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Starsector 0.95a is out! (03/26/21); Blog post: Of Slipstreams and Sensor Ghosts (09/24/21)

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Messages - xucthclu

Pages: [1] 2 3 ... 7
1
After updating Nex, it seems like the other factions no longer send out colony fleets. Has that feature been removed?

2
Mods / Re: [0.9.1a] Diable Avionics 2.51 RC4 (2020/04/20)
« on: May 03, 2020, 04:51:18 AM »
I see. Another thing. Diable seems to never be prone to colonization in Nex. Is this intended?

3
Mods / Re: [0.9.1a] Diable Avionics 2.51 RC4 (2020/04/20)
« on: May 02, 2020, 03:36:15 AM »
Some of the strings mention Diable as "Diable Corporation" instead of Diable Avionics

4
The bounty fleets are way too large. Here, for example is a 56 ship bounty hunter fleet. This is without uncapped player level or anything like that.

Spoiler
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5
There's a possibility to keep 3 agents even after respeccing with console commands if you take the skill, whereas all other skills get their behaviors set back to normal upon respeccing. Just something to consider.

6
Hey, so, if there is a rebellion and you support the rebellion side by selling to the black market with your transponder on, once they take over the colony, you get a reputation penalty with them for selling stuff on the black market right after they capture said market.

7
The invasion notification sound is too loud imo. It legit scared me even though my laptop was at 30% volume.

8
Random sector oddity

Spoiler
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9
Mods / Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.18a
« on: February 22, 2020, 12:20:04 PM »
If you get commissioned with Diable Avionics, you don't have to dodge blade breakers, as they become non-hostile. You can do this right after the deserter start to get your hand on a second set of deserter blueprints right away.

10
Mods / Re: [0.9.1a] Player Station Construction (v3.0.0)
« on: January 29, 2020, 04:17:11 AM »
Can I get a link for the gate construction mod, please?

11
Mods / Re: [0.9.1a] Diable Avionics 2.04 (2019/05/14)
« on: January 02, 2020, 01:32:36 PM »
Ibbs can be hard if you limit yourself to a faction. That one in particular is weak to beam weps to keep the enemies phased and fighter spam, as the other guy said. You could try mass fractus against them.

12
Mods / Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.18a
« on: January 01, 2020, 02:56:45 PM »
Bottom from core worlds, look for a system that has a sigma-distorted star. They do not have markets tho

So do the blade breaker deserters actually exist as a faction that spawns? Or nah?
Also this mod is fuckin epic, probably one of the best in terms of aesthetics

13
Mods / Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.18a
« on: December 29, 2019, 01:26:05 PM »
Wasn't aware of the wrecks. Makes sense, tho; curse has the Drovers system, which automatically makes any carrier OP and proto-kestrel is quite formidable in its own right.

14
Mods / Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.18a
« on: December 28, 2019, 06:58:43 PM »
After digging around, I found that there's a blueprint for bladewood, but doesn't seem to be one for Proto-Sparrowhawk. If the bladewood BP supposed to be dropping from somewhere? If yes, what about Proto-Sparrowhawk?

15
Mods / Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.18a
« on: December 27, 2019, 04:51:57 AM »
Oh, I thought you left them at no-drop for balance purposes. Are all of them supposed to be available from drops?

Also, that support attack on the BB battlecarrier, the one that launches missiles with an AoE attack, is the main reason to have resistant flux conduits and a good shield arc.

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