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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 - Qipchak

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1
Mods / Re: [0.95a-RC12] Missing ships mod
« on: May 25, 2021, 11:31:07 AM »
I would really like a LowTech Supercapital or Hightech one (although the one special ship you get feels like one). Or maybe a ship in the 100 DP range.

I used the Nagato mainly for colony defence. When there are 3 enemy capital fleets trying to saturation bomb your worlds, they come really handy. Did you thought about giving the Heavy Mjollnir some more unique effect? I copied the Hellbore Particle effect and just coloured it blue. Looks really nice, maybe a bit to big i dont know.

2
General Discussion / Re: Mantle Bore organics WHAT???
« on: May 07, 2021, 07:38:53 AM »
I saw some trace organics on a barren-desert world.

3
Mods / Re: [0.95a] The Asteroid ship pack 1.3a
« on: May 04, 2021, 06:24:14 AM »
I also tested the Rock Capital. Its good, but not OP. I played it with Reaper Torpedoes, Forward Railguns and 3 Heavy Maulers - no large gun. It has 40 DP, same as Onslaught. It has more agility but less armor. I basically hull tanked that ship. Firing till max flux, venting by tanking hull, firing again. So the staying power of the ship is payed with more supplies needed for repairing hull damage. I would keep the DP cost but would remove the Fortress Shield for Maneuver Jets or something weaker like Flares or Reserve Deployment for the Drones.

I really like the style of the rock ships. High hull ships with focus on smaller guns but mediocre armor and lower ranges due small gun focus. They are unique. Oh the enemy has fired some holes into our ship. Just melt some stony bois and fill the gaps.

4
Increase fleet limit to 40 and lower deployment cost for each D-Mod.

5
Mods / Re: [0.95a] Fluff's Ship Pack 0.2.2a
« on: April 25, 2021, 10:57:12 PM »
Looks nice. I have an idea, maybe thats something for this mod. A buffalo freighter white painted with red cross. Basically a hospital ship for roleplay.

6
General Discussion / Re: Post your exceptional 9.5 core world seeds
« on: April 25, 2021, 07:29:17 AM »
From my new playthrough with newest version (i admit i rolled 5 sectors before i started, dont shame me)

MN-6264192764189908808  about 6 ly from core north-east in a yellow nebula. 2x 100% Terran Worlds orbiting a Gas Giant + Barren Worlds in the System. Both worlds have ruins on them and decivilized. There is a gate in system and a Domain Comm Array. Thats what i call a jackpot.

7
General Discussion / Re: Colony threats
« on: April 19, 2021, 04:40:33 AM »
The AI is now trying to genozide me. Expeditions with the goal: Saturation bombardment.
3 Fleets with Conqest Battlecruisers. I lost my last XIV Legion defeating the forces in orbit, they destroyed the Station in Orbit but i won with my fleet. Killed 9 Conqest, lots of cruisers, destroyers etc.

8
I did the Aztlan mission in a different way. Formed a big scary fleet, turned of transponder, jumped into system. Patrol came, i refused to shut it off, then i fly straight to the array, the patrols run from me because of fleet size. Installed the thing and transverse jumped. I think i lost maybe some rep but no hostility. I tried stealth first and got frustrated.

9
General Discussion / Re: Post your exceptional 9.5 core world seeds
« on: April 11, 2021, 04:53:17 AM »
This is a pretty good Durzakh System, 2 ly from Corvus:

AN-5520598103000995844

Jungle World, 125% with +2 Food, -1 Common Ore, 0 Organics  (can use Soil nanites)
Water World, 100% with +2 Organics, Aquacultures
Barren World, 175% with -1 Normal Ore, 0 Rare Ore (can use Borer, Nanoforge etc.)
Gas Giant, 175% with -1 Volatiles (can use the Plasma Thingy Thing)

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