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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 - dmaiski

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1
Mods / Re: Project Ironclads TC 8.1 (14/11/2014) [0.65.1a compatible]
« on: November 15, 2014, 10:07:15 AM »
btw okim

I was fiddling with your mod a bit, and i noticed TradingEffect1 does not have any effects... the 2% off purchases is pureley dosent happen from what I can see

2
Mods / Re: Project Ironclads TC 8.1 (14/11/2014) [0.65.1a compatible]
« on: November 15, 2014, 05:07:30 AM »
ah im using 8.0 :P

3
Mods / Re: Project Ironclads TC 8.1 (14/11/2014) [0.65.1a compatible]
« on: November 15, 2014, 04:39:27 AM »
also you have several planets with 10million food on them at price 1

4
Mods / Re: Project Ironclads TC 8.1 (14/11/2014) [0.65.1a compatible]
« on: November 15, 2014, 04:02:09 AM »
found bug!

- only 1 tug applies itself to capital ships
(tried to have 3 tugs pulling a rus battleship, but it only recived +1 to burn speed (+5 in total from tech and drive bonuses))

5
General Discussion / Re: RAGE AGAINST THE PATROL!!!
« on: October 31, 2014, 12:11:05 PM »
They also seem to be the only faction that does not actively spam the trolling toll patrol :P

6
General Discussion / Re: RAGE AGAINST THE PATROL!!!
« on: October 31, 2014, 05:30:01 AM »
so far in all my games i have not payed off a single payroll

this may or may not be the reason that pirates and TriTach are the only factions that will trade with me

the pirates being the source of my 6million credit trade fortune made via fuel/supply/drug smugling
and the TriTach loving me because of my nasty habit of wiping out any hegemony or independent fleet i come across  ;D

7
Bug Reports & Support / Re: Selling metals on Tartessus bug?
« on: October 30, 2014, 03:08:07 PM »
ive seen demand for metals ocasinaly, but its rare

ive found trading in drugs, fuel, supplies, and food the only reliably profitable things

one of the odd things i have found is that if you have a massive trade fleet and 3 large planets ~2 days apart
you can buy ALL the food from #1, then sell it to #2 (with food shortage)
then buy all the food from #3, and travel back to sell to #1 (winch now has food shortage)
and cycle the food like that for crazy profit

I got 2million credits cycling 4000 units of food between a few planets like this

8
Bug Reports & Support / Spawn on asteroid
« on: October 27, 2014, 05:56:27 PM »
Spawn on asteroid battle bug is still a thing, 6000 damage at the start of battle instagibbed my poor wolf...

9
Suggestions / Re: Crippling Crew Levels
« on: October 27, 2014, 01:45:33 PM »
At that point, they're really not in the frigate. We're talking hastily-welded-together temporary "habitats" not really all that suited for providing life support. Of course, if you don't have the supplies, then it's not even that, which is reflected in how quickly you'll lose this extra crew.

probably one of my favourite features of SS

I love being able to do that, and its fairly reasonable as a method of storage in space

10
Suggestions / Re: Crippling Crew Levels
« on: October 27, 2014, 06:47:06 AM »
lol this bug is epic feature!

11
pretty much that :P

attacked by independent while being scanned by hegemony...

12
:P basicaly what we need is the ability to add in new slot types

13
wooo laser saws!!!

must have MOAR LAZER SAWS!!!!
Spoiler
DEATH DISCO!!!
[close]
MUAHAHAHAHAHAHA!!!!

(a short time later)
why does my lazer saw no cut T.T WHY!!!!
Spoiler
[close]
SO SAD!!!

14
:P this has the feel of something that may end up being in Xenos mod at some point in some form, but curently i would say this is a "too complex for vanilla SS" kind of thing

15
no they are fleeing verry sucsessfully (im attacking)

too sucsessfully imo... since my ships just manage to warp in right as they all sucsessfully retreat (1 sec into the battle)

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