Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.95a is out! (03/26/21); Blog post: Skill Changes, Part 2 (07/15/21)

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Sunfire

Pages: [1] 2 3 ... 47
1
Mods / Re: [0.6.1a] Interstellar Federation v1.27
« on: May 12, 2017, 09:48:23 PM »
Godspeed Wraith!

2
Blog Posts / Re: Planetary Surveys
« on: June 09, 2016, 05:14:27 PM »
This looks so cool, makes me really excited about the next version!

Will mods be able to set markets as set? Same with systems planets etc.

3
Mods / Re: [0.6.2a] Interstellar Imperium v1.4
« on: November 05, 2014, 08:21:22 PM »
Yeah, it just feels like such a moving target.  With other mod authors adding stuff to their mods, while I am struggling just to get my old basic features working (I can dedicate maybe four hours per day, maximum), my to-do list keeps getting larger.  There are certain concessions I can make (like SS+ won't be fixing all the vanilla problems, II won't depict the full intended Imperium-Hegemony war on release, etc.) there are some things I have to do, like a Crusade event for the Templars, which I predict to take about four days of work.

Well take your time. We understand there's lots of work involved and we just want you to work at your own pace. I know that I'll be excited whenever you finish.

4
It worked! Quick question, where did the omnifactory and storage station go?

Nevermind, though I didn't see them when the system was fully occupied, but maybe I am blind.

5
Mods / Re: [0.6.2a] Interstellar Imperium v1.0
« on: May 23, 2014, 08:38:19 PM »
I want one of those giant missile ships!!!!!

6
I've been trying to play this ever awesome mod, however, as I believe someone said a few posts ago, when they ran the game without excerlin, everything worked, but plus excerlin, everything fails. I get a null error when I atempt to play with exerlin on. So yeah, that sucks a bunch. Any possible solutions?

7
Mods / Re: Project Ironclads, version 4.4.1 (0.54.1) Hotfix
« on: March 28, 2013, 06:19:34 PM »
Me likey a lot

8
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: March 17, 2013, 08:35:47 AM »
one in the middle!
first one has too much complexity difference between the front and the back imo.


I agree with this man, as an expert in Neutrino ships (I play them a lot)

9
Well, i found "some" relatively interesting and superior (no sarcasm, they got a lot better mods then anything can be found here, with a lot better lore!) mods on chinese forum it actually search engine:
http://tieba.baidu.com/p/2124604852
http://tieba.baidu.com/p/2193290458
(special thx to @xangle13, his threads forced me to search sources of content).


DS Tech Corporation

Features:
3 hull signatures, all with buildin weapons;
Special ship system that cannot be reinstalled, used for special effects on hull, may be usefull for thule ships;
Factory that produce stuff over time, autorestock, autorefresh;

Nova weapon!!!
Dronewall shileds!!!
http://youtu.be/UGZuGvyszew
http://youtu.be/OWmX_RjFMr4

Emp drone swarm!!!
Lightning guns!!!
http://youtu.be/Pf-iFiRlwKs

This mod exists on our forums as well, just throwing that out there, if I am correct it began here.

10
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: March 12, 2013, 06:45:23 PM »
My second ship a tie defender.

I am curious how you make lines smooth.I am using gimp.

I can't wait to play the mod you are making

11
Shadowyards? or Geudene?

I actually like all the factions in now, so I wish none.

Please not Neutrino

12
I expect a legitimate answer. Failure to deliver one will result is steep fines.

Seriously, you should be ashamed of yourselves. Zero self control. Zero capacity for coordination or to form a standardize cost format. Just one big self gratificationfest.

 Honestly, I laughed for a minute straight. Thank-you for that :) Ya I get mad like that sometimes when I game so I totally get this post.

 But since you created this thread I want to send out a little query. How do people feel about the balance of the Neutrino in Uomoz's Corvus? With utmost respect for the creativity of the mod creator, I would just like to know how other people feel about the balance. My experience with them has always felt really unusual and quite one sided. Perhaps I need to play with them more but I feel like when I'm Neutrino I can't lose because frankly, I rarely take damage. I'll provide more specifics if other people are interested in discussing it.

Edit: If the discussion goes into too much detail I'll probably move it to the Neutrino forum thread. At this point though, I'm not entirely convinced it isn't just my problem rather than balance.

Whenever I play any faction I feel strong. Maybe you are really good, because in all honesty a number of the neutrino ships are actually very prone to taking damage. The other think I think we aren't looking at is that even thought they are strong on the battlefield, the first ship they have that has an actual amount of cargo space compared to their drone ships. Also, most ships lack hanger space, thus you have almost no fighters, and their fighters are not very good. On top of all this, some ships have an extremely low pd armament for their size. I have found them to be powerful in auto-battle, but that is because of their shield efficiency, and a problem with how auto-battles are carried out.

13
Mods / Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
« on: February 27, 2013, 01:22:51 PM »
I kinda feel like the different factions aren't quite as unbalanced as some people are making them out to be, people seem to be looking at a faction or weapon's strength while ignoring its weaknesses.

The Neutrinos might be good at auto-battle, but auto-battle doesn't affect the player very much, and their shields leave a rather large portion of their ships exposed, leaving them balanced in a regular fight.

The Antediluvians might have a huge amount of armor and firepower, but other than their burn drives which leave them unable to turn, their ships are kinda slow, unshielded, and their weapons have a very short range.

The thule meanwhile have especially good weapons on their ships for the ship size, but they have no shields and only average armor, leaving them vulnerable to anything that out-numbers them.

The blackrock ships may have more than the average number of weapons on their ships, but their weapons are almost all short-ranged and for the most part balanced.

As for the IF's more powerful weaponry, I feel that the only thing that might need a small nerf is the hadron accelerator. I kinda feel that their other weapons, while powerful, are balanced by their large flux cost, large ordinance cost, and large cooldown to fire. Vilu was able to make a pretty powerful ship based off of a few of these guns, but he did so by stripping every other weapon off of the ship, and isn't the point of the refit screen to make a more powerful ship anyways?

As for the junk pirate capital ships, I've also noticed the problem. It seems like the crew requirement/capacity levels might need a tweak.

I am enjoying the junk pirates capital problem (as that picture shows), however maybe those fleets need a freighter of some sort?

14
Mods / Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
« on: February 27, 2013, 09:47:59 AM »
So, I have a problem, and that is that I have too many junk pirates capital ships, four too many. I'm only level 15, and all of those Junk Pirate invasion fleets that lose a bunch of crew and ships are easy pickings for a small fleet of frigates. Maybe should be fiddled with so doing this isn't so easy.


15
Oh god yes, I will playtest this and help in anyway I can to speed up the completion of this!

Pages: [1] 2 3 ... 47