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Messages - Death_Silence_66

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General Discussion / Re: [HYPER-REDACTED] battle strats?
« on: April 04, 2021, 08:11:20 PM »
Thats a nightmare fleet, Longbow and Cobra bomber spam can thin out the remnants, but you'll need maxed officers in conquests or something to stop them from running over the carriers.

General Discussion / Re: [HYPER-REDACTED] battle strats?
« on: March 30, 2021, 10:57:13 PM »
I've found legion fleet full of longbows and squalls to work fairly well. Massed sabots can instantly overload the bigger phases, and the squall pressure keeps them from diving the carriers. Longbows also have burst lasers and shields, and can help whittle down the fighters. Drovers with sparks and claws help put pressure on and ion stunlock the fighters. Shades/Omens with EMP can also help out, but they get vaporized if focused by the first or second phases. Champions with Tachyon lances and more squalls poke the overloaded chips to death, as long as the squall and sabot barrage keeps up.

Modding / Re: [0.9.1a] Ill-Advised Modifications 2 The Second One
« on: July 16, 2020, 02:51:55 PM »

General Discussion / Re: Varus, where are my ships?
« on: September 06, 2019, 07:31:05 PM »
I don't actually know the answer to your first question, but I can help a little with the rest.

#2 Without mods, the factions in the sector will never colonize new systems except for pirate and pather bases. When you reach your personal governing cap and max out on administrators you can still find and use Alpha level AI cores to govern colonies without using an administrator or taking from your personal cap. If you have the time, you could theoretically colonize the entire sector using Alphas.

#3 No, but there isn't any real reason to, if you have military buildings.

#4 Yes, the ships you order are only for your personal fleet. However, having Heavy Industry and nanoforges increase the quality of all your patrol fleets.

Mods / Re: [0.8.1a] DynaSector 1.4.7
« on: August 14, 2019, 07:00:31 PM »
everytime i try to start game with it, it crashes and says "fatal: ship hull variant {kite_stock} not found.

what do i do?
Wrong game version. The current version of starsector is 0.9.1a, while this mod only supports 0.8.1a.

I found an oversight; combined mounts allow using weapons of lower size. Eg Medium synergy allowing small missile.

I encountered an odd bug. The echo proximity mines given to the player at the start of the game don't appear when refitting ships.

The high resolution sensors hullmod says it increases "sensor strength by null for capital ships".

How are you supposed to pronounce Nexerelin?

I agree with the missile flux cost, particularly with the hunter missile. The incredible cost makes them unfavorable as they lack in both burst and sustained damage.

Take as long as you need.

Good suggestion. More use for wasps!

For space war, if exists, it's not hard to imagine crazy engineers making projectiles as fast as possible and eventually everyone go for projectiles with over 100 Mach speed.

Even if they're not coming in that extreme speed, bear in mind that warheads are NOT easily shattered if using correct material to build it's bulk. That shield is not gonna do a thing against a specially hardened shell (especially HVAP-like shells).
It absolutely is. Material properties are irrelevant as velocities exceed 20 km/s. The projectile will instantly flash to plasma on contact with any physical barrier. The resulting plasma will expand as a cone, allowing spaced whipple shields filled with aerogel to defeat any projectile attack if sufficiently thick.

Bug Reports & Support / [.9a RC10] Exceeding Officer Cap
« on: December 21, 2018, 04:55:49 AM »
By using the "assign idle officers" command from the fleet screen it is possible to assign officers to ships despite not having a high enough officer cap. This can happen when you pick op officers from exploration and derelicts.

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