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Messages - Barracuda

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16
Mods / Re: [0.9.1a] Grimdark 1.0
« on: November 03, 2019, 02:37:53 AM »
Shame this mod isn't out yet! I love the idea of all these changes

17
Great work as always on the update! Recently I've been trying to play with this mod and Nex. Ive only noticed two issues, one that some of the stations used by the new factions are not in place. Two Nex does not recognize the new factions. If this mod and Nex were compatible I would be set for life! I prefer your mod's weapons and ships way more than vanilla

18
Not sure if related to this mod but it seems like the Galatia system never reconnects with the rest of the sector. Though It might be something else causing it.

19
Me waiting for this update

20
Thanks a million for the hotfix! My railgun and devastator fueled domination of the sector can now continue! Also can't wait for the next update to the mod  ;D

21
Currently trying to recreate the quick fix myself, but when it comes to modding I'm a complete novice  :-\ . Could you go into more detail? Either way I appreciate the quick response to our comments!

22
I maybe encountering a mistake on the XIV Legion, It is I think supposed to have 2 Large Ballistic or maybe Composite mounts, 5 medium ballistic mounts and 2 medium missile mounts. However the current one has 2 Large missiles and 7 Medium Ballistics. Just wanted to let you know so you can fix this small issue in this great mod.

23
Suggestions / Copy/Paste variants from Codex to Autofit
« on: September 09, 2019, 09:35:41 PM »
The jist of the suggestion is in the title but they way I would see it being implemented is that you would go into the codex, find a ship variant you like, such as a Standard Lasher, in the codex. You would click a button called "Copy to Autofit" or just "Copy" in the codex screen. Then when you return to the refit window for a Lasher(Including different types such as Pather, D variants), under Autofit you will be able to find the codex variant in the "Recent Custom Designs" or something similar in the assignment window of an empty goal slot. Thoughts?

24
Mods / Re: [0.9a] Stop Gap Measure - Ships for Vanilla
« on: December 04, 2018, 11:51:26 AM »
Surprisingly hard to find a Dove, I just wanna travel the sector with minimal worry about anything :<

25
Mods / Re: [0.9a] Version Checker v1.8 (released 2018-11-16)
« on: December 01, 2018, 05:15:48 AM »
Idk if this is a problem on my end (i dont think so?) but starting today i get these error messages for all mods :

https://imgur.com/Bc1B2Wz
Same here, came to look if it was an update but an bug makes more sense  :P

26
Announcements / Re: Starsector 0.8a (Released) Patch Notes
« on: April 21, 2017, 03:06:43 PM »
Adding to the bug that allows you to speed through a market with the new "cruise" ability, you might want to add a warning AND make it so contacting a person at the market also slows you down. Shouldn't be able to drop off your drugs at the speed of sound can ya?

27
Announcements / Re: Starsector 0.8a (In Development) Patch Notes
« on: December 12, 2016, 05:11:54 AM »
Just wondering, when is the "Coalition" going to join the sector? Its just a minor question referencing one of your old blog posts on the fraction icons.

28
Suggestions / Displaying Missions and Paint Jobs
« on: August 09, 2016, 04:11:47 AM »
Missions Displayed on screen
So the idea behind this suggestion is to making it easier for the player to see key pieces of information. Say for instance you are on a procurement contract and you want to know if its crunch time and you need to start using burn drive to make it in time. It would be alot easier to have a small icon displaying time sensitive missions or important items on the campaign screen. Not too large so that you can't see the Pirate doom fleet speeding towards you but, its just in the right spot to let you know if you are going to run late and possibly lose some repetition. Of course you can just press E and go to the missions tab but that takes you away from the actual game play and it would be better (In my opinion) to see info at a glance.
 
Changing Paint Job at Markets
Simple little point that has been mentioned before but I would like to make a mention about it. I think the game would be better off if ships which have different variants depending on what color scheme are consolidate into one ship. Lets take the many variants of the Hound for example: There is the standard hound, Luddic Path, Luddic Church and Hegemony of the non defective hound. Now the Hegemony and Luddic Path Hounds may warrant their own ship as they have specific Hull mods that only go to those ships but for the standard and the Luddic Church ones its just a color change. Instead how about having refit screen of the Markets an ability to paint you ship to color schemes friendly to those markets (So you can't paint your Lasher Tri-Tachyon Blue in Jangala). And as a bonus with a military commission from a fraction and a certain level of relationship with them, they will upgrade a ship to a fraction specific variant. (Base Hound->Heg. Military Auxiliary Hound).

29
Mods / Re: [0.7.1a] Combat Chatter v1.1b (hotfix 2015-12-25)
« on: December 28, 2015, 12:29:08 AM »
Maybe add lines for when a ships ability is used. Say a Onslaught uses its burn drive, the commander would give a one liner pertaining the pain he is about to inflict on his enemies.

30
Suggestions / Click able planes names
« on: December 20, 2015, 09:14:14 AM »
Just a little quality of life suggestion. Some times planets get swamped by fleets and its hard to click on them. I think it would be good if you could also click on the name of the planet to navigate toward it as well. Also maybe do the same in the intel tab. So your ship will auto navigate toward it. The player will need to make course adjustments as they go(Pirates, Luds, Nebula storms).

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