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Messages - SainnQ

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31
hey guys, sorry if this has been asked (or possibly clearly stated elsewhere). is this mod campaign compatible or just missions? i cant find the ships or weapons anywhere AND none of the fleets have mod ship composition

plz halp, is confuzled

This is a barebones compatibility release, you won't see many O.R.A fleets roaming, but you can find them in the Gudonov star system.

They also have a "stripe" purple & yellow-orange'ish fleet color scheme.

32
Mods / Re: [0.8a] Raccoon's Arms Pack v1.3
« on: April 23, 2017, 02:45:00 PM »
I came across a Reaver Drone Drone LPC in an abandoned Habitat

I'm assuming Drone Drone is a typo?  :D
Yep. Already fixed.

By the way, just updated with a new version. Adds a miner version of the Mule, and some small fixes.

Is there any way I could request a couple ships BESIDES the Apogee with High Res Sensor Packages?

33
Mods / Re: [0.8a] Raccoon's Arms Pack v1.3
« on: April 23, 2017, 09:11:24 AM »
Having just spawned a bunch of stuff in for testing while waiting for stuff to update, oh god the artillery swarmers are so goooood. Not like, STRONG, since they do bugger all damage, but firing off six of 'em is just magical. Based off the ID and them only showing up on the drones I'm guessing they're not supposed to actually show up, like bomb bays - but they should! I'd totally use em, they're like much, much less dangerous fighters, just keep mild pressure on to make managing shields harder. But mainly it's the 'here's a hundred missiles have fun'.
Glad you like them. They originally weren't supposed to show up except on the Gryphon Hunter (originally it was a Guardian variant and had an artillery drone), and they don't, because none of the variants that spawn in fleets or markets have them. I'll remember to add more of the mod's weapons to variants.


I came across a Reaver Drone Drone LPC in an abandoned Habitat

I'm assuming Drone Drone is a typo?  :D

34
How difficult is it to utilize the ship editor & modify the bonuses Hullmods provide?

I would really like to try experimenting with some ship variants that utilize High Resolution Sensor & Survey Equipment Hullmods of various bonuses.

It seems odd that there aren't more ships added with .8a that already carry these. Beside the usual like the Apogee (Which is the only High Res Sensors ship I know of off-hand)

35
Announcements / Re: Starsector 0.8a (Released) Patch Notes
« on: April 21, 2017, 05:55:52 AM »
Are the Talon Interceptors really that good? They seem weak unless your stacking fighter skills for that -50% Damage Resistance.

36
Announcements / Re: Starsector 0.8a (Released) Patch Notes
« on: April 20, 2017, 02:35:41 PM »
It just dawned on me after looking at the REDACTED Battle Carrier, that with the new fighter skills you added, 4 I believe.

Would turn that thing into an absurd monster of a Flagship. Good lord.


37
Announcements / Re: Starsector 0.8a (Released) Patch Notes
« on: April 20, 2017, 02:07:02 PM »
Am I correct in assuming that Planet Survey is not one of the few more lucrative endeavors for the player, aside from Pirate Bountying?

The resale on D-Proc ships is abysmal

38
Announcements / Re: Starsector 0.8a (Released) Patch Notes
« on: April 20, 2017, 01:30:45 PM »
I actually didn't notice the Restore Feature.
Very nice.

Also here's a photo of a salvaged sunder before & after, I seem to have got a 85%? "Free" restore" by simply Stripping it.

https://ibb.co/d4zW1Q

39
Announcements / Re: Starsector 0.8a (Released) Patch Notes
« on: April 20, 2017, 01:15:03 PM »
It would've been really nice if there was a mechanism introduced to "Retrofit" (D) class vessels.

I would also like to add, after defeating the Pirate blockade of the jump point, I was able to recover a Sunder(D) Class Destroyer

I arrived to the nearest planet and stripped it for parts, and it also stripped off all but the Faulty Powergrid D-System of which there were roughly 5 or so.

(I neglected to take a before & after photo) Sorry.  :-\

40
Announcements / Re: Starsector 0.8a (In Development) Patch Notes
« on: April 20, 2017, 04:31:36 AM »
He only made it up to RC11 before calling it a night.

41
Mods / Re: [0.7.2a] Exigency v0.7.2 - Updated 3/19/17
« on: April 18, 2017, 05:06:43 AM »
I might actually try flying their ships after this one. I never liked the repulsors, but this looks promising

Honestly just build out Armor tanking skills and your good to go, I rarely even use the Repulsor unless someone's vomiting a swarm of missiles or HiX Ammunitions at me.

42
Announcements / Re: Starsector 0.8a (In Development) Patch Notes
« on: April 17, 2017, 06:31:31 PM »
Don't get too excited, I remember one time the RC had a very bad issue that pushed back the release a couple weeks.

Christ Tart, just *** in our kellogs why don't you.

43
Mods / Re: [0.7.2a] Exigency v0.7.2 - Updated 3/19/17
« on: April 17, 2017, 04:00:10 PM »
Whatever fatal error I kept tripping previously, is not long an issue.

Neither for the most recent build of the mod available, or a dev-build of Exigency.
I'm going to assume it might have something to do with me getting frustrated and just reinstalling SS entirely with a fresh install of 64-bit Java included for any out of memory gremlins.

So, problem solved.

44
Announcements / Re: Starsector 0.8a (In Development) Patch Notes
« on: April 16, 2017, 02:50:17 AM »

There is.
Gib update! D:

45
Mods / Re: [0.7.2a] DynaSector 1.0.7
« on: April 07, 2017, 04:32:10 AM »
And when this bug will be fixed? "Safety Overrides" on capital ships whith "Dynasector".



-37 Maintanence a Month
>Only 2.8 Supply a month

What in the hell are you using Quantum 3D Printing Maintenance Bays?

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