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Starsector 0.97a is out! (02/02/24); New blog post: Planet Search Overhaul (07/13/24)

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Messages - Shogouki

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Mods / Re: [0.97a] Amazigh's Ship Foundry v1.2.0
« on: June 21, 2024, 01:48:27 PM »
Oh wait, is the Gimbal 400(200) DPS?  For some reason I was remembering it as being something like 200(100) DPS.

Mods / Re: [0.97a] Amazigh's Ship Foundry v1.2.0
« on: June 20, 2024, 09:30:22 PM »
I'm not familiar with the Shkiper.  Out of curiosity what are its stats and what were you facing?  I just haven't found ships using those launchers to be troublesome.

Mods / Re: [0.97a] Amazigh's Ship Foundry v1.2.0
« on: June 19, 2024, 05:48:35 PM »
Oooo! A super capital would be awesome!

Ahh, good to know!

How do you use the drive flux vent? Im not sure which button to use.

I believe the left Alt key.

Even aside from "hostile to all" factions the amount of blockades seems extremely high and very frequent.  I don't know if there's a way to assign a "cost" to the blockades so that factions can't just throw them out endlessly but they could definitely use some kind of tweaking.

Edit: Just thought I'd ask if there were any way to manually modify the blockade settings so that they're not nearly so frequent as I think the drastic increase in these is hurting game performance.

Mods / Re: [0.97] Tahlan Shipworks
« on: May 26, 2024, 03:08:34 PM »
if you can't rename some files, you shouldn't be using Linux, probably

He was probably just trying to be helpful.

I'm aware. Will be fixed at some point, but I frankly don't really care about linux support, so deal with it until then.

Yes, I know linux has case sensitive file names and no, I can't be bothered to check all the filenames every time. I fix it when the occasion presents itself, but don't count on it ever being a priority, sorry

I imagine it's just that Nia gets these posts a lot and I'm sure it's frustrating when this thread contains answers from the many past questions that get asked about it.

Mods / Re: [0.97] Tahlan Shipworks
« on: May 24, 2024, 07:37:59 PM »
Perhaps they hadn't played since Legio got their aggression and regeneration nerfed awhile ago?  Though that seems like a long time ago...

Mods / Re: [0.97a] Bultach Coalition v1.1.5 "Bloatening"
« on: May 24, 2024, 03:14:49 PM »
Probably. There's some stuff in the graphics folder that is likely related.
I see

On another note, is the player allowed to build bultach superdreadnought space station?

It's actually no longer a space station but a ship with a fleet that patrols their home system.  As far as I know there's no blueprints to obtain however the ship is recoverable if defeated in combat.  However it is MUCH more deadly than it was in the last release.

Mods / Re: [0.97a] Bultach Coalition v1.1.5 "Bloatening"
« on: May 23, 2024, 02:31:12 PM »
By far one of my favorite mods that also contains one of my favorite ships (phase boi), im just curious tho if there are any plans or at the very least any mods that buff tri tach a bit or at least give them a sub-faction/ at least for me every nexerrlin game bultach just immediately wipes out tri tach every time without fail(all my shilling to the underworld mods cabal was for nothing lol). all in all tho love it!! and the ships look great :3

There's Daz's Tri-Tach Special Circumstances which adds a sub-faction for them with a few new colonies.

Mods / Re: [0.97a] Amazigh's Ship Foundry v1.2.0
« on: May 22, 2024, 09:37:57 PM »
Ahh sorry, I completely glossed over the "heavy" needler bit...   :-[

Mods / Re: [0.97a] Amazigh's Ship Foundry v1.2.0
« on: May 22, 2024, 08:10:16 PM »
Newbie here. Gimbal Micromissile Pod seems too strong.

It's the only "sustained-damage" Kinetic medium missile. Closest one is the Pilum LRM Launcher?
It has even higher DPS than the Pilum, but the real issue is that it's Kinetic, so it puts too much pressure on enemy shields, at no flux cost. It's practically 2x better than the Heavy Needler (actually, even more, since it tracks and has longer range).

Seems that many weapons this mod introduces also similarly stand out... I presume that enemies may also use them--but, not nearly as consistently as the player, huh.

Except it carries with it the downsides of being a missile as well.  A needler or any other projectile weapon can't be shot down by PD or disrupted by ECM.  These seem powerful until you fight a fleet with heavy PD and then these weapons become largely useless.  These are also medium sized weapons so comparing them to needlers aren't exactly fair.

Mods / Re: [0.97] Tahlan Shipworks
« on: May 21, 2024, 02:01:33 AM »
Alright, finally got around to updating this disaster of a mod. Not everything I wanted in this but what can you do sometimes.


You know this mod is a goddamn masterpiece and integral to most mod lists. Your work is greatly appreciated and respected and let none tell you otherwise >.>

EDIT: Is this new update save compatible btw?

I asked Nia awhile ago if she expected this update to be save compatible and she said she expected it to be.  I'm not able to confirm that as I'm away from my PC though.

Mods / Re: [0.97] Tahlan Shipworks
« on: May 20, 2024, 04:00:42 PM »
Alright, finally got around to updating this disaster of a mod. Not everything I wanted in this but what can you do sometimes.

Hype!  Thank you Nia!

Mods / Re: [0.96a] Tahlan Shipworks
« on: May 19, 2024, 09:01:44 PM »
what do you mean it doesn't work at all? It's been working for years at this point and I haven't made any changes to it, so I'll need a bit more detail here.

i mean like none of the missiles recharge.  tried with a pilot with the missiles bonus but still nothing.  waited several minutes also.

What missiles did you try it with?

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