Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.9.1a is out! (05/10/19); Blog post: Personal Contacts (08/13/20)

Pages: [1] 2 3 ... 10
 1 
 on: Today at 04:57:21 PM 
Started by Johnny Cocas - Last post by giganticats
ok thanks.


 2 
 on: Today at 04:41:00 PM 
Started by Johnny Cocas - Last post by Johnny Cocas
anyone know why this mod went from 0.9.1a down to 0.9a? also does anyone have a copy of the 0.9.1a version they can send me?

The mdod was tagged as 0.9.1, yes, but although the mod IS compatible with 0.9.1 it will not be balanced, as it does not have the tweaks needed to be balanced against 0.9.1.

The mod will work, just not really balanced.

Sorry for the inconvenience.

 3 
 on: Today at 04:31:41 PM 
Started by SonnaBanana - Last post by SaberCherry
Tiny nimble fighters don't have the armor and hull of a frigate.  This is a 2D game.  If there is no elevation accessible to the player, it would suck for the AI to take advantage of it.

 4 
 on: Today at 04:19:52 PM 
Started by giganticats - Last post by giganticats
delete pls

 5 
 on: Today at 04:14:10 PM 
Started by SonnaBanana - Last post by Retry
That would work, sure.  However, I would still prefer, thematically and gameplay-wise, that huge, slow, and bulky guns that one would never realistically train upon tiny and nimble fighter craft would just... not hit them.  I'd prefer having the fighters fly a bit under or over Hellbores and other improbable weapons, giving an illusion of physical depth to the battlefield.

 6 
 on: Today at 04:10:26 PM 
Started by Dark.Revenant - Last post by Troika
I think that there should be a general balance pass on a lot of units in this mod, as they havn't kept up with the times at all. Most notoriously the death barges are not remotely competitive with the Atlas mk II, which can bring a lot more weapons to the field per deployment point and is also not a death trap.

 

 7 
 on: Today at 03:58:18 PM 
Started by Johnny Cocas - Last post by giganticats
anyone know why this mod went from 0.9.1a down to 0.9a? also does anyone have a copy of the 0.9.1a version they can send me?

 8 
 on: Today at 02:07:56 PM 
Started by SaberCherry - Last post by SaberCherry
This could be configurable, at least in the json files, but having to hit sustained burn again, at just the right time, after using a sensor burst is incredibly irritating and makes me minimize my sensor burst usage simply because it's tedious.  When I am in sustained burn, I always want to resume ASAP after using a sensor burst.

Along similar lines, I've probably hit "Emergency Burn" by accident as often as I've used it on purpose, partly due to its positioning right between the two most commonly-used toggles, and partly because it looks a lot like sustained burn.  Since it has massive drawbacks, some kind of confirmation would be nice (I've since moved it to slot 0 once I discovered this was configurable).  Also, a prompt for enabling transponder upon leaving a planet would be great.  The "Enable Transponder?" prompt upon entering a system is extremely helpful; on the other hand, every single time I've been intercepted by patrols was because I turned off my transponder to due a black-market deal on a planet with no patrols nearby, and then simply forgot to turn it back on after I left.  The patrols don't buy that excuse.  It led to me getting into a war with the Diktat last game...

 9 
 on: Today at 01:29:53 PM 
Started by giganticats - Last post by giganticats
yesssss, thank you so much ive been looking for this

 10 
 on: Today at 01:22:49 PM 
Started by SonnaBanana - Last post by SaberCherry
More relevantly, the pain of repeatedly watching stray Wasp drones wander into a Hellbore shot has lead me to permanently disavow that that weapon...
The solution there is to have some weapons vaporize the fighter and continue, like with Star Control 2 fighters.  Or, more generally, a rule where at >=100% overkill, non-missile weapons zap the fighter and keep going.  This would include noncontinuous beams like Tachyons.  So Broadswords could still block a Hellbore, but Talons couldn't.

Pages: [1] 2 3 ... 10