engaging-distance of the ship they're supposed to be escorting and essentially being switched to engage the enemy until the ship they're escorting disengages, and now there's hope of that being fixed and I can stop bugging Alex about stuff that would probably require a massive reworking of the entire combat system!

Mods / Re: [0.7.2a] Audio Plus 1.0.1
« on: April 23, 2016, 12:30:37 PM »
I'm loving all these new mods, Revenant! It's gonna be hard to keep track of all of them, tho. If only they could all be tied up into one big supermod that basically everyone who uses any mods would immediately and then permanently use because they are just as much a part of the Starsector feel as the base game itself at this point

Mods / Re: [0.7.2a] Underworld 1.0.1
« on: April 23, 2016, 12:19:31 PM »
Oh yes. Yes please. I need more Cabal.
In fact, since before you split SSP and Cabal your work with the high-end alternative to pirates has made me wish the Luddic Path and Pirates were worked a bit more like the Cabal-- the Luddic Path in that you could (through console if nothing else) become a part of them and Pirates to make them attempt to extort you if they're just on the underside of being able to take you but you're carrying valuable cargo inside of non-dedicated (which would be out of a fight and therefor not risk being lost if one or two ships get tanked in an otherwise won fight) so as to give them a bit more wiggle room to interact with and threaten you besides chasing you down if you're weaker and running away if you're stronger-- and giving you more reason to run them down when you have the opportunity to make pirates see you as being more of a threat and less likely to harass you for extortion money

Blog Posts / Re: Economy Revamp
« on: April 22, 2016, 03:17:01 PM »
I'm very happy to hear that we're a step closer to commodity-starving markets into submission for fun and profit

Pages: 1 ... 67 68 [69]