Fractal Softworks Forum

Please login or register.

Login with username, password and session length

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 - joe130794

Pages: 1 ... 13 14 [15] 16
211
Mods / Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
« on: June 24, 2014, 01:33:23 PM »
ah so they may be able to be boarded or salvaged.

212
Mods / Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
« on: June 23, 2014, 01:10:54 PM »
love the new huge ship. will you be doing a version for each faction? and can you make them buyable? i have so much spare money on ironclads and loads of ships from each faction that it got a bit boring.

213
Suggestions / Re: 3-way combats (defending civilians)
« on: June 17, 2014, 01:40:18 PM »
need defendable stations in the normal game rather than in a couple of mods. and the ability to control a system and set up defensive fleets.

214
could it be made a bit easier starting out because i started with a medusa but was being chased by 4 fleets of hegemony and independants. also if i entered a battle with them my main weapons run out of ammo before killing all of them leaving me with 3 lr pd lasers and 2 antimatter blasters which arent enough to kill them.

215
i put 1.5 in the mods folder with the other mods activated but it comes up with a textures error.

216
Mods / Re: MrDavidoff´s Ship Addon (ver. 0.32a released 20/02/13)
« on: June 12, 2014, 03:35:14 AM »
does this mod work on 0.62a? really want to play it.

217
Mods / Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
« on: June 02, 2014, 11:14:53 AM »
you would be better off raiding any fleet that comes along because if you ask for fuel then they dont give you that much. i have enough scramblers to raid any fleet either friendly or enemy so im never short of resources.

218
Mods / Re: MrDavidoff´s Ship Addon (ver. 0.32a released 20/02/13)
« on: May 18, 2014, 06:25:56 AM »
love the omega detachment ships. i think they look nicer and more futuristic than any other ships.

219
Mods / Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
« on: May 06, 2014, 12:39:09 PM »
just wondering how i update my files? which bits i copy across? and will it affect my save file?

220
Mods / Re: Project Ironclads TC, version 7 with hotfix (0.6.2a)
« on: April 26, 2014, 01:56:44 AM »
yeah the ai and alien fleets are the only fleets i have seen with those ships.

221
Mods / Re: Project Ironclads TC, version 7 with hotfix (0.6.2a)
« on: April 25, 2014, 12:49:17 PM »
i have a couple of AI ships and a couple of aliens ships but i haven't edited anything.

222
Mods / Re: Project Ironclads TC, version 7 with hotfix (0.6.2a)
« on: April 22, 2014, 05:42:34 AM »
the pirate versions look good. will their eventually be alien enhanced version of more ships because the only alien enhanced ship for the factions look alright like that especially with the phase jumping.

223
Mods / Re: Project Ironclads TC, version 7 with hotfix (0.6.2a)
« on: March 25, 2014, 12:45:31 PM »
when will the ffs be added

224
Blog Posts / Re: On Trade Design
« on: March 02, 2014, 10:39:26 AM »
how will the update affect our current saves? i saved up 4 million which i would hate to lose.
and is there any update on more ships and factions?

225
Suggestions / ship ideas
« on: January 31, 2014, 12:51:11 PM »
Stargate ships.
human:
bc-302 fighter wing
bc-303 cruiser    prometheus
bc-304 capital ship (battlecarrier) has two flight decks.

battlestar ships too. im not too familiar with them but some look cool. maybe have stargate and battlestar ships as the same faction.

Pages: 1 ... 13 14 [15] 16