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Messages - LinWasTaken

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1
would love to see this mod for 0.97 :)

2
Discussions / Re: Plans to post game updates alongside Twitter?
« on: July 29, 2023, 02:53:46 AM »
Speaking for myself, I think I stopped posting on Twitter back in April. The trajectory of the site does indeed look like it's heading rapidly toward dead-due-to-incompetence.

I did like having a place to post Starsector art teasers, but I'm not sure where to do that anymore. Will have to talk to Alex about "marketing strategy".

You could make a scheduled twitch/youtube stream, to talk about big upcoming updates to the game.
Disadvantage is you will have to do some setup. (its free but it'll take some time)
Advantage is you will likely get more publicity to the game.

3
Discussions / I'm Sorry
« on: July 13, 2023, 12:21:14 PM »
I returned from my journey, and wanted to play some more StarSector.
Then I noticed the game was asking me for a code witch instantly reminded me:
I never bought the game, I used a code I found online to *test* the game but I forgot to buy a code for myself. (and I've been playing it for years now)
That is why I wanted to write this apology.
I have now purchased a code for myself.
And I want to say the game is more then worth is asking price.

4
Suggestions / Re: Clear background of hyperspace minimap
« on: February 25, 2023, 03:46:40 AM »
And here i thought that was a bug because of all the mods i use.

5
Mods / Re: [0.95.1a] Substance.Abuse 1.0.k - Consumable Alcohol
« on: February 24, 2023, 06:48:11 AM »
are there any known uncomfortable mods with this one?
i had 3 different types of alcohol and my fleet didn't drink a single drop for over 10 cycles.

6
General Discussion / Re: Crusher Drive
« on: November 26, 2022, 02:48:01 AM »
i love giving this ship to the AI. because i'v seen it swirl around a ship and push it out of its fleet into mine, many times. and every time i see it do that i want to give the pilot a raise.

7
mfw i just max out shield efficiency and dissipation with some flux efficient weapons.
meanwhile other people here are calculating damage against armor, projectile speed, etc...

8
Suggestions / station sphere of influence
« on: October 11, 2022, 08:18:26 AM »
it would be nice if there was a barely visible sphere of influence around stations that shows you when you can engage on a fleet without the station being in range to help it.
I don't think it would be hard to implement and it would be a HUGE QOL upgrade to early game bounty hunting.

9
Discussions / Re: Games for bookworms?
« on: October 01, 2022, 08:54:35 AM »
AI dungeon. a "game" where you write your own sentence and the AI tries to continue the story for you.
I cant think of any game that is better for a "bookworm".

10
General Discussion / Re: How much of the old lore is still valid?
« on: September 18, 2022, 02:43:57 AM »
I don't know weather that would be possible or not, but I could imagine on release the game having multiple settings. one where everything is as it is now. and one where it would limit how many of what type of ship you (and the ai) could have in a fleet for ex. 1 capital 4 cruisers 6 destroyers and 9 frigates(you could possibly adjust in settings).

11
Discussions / Re: where do i get a conquest???
« on: September 04, 2022, 08:32:45 AM »
keep going from shop to shop in military colonies, you'll find it eventually. or if you're lucky you could salvage it after battle.

12
Mods / Re: [0.95.1a][WIP] Aptly Simple Hullmods 0.5.6
« on: August 16, 2022, 05:05:01 AM »
It might just be my banana brain but i don't understand why you would ever spend OP to install a hullmod that doesn't give you any advantage.
for example the "Volatile Ammunition" gives more damage for lowered shot speed. That alone would still be worth some OP since its more bang for your buck but then ruining it with lowered flux efficiency thus making the whole "upgrade" just becoming an OP waste.
Could someone explain to me, in what scenario is that a good/great pickup.

13
General Discussion / Re: Is it time to get rid of Blast Doors?
« on: August 15, 2022, 07:49:29 AM »
This is exactly why I'm a fan of the "Better Deserved S-Mods" mod.
It makes me reconsider what hullmods to S mod rather then just the most common ones witch opens up so many more options.

14
General Discussion / Re: What is in your opinion the best mount type?
« on: August 11, 2022, 07:59:50 AM »
vanilla id say med/large ballistics.
modded definitely large missiles.

15
you don't even need to mod it. just set some restrictions for yourself.

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