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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 - Warnoise

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1
General Discussion / Re: should we just nerf the Onslaught?
« on: March 17, 2024, 08:45:51 PM »
There are also videos of 5 astrals taking on 5 ordos, it means they're OP too?

2
Mods / Re: [0.97a] The Knights of Ludd
« on: March 14, 2024, 06:57:34 AM »
Where can I find the knights of ludd Invictus? Also, I noticed knight of ludd ships struggle HARD against laser weapons

Do you use Solar Shielding?  That can help a bit.  Also the Nanomalite Armor and HAM Module hullmods from Apex and Yunru's Core respectively help a lot just in general if you use those mods too.

I used solar shielding but unfortunately it doesn't do that much difference. I don't use modded hullmods usually but I'll check them out. Alysse and snowdrop get absolutely melted in fights against laser using enemies. Alysse AI dumper field system needs some tweaks, it seems that it uses it in random intervals instead of armor tanking, sometimes it just use in front of a fluxed enemy or just sit there and gets its hull shredded from the gap. Also is it intended for the snowdrop to be this expensive? It's 167k


3
Mods / Re: [0.97a] The Knights of Ludd
« on: March 13, 2024, 06:26:16 AM »
Where can I find the knights of ludd Invictus? Also, I noticed knight of ludd ships struggle HARD against laser weapons

4
Mods / Re: [0.97a-RC11] San-Iris 0.9.91
« on: March 13, 2024, 06:13:05 AM »
Jesus Christ they a san iris AI fleet got absolutely destroyed by a smaller remnant fleet...they could barely manage to kill a frigate

5
Time for a new Tau playthrough

6
Mods / Re: [0.97a] The Knights of Ludd
« on: March 11, 2024, 02:24:52 AM »
 I am trying to build a late game fleet using only knight of ludd ships, let's see how they will fare

7
Hi does this mod work with 0.97?

8
Mods / Re: [0.97a] The Knights of Ludd
« on: March 10, 2024, 04:41:42 PM »
One disappointing aspects of this mod is the whole "Armor points falling off".

It's really cool to see on ships but by the time they "fall off" your ship is already on deaths door anyways.

Would be nice to see this utilized a little more efficiently.

That's because the gaps between the armors is huge and the ai always aims between the gaps.

9
Mods / Re: [0.97a] The Knights of Ludd
« on: March 09, 2024, 11:47:48 PM »
I think there is a bug with larksup ship system, sometimes after it does it, it keeps sliding ending up dead. It always does like this, jump right inside the enemy and die

10
This is a pretty poorly balanced mod imo. I've seen a gensoukyu cruiser tank a full barrage of invictus like nothing. It looks like a bug with some of their skill turning them immortal or something

11
I have a strange phenomenon. I get commission by a faction (Luddic Church for example) after a while, the Luddic Church canceled my commission and suddenly became -70 relationship with me. This happened as well with another faction that I got commission from, after a while they somehow became my enemies.
Has there been changes to commission system? Because I noticed the commission money are way lower than before, it used to be around 90k am but now I get 6k or 10k

12
Modding / Re: [0.95.1a][WIP] Gensoukyou Manufacture v.0.6.0_rc6 [EN]
« on: March 09, 2024, 04:05:32 AM »
I am at war with them now and holy *** they make remnants looks like Baby toys

13
Mods / Re: [0.97a] The Knights of Ludd
« on: March 08, 2024, 06:44:40 AM »
Thank you for the advice. Yeah I figured that as I played. It's pretty good when there is an artillery line, but once it gets caught it's over

14
Mods / Re: [0.97a] The Knights of Ludd
« on: March 08, 2024, 02:14:02 AM »
I can't make the Tamarisk good, I tried different builds but all I got is a slow ship that happens to be tanky and that's it. It gets eaten alive by missiles and fighters fighters.

15
Mods / Re: [0.97a] Hiver Swarm - V1.11 - 02/03/24
« on: March 08, 2024, 12:39:08 AM »
How do you guys deal with their mass fighters? Not only are they insanely tanky, they also replenish very fast

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