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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 - Buyobae

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1
Mods / Re: [0.95.1a] Ship/Weapon Pack 1.13.0
« on: January 07, 2022, 06:58:48 AM »
Hello, I updated the mod from the Discord version to the new version in my save and got this problem when I boot it up
Fatal: Hullmod with id [swp_gunnerai] not found for faction [sector]
Dumbass me decided to permanently delete the old version before checking compatibility so I'm downloading the old version now. Just putting this here to notify people of the issue.

2
Suggestions / Re: Custom presets for ship squad when docking.
« on: January 04, 2020, 11:06:18 AM »
Hey,

It's great to hear that you are not against the idea. I suggested this because I do play with some ship mods, and I myself is a bit of a collector, so custom preset for ships is quite essential for me in late game, this might or might not apply to the general Starsector players.

Anyways, thank you for hearing me out!

3
Suggestions / Custom presets for ship squad when docking.
« on: December 27, 2019, 02:03:03 PM »
Hello,

I would like to suggest the addition of custom presets for which ships you want to take with.

This feature is a bit neglectable in the early game but become more and more needed the later in the game the player is.

For example, I currently have different 25 ships in my docks but I only want to take some of the best for invasion or defense, and a few others for exploration missions. As of now, that task is becoming more and more of a chore, as I have to manually switch to different ships each time, and the more ship I docked, the more time-consuming the task become.

I personally don't need complicated loadout presets as that might pose technical difficulties, or those that bring over-complicated-ness which might scare the new users. I simply would like to have simple presets where it can remember the ships' names and load correct ships whenever I click it.

Thank you, for reading this, and for making this wonderful game!


4
Mods / Re: [0.9.1a] Tahlan Shipworks 0.3.9c
« on: November 05, 2019, 04:49:14 AM »
Hey Nia,

Firstly, thanks for making the mod, I enjoy it immensely!

I just want to report that I have found an interesting way to break the balance.

The Karion Seeker Battery is a very fun weapon to use, and it seems to do nothing much but suppression, which is it's job, on a small scale.

However, if you try to fit every possible missile slots in your fleet (In my case, 3 Caps, 8 Cruisers on Normal setting) with the thing, oh boy, enemies' flux are over-stressed in seconds, EMP renders almost every ship with downed shield useless, smaller ships are eliminated as quick as Fighters, even the REDACTED is not so much of a threat now.

Anyhow, I know that my fleet is pretty late game already, and saying the weapon break the game might be an overstatement, but the fact remains that I can eliminate things much easier than before with the same fleet that used other Kassadari Weapons.

I understand that you don't have much time to look into every small balance detail that the player suggested, and if this is in your creative vision then I totally respect that decision, please feel free to ignore this post if that is the case.

5
Mods / Re: [0.9.1a] Ship/Weapon Pack 1.10.4
« on: September 30, 2019, 06:32:40 PM »
Lel, I use this mod along with Nexerelin and destroyed the Ludith Church.

Never I could have known that they could come back with a resurgence raid with 5 fleets, each having 6 Cathedrals rushing to take back Gilead from my hand.

This will be a battle that I would never forget. Thanks for making the mod ;D

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