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 - Tommy

Pages: 1 ... 7 8 [9] 10
121
Mods / Re: Diable Avionics (v.1.0)[0.65.1a]
« on: January 17, 2015, 10:13:18 AM »
Both are, yes.

122
Mods / Re: [0.65.1a] The Knights Templar v0.9.3g
« on: January 16, 2015, 11:32:01 AM »
SS+ is higher difficulty. I actually truly enjoy the extra difficulty. You should to, since it's way easier to get your hands on some Templar weapons by killing Vanilla ships, rather than the Templar's :)

123
Mods / Re: [0.65.1a] The Knights Templar v0.9.3g
« on: January 16, 2015, 02:23:12 AM »
I concur. Templar weapons cannot be replicated. You will get a message saying this aswell.

124
Mods / Re: [0.6.2a] The Gedune - v1.7.2 - Get Up!
« on: January 15, 2015, 05:24:28 PM »
Yep, keep up the good work. Glad to see you back. Perhaps with a new bigger than cruiser Gedune ship ? :p

125
Mods / Re: [0.65.1a] The Knights Templar v0.9.3g
« on: January 15, 2015, 03:42:15 PM »
Just get a hold of a Rhon laser, put it on a Tempest, and you can kill Jesuits easy, without breaking a sweat. You can sometimes find Rhons in Black Markets.

126
Mods / Re: [0.6.5.1a] The Mayorate v0.8.1 (updated 3/11/14)
« on: January 15, 2015, 03:58:12 AM »
Dark, tell us how :p

127
Mods / Re: [0.65.1a] The Knights Templar v0.9.3g
« on: January 14, 2015, 05:05:55 PM »
I literally wouldn't have anything to fight, if not for the Templars. It's the most awesome faction late game.

We totally need another late game, OP faction, from you Dark :) Or at least that capital Templar ship your were talking about!

128
General Discussion / Re: How many of you only use one ship?
« on: January 13, 2015, 04:28:36 PM »
Quote
I often do, starting with Wolf, then Medusa, and Hyperion.

Where are you getting the Hyperion ? I never seem to find it. I mean, not once.

129
Mods / Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
« on: January 13, 2015, 03:32:35 PM »
I have noticed the lack of Templar flux cores aswell. I basically have all the mods for 0.6.5.1.

130
Mods / Re: Diable Avionics (v.1.0)[0.65.1a]
« on: January 13, 2015, 01:49:08 PM »
Heh, thanks :) I thought you were going for a "pirate" affiliated faction kind of strategy. But since it was always at vengeful, you can never repair the relationship.

Thanks much.

131
Mods / Re: Diable Avionics (v.1.0)[0.65.1a]
« on: January 13, 2015, 01:17:03 PM »
How does one get friendly with them ? I have included them in my SS+ campaign, and they are always at 100/100 vengeful.

132
General Discussion / Re: What does escort do?
« on: January 13, 2015, 03:10:18 AM »
You guys can test it. Take a medusa, right click on a faster frigate (Tempest or Wolf), and make the frigate take over a point further away on the map. You will see that the Medusa doesn't use the phase system to keep up.

133
General Discussion / Re: Today I learned...
« on: January 12, 2015, 03:16:36 PM »
After months of gametime and probably a few hundred hours, today I learned that:

- Your fighters are never lost if you have a carrier alive at the end of the fight. I was never a fighters fan. That stopped today!
- There are ships in the game with the U, from upgraded, designation (just like you find ones with the D, from damaged). As of now I only found a Sunder with U. No idea if there are more ships.
- I can kill any fleet, no matter the composition (just put infinite if that's what you'd like, or 10 Templar Archbishops with 40 other support ships) with just one ship. The Romb-class abomination from the Ori mod, fitted with regular burst lasers and High Intensity lasers.
- Smugglers can carry up to 1000 supplies or metals or <insert good here> with a 10 cargo capacity and one frigate. I never bothered to chase them until today and I got mind-blown.
- Some bounties in the new SS+ are crazy. I just won 1 million for killing a <pretty> decent fleet, but none-the-less easy.
- You can get the Tempest as a starting ship în SS+ by going Try-Tachion all the way, and choosing ship upgrade at the end. Makes the starting difficulty a lot easier.
- There's a ship called a Rook-class that basically makes resupplying after a fight a breeze. You can basically fight over and over and over again with 1 or 2 of them (depending on fleet size and supplies consumption of those).
- It's easier to farm experience, loot and attitude (relation) for a certain system/faction if you just hover in or very close (in hyperspace) to the hyperspace exists of that system. That way you can catch pirate fleets that get in or out, or get close to the others that pass by, and lure them into the system "relation proximity" so when they're dead, they affect the faction.

More on a later date.

134
General Discussion / Re: What does escort do?
« on: January 12, 2015, 03:02:17 PM »
Please also bare in mind that the escort command (iirc, right clicking on another ship automatically is an "escorting duty") currently makes ships not use their active skill.

If that active skill happens to be Manouvering jets on a 50 speed cruiser, that means it will stay way behind. If you make the ship tave over a Nav buoy for example, it will use the active skill. So it must be the AI in the current Starsector build.

135
Mods / Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
« on: January 10, 2015, 02:55:25 AM »
Dark, I guess it makes sense what you said. But you could reduce that distance by 20% at least :)

Pages: 1 ... 7 8 [9] 10