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Messages - Max1045

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1
Mods / Re: BattleFleet Gothic (Starsector 0.54.2) [ON HIATUS]
« on: January 09, 2020, 03:51:58 PM »
That would be fantastic!

2
Mods / Re: BattleFleet Gothic (Starsector 0.54.2) [ON HIATUS]
« on: December 31, 2019, 11:26:01 PM »
Deep apologies for the turbo-necro, but I wanted to check and see if anyone still has a copy of the last released version of this mod laying around. I know it's a long shot, but the download link is long since expired and I can't seem to find it anywhere else.

3
Thank you very much! The second solution worked for me.

4
Hi,

I'm having a weird issue with running the game fullscreen. My native resolution is 1440p, which makes the text too small for my taste. However, when I try to run the game full screen at 1080p, instead of being full screen, the game displays a 1080p sized(as in, the percentage of a 1440p screen that a 1080p screen would take up at the same DPI) borderless window that the mouse is bound to and runs in that, leaving the rest of the space displaying my desktop. Picture here:https://imgur.com/a/cKim0zx

Any ideas? It's not an issue I have with any other game.

Specs:

16GB RAM
GTX1060
i7-7700HQ

5
Mods / Re: Project Ironclads TC 8.6 (3/2/2015) [0.65.1a] new bounty type
« on: February 19, 2015, 01:24:36 PM »
I don't know if maybe I just don't understand how the XLE are supposed to fight, but I can't make their ships work for me.

I haven't used them recently, but I seem to remember them largely using very high efficiency burst weapons that overload shields quickly, which makes up for their dissipation disadvantage. I think the idea is that, by rapidly overloading the opponent's shields and hence flux, the XLE ship is mostly free from retaliation that would overload their horrible vent rate. Their weapon type (efficient shield smashers) also I think is countered by the UIN and their often present fortress shields, which let them freely absorb what would be otherwise crippling shield damage. I personally find the XLE best suited for fighting ISA ships, as all of their survivability is in their shields.

6
Mods / Re: Project Ironclads TC 8.6 (3/2/2015) [0.65.1a] new bounty type
« on: February 19, 2015, 07:56:58 AM »
Yeah, that's probably a good thing. Their trading fleets compared to other factions are seriously OP. Five of those is nothing easy to deal with. My suggestion would be to leave them in the role described in the flavor text and make them very likely to spawn (probably one per instance) with FFS raiding fleets. To be honest, though, I think the only thing that really needs changed with it is the frequency of its use. I think its stats are justified given its price. The only reason I have one is I got super lucky in a boarding  ;D

Edit: On a completely unrelated topic, is the Russia class able to be found inside the campaign at this point? If not, are there plans for being able to find one in the future, or is it just going to remain as part of that one mission? It seems like a cool idea to be able to find the mostly destroyed remains of one, tow it home, and then spend a huge amount of supplies restoring it.

Edit 2: Will the FFS being getting more ships in general, or are you planning on keeping them more of a fringe faction (i.e., Black Widows) rather than a main faction? I've noticed they have no unique cruisers, capitals, XL Traders, or (maybe I've missed them) fighters. Just curious.

7
Mods / Re: Project Ironclads TC 8.6 (3/2/2015) [0.65.1a] new bounty type
« on: February 18, 2015, 08:20:11 PM »
Holy. ***. I've found new love. I've just started really getting into the new build, and the Codex Support Barge is amazing. :o For a small frigate-based raiding fleet, there's no competition. It's extremely cheap on upkeep, it's fast enough not to slow down a California class, and it's armed enough to go toe to toe with most frigates. All that, plus a great amount of storage space for your loot. I can't believe I just discovered this...

8
Mods / Re: Project Ironclads TC 8.6 (3/2/2015) [0.65.1a] new bounty type
« on: February 06, 2015, 07:31:19 PM »
For some reason, the most recent 8.6 update still shows up as "Ironclads v. 8.5 (total conversion)".

9
Mods / Re: Project Ironclads TC 8.4.1 (28/12/2014) [0.65.1a] hotfix
« on: December 31, 2014, 09:20:18 PM »
What happened to the military starts? They were extremely helpful for getting my bearings in new versions.

10
Mods / Re: Project Ironclads Total Conversion, version 6.6.4.1 (0.6.2a)
« on: January 30, 2014, 08:46:15 PM »
Size, but the difference is less significant on my computer than it seemed on my phone.

Just curiously, have you thought about adding more fighters/bombers to the XLE/UIN?

They feel a little empty as far as variety, XLE in particular. I think the ISA has seven and the RSF has six, compared to four for the UIN and three for the XLE

 I love the Blizzard wing for the UIN, it's very unique.
Something like that for the XLE would be cool, a niche role just for them. Shielded gunships, maybe? Something that could act as an anti capital, but is also more unique than a bomber. Less one-shot than the AC-300s, but more vulnerable, too.

As for the UIN, I wonder if there would be a way to incorporate their broadside style into a squadron....

Just my two cents, of course.

MVR




11
Mods / Re: Project Ironclads Total Conversion, version 6.6.4.1 (0.6.2a)
« on: January 30, 2014, 10:55:10 AM »
Are the new prototypes still classified as destroyers?

12
Mods / Re: Project Ironclads Total Conversion, version 6.6.4.1 (0.6.2a)
« on: January 29, 2014, 02:51:06 PM »
Looks awesome! Do the drones have shields/cloaks?

13
Mods / Re: Project Ironclads Total Conversion, version 6.6.4.1 (0.6.2a)
« on: January 28, 2014, 09:52:16 AM »
Sounds good. Makes more sense to form a really solid base (ships, weapons, etc) that won't be broken by the games progress anyway. If you want me to write anything for it, or revise something you've written, just shoot me a PM.

14
Mods / Re: Project Ironclads Total Conversion, version 6.6.4.1 (0.6.2a)
« on: January 28, 2014, 01:36:40 AM »
Still planning on having this mod take the backburner for a while?

15
Mods / Re: Project Ironclads Total Conversion, version 6.6.3 (0.6.2a)
« on: January 27, 2014, 09:33:48 AM »
I`ll be releasing a new update today. While its being prepared and tested i`d like to post a changelog here:

1. Max1045 scouped the description, tips and some other texts fixing quite a bunch of errors and typos
2. As a reward for his work Max gets a new neutral system named after him (Van Raden) with either a wrecked station or abandoned station in it
3. adjusted all missions` asteroid field sizes and density (significantly reducing asteroid hazard) as well as heights (maps now have more space for ships to jump in)
4. updated some fleet encounter scripts to match changes of 0.6.2a
5. added a new 'civilian-grade' weapon for XLE that replaces Streamguns on all their 'civilian' ships. Its an auto-fire weapon that is slightly better that 42mm advanced autocannon
6. removed Serpent from XLE civilian ships list making it unavailable for player until he joins XLE military (pirates and XLE fleets still use Serpents!)
7. fixed bug with XLE Navy starting option not properly providing a player with a military ship
8. fixed a bug with neutral faction not getting hostile after attacking its fleets
9. reduced mass of all frigates (this will force them to avoid asteroids)
10. added phasing cloaks to all AI ships, added AI ships to simulator


Damn. Dealing with the AI just became challenging.

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