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Messages - Satirical

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31
Announcements / Re: Starsector 0.95a (Released) Patch Notes
« on: April 27, 2021, 02:53:58 PM »
If I had to replace a skill to make room for a Ballistic Specialization, I would pick Phase Mastery or Strike Commander. Or maybe it could be in Industry somewhere.
I like Phase Mastery because it speeds those ships up.  I am sick of bullet time in phase ships.  I want phase cloak to make my flagship faster, not slower.  Phase Mastery makes phase ships at least as fast as uncloaked (except Ziggurat at times).

but ur ship travels normally and the other ships are in bullet time

Phasing ships experience time 3x faster than normal meaning the other ships are 3x slower

phase mastery just makes u even faster (+100% speed in phase mode)

32
Suggestions / Re: Fighters and Carriers have Lost their Way
« on: April 27, 2021, 02:32:16 PM »
If it a weak, cheap fighter like Talon, I want them to die so they can respawn with two missiles instead of one.  Also, drone fighters have no crew and should be fearless.

However, it makes sense for crewed fighters to dock for repairs if they are merely hovering around the carrier doing nothing.

why dont they just land and get a second missile

33
Mods / Re: [0.95a] Adjustable Skill Thresholds 1.0.0
« on: April 26, 2021, 04:19:17 PM »
hello here are the new default values

{
  "carrier_group_fighter_uplink_fighter_bay_threshold": 8,
  "crew_training_flux_regulation_op_threshold": 240,
  "weapon_drills_op_threshold": 120,
  "containment_procedures_field_repairs_op_threshold": 60,
  "auxiliary_support_op_threshold":5,
  "phase_corps_op_threshold": 30,
  "automated_ships_op_threshold": 30
}

34
Mods / Re: [0.95a] Diable Avionics 2.62 (2021/03/27)
« on: April 26, 2021, 01:24:14 PM »
hey not sure if this is nex problem or diable but when i disable diable avonics in nex for “random sector generation disable core worlds” it still spawns them in the special constellations such as belt operations or 99

Good, I like knowing where my mod factions are lol. I wish they all did that so it wouldnt disrupt the quests as well.

ye but the thing is the factions are supposed to not spawn when u check the option so that's the problem

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).

NP just wanted to let you know OwO

35
Mods / Re: [0.95a] Diable Avionics 2.62 (2021/03/27)
« on: April 26, 2021, 01:23:25 AM »
hey not sure if this is nex problem or diable but when i disable diable avonics in nex for “random sector generation disable core worlds” it still spawns them in the special constellations such as belt operations or 99

36
i think it should only apply to ships installed with packages rather than militralized subsystems since i always put subsystems on for the sensor reasons xd

37
yeah the ai is the same for friendly and enemy so just fly better lol and build ur ships better :)

38
Mods / Re: [0.95a] Beyond The Sector - Endless Randomized Systems
« on: April 20, 2021, 07:26:21 PM »
had this happen somehow wtf

also if u visit a foreign sector and don't survey the planets then sometimes a blueprint mission guy will give u the blueprints in the sector you already left if that makes sense

39
General Discussion / Re: What are some of your favorite text snippets?
« on: April 18, 2021, 04:17:39 AM »
Spoiler
This one really intrigues me because it either implies that Omega and <whatever Project Ziggurat was tapping into> are two different entities, or that Omega is very different than what the average Remnant AI -- who are desperate to reconnect to Omega -- thinks it is.

I think Omega itself might simply be something left over from the Domain -- some kind of high-level AI that helped keep a leash on others, maybe. This would explain why the Tesseracts are found near old Domain superstructures and would give a plausible reason why Try-Tachyon (which is heavily invested in controlling AI, possibly is a un-conventional AI itself through its self-modifying charter, but chafed under Domain control) would want them gone, and also why they struggled to keep control of the Remnant -- maybe they could fake being Omega for a while but eventually the Remnant figured it out.

Conversely, the description of the Ziggurat, the player's experiences at the Alpha Site (hearing that ghostly music...), and the player's meeting with Livewell Cotton (who hears it too, and claims even to have heard it speak to him, and seems to regard it as an object of worship even though he's not sure "whether it is a choir of angels or a host of demons") all point to the existence of something that is completely alien, bearing no relation to Domain technology, and which scares the ever-living *** out of AI.
[close]

Spoiler
Remember the rumors in the Onslaught's full description? That it was originally designed, back before shield generators even existed, to fight off an incursion by an alien race?
[close]
Spoiler
thought that was a enders game reference but its pretty cool that it didnt use to have shields
[close]

40
Mods / Re: [0.95a] Tahlan Shipworks 0.6
« on: April 18, 2021, 04:10:58 AM »
- Styrix
   - Improved efficiency to 1.2
- Castigators
    - Improved shield efficeincy to 1.0

Love some love to Styrix.

LI Castigator shield is unchanged. Intentional?

yay triple fire railgun thingy pewpew

41
Hi - I'm sorry about the trouble! It has in fact been... well, "fixed" is too strong a word, since apparently it's still possible to miss, but the text telling you to save is more prominent and flashes.
final step - put it in the middle of the screen even bigger  :D ;) ;)

edit: kinda not joking i missed it for a minute

42
General Discussion / Re: Low tech is being left behind!
« on: April 18, 2021, 03:42:54 AM »
lost 5000 men taking out the [SPOILERS] with only XIV dominators enforcers and moras and 3 XIV onslaughts it was a very immersive low tech experience

no good kiting frigate for low tech made it an absolute meatgrinder but i guess next time i can throw in a kite(h) or two to KITE one of them away hahaha also i brought 40/30 ships because i knew some were gonna die  >:( ;D

43
Mods / Re: [0.95a] Beyond The Sector - Endless Randomized Systems
« on: April 18, 2021, 03:11:54 AM »
cool this mod is epic

one bug: tried emergency burning into a gate with a neutron star and i got knocked out before the warp happened and when i returned the connection was severed and it took 28177777172 fuel to return to galactia LOL

yes so basically if u warp in the blast of a neutron star u are stranded forever and die

also for cryosleeper i didnt have any marines in my fleet but it still allowed me to access it with a ground assault (it said i lost 378 marines but i didnt have any marines)

44
Mods / Re: [0.9.1a] Interstellar Imperium 2.4.0
« on: April 16, 2021, 07:08:04 PM »
To be honest, I am surprised that the quality of this mod, particularly the sprites, is much lower than in Revenant's (same author) great Ship/Weapon pack.
I do not consider this mod because of this, but I won't start my modded .95 run before Ship/Weapon pack drops.

I think the ships look nice ;_;

45
i put all my ships marines fuel and supplies in storage for 1 day nearby at the colony except for my little afflictor phase frigate and i basically had a sensor detection range of 0 and thats how i did it

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