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

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Messages - Flix

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16
General Discussion / Re: What's Your Ideal Salvage Fleet?
« on: November 16, 2019, 07:02:55 AM »
"Ideal" it is some extended concept, it seems 2-3 paragons to hunt everything + 14 atlases and 14 prometheuses (or + some salvage rigs?) can be not enought for some players to collect all what they see while exploring 10-20 systems whitout turning back in the core. I recommend 1 flag conquest, + 1-3 herons, 2-4 salvage rigs, some phaeton tankers and colossus with military systems to get 8 burn... Oh, it is extended concept....

if you are looking for minimalistic fleet for easy early money gain, I think it is what you are looking for, exploration (not salvage) fleet: just one Dram tanker: https://youtu.be/_AWfbT6L444 instead of a thousand words, you can see how it warks.

While that is "technically" the best strategy its kind of sad to me to see this sort of exploitative thing. What's the point of being able to make infinite money while being untouchable without any skill, learning curve or any sort of investment involved. To each his own though, but I do hope it gets changed. Maybe certain mods shouldn't work on non-military ships.

17
General Discussion / Re: What's Your Ideal Salvage Fleet?
« on: November 16, 2019, 12:36:14 AM »
The Apogee is the best exploration and salvage expedition cruiser in my opinion as it has decent 400 cargo, surveying equipment, good sensors and can really hold its own in combat. I would have at least 2 or 3 of those combined with a fuel tanker, a bigger freighter and a heron and a few of whatever frigates / destroyers work for you (couple wolfs, couple hammerheads, etc.). You won't be fighting redacted fleets with that but will probably be able to fend off any pirate fleets exploring around.

18
Mods / Re: [0.8.1a] The Knights Templar 0.9.8f
« on: November 09, 2019, 04:11:35 AM »
Every time someone asks he pushes the release date back a week
Oh no, it happened again!  :)

I'm well aware of that rule and it frightens me... I tried to not ask when. But rather if there was a way to simply use these ships with current Starsector without all the faction related things.

19
Mods / Re: [0.8.1a] The Knights Templar 0.9.8f
« on: November 08, 2019, 12:23:38 PM »
Hi, this may be a silly question but is there a way to just get the ships working with 0.9.1.a somehow? I'd love to get back into a game with some of these ships and weapons even if they wont work as a proper faction. These guys kicked so much ass and are so beautiful I,d love to relive that. Thanks!

20
Hi. I have a question. I settled a colony in a fringe system with a nice terran planet and cleared out all the anarchist fleets. Or so I thought... One semi-large fleet keeps spawning every couple minutes and I cannot find the source in the system. Am I doomed to Anarchist attacks all the time or is there a way I can cleanse the system of these pests!

Edit: And I found the camp. I guess destroying that will do it.

21
General Discussion / Re: Sounds about right...
« on: September 25, 2019, 11:46:51 AM »


Oooh my reddit post is on the forums! I feel, special?

22
Mods / Re: [0.8.1a] The Knights Templar 0.9.8f
« on: July 18, 2019, 12:43:56 PM »
I don't mind how long. All that tells me is that it will be magnificent. :D

Amen, I really hope so. Although I'm surprised this faction doesn't get more love. The visual artistic style they have is really well done, polished and cool (in my opinion). Their sound remind me of church bells or holy things and their mysterious lore and lack of communication is intriguing. The mechanics of their ships are like nothing seen in any other mod or vanilla faction. I just find them super original and extremely well put together. A definite must have in my mod list for sure.

23
Mods / Re: [0.8.1a] The Knights Templar 0.9.8f
« on: July 14, 2019, 04:36:11 AM »
anything new how long it takes to update this mod for 0.9a?
Every time someone asks he pushes the release date back a week

I was wondering if at this point KT was the last mod left to be updated by DR& I feel bad asking anything as I realize this is donated time from an incredibly talented person. I hope there is an intention to work on it someday. If not then fully understand... Thanks DR for everything you do for this game! (BTW this is my all time favourite mod).

24
General Discussion / Re: The 'I suck at combat' thread.
« on: March 09, 2019, 11:53:14 AM »
Thanks everyone for the great tips!  I had no idea you could invert the shift function so it's always on; I will definitely try that.  I will stick with the Hammerhead for now (and possibly think about a carrier later) and will set front hardpoints and turrets to autofire as suggested.  Those two changes alone, along with a lot of practice, should help.  Onward!

I've been playing this game for 5 years and just found out you could invert the shift key. I,m not sure how I managed so far not knowing that! Welcome to a great game and community by the way. This is a nice place.

25
Mods / Re: [0.9a] Sylphon RnD 0.9.4b
« on: February 26, 2019, 11:26:26 AM »
Very exquisite! But the balance is not good.

Care to elaborate? I'm currently in the middle of a balance pass on some things so more input is always welcome.


The dread eagle is way too good. It has mobility that put almost any frigate to shame. I can down onslaughts with it easily. I think the long distance null skip jump thingy has too much range. I know its more fragile than a normal eagle but I don't think that compensates its super mobility + "firepower right into your ass" capabilities. That said it's really fun to pilot.

26
General Discussion / Re: Genuinely impressed
« on: February 26, 2019, 11:20:13 AM »
Oh hey, I'm just another fringe lurker who's been playing / following this game for a few years now. Want to add my drop to the love bucket for Alex. It's more than deserved. I hope this project allows you the financial freedom to continue doing what you love! You're very talented indeed and so is David. props to both of you!

27
Mods / Re: [0.8.1a] The Knights Templar 0.9.8f
« on: January 26, 2019, 03:38:06 AM »
Just came to say that this is my favourite faction. And well, I have a bottle of champagne ready for when it become 0.9a ready. Also a huge shout out to Dark Revenant and the amazing work he's doing.

28
Mods / Re: [0.8a] Portrait Pack v1.2.3
« on: November 19, 2018, 01:25:00 AM »
Hello, will this work with 0.9?

29
Announcements / Re: Starsector 0.9a (Released) Patch Notes
« on: November 17, 2018, 11:59:51 AM »
How do I follow up on the missions I accepted in the bar? I took a mission from an academic lady to survey something but I can't find a trace of this in my Intel and I don't know where to go exactly.

30
Mods / Re: [0.7.1a] Starsector+ 3.1.2
« on: January 26, 2016, 12:24:03 PM »
Hi everyone. I have a slight issue where I'm not seeing anymore IBB Bounties after having done a lot of them. Is there a set amount and then it's over? No more? I know I haven't fought the mod-Paragon yet but I think I've fought just about everything else. Thanks for your help.

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