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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 - Mazuo

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1
Mods / Re: [0.9a] Galatia Complete [1.5] - Galactic Space Music Mod
« on: August 18, 2019, 05:42:13 PM »
That's not how copyright works at all and it would be great to not have another thread war started about it.

2
Blog Posts / Re: Revisiting the Economy
« on: January 04, 2018, 04:45:19 PM »
If a system is in an ideal midpoint location for a waystation, but also has a very desirable planet in it for a full colony, can it accommodate both functions without having to sacrifice building slots one or the other needs to capitalize on its purpose?

3
Announcements / Re: Starsector 0.8.1a (In Development) Patch Notes
« on: May 25, 2017, 08:47:36 PM »
Love the right-click for destinations in empty space addition.  Was about to suggest it myself until I saw the notes.

In regard to the makeshift generator, has it already been tried with crappy stats for shield damage/flux, upkeep etc. instead of the speed nerf?  Seems like it'd still be nice for unshielded ships on the edge of usefulness but the concern of it easily overloading would balance it somewhat.

4
Mods / Re: [0.8a] Diable Avionics 1.82 (08/05/2017)
« on: May 15, 2017, 06:37:52 PM »
Please stop spamming.  I don't know what's wrong with your browser, but the very obvious download button on the front page works fine.  It links to https://bitbucket.org/CodingTartiflette/flashfrozens-diable-avionics/downloads/DIABLEAVIONICS_V1.82RC2.7z since you can't seem to find it.

5
Bug Reports & Support / [0.8a RC19] Venting Quirks
« on: April 23, 2017, 12:48:12 AM »
Have a Condor in fleet that almost every time it uses its fast missile racks ability immediately vents and interrupts the reload.  No enemies nearby or under any threat.  More rarely seeing some ships against weak opponents with only kinetic weaponry raise shields, get hit, vent, repeat.

I think it must be because they realize their armor will shrug it off, but it leads to them not actually firing weapons as they get stuck in that cycle of actions.  Flux only rises in each case to somewhere around 20%.

6
Bug Reports & Support / Re: The Typo Thread
« on: April 22, 2017, 01:13:33 AM »
I forgot to note where I saw it and haven't seen it since, but a tooltip talks about 'instellar' distance, or something very similar, instead of interstellar.

EDIT:  Ah, there it was.  In the plain hyperspace tooltip description.

7
Bug Reports & Support / Re: [0.8a RC19] Graphics Flickering
« on: April 22, 2017, 01:09:17 AM »
Seems about the same for me in either mode.  I get the random vertical lines too that just blip in and out almost before you saw they were there.  Some horizontal line distortion on the system map if you just let it sit there and stare.

8
Bug Reports & Support / [0.8a RC19] Graphics Flickering
« on: April 21, 2017, 07:43:54 PM »
Could be some quirk specific to my machine, but thought I'd drop a quick report on some odd flickering I've seen since playing with 0.8 and see if anyone else has noticed it.  I believe it's present rarely in any situation, but it's especially noticeable on a market screen where the planetary background and various items in inventory will stutter very briefly.  A little distracting but perfectly playable.

Using most recent drivers on a GTX 950 with Java 7 64-bit replaced into the install folder and non-fullscreen set to monitor native resolution.

9
Can confirm.  I didn't get a screenshot myself, but just had that happen to me as well.

10
Blog Posts / Re: Fighter Redesign
« on: August 28, 2016, 01:40:38 AM »
Considering the fighter changes and systems added to distract PD, has anything been changed in regard to targeting fighters themselves?  Been a while since I played, but as I recall there were some irritating moments where ships would rather divert all their attention to each newly replaced fighter than actually kill the carrier rebuilding them.

Just wondering if in the change to fighters as equipment rather than their own ship entity if AI ships will prioritize them less as targets when there are more serious threats nearby.

