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Starsector 0.97a is out! (02/02/24); In-development patch notes for Starsector 0.98a (2/8/25)

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Messages - Deageon

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76
Modding / Re: [0.95a] Arbworks ships
« on: June 28, 2021, 09:59:41 AM »
Okay, first off, holy *** these look really good! Did you do these yourself?
Second, I *** LOVE how your LP ships look, super welded together and mashed up.
Third, uh, the "Shark" name is already used for a destroyer from Underworld (Shark Battle Barge). I'm not one to be stick-up-assy about that sort of stuff but, some people are, just wanted to give you warning.

77
Mods / Re: [0.95a] Fighter Expansion Rebalanced v1.1.1a
« on: June 09, 2021, 12:50:51 PM »
Okay, I just wanted to know, are the Cazin and Cazin (P) better at different roles or anything? Because the more PD focused guns on the Cazin (P) make them seem better as full interceptors than fighters.

78
Mods / Re: [0.95a] [Hullmod] Modern Carriers V1.0
« on: May 11, 2021, 02:02:23 PM »
FYI, the mod prv already did a last-stand sorta thing with their uh, gravi-something reversion core. Any destroyed carrier with the hullmod spawns a swarm-host ship to keep it's wings fighting.

79
Good day. I apologize in advance for using google translate.

I use this modification in every run of the game. The style of ship sprites is indistinguishable from vanilla sprites. That's cool. I am delighted with the ships for mining. Paired with Nexerelin, you now have the opportunity to play an honest miner. But I have a small suggestion - how about adding a built-in or add-on modification (or even a skill) to the thematic set of mining ships (or at least to the largest of them - Bear) - which allows you to process basic resources (ore and rare ore) into metal sheets and tansplutonic?
the mod prv adds an ore smelter hullmod you can find or buy from it's rust belt faction, if I remember correctly. There might be another mod that does something similar too, but I can't remember right now.

80
Mods / Re: [0.95a] Iron Shell 0.09z
« on: April 28, 2021, 12:13:01 AM »
hey for some reason the download link is just text for me
not ready yet

81
Mods / Re: [0.95a] BigBeans Ship Compilation
« on: April 28, 2021, 12:12:34 AM »
can you tell us a little about the new ship skins? I don't recognize the two boxy carrier-sorta things, and also, new talon?

82
Announcements / Re: Starsector 0.95a (Released) Patch Notes
« on: April 21, 2021, 11:39:32 AM »
SO not being able to be built in is genuinely disappointing, same with the nerf of the energy weapon mastery, otherwise, at least you fixed the shielded fighter bug.

83
Best to take your time, deal with important stuff, come back when you can! Good luck with everything, crea.

84
Mods / Re: [0.95a] Beyond The Sector - Endless Randomized Systems
« on: April 20, 2021, 07:38:45 PM »
I feel like the luxury and domestic items could have their prices pumped up a little bit, for being you know, out of sector rare-ish schtuff.
Also, love the little bit at the start, super well written.

85
would there ever be an option or hullmod to help out people who are say, opposed to the Azaleans still power up the magic shields? Like, perhaps hired rogue mages, something that takes a bite out of the OP and maybe causes worse penalties to the CR-damage from overloads due to more limited mages?
Ohh! That sounds like a great idea! In fact I think I'll do just that!


Also, how much damage is added when using the mage-weapons when commissioned compared to when not?
By itself, the commission adds nothing. But the bonus climbs starting from 70% CR (that's 0% bonus) up to 100% CR (25% bonus). But there's also the reverse. If you go below 70% CR, you will get a progressive damage penalty, down to 0% CR (-50% penalty).
yeah i realized the CC buff stuff after posting lol, and wow, im glad my dumb idea sounds cool enough to maybe add! i wanna have the funny british anime imperialist ships, but fight against them with their own sort of medicine >:)

86
love the little shielded frigate, and the cheeky decal on the shield itself

87
Mods / Re: [0.9.1a] LowTech Armada
« on: March 04, 2021, 03:52:11 PM »
Will we ever get a ship with a Snapcracker Cannon? I wanna big shooty some bastards..

88
I was wondering, given that you've got the whole comm-crews set up stuff to actually give the ships their shields when you're commissioned with YRAZ or Aria (and Pirates, for the dimensional divers), would there ever be an option or hullmod to help out people who are say, opposed to the Azaleans still power up the magic shields? Like, perhaps hired rogue mages, something that takes a bite out of the OP and maybe causes worse penalties to the CR-damage from overloads due to more limited mages?

Also, how much damage is added when using the mage-weapons when commissioned compared to when not?

89
god damn, im loving the new stuff being added! hoping for more cool, weird anime lore stuff too, im a real sucker for that

90
Mods / Re: [0.9.1a] 'Junk Pirates' 3.4.0 (including ASP & P.A.C.K.)
« on: November 20, 2020, 03:42:38 PM »
yeah, the rough edges getting ironed out would be nice, kinda wish i could get more junk pirates type ships out there on the rim from the pre-anarchs but alas, they're pack type boys

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