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Messages - Dadada

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31
Keep as is till we get an industry rework (I want to believe, also more planet types, conditions and maybe another industry or building, pretty please).

32
Discussions / Re: how do i unsuscribe from a discussion?
« on: February 26, 2024, 05:45:32 AM »
I am sure you solved it already, but: Scroll up, click profile, click notifications and Email.

33
Announcements / Re: Starsector 0.97a (Released) Patch Notes
« on: February 25, 2024, 04:30:35 PM »
Speaking of small weapons... Don't even remember what mod or mods have it, but I kinda enjoyed the "small thumper" for a cheap small slot ballistics gun, I don't even remember why, but I want it in vanilla. o.O (random guess: It's from HMI)

34
Mods / Re: [0.97a] Terraforming and Station Construction (v9.0.0)
« on: February 25, 2024, 12:26:27 PM »
Thank you for the update. :D

35
Suggestions / Re: My wishlist for the next update
« on: February 25, 2024, 12:18:18 PM »
You can ctrl or shift click to select multiple tags at the same time, btw.
Ohh...

36
Announcements / Re: Starsector 0.97a (Released) Patch Notes
« on: February 25, 2024, 05:07:06 AM »
Apogee start is kind of ridiculous at the moment. You get a great ship
Always has been. I for one also can find the needed weapons on the market.

37
I have not played modded for a while so I dunno what the new strategic faction AI is capable of but I have 2 suggestions:
A toggle to mix old and new vengeance fleets and for the AI to send defense fleets to thwart invasions and maybe raid attempts etc., inb4 the AI can do that now.
Maybe the AI could also send invasions if the player is weakened or is invading them... inb4 the AI can do that now.

Thank you for the excellent Mod. Mmm, maybe I'll start a new modded playthrough, actually planned to do a modded one around Mai or June, but ehh, today seems fine too.

38
General Discussion / Re: Grendel - poor bastard
« on: February 24, 2024, 12:20:53 PM »
90% of in-game ships are a piece of crap until you put an amazing officer on them and then maybe install s-mods...
Not how I see it, but yes, officers and Smods make ships a lot stronger.

39
General Discussion / Re: [0.97a] Post Your Endgame Fleets Here!
« on: February 23, 2024, 12:40:38 PM »
As far as I remember: Thumpers got the mag treatment and maybe other stuff. https://fractalsoftworks.com/forum/index.php?topic=29008.0

40
General Discussion / Re: [0.97a] Post Your Endgame Fleets Here!
« on: February 22, 2024, 04:38:02 PM »
I also planned to use sunders as support but kinda didn't do it when I setup my endgame fleet.

My "endgame" fleet I did this vers.: 2-3 capitals, 5 Eradicators, 5 Medusae, 3 Afflictors P

Capitals: (if >2 then 1 is a backup), AI Legion with HACs, Reapers, probably range boosted vulcans (via PD skill I think?), some bombers and fighters, non crewed ones since it is the AI version, Alphacore
A Radiant with 4 PewPew Lasers, one TachLance, 4 Reapers, burst PD in front and sides, mining PD in the backmost slots, inbuilt mags, Beta or Alphacore (could've used the kinetic laser instead of the Lance probably)

Backup Paragon, literally autofit with PewPew Lasers and Lances

Eradicators: Close to autofit (Atropos Harpoons I think?, railguns, HAC, one Heavy Mortar, dunno if I used Needlers), officers with as much range as possible -> suppress and kill the enemies at moderate range

Medusae are tanky as &%$!, different builds: one officered with Pulse, Dual Machineguns with PD skill, lances, unofficered initially with the cheaper autocannons and PD lasers plus lances, most officered ones with Dual MGs and PD skill, lances and PD lasers left and right front side

Afflictor P -> as much Flux Cap as possibly, 3 AM blasters


Performance: Very good. Double Ordo, the whole Church Armada at once I think (god damn are the ancient church bricks tanky), random bounties, Hypershunt fight, utterly annihilated, I didn't do the Dorito + Remnant one

E: I don't fly but just command, also more like 1-3 and not 2-3 capitals.

41
Suggestions / Re: Move "Take a Visit to Luddic Shrine" To Bottom of List
« on: February 21, 2024, 01:55:43 PM »
+1, I also asked the same in the 0.97 thread
E2: QoL suggestion: I still click on the shrines instead of the bars and pubs when I land on a market, happens each time, maybe the shrines could move down on/in the list once the quest to visit them is completed? So maybe they could be moved to be above leave?

42
Suggestions / Re: Let us clean up Hazard Beacons
« on: February 21, 2024, 07:18:27 AM »
@Megas: +1
Well, would still be nice if the planets tab had a beacon toggle/filter, I am always conflicted to clean up Nexus just to setup a colony but if I want the colony I may have to do it. Or let them machines roam.

43
Suggestions / Re: Outposts - a way to balance exploration and colonies.
« on: February 21, 2024, 07:15:44 AM »
@FooF: +1
Well, in the end one could also just make placeholder colonies on some rocks without growth and with waystations and have the same, so, ehhh.

44
Announcements / Re: Starsector 0.97a (Released) Patch Notes
« on: February 21, 2024, 07:03:41 AM »
You bought a colony item from the historian and got offered another for 4 SP instead of 8?
Yes, I think I bought 3, each for 4SP. :D (too lazy to check the historians log, I kinda assume it is in there)

45
Announcements / Re: Starsector 0.97a (Released) Patch Notes
« on: February 21, 2024, 06:22:29 AM »
Well, was a bit of a slog since I didn't use SP and yet farmed bounties without using officers or smods, I am not even sure why I did it like that, could've setup my fleet bit by bit instead, once I did setup most of it, the game became a breeze... Note that this release colony items are 4SP without doubling.

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