11
Mods / Re: [0.7.2a] Starsector+ 3.4.0
« on: April 13, 2016, 03:58:35 PM »
That's depressing news indeed, DR.  Hope you change your mind some time down the road, but more importantly feel better and take care of yourself.  Thanks for all the work you've put into this and your other mods.  They've provided a lot of enjoyment for myself and others.

12
Yes, I've found that the hard way with some larger and tougher enemies, but an all beam ship with some missile backup still does a pretty nice job.  Plus just extra points for style if not always the strongest loadout.

As for the Banish, that's good to know, I was just referring to the description that talks about 'inducing side effects on contact'.  May want to modify that a bit if they are actually just strong damage.

13
Announcements / Re: Starsector 0.7.2a (Released) Patch Notes
« on: February 29, 2016, 07:15:36 PM »
I'd reconsider doing that unless you feel the game really needs the change.  Crew levels are pretty nice flavor if nothing else knowing you brought up people from raw trainees to experts at fighting and maintaining spaceships.

I'm sure more could be done to alter their mechanics to something more satisfying if desired, but I'd like to see them stick around.

14
On the subject of the Burchel, I am greatly amusing myself currently with a Maelstrom that uses 10 of them with 3 Glaux and loaded out MM spam.  It is very entertaining to see the ship drift into a heated combat zone and liquefy every missile and fighter threat in the area and then turn its gaze upon the unfortunate enemies just behind them.  I've used the Glaux as the main weapon on a testbed Hayle for most of this 0.7.1 campaign and short of some flux issues before an officer develops Power Grid experience it does a great job rivaling or besting my more traditional 2 Recson V and 1 Trifire setup.

The Trifire feels like it could use maybe a touch more punch on unshielded hulls, but it's generally in a solid place for a scaled down version of the larger weapon and I'm quite happy with it.  Love that it can keep flux pressure up on shields.  The Hayles themselves are far more durable in combat now that I can mount 2-4 Magic Box systems on them and keep the worst missile threats at bay.

The Calm has become a much better ship with the addition of the Vortex drones.  What they can't shoot down often impact on the drones instead of the ship itself.

Versant is just a damn tough little ship and the Harvest is perfect.  I haven't noticed the Heavy ILIS adding much besides its light show that often, but the numbers seem good.

Stratus certainly put the 'combat' in 'combat freighter'.  Perfect strategic point holders while my fleet is busy with the worst threats and I rarely worry that any forces that split off to retake objectives will get past them.

The Fractus was my go-to solution for early flight deck acquisition and with a Thrush and Burchels it throws a little firepower downrange into the warzone, while those wonderful beams and its Frost squadron stop any enemy fighters or bombers from trying to disrupt its operation.

I don't do a lot of complicated flying myself and mostly setup fleet priorities and let them figure it out so I'll just add I've seen them use the Banishes mostly pretty competently aside from some rare oddities like launching all of them at once, the target then being too far away and the missiles self-destructing.  Generally though against mid-size or larger targets without adequate PD they're taking a large shield blow or devastating hull damage.  I wouldn't mind details on what extra status effects they actually deal, but their efficacy is enough for me and the mystery adds to their fearsome nature.

Starting out this last campaign Diable's worse than average shields were a minor concern quickly alleviated by the power of their early long-range kinetics and other powerful weapons.  Diable is certainly one of my favorite factions now and looking forward to fielding them again in 0.7.2 once a few more mods are updated.

15
Mods / Re: [0.7.1a] Hiigaran Descendants & Bushi - Revived
« on: January 09, 2016, 03:05:22 AM »
Considering the limited number of Hiigaran weapons I like the idea of the built-ins.  The singularity cannon seemed anemic in use, not sure why as the numbers looked basically okay.  It felt like it was just plinking away at ships though, perhaps it's just the graphic and lack of enough attention from me.

At least one more medium energy weapon would be nice to have as the sustained energy beams are very flux-intensive and it's rough putting numerous of them on one ship because there's no other faction weapon available.

I'm not sure the shields should be as good as they are, but considering they don't have a custom hullmod for their faction it's very helpful.

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