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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Messages - Botaragno

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16
Announcements / Re: Starsector 0.9a (Released) Patch Notes
« on: November 16, 2018, 11:19:28 AM »
:gachiGASM:

17
Mods / Re: [0.8.1a] Tiandong Heavy Industries v1.2 - Updated 11/12/18
« on: November 12, 2018, 12:05:54 PM »
After so many eons.... we have finally achieved..... D O N G

18
Blog Posts / Re: Raids, Bombardments, and Planetary Defenses
« on: August 16, 2018, 03:14:04 PM »
I'm kinda miffed that this system is still mostly passive.

I get the whole game is based around Space - Space combat, but after you chew through the system patrols, the space stations and the garrisons; all space fights, your fleet just sits pretty and untouched while it dumps fuel bombing some hapless colony to dust, and that doesn't feel right.

Space - Planet invasions and other dickery I feel should be dissuaded for both fluff and mechanical reasons, fluff wise because Starsector spaceships are built in space for space by space, they can't really do much other wise. What can a fleet do to directly damage a planet? Turn it's HVDs perpendicular, aim at a city and hope for the best? And these are colonised planets, rare feats given the collapse of tech in the Star Sectortm, having Urist McPlayers rinky dink murderhobo fleet upend that so easily (yes I know but if it's all space fights and you can cheese late game then what is the point?) just feels... cheesey?

And mechanically, there's no real "resistance" to fleets from planets, adding a layer actively damaging defenses for planets makes sieging and raiding as dangerous as it should be. Have anti-ship missles from ground and low orbit bases fire off towards your fleet, they don't have to be directly impacting a ship, just strap an armed nuke, proximity fuse to the 500 or so km required and let the blast wave do the trick.

I feel like tying fuel to this for handwave woo doesn't really provide an engaging gameplay element to the whole thing

19
Mods / Re: [0.7.2a] Tiandong Heavy Industries v1.1.2 - Updated 1/10/17
« on: March 23, 2018, 01:31:29 PM »
Oh it hurts!

20
Mods / Re: [0.8.1a] Mayasuran Navy 8.0.1
« on: January 30, 2018, 08:52:41 AM »
Noice noice noice

Two things tho.

1. Had the MN pushed back the encroaching Hegemony, they still would've had no homeworld and industrial base, as that got slapped to *** by the *** Luddic ***

2. What does this mean for the Persean League in game? Do they cede Mayasura and it's surrounding system? Are they allied to the local polity?

21
I'm getting fatal crashes on startup after I downloaded the mod, haven't updated my mods in a while.

6025 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Ship hull spec [TSC_Pernach] not found!
java.lang.RuntimeException: Ship hull spec [TSC_Pernach] not found!
   
Apparently the Pernach isn't found or whatever

22
Mods / Re: [0.8.1a] The Knights Templar 0.9.8c
« on: September 30, 2017, 02:29:29 PM »
This faction really doesn't work well with Nexerilin and the ability to take planets.

Because basic Templar fleet comps beat the *** out of every basic fleet they can just swarm the map and nullify the supposed "small numbers" part of their "small numbers but deadly" fleet aspect

23
>Fast
>Superior Flux
>Hit And Run

These kinda ship specs always seem to translate into "annoying fuckers that'll kite your ships and reduce any engagement into a AI peashooting CR attrition war" ingame.

24
So if Tri Tach have all the fancy blue ships, Hegemony has all the dull orange ships, and Sindria has... Conquest and something else...

Where does that leave Luddic Church? And the Persean Leauge?; who I can only see as "Sindrian Diktat 2: Straight Outta Askonia Boogaloo"

25
I was getting heap notifications, and then it bonked out my save after a freeze on the "backing up" ticker.

What do I do now?

26
General Discussion / Re: Why is my fleet full of cowards?
« on: June 24, 2017, 05:15:35 AM »
Nothing is more infuriating than ordering ONE ship to go eliminate ONE other ship I'm getting buttblasted by, and the ship just dallying outside of range and not getting stuck in.

This is on Aggressive captains too.

Also the supremely limited Command Points system forbids any sort of tactical flexibility, Can't I just get on the ship mic and yell at the Sunderer to get away from that Ship already it's an asteroid touch away from blowing up. You make your defend orders at the start to maintain fleet cohesion then just grind your teeth when it inevitably falls apart and you can't do arse to rectify it

27
General Discussion / Re: Why is my fleet full of cowards?
« on: June 18, 2017, 06:28:11 AM »
The most obvious case of this I have seen is when one ship at high flux is being chased back by a ship with low flux.

The high flux ship will back up as much as it can, but the high flux ship does not make the decisive push and get into full weapons range. I have seen everything from Frigates to Cruisers do this timid dance about not finishing off an enemy when they're vulnerable, just hover outside of weapons range

28
General Discussion / Re: (Un)Official Starsector Mascot Ship(s?)
« on: June 07, 2017, 08:40:19 AM »
The Wolf or the Lasher

Two choice starting ship that maintain their FUN and usefullness throughout the campaign

Also a nice dividing line between High Tech and Low Tech

29
General Discussion / Re: Your personal modifications
« on: June 06, 2017, 01:55:01 PM »
Speaking of, anyway to globally up the OP limit for all ships everywhere?

I miss not having to skimp on capacitors to have FUN

30
General Discussion / Re: .8 feedback thread
« on: June 06, 2017, 11:37:51 AM »
Christ these hyperstorms combined with the Core/Survey/Salvage nerf have really sucked the fun out of the game for me

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