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Messages - Death_Silence_66

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241
Wait, never mind. Apparently, setting the min and max memory with Xms2g and such will not work. I had to do Xms2048m. Will that yield similar results?

242
I am having the same issue. When I edit the vmparams file the game will not launch.

243
Mods / Re: [0.65.2a] Hiigaran Descendants v1.1.0
« on: April 04, 2015, 11:32:13 AM »
I demand you add the Sajuuk!

244
Mods / Re: [0.65.1a] Blackrock Drive Yards v0.7.1 - Patch Out !
« on: February 13, 2015, 10:34:38 AM »
While doing some tests, it seems that AI controlled Imaginos class frigates don't fire their Rift cannons.

245
Mods / Re: [0.65.1a] The Knights Templar v0.9.3g
« on: February 13, 2015, 09:43:48 AM »
My game seems to crash when i switch variants with these ships.

246
Suggestions / Re: Starting Faction Relations
« on: February 13, 2015, 09:18:14 AM »
I like this idea.

247
Suggestions / Re: The tutorial.
« on: February 12, 2015, 11:49:49 AM »
glad i could help  ;D

248
Suggestions / The tutorial.
« on: February 11, 2015, 12:01:12 PM »
The tutorial needs a slight tweak. it still says that energy weapons get a damage boost from high flux.

249
Mods / Re: [0.65.1a] Console Commands v2.1.1 (released 2014-11-13)
« on: November 18, 2014, 03:32:33 PM »
For whatever reason, it does not recognize the "storage" command. when i looked it up with the help command it said "no such command 'storage'" any way to fix this? another issue is that whenever i use a command in combat after the battle it opens a console window that can't be closed.

250
General Discussion / Trading vs. Fighting.
« on: November 13, 2014, 09:25:36 PM »
I think engaging large faction fleets should be made more profitable. I would love to be able to profit from attacking a large fleet but it seems i can only do that when there is a bounty on them. perhaps if you have a very high rep with a faction they could pay you for killing their enemies even when they are not actively posting bounties. I would really like to be able to go after try-taycheon patrol fleets now that I have an onslaught but I end up broke and out of supplies. The only way I have found to make lots of money is by trading large amounts of food whenever there is a shortage. the tariffs prevent normal trade from being profitable. I think this is rather un-realistic because you see small trade fleets all over the place, if the same rules that applied to the player applied to them they would go bankrupt in a matter of weeks.

On a side note i would like the ability to start as a full on pirate. Some options for noobs would be nice too. like something to tell them if a price was higher or lower than normal. The fact they you can't change weapon groups or turn on or off auto-fire wile paused really annoys me because i am used to it from the older versions and can't see the reason behind its removal.

251
Mods / Re: Diable Avionics (v. 0.75a)
« on: October 19, 2014, 10:32:45 PM »
Can you make the clustered dual auto cannon groups on alternating mode? It seems to be better at suppressing shields and looks way cooler IMO

252
Mods / Re: Project Ironclads Total Conversion, version 6.7 (0.6.2a)
« on: February 07, 2014, 02:41:12 PM »
The RSF tug does not have the tow cable installed

253
Mods / Re: Project Ironclads Total Conversion, version 6.7 (0.6.2a)
« on: February 06, 2014, 05:10:43 PM »
the AI need some fighters and a capital/cruiser

254
Mods / Re: Tankfarer - WWII Mod
« on: January 04, 2014, 09:37:28 AM »
it could be like a battleship  :)

255
Suggestions / AI improvements
« on: December 23, 2013, 10:45:16 AM »
i have had star sector for about 4 months now and its a really fun game. there are some things that have annoyed me.
1. when two battleships are engaging, one of my frigates flies straight through the wall of bullets and gets vaporized.

2. when ships like the hound kill larger ships, more often than not, it gets destroyed by the explosion.

3. when the ships deploy at the start of a battle, they either hit astroids or ram into each other, causing flameouts and armor damage before they even spot the enemy ships.

I have some ideas of how to fix this.

1. frigates (or any ship really) should try to avoid friendly fire and the firing arcs of enemy ships

2. ships should try to avoid the explosion radius of a low health ship

3. dont spawn astroids near where fleets deploy and, with large fleets, space the ships more

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