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Messages - Aklyon

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16
Mods / Re: [0.7a] AI War v0.3 (update 2015-11-28)
« on: November 30, 2015, 06:34:24 AM »
I didn't have any problems with it yesterday in Devxerelin, is it related to the fancy engine in the enclave's description? Haven't seen one yet

17
Mods / Re: [0.7a] Nexerelin v0.6.9 beta (test release 2015-11-29)
« on: November 29, 2015, 07:39:43 AM »
Also you're using the most recent starsector version? (just in case)

18
Mods / Re: [0.7a] AI War v0.3 (update 2015-11-28)
« on: November 29, 2015, 07:09:33 AM »
Mostly they mean 'don't worry about it until you need to kill something with that hull type', unless you intend to minimize losses. Then its also 'avoid sending ships that will get rekt from bonuses vs their hull type'.

19
Mods / Re: [0.7a] The Knights Templar v0.9.5
« on: November 27, 2015, 03:46:36 PM »
Does it work without SS+, if this is updated?

20
Announcements / Re: Starsector 0.7a (Released) Patch Notes
« on: November 27, 2015, 10:48:38 AM »
If you can support more than one cruiser, you can probably afford some extra supplies. Or just pilot the gryphon yourself to make sure it supports but doesn't demolish itself. Either way yeah, hoping alex doesn't go overboard on the nerf.

21
Mods / Re: [0.65.2a] Nexerelin v0.6.2 "ICE ICE Baby" (update 2015-10-24)
« on: November 27, 2015, 07:26:49 AM »
We've got a shadowyards dev and a citadel dev, a nexerelin dev would fit right in in the 'technically works in .7a? ' category ;)

22
Announcements / Re: Starsector 0.7a (Released) Patch Notes
« on: November 25, 2015, 04:51:36 PM »
i'm getting the feeling some of these mission objectives aren't very realistic...


If you actually have the cargo space, that sounds like a pretty spectacular way to finish off doing missions, heh.

23
Announcements / Re: Starsector 0.7a (Released) Patch Notes
« on: November 25, 2015, 11:33:29 AM »
I'd like to temporarily reduce my OP back down to default levels so I have the same thing to work with as a new character.  There's no way to do that short of starting a new game at the moment, right?
Console Commands mod: Respec. Though currently it has a minor bug in not actually resetting your attribute points but giving you the points as if it did.

24
Announcements / Re: Starsector 0.7a (Released) Patch Notes
« on: November 25, 2015, 10:36:46 AM »
You can use ally ships in the simulator, you know. It just ends up costing some credits if you're outfitting it at the same time since you have to actually buy the weapons to switch ships. Just setup the ship loadout and pilot something else while bringing the other ship in as reinforcements in the sim.

25
Mods / Re: [0.65.2a] Blackrock Drive Yards v0.7.4
« on: November 25, 2015, 05:08:51 AM »

26
Modding Resources / Re: Trylobot's ship editor (2.6.2)
« on: November 24, 2015, 10:12:43 AM »
I guess I could write a brief tutorial on that.  It's not too complicated, but there are a lot of options to look at, etc.
More tutorials are always good.

27
Announcements / Re: Starsector 0.7a (Released) Patch Notes
« on: November 23, 2015, 03:19:25 PM »
It needs a nerf but not something that will cripple it. I would suggest something simple like the ability having only a limited number of uses or if it came with a heavy flux penalty as the tooltip implies.
I've played with it some more as well, and i'd agree this would be a decent way to go.

28
Announcements / Re: Starsector 0.7a (Released) Patch Notes
« on: November 23, 2015, 11:27:20 AM »
<goes back to nerfing Gryphon>
noooooooooo

I don't think the Gryphon needs nerfing.  

The problem isn't that it's OP, it's that there just aren't any available counters to that dynamic.  

There really should be a Large anti-missile weapon that Just Works well enough that you need that level of mega-spam to dent it.  I really want to see more ships like the Gryphon, thematically, that require a counter to defeat; in AI hands, it'd make players have to deploy more diverse answers than just Ye Old Super-Frigate / Destroyer when they reach late-game play.
I'd agree with this if it wasn't already ninja'd, ack.

29
Announcements / Re: Starsector 0.7a (Released) Patch Notes
« on: November 23, 2015, 09:14:57 AM »
I generally like the harpoons Helmut, since they were the least specific of the vanilla missiles. Not odd like the sabots, not literal pain in the butts like the salamanders, not dumbfire like the reaper or the annihilators. It just missiles, in missile fashion, and does pretty decent damage. They certainly can snowball when en-masse (or aboard a gryphon), but they still have limited ammo.

30
Mods / Re: (0.65.2a) Shadowyards Reconstruction Authority 0.5.2.5
« on: November 23, 2015, 07:58:47 AM »
All of the unidentified sensor contacts (and the player fleet) show up as the green color the player fleet used to be instead of the grayish color they are in .7a vanilla. Not sure if this is actually shadowyards' fault, but it is different from my previous only-utilities save with mods in the new version. Could be omnifactory causing it since i checked if that was updated after seeing your dev version post.

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