Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

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

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - D0vahkiin

Pages: [1] 2 3 ... 5
1
How do I get rid of the new supply system, what do I have to delete? It makes my game unplayable, as you get almost zero supplies as loot.

For 2 hours now I have been stuck with 0 money, every fight even when I get 30K+ credits, I have to buy 30K worth of supplies. What broke the camels back, is that I completely crushed a huge enemy fleet and got 40K or so in credits. Guess how much worth of supplies I would have to get? Over 60K and that would mean selling half of my fleet. Literally 1 hit that goes through the armor cost me around 20K in supplies, WTF.

So, how do I get rid of this broken ******** system? Even the CR cost from alone from trying to get credits is sometimes more than the loot I get, NO, it's always more than I get. 23K from destroying a pirate fleet 3x bigger than mine? Need 30K+ supplies. This mod is unplayable like this, I didn't even take any damage in the fight and still I lose massive amounts of credits that I CANNOT AFFORD.

2
Mods / Re: Tankfarer - WWII Mod
« on: May 20, 2012, 10:56:28 AM »
If you need me to playtest? please? I will do anything? Just let me playtest this! It looks so good and looks really really fun!

Please :-[ I will send you money if you let us alpha test it!

3
You think you beat the game? Start again  :)

That's the fun, replayability.

4
Discussions / Re: SCP
« on: May 16, 2012, 10:25:23 AM »
I love the SCP wiki, thanks for reminding me of it :) Some of these entries are great, it's an easy way to pass time quickly :p

5
Sorry, due to unexpected real life problems, I can't work on the mod anymore, havn't been able to much anyways  :-\ Sorry, and good luck to all of you with this mod.

6
Modding / Re: Submissions for project CAELUS
« on: May 12, 2012, 09:02:11 AM »
Looks good Trylobot!  I like those - any idea what faction they might belong to?

Is it just me, or do you guys feel the mining vibe coming off those ships? They are like ultra high tech mining ships.

7
Modding / Re: Project CAELUS idea thread.
« on: May 12, 2012, 08:00:36 AM »
I like that lore for the independents. Anyway, once we get enough ships for them, we could do a simple test Mission between an independent trading fleet and a small pirate raiding fleet, and then balance them out. 

8
Modding / Re: Submissions for project CAELUS
« on: May 12, 2012, 06:56:11 AM »
simple ideas and guidelines.

1. not everything needs missiles
2. 360 degree turrets should be a rare feature
3. you need weak ships, normal ships, as well as difficult ships, otherwise it just becomes an exercise in futility.
4. not everything needs it's own faction, once you get too many factions and their fleets all spawning normally, the game slows down on weaker PCs
    build up existing factions, add new ship designs to the randomly spawning fleets.

these are just a few observations I've been making

^

Half the fun of making ships, is inventing both their strengths and weaknesses.

9
Modding / Re: Submissions for project CAELUS
« on: May 12, 2012, 02:18:45 AM »
Hot damn, those ships will be epic for a midline/high tech faction. What about the Corporation? It could use some ships like those.

Pirates, 12.5.2012



Heavy attack Frigate, "Reaper"

An extremely peculiar and usual design by Pirate standards. The hull and armor were obviously salvaged from a very high end ship, but little is known of their origins. The extremely hardy armor protects the ship from any kind of attack, but handicaps speed due to immense weight. A medium mount module was crudely welded into the middle, capable of providing extreme firepower in a small package. These ships are usually met either alone in small raiding operations, or en masse in giant fleets. Due to extreme power draw of the advanced electromagnetic armor plates, no shield generator was installed.

Loadout 1: Hypervelocity driver, support
Loadout 2: Assault Chaingun, assault

Hull: 1200
Armor: 1300
Flux: 800
Speed: 100
Maneuverability: Good
Price: 15100

10
Modding / Re: Submissions for project CAELUS
« on: May 11, 2012, 01:48:24 PM »
Pirates, 11.5.2012

Here are the first 4 pirate ships, with descriptions.

Heavy Corvette, "Turtle"



What seems to have formerly been a heavy duty Mining Drone, has been heavily modified and outfitted with additional armor plates and improvised weaponry. Mostly used in solo runs to raid shipping lines and freighters, but also excels at intercepting fighters, due to the advanced armor usually deflecting most low caliber weaponry.

Loadout 1: 360* mount Mining Laser

Hull: 1270
Armor: 350
Flux: 400
Speed: 102
Maneuverability: Excellent
1 per wing
Price: 10200

Heavy Interceptor, "Slugger"



The left half of the Turtle, crudely stripped apart of armor to increase the top speed, with improved missile weaponry for improved dogfighting capabilities. The Slugger is mostly seen supporting larger crafts in raiding operations, easily dispatching of any enemy interceptors.

Loadout 1: 360* mount Mining Laser, forward mount Swarmer SRM Launcher

Hull: 635
Armor: 275
Flux: 600
Speed: 128
Maneuverability: Good
3 per wing
Price: 13400

Small Freighter, "Moth"



The most common Pirate freighter in the system, popular due to excellent durability, self defense capabilities and a decent cargo hold. Has enough space to supply a small raiding fleet with ammunition and to hold a decent amount of loot.

Loadout 1: 360* mounts 2 Assault guns, Integrated point defense AI

Hull: 1000
Armor: 450
Flux: 800
Speed: 80
Maneuverability: Bad
Cargo hold: 150
Price: 5000

Heavy Attack Frigate, "Tauren"



A Moth class freighter with the cargo holds stripped off and replaced with dual mount weapons platforms, improved armor plates and a crude civilian shield generator. The most common frigate in the Pirate fleets, packs a powerful punch when grouped together.

Loadout 1: Forward mounted assault gun, frontal 360* Vulcan cannons, 4 broadside 90* autocannons.

Hull: 1800
Armor: 675
Flux: 1200
Speed: 90
Maneuverability: Bad
Price: 6100

Shields
Efficiency: 1.2
Upkeep: 50
Arc: Frontal 110*

11
General Discussion / Re: Greetings and a few questions...
« on: May 11, 2012, 12:19:21 PM »
Not sure if that's what you were looking for, but those are pretty much the only things that I can think of off the top of my head.

You forgot the most important things.

Politics, economy, actual changing environment, factions conquering eachother, etc(I guess).

12
Modding / Re: Submissions for project CAELUS
« on: May 11, 2012, 11:55:30 AM »
Pirate ships pending for approval.

I made some sprites already, 2 of them are fighter wings, 1 is a frigate sized freighter. I'd just like to know if the work is decent enough, if not, feel free to discard these vessels :) They are supposed to look crude, well, being Pirate vessels.

I have the descriptions and other lore related things done for them, I'd just like to know if they will do.

[attachment deleted by admin]

13
I said that pepole weren't supposed to vote for the third options, since it's just a note, and still pepole are voing for it.  >_<

It's just trolls :)

Anyway, thinking about it, I agree on the waiting.

14
Suggestions / Re: Ships being disabled/destroyed
« on: May 11, 2012, 11:37:37 AM »
I do totally agree with you though. However, I think this is more of a polishing feature than an essential gameplay one.

Yes, and if we ever get it, it should be a low priority project, not being on the way of any important gameplay updates. It's just one of those little things that add up :)

15
I think we should start on working on just the one system for a start, and expand on that.

Pages: [1] 2 3 ... 5