Fractal Softworks Forum

Please login or register.

Login with username, password and session length

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 - A Random Jolteon

Pages: [1] 2 3 ... 10
1
Aren't we still hard-capped with 12 structures total built for any colony?
Considering the amount of structures/industries that are possible to build, is there a way to increase that limit via modding?
IIRC the hard-cap is there due to UI limitations. So unless the mod manages to get around that, I don't think so.

2
Tira:
Spoiler
Really fun ship. First complaint is that it doesn't use the fact that it can fly over stuff and shoot over allies like a fighter can all that often.
Second complaint is that when the ship is brought into battle, the other 3 that spawn with it don't get into formation with it until the original is already engaged because of how fast the original moves.
Everything else seems perfectly fine for it. Definitely don't regret buying it.
[close]

Hinsra:
Spoiler
Good frigate that has definitely pulled its weight for me. But weird to outfit imo, though eventually found one that works.
My only complaint is that the AI seems to charge way too often, often smashing into allies. First time this happened, it smashed right into the engines of the Tumbleweed that I was flying and sent me flying. Fortunately I didn't flame out. Other times it would only just barely miss hitting other allied ships.
However, it charging so often also leads to extremely satisfying rams. Found more success with them against Derelict frigates and destroyers, but seeing them ram a frigate and seeing that frigate explode instantly pays for any allied ramming these things cause.
[close]

Haven't found any other ships other than the Banaki (It's a frigate transport, and I'm currently needing destroyers), but not finding Vidhvansak and Tajmahir (How the fudge do you pronounce those?!) is probably down to not having a commission with anyone.

3
Absolutely awesome mod. Makes traveling much more interesting when I have to travel long distances. This will be used as much as Starship Legends (aka always)

Fun fact: First time using this, I had no idea how far it'd take me when in-system, so when I jumped I ended up warped into a pirate station that has a capital and multiple cruisers around it while having only a tumbleweed and 4 shepards...aaaand my transponder was on.

4
Mods / Re: [0.8.1a] Blackrock Drive Yards v0.9.1 (23.03.2018)
« on: January 28, 2019, 08:25:09 PM »
Hop on the Starsector Unofficial discord, and you might be able to catch a dev version of 0.9 Blackrock to get your Nevermore fill.

5
Yes it's been updated!!!...Sadly I'll be doing stuff for a tournament so I won't be playing as long as I'd like, but I'll still be playing each day!

6
Modding / Re: mod that was created that had a building in it...
« on: January 16, 2019, 08:43:43 PM »
some type of giant computer
Hmm...Maybe...Scy?

I know of only two mods that add planetside buildings, those being Scy and Shadowyards. And I've played with Shadowyards installed long enough to have not seen such a thing. But I've heard talk about Scy having a building that you first need a blueprint for so...try that I guess.

7
Mods / Re: [0.9a] Sylphon RnD 0.9.3
« on: January 16, 2019, 06:41:30 AM »
Hoooly...That. Is. BEAUTIFUL.

8
Mods / Re: [0.9a] Legacy of Arkgneisis 1.2.6 [01/15/19]
« on: January 15, 2019, 08:44:44 PM »
get it from Wyvern...the uh, the one without the G
This made me laugh  :D Maybe you should add a funny addition to your name? Maybe "Gwyvern the Raider"?...Okay I suck with quickly coming up with names.

9
Mods / Re: [0.9a] SpeedUp 0.5.1
« on: January 07, 2019, 07:07:07 AM »
yes, i have read and reread the starting info that the creator put up for the file...caps lock does do it you are correct...one more quesion is there anyway to speed up traveling through hyperspace anymore than it is...?
Nope. Shift is the only way to speed up.

10
Mods / Re: [0.9a] SpeedUp 0.5.1
« on: January 06, 2019, 06:45:46 PM »
forgive me, i am old and for the life of me i cannot figure out how to get one of the keys to toggle rather than holding it down...can someone please give me a simple step by step on how it works...please and thank you...
Caps Lock toggled it on and off by default for me. Have you tried that?

11
General Discussion / Re: Colonization achievements
« on: December 18, 2018, 03:34:36 PM »
Oh lard he actually did it

12
Mods / Re: [0.8.1a]STEELCLAD v0.7i ( 17.09.2017)
« on: December 16, 2018, 09:33:55 PM »


red or yellow?
Hmm...If that's a tanker I'd say Red. If it's a freighter, yellow.

13
Suggestions / Re: Some things for weapons.CSV
« on: December 15, 2018, 08:47:16 PM »
No comment on the second, but I would love the first to become a thing. I'd prefer not to get a "Only one on the sector" type weapon multiple times because of tech-mining.

14
Mods / Re: [0.9a] Console Commands v3.0 WIP 7.6 (released 2018-12-07)
« on: December 09, 2018, 08:54:50 PM »
DestroyColony command
Ahem.
LUUUUUDS! Get your butts over hear!!!

15
Mods / Re: [0.8.1a] Tiandong Heavy Industries v1.2 - Updated 11/12/18
« on: November 12, 2018, 06:34:58 AM »
Ahem.

AAAAAAAAAHHHHHOMGTHEDONGHASUPDATEDAAAAAAAHH

Done...Also there goes my plan to play again when 0.9 comes out. (0.9 when Alex??)

Pages: [1] 2 3 ... 10