Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - JH1

Pages: [1]
1
Announcements / Re: Starsector 0.8.1a (Released) Patch Notes
« on: November 28, 2017, 02:24:54 PM »
Are there any plans to be able to change name and avatar during the game? This would be a welcome addition for people like me who spend way too much time on character creation.

2
General Discussion / Re: [Poll] December 4th Dev Patch Thoughts
« on: December 17, 2014, 06:18:24 AM »
Regenerating missiles:
+ save OP
- spammy gameplay
- less tactics defensively and offensively
- should affect all missiles, otherwise there will be magical regenerating, and normal limited missiles.

Unlimited ammo:
+ save OP
-less tactics, depth

I hope flux damage boost stays on beam weapons.


3
General Discussion / Re: programming software
« on: July 25, 2014, 03:33:09 AM »
May I know what programs you are using for the graphics?

4
Bug Reports & Support / Re: Crash, post moved from announcements
« on: January 18, 2014, 11:04:20 AM »
Yes it is.

5
Bug Reports & Support / Crash, post moved from announcements
« on: January 18, 2014, 08:41:11 AM »
Crash during map-flight, fresh install, save from previous version, no mods.

Incase it helps, here's a link to my save where it crashes every time. Just need to unpause.
http://www.megafileupload.com/en/file/490108/save-Hicks-1988192842062059213-zip.html

6
General Discussion / Re: Combat Readyness isn't fun..
« on: September 17, 2013, 08:01:09 AM »
I'm not sure if this has been suggested, but you could have a pool of CR that you can distribute to your ships. A percentage slider for automatic CR refill. That regenerating portion could be enough to fully charge a single ship if you fly solo.

7
Announcements / Re: Starsector 0.6a (Released) Patch Notes
« on: September 15, 2013, 10:10:01 AM »
Does the CR drop affect enemy frigates in battle also? Your own CR drop would be more justified that way, same way I wouldn't want to see the enemy with unlimited missiles and ammo.

8
General Discussion / Re: Installer torrent?
« on: September 13, 2013, 04:33:38 PM »
Connection from Finland works fine also.

9
Announcements / Re: Starsector 0.6a (Released) Patch Notes
« on: September 13, 2013, 02:32:49 PM »
Can't wait to try this (waiting for the hotfix). Been following the forums pretty much daily since the last release. Thanks! :)

10
The second video is really good.

11
Suggestions / Re: Ballistic Weapons & Ammunition
« on: March 20, 2013, 06:56:29 AM »
I agree with Death; it doesn't make much sense that shooting guns creates flux. Maybe make the ammo weapons raise little flux until you raise shields and shoot through them.

Ships could have ammo pools based on hull size, from where weapons could reload in chunks when idle/depleted, as was suggested earlier. This would prevent kiting with small ships.

12
Suggestions / Re: Export character
« on: March 18, 2013, 08:04:58 AM »
I think I saw a mod that returns your skill points. Could use that and then copy the exp, level and points across. Incase a future patch changes the perks.

13
Suggestions / Export character
« on: March 16, 2013, 01:32:05 AM »
Export character to transfer character level and skill points to new versions of the game, so we don't lose character progression.
It could be a temporary feature until the game is finished.

Or does anyone know if you can edit your save game to get the same effect?

Pages: [1]