Fractal Softworks Forum

Please login or register.

Login with username, password and session length

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Buyobae

Pages: [1]
1
Mods / Re: [0.95.1a] Ship/Weapon Pack 1.13.0
« on: January 07, 2022, 06:58:48 AM »
Hello, I updated the mod from the Discord version to the new version in my save and got this problem when I boot it up
Fatal: Hullmod with id [swp_gunnerai] not found for faction [sector]
Dumbass me decided to permanently delete the old version before checking compatibility so I'm downloading the old version now. Just putting this here to notify people of the issue.

2
Suggestions / Re: Custom presets for ship squad when docking.
« on: January 04, 2020, 11:06:18 AM »
Hey,

It's great to hear that you are not against the idea. I suggested this because I do play with some ship mods, and I myself is a bit of a collector, so custom preset for ships is quite essential for me in late game, this might or might not apply to the general Starsector players.

Anyways, thank you for hearing me out!

3
Suggestions / Custom presets for ship squad when docking.
« on: December 27, 2019, 02:03:03 PM »
Hello,

I would like to suggest the addition of custom presets for which ships you want to take with.

This feature is a bit neglectable in the early game but become more and more needed the later in the game the player is.

For example, I currently have different 25 ships in my docks but I only want to take some of the best for invasion or defense, and a few others for exploration missions. As of now, that task is becoming more and more of a chore, as I have to manually switch to different ships each time, and the more ship I docked, the more time-consuming the task become.

I personally don't need complicated loadout presets as that might pose technical difficulties, or those that bring over-complicated-ness which might scare the new users. I simply would like to have simple presets where it can remember the ships' names and load correct ships whenever I click it.

Thank you, for reading this, and for making this wonderful game!


4
Mods / Re: [0.9.1a] Tahlan Shipworks 0.3.9c
« on: November 05, 2019, 04:49:14 AM »
Hey Nia,

Firstly, thanks for making the mod, I enjoy it immensely!

I just want to report that I have found an interesting way to break the balance.

The Karion Seeker Battery is a very fun weapon to use, and it seems to do nothing much but suppression, which is it's job, on a small scale.

However, if you try to fit every possible missile slots in your fleet (In my case, 3 Caps, 8 Cruisers on Normal setting) with the thing, oh boy, enemies' flux are over-stressed in seconds, EMP renders almost every ship with downed shield useless, smaller ships are eliminated as quick as Fighters, even the REDACTED is not so much of a threat now.

Anyhow, I know that my fleet is pretty late game already, and saying the weapon break the game might be an overstatement, but the fact remains that I can eliminate things much easier than before with the same fleet that used other Kassadari Weapons.

I understand that you don't have much time to look into every small balance detail that the player suggested, and if this is in your creative vision then I totally respect that decision, please feel free to ignore this post if that is the case.

5
Mods / Re: [0.9.1a] Ship/Weapon Pack 1.10.4
« on: September 30, 2019, 06:32:40 PM »
Lel, I use this mod along with Nexerelin and destroyed the Ludith Church.

Never I could have known that they could come back with a resurgence raid with 5 fleets, each having 6 Cathedrals rushing to take back Gilead from my hand.

This will be a battle that I would never forget. Thanks for making the mod ;D

Pages: [1]