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Starsector 0.95a is out! (03/26/21); Blog post: Of Slipstreams and Sensor Ghosts (09/24/21)

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Messages - Sagitta

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Mods / Re: [0.9.1a] Mayasuran Navy 8.2.8 RC4
« on: February 17, 2020, 08:58:13 AM »
Is it early High-tech themed? Cause those are some sick odyssey vibes.

I think you might be on to something. That combination of blue/white/yellow looks very similar to the Archon from Ship/Weapon pack and that is described as a transitional midline/hightech design.

2
Mods / Re: [0.9.1a] Torchships And Deadly Armaments V0.10a (2020/02/02)
« on: February 17, 2020, 05:46:39 AM »
yes. Yes! YES!

I love the crazy and weird stuff in Seeker (and eagerly await its official release) but I thought it would be neat if I could use only the more conventional ship-hulls for a vanilla-like playthrough.
This is great! Thank you for making this! ;D

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Spoiler
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More cathedrals than medieval europe!

I wonder if it wouldn´t be better to make it a unique ship that you have to get through Ship/Weapon Packs own bounty system.
Or make it appear only in special fleets as a single flagship (I have no idea if something like this can be implemented, I´m no modder).

4
Mods / Re: [0.9.1a] Tahlan Shipworks 0.3.13
« on: February 02, 2020, 11:32:46 AM »
Warnoise, all Kassadari ships have constant time acceleration. ANY weapon you put on them fires/reloads 10% faster compared to normal ships. And if their hull drops to 30% integrity, all weapons fire/reload 30% faster! The reduction in armor actually just makes it easier to achieve this! Not convinced yet? There´s a hullmod that instantly puts the ship in this 30% overdrive mode...but disables shields. Oh my, (almost) all Kassadari ships are Low Tech hulls with lots of armor, what a coincidence!

In short, these ships have the firepower of 2 or 3 normal ships combined. I´m not even sure if time acceleration affects turret traverse, flux dissipation and venting but if it does that is even more ridicolous! Not to mention the unique ship systems and the Kassadari weapons. The armor penalty is an incredibly small downside, so it makes sense that these ships are so hard to get.

5
Modding / Re: [0.9.1a] Captain Trek's Guide to the Modiverse
« on: January 31, 2020, 03:24:22 PM »
I like it. Provides additional commentary on what a mod offers and how well it fits into the established game world and lore. I also think its great that you included effects on campaign gameplay, since those are not immediatly apparent to someone that wants to try out mods for the first time.

Also, can you tell me what might be considered odd about the Oppressor, Dire Wolf and Tarsus Ultra? I´ve played so long whit Vayra´s Ship Pack that I probably don´t question it anymore  ;D

6
Suggestions / Re: More ballistic anti fighter options
« on: January 31, 2020, 10:35:12 AM »
Maybe something like the Teltrite Impactor? It´s very accurate, deals kinetic damage and has a range of 500. Obviously not great against Broadsword and such but the range also allows it to counter the Sabot sometimes. It´s from Tahlan Shipworks.

A medium mount version of the Swarmer would also be nice. Maybe with a bit more powerful missiles.

7
Mods / Re: [0.9.1a] Tahlan Shipworks 0.3.13
« on: January 24, 2020, 09:23:49 AM »
Hi Nia, I noticed something with the Legio Lasher. I´m not sure if it´s something wrong on my end but both small mounts have an extremly slow turret traverse. Similar to the High Intensity Laser while firing. I guess this isn´t intended?

Love your mod btw, especially the three capital carriers and the Metafalica!

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