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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 - Giangiotto

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1
I don't think the Lasher is a particularly good ship.

Anyways see if you can get a Wolf as your starter, then remove the missiles and use the points for an engine boost.
Even on autopilot it should be able to beat small enemy fleets. Just look out for fighters and Phase ships.

2
Suggestions / Re: Assign Tugs to Ships
« on: October 26, 2013, 01:22:39 AM »
Holy crap tugs actually have a purpose?
I didn't know! Where's the documentation for this? How does it work?

3
Suggestions / Re: an Easier Start until game balance is done
« on: October 25, 2013, 03:39:27 AM »
You can get into simulations from the REFIT screen to try out your ships.

It's even better than shooting asteroids because the simulation contains common pirate ships too. If I recall correctly.

4
Modding / Re: Ship Capture in Ironclads help
« on: October 24, 2013, 01:15:36 PM »
Pretty sure he just wanted you to point him to the right file so he doesn't have to skim through a couple hundred.

5
General Discussion / Re: Feedback about fighters, CP and maybe some bugs
« on: October 24, 2013, 01:06:21 PM »
About CP:
Imho it makes sense for it to be limited to a maximum amount of commands issued but the points should come back after some time from cancelling a command.

6
Modding / Re: Ship Capture in Ironclads help
« on: October 24, 2013, 12:25:44 PM »
Quote
I understand this as I have trouble finding a good decompiler, could you recommend one perhaps
You are the one who said that a couple posts earlier, no?

7
Modding / Re: Ship Capture in Ironclads help
« on: October 24, 2013, 11:51:24 AM »
Did the decompiler I showed you not work?

8
General Discussion / Re: Can't move without dying?
« on: October 24, 2013, 09:34:22 AM »
In the last update CR was added in.
CR is a bit buggy in some regards.

After you win a battle you get stuck at speed 1 for an ingame day or so.

You need to make the pirate follow you (or push him by chasing him) out of the cluster so you can leave after winning.

Also pirates tend to swarm their spawn area at the beginning. If you give them a couple weeks they should spread out and start attacking Hegemony space.

9
Mods / Re: Project Ironclads, version 6.4 (0.6.1a)
« on: October 24, 2013, 08:55:36 AM »
So I want to play mostly as UIN because of their energy focus and them not being America, but I was wondering: Are those big ships in their picture in the first post capitals or just large cruisers?

Also any chance of space nazis?
I find it hard to believe no mod has space nazis.

This mod is based more on the cold war, so no space nazis.
There was one space nazi mod at some point, but it never got to a playable stage and doesn't seem to be worked on nowadays. Not much of a loss in my opinion, I prefer not to see nazis in video games - or anywhere for that matter.

You had Werewolf in the cold war if we want to be nitpicky, though given their size it would give them a ship at best in the mod.
An exerelin compatible WW2 Germany inspired faction mod would make me a very happy person.

Nazis make everything better.

10
Mods / Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.62
« on: October 24, 2013, 04:04:18 AM »
Speaking of it being save incompatible is there a way to carryover characters?
With compressed saves I don't think you can with simple copy-pasting.

I tend to play with between 1 or 4 systems to keep the loading and saving reasonable so my games aren't too long.
Plus Starfarer uses the Java process so Cheat Engine is out the door too.

11
Mods / Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
« on: October 24, 2013, 12:40:43 AM »
Quote
- Added config setting for capital ship sale reduction

Does that basically do what I did to my own game a little while back?

12
Suggestions / Re: an Easier Start until game balance is done
« on: October 24, 2013, 12:35:46 AM »
You think the vanilla start is hard?
It's easy as long as you don't spend all your money at once (since new ships are sold without guns now).

Go play Ironclads and you'll find Vanilla much easier afterwards.

13
Mods / Re: Project Ironclads, version 6.4 (0.6.1a)
« on: October 24, 2013, 12:04:38 AM »
So I want to play mostly as UIN because of their energy focus and them not being America, but I was wondering: Are those big ships in their picture in the first post capitals or just large cruisers?

Also any chance of space nazis?
I find it hard to believe no mod has space nazis.

14
Mods / Re: Project Ironclads, version 6.4 (0.6.1a)
« on: October 23, 2013, 02:51:13 PM »
Well the 'issue' is that the files inside are .class files.
Now THOSE are what you actually have to decompile, nothing as simple as unzipping the folder.

And then you need to look through them. There's a lot of them.

I simply don't have the time to find it for you but you should be able to decompile the .class files with this:
http://jd.benow.ca/
You want JD-GUI.
I've never actually used it, the program I used to do this back in my Java programming days has been discontinued, but it looks legitimate.

15
Mods / Re: Project Ironclads, version 6.4 (0.6.1a)
« on: October 23, 2013, 02:31:23 PM »
Oh you have a different version than me.

Fine, I guess I shall just teach you the great secret behind .Jar s

Spoiler
They are actually just archives. Winrar opens them. 7zip should be able to do it aswell
[close]

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