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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 - Yubbin

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46
Suggestions / Re: More Tri-Tachyon Variants!
« on: October 29, 2020, 05:56:42 AM »
I think having built-in Solar Shielding for the Diktat would be more fun for me, they would kind of be the exploration/[REDACTED] variant for other ships

47
Mods / Re: [0.9.1a] Stellar Logistics - courier services
« on: October 28, 2020, 03:17:22 PM »
Nice job, I have no idea how you keep making these good looking UI things.

48
Mods / Re: [0.9.1a] ScalarTech Solutions 0.4.2 - guns guns guns, hotfixed
« on: October 28, 2020, 05:15:27 AM »
It probably is, it just doesn't show the modules in the codex, and you might have to wait until the markets refresh to find a gown.

49
Mods / Re: [0.9.1a] ScalarTech Solutions 0.4 - guns guns guns
« on: October 25, 2020, 03:04:48 PM »
Yay! Guns!

50
This mod would work well with the next patch, which allows you to produce ships without starting a colony.

51
Mods / Re: [0.9.1a] Ship/Weapon Pack 1.12.0
« on: October 14, 2020, 05:22:00 AM »
Question: do the Samsara and Karma Relic Cruisers come from this mod? I've virtually used them in either low tech or high tech setups in all my campaigns since I just love them to bits.
The Samsara, Karma, and all the other relic ships are from Tahlan Shipworks.

52
Mods / Re: [0.9.1a] Roider Union 1.0.1
« on: October 04, 2020, 06:03:34 PM »
so I'm guessing no save compatibility?
Yeah, not save compatible.

I added 1.0 to my current save, and nothing blew up yet, but I guess I shouldn't be surprised if I get a crash.

53
Mods / Re: [0.9.1a] Roider Union 1.0
« on: October 04, 2020, 12:47:20 PM »
so I'm guessing no save compatibility? also good job on the 1.0 release!

54
Does the Replacement rate of the Gown-Class reflect all 5 fighter bays or only the middle one?

55
The bug with the Filament:
The ship's system description says that it will "replace all lost fighters". What happens for me when I use it is the fighters are replenished to full strength (and maybe a couple extra like the description says), then all of the new fighters land again, and the ship has the original number of fighters again. Another bug I got is that sometimes some fighters will launch, move around for a bit, then at full health land again for no apparent reason (later, the ship would get full fighter strength again). This has only happened with the Filament, so I assumed it might have something to do with the ship system.

56
I have found a bug with the filament, should I post it here, or somewhere else?

57
Mods / Re: [0.9.1a] Coherent Watermelon's Ship Pack (CWSP) - 1.0
« on: July 02, 2020, 05:29:07 PM »
This mod has the october-class ship from the tournament right?

58
Mods / Re: [0.9.1a] Mayasuran Navy 8.2.9 RC4
« on: May 22, 2020, 06:19:34 PM »
started a Nexerelin game and joined the Mayasuran faction at start...hoo boy interested to see if other players have had success in this game start.

Spoiler

1.   Mayasuran high command decided to make me, a Lieutenant JG frigate captain, in charge of their home world on day 1.

2.   I've got a pirate station AND a Tri-Tachyon station in the home system!

3.   so all the Mayasuran defense fleets immediately go off to kamikaze themselves to destroy these stations.  I help out but this drains the defense fleets to nothing.

4.  My first strategic decision is:  build up my own fleet asap.  So I've spent months just defending the home sector space and gobbling up D-Modded ships, including, God Help Me, three Venture cruisers.  All because I need the weight of metal just to counter the local Tri-Tachyon and Pirate patrols.  I just don't feel that the home planet has any protection really.

5.  Now that I have @20 junk ships, I'm off to make some money and tentative plan is to buy, say, two or defense fleets to give my home sector "space superiority".  But I know that the AI will likely waste these fleets once again to knock down those stations...so instead will likely buy a battlestation and ground troop upgrade for the planet instead.

So how do you folks plan your early game activities for a Mayasuran/Nex game start?...because I can definitely see why this is labeled a "hard" start and think that, Real Soon Now, a faction is simply going to send a Grand Fleet and two helper fleets and simply take the home world.

In fact big picture is that I assume I'll lose this planet...so I'm planning on the certainty that I'll have to start over someone else with the "new faction" and consider that to be the "real Mayasura".

edit:  actually a Few Good Men helped me with the pirate base, and then when Hegemony came for the planet they didn't take but disrupted just about every industry...so maybe Mayasura can come back.
[close]


gots me a Sunder(M) niiiiiice
How did you get in charge of their homeworld?

59
Mods / Re: [0.9.1a] Tahlan Shipworks 0.3.15a
« on: April 20, 2020, 07:09:55 AM »
I did notice the Rosenritter skins you created for Diable Avionics, very nice.
I agree, the Navy blue skin is also very good looking.

60
Mods / Re: [0.9.1a] Ship/Weapon Pack 1.10.5
« on: April 06, 2020, 08:59:35 PM »
Thanks for doing so much work, can I make the cathedrals spawn more often?

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