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Messages - Satirical

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16


General fighter: Does all of the above, IE: Thunder. it has missles, PD and can also attack armor, and a bigger range, but will not do all of these things as well as specialized fighters.

bro thunderer is a interceptor

17
Mods / Re: [0.95a] Low Maintenance 1.1
« on: May 22, 2021, 03:17:12 PM »
owo dis should be added to vanilla

18
Mods / Re: [0.95a] Red (0.9.0) Mod
« on: May 16, 2021, 12:13:08 AM »
damn dat station sucked up 300dp of my ships wtf rip my fleet

19
Version checker is not built-in, it is a mod. You can disable it in mods list.

yeah, I thought that, but when I emptied my mod folder and stuck lightshow back in the version checker was still there, and I can't find a version checker in my enabled_mods
i think nexerlrium has version checker and it doesnt stop u from running deh mods

20
General Discussion / Re: The Frigate Bias
« on: May 14, 2021, 12:47:15 PM »
just make safety overrides turn ur ship into a pather ship (which has random malfunctions) rename it to pather modifications and disable it on high tech ships

make a new safety overrides for high tech with less attributes (maybe only 30% instead of 50% dissipation and no constant 0 flux boost) and name it safety overrides

21
General Discussion / Re: Best Skill Tree 0.95
« on: May 11, 2021, 01:43:21 PM »
20% extra dissipation for tech  ;D even in 0.91 i still picked tech first

22
General Discussion / Re: Rambling commentary of 0.95
« on: May 10, 2021, 12:57:32 AM »
cyroblasters are awesome on the harbinger

cyroflamers not as good as cyroblasters i feel

23
General Discussion / Re: Carriers mid-late game
« on: May 08, 2021, 07:07:53 PM »
reapers are also good for station busting on the onslaught

24
Mods / Re: [0.95a] Diable Avionics 2.62 (2021/03/27)
« on: May 07, 2021, 05:05:08 PM »
I have yet to update Diable since Nexerelin was ported to 0.95 but I am swamped with work and am also working on polishing the Scy update first. Sadly so it will be a little while before I can get around fixing that issue (I also have half implemented content I'd like to finish too).
btw if this helps i found out why it isn't disabled when people select that option it is because there is no procgen folder (I copied a folder from another mod and it seemed to work) ^0^

25
Suggestions / Re: Hullmod to "Leash" Fighters to 0 Range
« on: May 05, 2021, 11:59:00 PM »
dunno why the ai always puts fighters on engage even when theyre out of range, all the carriers are SLOW since theyre losing that 0 flux bonus lol

26
Announcements / Re: Starsector 0.95a (Released) Patch Notes
« on: May 05, 2021, 11:44:19 PM »
For the marine bar missions I only get them at my own colonies for some reason  :( never found a marine bar mission at hegemony / tritach / independent bars

and by marine bar missions i mean the one where u pick up extra marines who fight in vac or black

27
But my sensor range :(

28
Mods / Re: [0.95a] Red (0.9.0) Mod
« on: May 03, 2021, 01:56:15 PM »
that station kinda THICC

29
Mods / Re: [0.95a] Diable Avionics 2.62 (2021/03/27)
« on: May 01, 2021, 02:26:37 PM »
hmm kind of sucks that the carrier commander skill isn't effected by hanger bays IN USE

for example I never put a fighter in the troop transport for this mod but since it has a hanger bay it still counts for the limit I think? Maybe you could make a hullmod like "diable auxiliary hanger" that costs like 5 OP but is only able to be installed for the stratus freighter / troop transport / rime class freighter / chinook tanker which gives them a hanger bay but you can toggle it off or on idk lol

oh the other problem for this idea is maybe the hanger bays wont play that nice sparking animation that shows whenever its in use refitting a fighter or wanzer or maybe the hanger bays will look wierd on a ship with no fighter

right now im running 1 maelstrom and 4 gusts for that nice bonus - which i dont even know if it affects wanzers or not lol

30
General Discussion / Re: Low tech doctrine play through comments
« on: April 30, 2021, 01:44:32 AM »
fighting doritos be like
Spoiler
[close]

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