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News:

Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Messages - Nameless

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16
You may want to spoiler tag those image. Like for real.

17
Mods / Re: [0.95a] Beyond The Sector - Endless Randomized Systems
« on: April 19, 2022, 08:14:38 AM »
Its also the second time he went MIA for a prolonged period of time. SO chances are this mod is abandoned.

18
General Discussion / Re: Unstable Injector hullmod
« on: April 03, 2022, 08:33:18 AM »
I use it frequently.

19
I think the main issue is that ships are too cheap.

You can really get a good fleet going within an hour if you know what you're doing and then use that to make a really strong fleet under few hours.

With that the game essentially goes from start to mid to end game within a relatively short period of time, and pretty much allows you to negate most of the intended mechanics that you are suppose to exploit to get strong. This also made finding derelict ships unexciting as you can simply just have a million or so credit and just camp a few planets until something good shows up.

20
So many times I have my full 30 ships fleet getting interdicted by a fleet with 2 or 3 ships just because I happen to be around seems kind of weird.

21
Modding / Re: [0.95a] hololive portrait pack
« on: March 24, 2022, 09:39:41 AM »
Because it does not include gen 6, new holo en and gen 2 holo ID thats what he is asking.

Tho this is a year old mod so it's unlikely to get updated.

22
Mods / Re: [0.95.1a] Mayasuran Navy 8.3.6
« on: March 21, 2022, 02:25:15 PM »
They already are I think? With the Persean League iirc, but not sure how much this helps them at the early part of a game because that's where they are the most vulnerable.

They basically have only 1 world (with no starbase at that at the start) and they are immediately up against the Hegemony and the Luddic Church which can at times result in a literal back to back raid, invasion or worse... raid AND invasion from both (sometimes both coming at overlapping time so it's a literal party with 2-3 hostile invasion + raid fleet all massacring the system's meager defenders which cannot pose much of a resistance even with the elite guard HQ)

All playthroughs I have to end up gifting them systems in order for them to survive. I think their base system can really use some upgrade and strengthening as a whole.

23
Mods / Re: [0.95.1a] Iron Shell 1.141
« on: March 21, 2022, 10:32:03 AM »
Just want to say the ships look good.

24
Mods / Re: [0.95.1a] Better Variants 0.1.0
« on: March 20, 2022, 09:34:23 PM »
This mod brings back the feeling that I miss when the fleets composition in 0.9.1 that had like, for example, 3 onslaughts 3 legions few dominators and such. And in 0.9.5 every fleets feels feeble.

25
Mods / Re: [0.9.1a] ApproLight v0.8.6-RC1 (2020-12-29)
« on: September 28, 2021, 07:00:29 PM »
Pay close attention to the topic title maybe.

26
Mods / Re: [0.95a] Adjusted Sector
« on: July 19, 2021, 09:45:46 AM »
Nothing breaks if you follow what the description says.

27
Mods / Re: [0.95a] Adjusted Sector
« on: July 17, 2021, 05:23:48 PM »
The SAD mod have changed some code names regarding to spawning their systems. This is probably why it doesn't work anymore.

28
Appro Light, Sylphon, The one mod with Blade Breaker, Vayra.

29
General Discussion / Re: Taking over the sector = money problems
« on: July 07, 2021, 08:37:42 PM »
I see nothing wrong with this game design.

30
Mods / Re: [0.95a] RotcesRats v0.12
« on: June 24, 2021, 11:01:28 AM »
I hate this mod. Now I try to read every ship name backwards.

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