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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 - Aramoro

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1
General Discussion / Re: I LOVE SALAMANDERS!!!
« on: March 09, 2023, 05:43:46 PM »
Salamanders can bend the very perception of people using them.
;D

2
ARM64 is for ARM processors

If u don't know what that is, ur probably not running an Arm processor.

3
If you just want some luddy ships.

Luddic Enhancement Mod
https://fractalsoftworks.com/forum/index.php?topic=15084.0

For a full experience, Nexerelin, think you can start as one.

Nexerelin
https://fractalsoftworks.com/forum/index.php?topic=9175.0

Have fun, filthy luddy!!
;D

4
General Discussion / Re: Do Toxic Worlds ever have Organics?
« on: August 19, 2022, 09:43:38 AM »
This has been a very fine discussion of the .csv, but has anyone actually seen a toxic planet with organics during the course of play for the past eight months?
They are very rare, like 20 toxic planets got about 3 to 4 decent organics at most.
They should spawn on frozen planets too.

5
Blog Posts / Re: The Pilgrim's Path
« on: July 19, 2022, 03:14:39 PM »
me - bomb luddy planet, to get that +2 organic deposit
also me - here is a donation brother...

;D

6
General Discussion / Re: Several topics for discussion
« on: July 12, 2022, 07:26:57 PM »
3 I really hope that there will be more secret places where you can only get to the transwarp jump. This looks interesting. Because when traveling in hyperspace, it will be possible to look at such hidden places.

This...combined whit neutrino detector.

7
What do u think of commander classes?

Fleet commander/Governor/Space Pirate?

8
General Discussion / Re: Luddic cell
« on: June 25, 2022, 01:21:50 PM »
Yo

Sadly there is no way to do that in vanilla.


its a core mechanic, how should i put it...

So the stupid luddies are jelly of ur planets awesome tech, and resort to terrorism.
few ways to go about, it none of them are super fun
- 1. Dont develop ur planets. :(
- 2. Go to the nearest space bar, u will find a luddy traitor that will tell u the location of their base,
     kill it and it will stop them for a while.

edit:
Nexerelin has some way to hire agents to get rid of them, but i never tried.

or if u want to do something yourself

starsector\data\config settings.json
-Set minLPBases, line 321, to 0.

9
Announcements / Re: Starsector 0.95.1a (Released) Patch Notes
« on: December 17, 2021, 08:30:40 AM »
And i will deploy 7 radiant with alpha core officers
can u share some screens?


cool

Got the neural switch(?) on all of them?

10
Announcements / Re: Starsector 0.95.1a (Released) Patch Notes
« on: December 16, 2021, 10:56:23 PM »
And i will deploy 7 radiant with alpha core officers

Damm, i want to see that.

can u share some screens?

11
Announcements / Re: Starsector 0.95.1a (Released) Patch Notes
« on: December 12, 2021, 01:31:20 PM »
Have any of u encountered the Untouchable Space God yet?

There are some "disgustingly fast" unidentified contacts in hyperspace.
I decided to molest some poor pirates, that definitely don't plan to turn unsuspecting traders into harvested organs. My plan went of they interdicted them in their anger.
Charge in full eburn to catch it, and...

me: GET IN THE STUPID POKE BALL!
theSpaceGod: fool...this isn't even 1% of my true speed, behold!

and he was gone...fastest thing in the universe

12
Announcements / Re: Starsector 0.95.1a (In Development) Patch Notes
« on: December 08, 2021, 07:54:51 AM »
I agree that MIRVs cost too much to be useful (ECCM and Expanded Missile Racks, though nearly all missiles need Missile Racks).  MIRVs in early releases did not need ECCM to work fully.  They were weaker and more easily stopped, but at least they worked out-of-the-box back in the day.

whaaaat?

but, i think MIRVs are op
also put racks+eccm on all missile boats...also like the 2xmirv legion

13
Announcements / Re: Starsector 0.95.1a (In Development) Patch Notes
« on: December 03, 2021, 06:39:42 PM »
Can we know which ships plz?

Uhhhhh let'see.

Valkyrie, Vigilance, Buffalo, Mule, Hermes, Wolf, Shrike, Revenant, and some weapon slots on others (Falcon, Eagle, Apogee).

Some weapons got touch-ups too; Autopulse, HIL, ... etc? And added a new Pilum stage, of course.

Cool man, thx.

14
Announcements / Re: Starsector 0.95.1a (In Development) Patch Notes
« on: December 03, 2021, 04:15:07 PM »
Ships:

    Updated older sprites for several ships

Can we know which ships plz?

15
General Discussion / Re: A list of myths and misconceptions
« on: October 23, 2021, 09:13:55 AM »
Biggest misconception of all:
Hyperspace storms are a navigation hindrance (instead of a godly speed boost allowing you to cross the sector in a jiffy).
Hell yeah, finally some1 understands.

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