Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.95.1a is out! (12/10/21); Blog post: Uniquifying the Factions, Part 2 (04/30/22)

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 - Aramoro

Pages: [1] 2 3
1
Announcements / Re: Starsector 0.95.1a (Released) Patch Notes
« on: December 17, 2021, 08:30:40 AM »
And i will deploy 7 radiant with alpha core officers
can u share some screens?


cool

Got the neural switch(?) on all of them?

2
Announcements / Re: Starsector 0.95.1a (Released) Patch Notes
« on: December 16, 2021, 10:56:23 PM »
And i will deploy 7 radiant with alpha core officers

Damm, i want to see that.

can u share some screens?

3
Announcements / Re: Starsector 0.95.1a (Released) Patch Notes
« on: December 12, 2021, 01:31:20 PM »
Have any of u encountered the Untouchable Space God yet?

There are some "disgustingly fast" unidentified contacts in hyperspace.
I decided to molest some poor pirates, that definitely don't plan to turn unsuspecting traders into harvested organs. My plan went of they interdicted them in their anger.
Charge in full eburn to catch it, and...

me: GET IN THE STUPID POKE BALL!
theSpaceGod: fool...this isn't even 1% of my true speed, behold!

and he was gone...fastest thing in the universe

4
Announcements / Re: Starsector 0.95.1a (In Development) Patch Notes
« on: December 08, 2021, 07:54:51 AM »
I agree that MIRVs cost too much to be useful (ECCM and Expanded Missile Racks, though nearly all missiles need Missile Racks).  MIRVs in early releases did not need ECCM to work fully.  They were weaker and more easily stopped, but at least they worked out-of-the-box back in the day.

whaaaat?

but, i think MIRVs are op
also put racks+eccm on all missile boats...also like the 2xmirv legion

5
Announcements / Re: Starsector 0.95.1a (In Development) Patch Notes
« on: December 03, 2021, 06:39:42 PM »
Can we know which ships plz?

Uhhhhh let'see.

Valkyrie, Vigilance, Buffalo, Mule, Hermes, Wolf, Shrike, Revenant, and some weapon slots on others (Falcon, Eagle, Apogee).

Some weapons got touch-ups too; Autopulse, HIL, ... etc? And added a new Pilum stage, of course.

Cool man, thx.

6
Announcements / Re: Starsector 0.95.1a (In Development) Patch Notes
« on: December 03, 2021, 04:15:07 PM »
Ships:

    Updated older sprites for several ships

Can we know which ships plz?

7
General Discussion / Re: A list of myths and misconceptions
« on: October 23, 2021, 09:13:55 AM »
Biggest misconception of all:
Hyperspace storms are a navigation hindrance (instead of a godly speed boost allowing you to cross the sector in a jiffy).
Hell yeah, finally some1 understands.

8
Mods / Re: [0.95a] Nes's SAW
« on: October 15, 2021, 04:55:11 AM »
Its a red panda!!!

9
Taste the rainbow!!!

10
Modding / Re: [WIP][OUTDATED] United Aurora Federation
« on: October 12, 2021, 04:34:19 PM »
I'm pretty sure this is pretty much dead but... i hope you can update this.. The ships looks glorious!
Has nobody read the forum rules about necroing posts?  ???

off topic but, is there a place to request old mods to be updated?

11
Modding / Re: [0.95a] OMM "Star Descriptions: A New Hope" Update (29.7.)
« on: October 12, 2021, 02:36:31 PM »
Damm, this mod is really complex.

Every ship has separate sprite for arms, must have some crazy movement in game.


and as far as i can tell some modular stuff(in the making?) too

12
Modding / Re: {Request} Faction Ship Replacer
« on: October 03, 2021, 11:11:04 AM »
Go to data\world\factions in both armaa and starsector_core, copy the relevant "known fighter wings" entries from Armaa's faction file to the other factions' files.

The smiling face is right, but u might wanna spend some time on tutorials, and the stasector wiki.

For example, ships don't show up in faction fleets until add them to shiproles.


Not a problem if a mod already does this, but if its meant to be player only, u need to add it.
As for guns, i don't know if u can influence their rarity.

13
Modding / Re: nutella jar rebalance mod
« on: August 29, 2021, 05:31:47 PM »
Pass me that joint brotha, i wanna get stoned too...

14
Cyborg pilots

Tank bigger G-forces, and neural link weapons?

15
Modding / Re: [0.95a] Long Ships 1.8 | now shortified
« on: May 27, 2021, 10:12:34 PM »
RANGE yes yes u grammar ludicks
u need to add 250% rage hullmod
And now I need to see a Rage hullmod.
I'm not even sure what it would do, but I need it :P
Rage mod disables shields, lowers armor, and constantly reduces health, in exchange, you get infinite flux, 300% damage increase, and faster firing time....less useful on carriers.....

as if u dont know what i talk about...

Pages: [1] 2 3