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Messages - MCWarhammer

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1
I totally agree.  *** off a Hegemony patrol because I interdicted it instead of scanning for the pirate I'm looking for is unfortunate.

If you're looking for a temporary workaround, I'd suggest putting it on a separate toolbar so you have to switch to use it. Pausing is free, mistakes are not.

2
Blog Posts / Re: Drawing [REDACTED] Battlestations, part 2
« on: July 27, 2017, 09:36:41 PM »
Finally, if you just want to make stuff a lot easier harder on the financial side, I'd suggest lowering raising the price of fuel and supplies in data/campaign/commodities.csv.

Okay got it.

3
Mods / Re: [0.8a] Hegemony Expeditionary Auxiliary Fleet v1.1
« on: July 02, 2017, 03:35:10 PM »
Are you going to end up updating to include that fancy Collossus you made?

4
Blog Posts / Re: Drawing [REDACTED] Battlestations, part 1
« on: June 27, 2017, 02:42:13 PM »

As the great David said:
Quote
(*Mod-makers, of course, have made no such implicit commitment and can do all sorts of crazy things that bring even the mightiest gaming machine to a shuddering crawl.)
For vanilla, not possible.  But for some crazy-ass mod, definitely, with the proper knowledge. :) Though to be honest, a giant rotating station with multiple layers of defense to get down to the core to disable energy to it's weapon systems would have been possibly the most epic fight I've ever fought.  Destroy each layer in detail or try to punch of a hole through each layer in the same spot to catch a fleeting glimpse of the core and get a torpedo in there all Star Wars exhaust-shaft style.  Not only would it be simply an epic battle, but it would be the epic battle that marked the peak of the entire game.  Or perhaps the end of a grand story line if there ever existed one - a rouge alpha or perhaps a more powerful AI jamming the gates of the sector hidden away in a dark, unknown star system pimped out with it's own battlestation worthy of a coalition to destroy it.

I need this to happen now.  I want to explore more of the AI part of the lore now because it's pretty amazing.  My favorite part is that they are controlled by attaching explosives to them.

5
Mods / Re: [0.8.1a] Neutrino Corp. (v. 1.84RC2.2)
« on: June 21, 2017, 11:26:19 AM »
I found this message and it requires some rewriting. I changed the first sentence, the two sentences before the last need to be rewritten and I don't want to change the tone of the message.

Running with the transponder off in Neutrino space is against our security measures.

[attachment deleted by admin]

6
Mods / Re: [0.8.1a] Unknown Skies v0.21 (04/06/2017)
« on: June 19, 2017, 02:27:04 PM »
Thanks Tartiflette, this is my favorite .8a mod so far. You're a rock star!

7
I love this.  I hate it when an easy mop up mission ends up with lost hulls because *someone* decided they wanted to wander off to the flank.

8
I'm excited to play this mod... when you're ready to release it! Take your time if you need to.

9
Suggestions / Re: flipping between tabs resets which market you're in
« on: June 04, 2017, 08:22:35 AM »
Nomadic_leader are you colorblind?  I could see how the grid color change might not be visible to someone who is colorblind.

10
Suggestions / Re: Mission Exclamation Points on Mission Systems
« on: June 04, 2017, 01:24:20 AM »
Yeah, this is something I'd like to see in a hotfix before Alex really starts digging into new features.

11
Mods / Re: [0.8a] Combat Chatter v1.7.1 (fixes 2017-04-24)
« on: June 03, 2017, 06:58:12 PM »
It would be cool if this mod could replace the standard peak-performance notifications. Something like "The ship isn't built for this..."

12
Mods / Re: [0.8a] The Nomads (v1.0 - Snrasha update [experimental])
« on: June 03, 2017, 06:55:25 PM »
Thanks for bringing The Nomads back Snrasha!  :)

13
Suggestions / Mission Exclamation Points on Mission Systems
« on: June 02, 2017, 01:22:50 PM »
It would be helpful, especially for exploration missions, if the system that the mission is in would have an exclamation just like the planets do.  This would make figuring out a route significantly easier.

14
Announcements / Re: Starsector 0.8.1a (In Development) Patch Notes
« on: May 31, 2017, 02:21:12 PM »
I did a playthrough under 3x supply and fuel consumption and 2x ship cost once just so I could find out how hard the game can be before I stopped turning a profit. Vanilla gets me far more money than I know what to do with by comparison

How did you do this, by the way? I'd like to try it.

15
Mods / Re: [0.7.2a] Blackrock Drive Yards v0.8.6 (12.01.2017)
« on: May 22, 2017, 01:28:20 AM »
Take your time buddy! No rush.

I want to echo this. This is one of my favorite mods and I'm excited to see it polished. Thanks a lot for all the hard work you've put into it.  :)

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