Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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 - Master Troano

Pages: [1] 2
1
Mods / Re: [0.9.1a] Idoneus Citadel Exiles - (Overdue) 0.41 Update
« on: July 24, 2021, 04:01:11 AM »
This is absolutely amazing. I really hope someone resurrects this

2
Mods / Re: [0.95a] Grand.Colonies 1.0.c - More Building Slots
« on: June 14, 2021, 02:30:20 AM »
This is a must-use indeed. I'm using it along with Industrial Evolution and TASC, and would never be able to play without this mod.

3
Super regret adding this faction to my playthrough, Way to over powered.

What ships are you using in your fleet? I have no issue fighting P9 whatsoever. They're really squishy against fighter swarms. I have a Mayasuran Arjuna as my flagship, along with a Diable Avionics Storm Battlecarrier and a Mora. Most P9 ships melt against fighter swarms.

4
Mods / Re: [0.95a] Fighter Expansion Rebalanced v1.1.1a
« on: June 10, 2021, 10:54:27 AM »
Yep!

Thank you! I'll add this to my current gameplay, then!

Also agree with the Cazins being interceptors. They're not at all bad at screening missiles

5
Mods / Re: [0.95a] Scy V1.64rc6 (2021/05/02)
« on: June 08, 2021, 01:16:21 PM »
Hey, quick question: is the Kimono supposed to flux out so easily on all default loadouts?

6
Mods / Re: [0.95a] Fighter Expansion Rebalanced v1.1.1a
« on: June 08, 2021, 01:13:23 PM »
Is this save compatible?

7
Mods / Re: [0.9.1a] Concordance of Protection Syndicate (COPS) v.2.0b
« on: June 08, 2021, 01:12:34 PM »
Hey, this mod looks awesome. I'd love to try it!

8
Mods / Re: [0.95a] Commissioned Crews 1.999999gg
« on: May 28, 2021, 12:23:42 AM »
April 14, 2021
  • Luddic Rituals now applies a hefty missile damage bonus instead of increased missile damage toward shields.
  • Tri-Tachyon's CC now increases flux dissipation when venting by 15%.
  • Optimized some performance code.
  • Save game compatible.

Much love!


Hey, have you checked the Supported Modded Factions lately? It grew with 1 supported factions from the last patch to this patch! Wow!

9
Mods / Re: [0.95a] Diable Avionics 2.62 (2021/03/27)
« on: May 23, 2021, 04:38:37 PM »
Thank you for the clarification! Yes, I meant the Warlust. They're...good...but I've never seen the AI send them off to protect other ships.

10
I am using this with Nex, haven't encountered any issues thus far. It greatly improves colony management, OTOH!

11
The AI-controlled ships are really interesting. I also hope to see an update for this faction.

12
Mods / Re: [0.95a] ScalarTech Solutions 0.7 - Ready for the future
« on: May 22, 2021, 03:26:11 AM »
I've been using this faction pack as well. Aside from the astounding design, I have NOT seen any balance issues. If anything, the capitals are a bit fragile, but I believe that is by design. If anything, I found the fighters to be quite easily destroyed by any sort of PD.

13
Mods / Re: [0.95a] Pulse Industry
« on: May 22, 2021, 02:13:22 AM »
This mod looks great! I will add it to my next playthrough. Really excited to use the new ships, especially the Bignouf.

14
Mods / Re: [0.95a] Diable Avionics 2.62 (2021/03/27)
« on: May 22, 2021, 02:06:01 AM »
Tartiflette,

I really love your factions. Diable Avionics is an absolute beast of a mod, and it is well animated, well balanced (I would say) and it's just an all around strong presence in any game. I love the color coding, the names, their doctrine, weapons, you name it. Diable truly stands out from vanilla, and I believe it's up there with Spindle, Scy, Xhan and Federation.

By the way, is the Blizzaia Wanzer supposed to only defend? I've never seen it attack, but its two drones do sometimes charge ahead by themselves.

15
I wanted to create an account simply to echo the praise that this mod has been getting. I love it as well! In my opinion, the Xhan ships are indeed on the weaker side (so you might want to raise their capabilities a little), but the Pamed are very strong indeed.

I am also eager to find out about the Hiveships and the Brakad. Is there any way I can find their blueprints, or are they simply unique/found as wrecks, and gone if destroyed? I feel that the Brakad is really useful in any fleet, and the Hiveships feel awesome to use (and abuse), but I'd like to afford being less careful with them.

Would also love the lore behind them!

Keep up the great work.



if you dont have the command console mod, it is worth getting if for no other reason to playtest

if you enter "list ships" without quotations it will give the hull id for every ship in the game (including stations)

addship hullid  (replace hullid with the hull id of the ship-not the regular name, but the hullid!) will add one of that ship

if you enter addship hullid 5 it will add five bare hulls of that ship to your fleet

enjoy!

Thank you! I usually refrain from using commands, but I think I should, in this case. The ships are mighty fun, but they are pretty hard to come by. IMHO we should have a different way of acquiring them, maybe through a template or a mission, since they are strong, but not THAT strong. Really, really cool concepts anyway.

Pages: [1] 2