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Messages - TheHengeProphet

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1
General Discussion / Re: Knights of Ludd?
« on: December 23, 2015, 09:25:42 AM »
Well, my friend, who I've been chastising for not joining the forums, has been complaining about rep losses during his Tri-Tach commission due to not engaging in hostilities with the Knights of Ludd, and I'm quite sure he has the latest version.

2
Announcements / Re: Starsector 0.7a (Released) Patch Notes
« on: November 26, 2015, 11:16:55 PM »
Thanks for the explanation of sensors, though broad.  Yeah, I think in-game explanations would help.

3
Announcements / Re: Starsector 0.7a (Released) Patch Notes
« on: November 26, 2015, 10:26:45 AM »
Regarding sensors, I find it odd that you can't actually be stealthy with a small fleet.  Basically, you have no way of seeing fleets you need to hide from if you're trying to be stealthy beyond the shimmering lines.  You also have no way of telling if you're currently in a sensor range.  It would be nice to visualize how far your sensors reach, as well.

Ways I might suggest fixing these:
    Have sensor range at a flat rate, allowing for skills or ship mods to modify it.
    Having ship sensor profile remain the same as it is, because it seems reasonable.

    Adding a sensor range indicator for your fleet on the map view?

4
Bug Reports & Support / Re: Crash after battle
« on: November 20, 2015, 12:22:16 AM »

5
Bug Reports & Support / Re: "Unknown" Fleets Exploit
« on: November 20, 2015, 12:20:34 AM »
I have found this same thing.  Sensor pulse, open the map, click around to see what's what.

6
Announcements / Re: Starsector 0.7a (In Development) Patch Notes
« on: November 17, 2015, 08:33:00 PM »
Looks fun! Have you finalized what the exact range changes for SO are/will the game have that info?

It's 450 + 0.25 * (range - 450). The tooltip just says "drastically".

So a laser which does 1000 range will now have a range of 587.5?  That IS drastic.

7
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: October 25, 2015, 07:45:28 PM »
Anyone have any thoughts on how to improve this? I've nailed the shape but it feels very flat still, and overall it seems very bland.



Am I having an Escape Velocity flashback here?

The ship doesn't look terribly flat, but I feel it could use some greebles to bring it in line with other SS ships.

8
Mods / Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
« on: October 06, 2015, 09:02:42 PM »
The fleets don't seem hostile to anybody, so from what I can tell, they'll hang around unmolested until killed by the player.  They've so far lasted far longer than normal bounties, but I have no idea on permanence.

9
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: October 04, 2015, 03:10:06 PM »
That midline Beholder is hawt!  I really like the paint job on it.

10
Mods / Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
« on: October 04, 2015, 03:07:15 PM »
On that note, any idea on how much damage the phalanx's and/or afflictor's flares do?  I've actually been destroyed by both when I didn't realize my armor had been stripped...

11
Mods / Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
« on: October 03, 2015, 08:52:16 PM »
Interesting, 10 fragmentation and 100 EMP from the flare gun, but 150 fragmentation from the flare burst launcher.

12
Mods / Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
« on: October 03, 2015, 03:35:15 PM »
Regenerating flaregun ammo would be fun to use as a weapon in itself.  If flares hit hull, they do stupid amounts of damage...

I've been going after these new bounties, which has turned out more frustrating than anything, because the rate of capture is just as stupid as before (even with the easier boarding marked as true).  Do any of these given mod ships come up more than once?

Also, amusing bit: One of the mod ship bounties was Gerard Butler.  I chuckled.

13
I'm actually relatively fine with IRPLs, after considering I use them everywhere; however, I only really use them because the only other hard flux energy weapon option for small slots that is not an AM blaster is the Ion Cannon...  I'd like some weapon variety here, or maybe even give beams a 25% hard flux damage.

14
Bug Reports & Support / "Text scaling" Windows 10
« on: September 09, 2015, 05:34:00 PM »
If you have text scaling on in Windows 10, it also will scale both the launcher and the game window of Starsector.  Not sure how else to describe it.

15
I believe he meant ballistics, not kinetic, but I'm not sure.

Anyways, if I load up a conquest's broadside with a Hephaestus and a Gauss Cannon, I found it just simply did not appear to perform nearly as well as two Mjolnirs.

Isn't there a mod where you can have custom missions?  Just load out some ships how you want to test and have at.

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