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Starsector 0.95a is out! (03/26/21); Blog post: Skill Changes, Part 2 (07/15/21)

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Messages - Valhalla

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1
Mods / Re: [0.7.1a] Diable Avionics 1.2 - At War (04/12/2015)
« on: December 13, 2015, 11:17:54 AM »
Now.. all we need are skills that upgrade fighters in your fleet, then i'll be happy.
Well, SS+ does that, and every faction mod work well with it so no reason not to use it... Unless you don't like the heightened difficulty that is.

I actually hadn't even given SS+ a look yet. Thanks for changing my mind, i think i need to download that.

2
Mods / Re: [0.7.1a] Diable Avionics 1.2 - At War (04/12/2015)
« on: December 12, 2015, 02:49:27 PM »
Their whole point is to disperse! That way you can't block them all, not if you want to stay alive by maintaining your shield between you and that Diable ship. If they were to go straight they would get shot down in droves and would barely nudge your flux when hitting the shield. Also since they spread so much they distract PD weapons from more dangerous missiles or Wanzer wings.

I... actually had not thought of that, probably due to me not doing my normal 3-4 heavy frigates 2carriers and an assload of fighters.

Christ, they become more useful as 'chaff' for PD than actual weapons.

Now.. all we need are skills that upgrade fighters in your fleet, then i'll be happy.

3
Mods / Re: [0.7.1a] Diable Avionics 1.2 - At War (04/12/2015)
« on: December 12, 2015, 12:39:19 PM »
The one thing i don't like about the Micro missiles is the wibbly wobbly "im going to go in on the right side of this ship, over arc to hell and back, and hit it on the left front!" thing they do. Is there any way to make them not go full ***?

I will admit, enmass that actually kinda works, because the first volley is hitting the left side just as the right one is nearing the ship, usually making the AI try to block them, there for missing the ones that are actually about to hit, but they have such short range, it doesn't feel like they have much use, since they will sometimes run out of fuel before they can even start turning behind the target you fired them at.

4
Mods / Re: [0.7.1a] The Knights Templar v0.9.5b
« on: December 12, 2015, 12:22:39 PM »
So i was playing around with Nexerelin with this mod on, Was thinking "Oh neat, i can start out as a Templar!" So i did, worked my way up to a Paladin, got it fully kitted out, but instead of those four side mounts holding guns, i put on those nice little MRMs your faction has. All i have to say is ***, Four of those things kill practically anything, and even if they don't die from it, they are crippled and easily killed by anything else. So now when ever i start up a fight, i fire all 3/4 shots i have thanks to ranks in the correct skill, and hull mod, and i get at least 3 kills, usually fire them on something too close and they just constantly spin around the target. Its gotten to the point i don't even use any other ship, i mean sure im posting this after i lost the ship in a fight with 2 other capital ships, but i got to level 41 before that. These ships are by far some of the meanest i've ever had the fun of playing. Can't wait to see if you ever add anymore!

5
General Discussion / Re: Im ready
« on: October 03, 2014, 03:11:16 PM »
Because no one has yet, from what i've seen.



6
Mods / Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
« on: October 03, 2014, 02:59:53 PM »
Been playing ironclad for a few weeks now, and i love it. the prototype for the RSF is amusingly broken with the right set up, Cant wait to see what you add when .65 comes out.

Also, went to look through your other works, saw you has some SoTS under your belt, and was wondering, ever thought of working on something for SoTS2? Or is that a game you don't plan on touching considering its...less than steller release?

7
Bug Reports & Support / Re: Ships explode right after deployment
« on: September 21, 2014, 09:56:23 AM »
Right, if CR is below 20%, IIRC, there's a chance of "critical" malfunctions that take out engines

This is beyond amusing when it happens in something like an onslaught and you get sent FLYING at 600+ and slam into the enemy, instantly overloading/killing them. I laughed so hard, the 'During Burn' engine malfunctions are the best.

8
General Discussion / Question about NPC Fleet composition.
« on: September 21, 2014, 08:40:05 AM »
Playing a bit of SS+ with the bounty+trade-winds mod on, and ended up getting the 2flightdeck Cruiser-carrier (The Heron) as my start off ship. Still have it and im up to 8wings of Broadswords, 3wings of thunders, 6 wings of Piranha bombers, and a few frigates/gunboats. Also i keep trying to get another  Heron, but i don't think any other, besides the one you are given, exist.

My question is, does the game look at your fleets composition, and build its own fleets around yours? Because I just ran across a fleet of hegemony ships that's 2/3rds strike craft (12talons, 9piranhas, 3claymores, 2broadswords and Halberds) Along with most pirate fleets being carrier fleets. Just wondering if that's the AI looking at how successful the players fleet is and attempting to copy it/contest it if need be. Or is it just the natural progression of the game, because to be honest, normally by this point I've cheat horribly, get into a few battles, then try a different mod setup. This time I'm actually playing like a normal person.

9
Announcements / Re: Starsector 0.54.1a (Released) Patch Notes
« on: January 11, 2013, 09:24:55 AM »
Valhalla..  Might you be...THAT person? ;D

What do you mean by that? lol

10
Announcements / Re: Starsector 0.54.1a (Released) Patch Notes
« on: January 11, 2013, 09:16:34 AM »
I know one thing, im not getting rid of my old 0.54a Starfarer install, Loved the name.

11
Announcements / Re: Starfarer 0.54a (In Development) Patch Notes
« on: October 30, 2012, 05:43:51 PM »
Haven't been around for a while, but just reading over this in-dev patch had made me go "dkshfsdflhsfsj oh god all the yes"  I can honestly say this is the patch i will be most happy about out of all.

12
General Discussion / Re: One year celebration for the forum :)
« on: April 22, 2012, 03:06:21 AM »
Happy first birthday.

Here's your gift:



My ribs hurt, you bastard. God that was great, Great year as well.

13
General Discussion / Re: What the Buffalo?
« on: April 06, 2012, 04:46:42 PM »
It's a quick little mod, but this should make a few people happy:

Missileboats V 1.0


As someone suggested, I modified a Hammerhead and a Medusa.  The results are...explosive.



A quick clip:

http://www.youtube.com/watch?v=CNWNEAuD29Q

sdajhadsfgas i love you, all the space magic for you good sir/madam!

14
Suggestions / Re: Flux Cannon
« on: April 06, 2012, 03:00:01 PM »
Since flux is the build up of waste energy (when weapons are firing) or the energy from impacts to the shields. Why not have it just when you vent flux, it destroys missiles? Would add a new tactic, am i about to be missile swarmed, and venting my 2/3rds flux would save me? Poof. Seems like it would kinda make sense, i keep thinking of flux as some sort of electromagnetic-plasma that when vented from its containers turns it into a high energy vapor, which to me might set off the explosives inside the warheads of most missiles.

This idea is super awful.

Because it needed to be said again. I always thought that venting your flux was like space age reloading, and you should be extremely vulnerable to all incoming fire while you are reloading or venting.

So going back to my original saying Flux is Space Magic, deal with it  8)

Everyone is happy!

15
Announcements / Re: Blog Posts
« on: April 06, 2012, 01:30:12 PM »
This will be unfortunate for people who like modding battle size...

As a strong a devotee of big battles, it's highly unfortunate. :-\ I'm still pondering ways to safely accomplish same once 0.52 goes public, but haven't yet thought of anything solid. [-wistful sigh-]

Ask the King wizard duck of space for some space magic, Thats what im thinking.

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