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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 - n4rf

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Mods / Re: Project Ironclads, version 4.2 (0.54 with campaign)
« on: January 01, 2013, 03:10:32 PM »
It's cool though, you end up spending a bit of your initial game in combating, capturing, and then selling those ships/weapons to the station to be made. Its a nice kick in the butt to keep fighting increasingly more difficult targets to gather material availabilities that don't exist in the other stations. It might actually affect an economy when one exists, but for now its nice to have one station to go to thats neutral... gives you the option to aggro everyone and still arm up too.

Overall I'd say its a nice influence in forward gameplay, and it makes losing a little softer when you know you can get those ships back without waiting ages for stock.

2
Mods / Re: Project Ironclads, version 4.2 (0.54 with campaign)
« on: January 01, 2013, 01:20:35 AM »
I love you okim.

3
Mods / Re: Project Ironclads, version 4.0 (0.54 with campaign)
« on: December 13, 2012, 11:02:03 AM »
I finally took down an alien mothership (with legit setups, no ramming etc), quite an ordeal haha.

Fair bit of note, once you get one of them and a few stalkers... they are ridiculously powerful. Merely throwing shields on the mothership makes it far superior to anything else, and shields on a stalker plus plasma or ppc's makes it a killing machine.

I can see what you folks were talking about now heh. Granted it took me a LOT of effort to get these ships... maxed out my character, used elite crews, spent a lot of time salvaging alien weapons. I was trying to do it without any particularly special tactics, just through specializing setups. Quite an interesting challenge.

Well done on the mod. Haven't had this much fun in starfarer in quite a while :)

4
Mods / Re: Project Ironclads, version 4.0 (0.54 with campaign)
« on: December 06, 2012, 08:25:42 AM »
I think if it was in the campaign, it'd waste everything haha.

I understand why its not for those reasons. The alien mothership is pretty excessive as it is, should you down and capture one.

5
Mods / Re: Project Ironclads, version 4.0 (0.54 with campaign)
« on: December 06, 2012, 12:23:41 AM »
Holy crap is it wonderfully difficult to take down an alien mothership now :D

Been a while since I tried, but I keep getting my butt handed to me, even using their own heavy weapons against them hehe.

Thanks for this wonderful mod

6
Mods / Re: Project Ironclads, version 2.7 (0.52.1a with campaign)
« on: August 09, 2012, 09:29:22 AM »
Any eta on this becoming 53a compatible or did i miss something...

Don't take this as pushy, I just don't get to play games much and just actually got interested in this mod, so I'd like to play it  :D

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