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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 - Wriath

Pages: 1 ... 17 18 [19]
271
Mods / Re: Mod Pack(TT station+Nomad+Starfarer Extended)
« on: February 26, 2012, 06:41:43 PM »
I'd be glad to help, where do I sign up?

272
General Discussion / Re: New player. Best target for flagship?
« on: February 26, 2012, 04:09:30 PM »
Boring right up until you just BARELY squeeze past that torp shot. Any ship can be exciting to fly. Although the nature of the excitement changes between classes.

273
Modding / Re: Tyrian Art
« on: February 26, 2012, 03:46:53 PM »
That stuff is completely safe to use. Lost Garden is the website belonging to the original art artist for Tyrian, and the publisher doesn't exist anymore so it's his to give out.

Edit: http://www.lostgarden.com/p/contact.html read the art section here specifically.
Additional thought, It's possible he did art for the other game you mentioned as opposed to them jacking it from tyrian.

274
General Discussion / Re: New player. Best target for flagship?
« on: February 26, 2012, 03:40:45 PM »
The Lasher class frigate is quite a powerful ship and makes a good yet affordable personal vessel. Your question is sort of multi faceted, if you want to be able to run fighters and bombers though I'd say you should skip the condor and try and get a Venture. Ventures are durable enough to survive most fights under AI control while still giving you the mid-battle re-arm and repair of the condor.

275
General Discussion / Re: Asteroids
« on: February 26, 2012, 03:24:40 PM »
Heh, if I had the knowhow I would've made the asteroids ship and posted something along the lines of 'is this what you meant?'

276
General Discussion / Re: Asteroids
« on: February 26, 2012, 03:13:42 PM »
Sordid: I'd like to be able to play asteroids while I play Starfarer.

277
Modding / Re: Tredith Mining Fleet
« on: February 26, 2012, 03:09:36 PM »
Granted I'm not a spaceship physicist, but I figure they would use very low acceleration/deceleration with a vessel like that and in all likelihood movement stress wouldn't be a giant issue. On the other hand getting sections shot off...

Really liking the designs in this thread hopefully once the particulars for the game's mining system is set up you'll be able to slot these things right in.

278
Mods / Re: Starfarer Extended for 0.5a
« on: February 26, 2012, 03:02:01 PM »
Same as the above post, I noticed that some of the scarab variants, particularly the autopulse variant are a bit unbalanced, with their mix of extremely powerful shields and good engines they can take on just about anything. I was playing the mod compilation released by DeathSG, so if that's an issue specific to the compilation disregard.
Other than balance issues you've done a fantastic job, the ships fit in quite well with the styles already in game, and they certainly do a great job of rounding out the existing fleets some. Particularly a fan of the Tipi, the game's lack of a dedicated carrier other than the astral kind of bugged me, and this thing makes a nice alternative to the converted freighter.
On a final note, (dunno if you're taking requests) it'd be nice to see a buffalo conversion variant with direct fire weaponry and a bit more hull strength or perhaps a directional field gen. I can't imagine the pirates would rip all those parts out to make a 'destroyer' class ship with the only result being the Buffalo Mk. 2, that thing's a deathtrap.

279
Mods / Re: Mod Pack(TT station+Nomad+Starfarer Extended)
« on: February 26, 2012, 02:53:10 PM »
It seems like the SF Extended ships are the most overpowered at this time, granted I haven't fought all of them yet. (probably oughta say something over on their thread instead of here come to think of it) But anywho, the compilation adds a LOT of life to the Corvus system, it seemed incredibly empty in the base version. (no offense Alex, we know it's incomplete still!) Would it be possible for us to get a table explaining which factions are hostile to each other, and possibly directions on how to change that if we want?

280
Modding / Re: Tyrian Art
« on: February 26, 2012, 02:47:18 PM »
*mumblemumble* microsol faction! *mumble* the drednott and fleet levels could provide a lot of decent larger ship designs... love tyrian to death.

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