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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 - Tommy

Pages: 1 ... 8 9 [10]
136
General Discussion / Re: Back from the dead!
« on: January 09, 2015, 04:59:48 PM »
You have a chance in the 1st place. The tech tree just augments it :)

137
Mods / Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
« on: January 09, 2015, 04:22:13 PM »
No idea if has been said before, but with the most recent update, pursuing fleets is ridiculous. They start in the upper half of the map. Most of the time, I cannot catch them with a Tempest at 340+ speed.

Just thought to let you know. It's very frustrating to see 6 out of 7 frigates escape, when you have only top tier frigates chasing them, and not even catching up to shoot a single laser at them.

138
General Discussion / Re: Identifying a ship + about Hyperion
« on: January 09, 2015, 04:01:08 PM »
Heh, thanks Dark. I never was able to finish the Arcade I guess. It just took too long :)

139
General Discussion / Identifying a ship + about Hyperion
« on: January 09, 2015, 03:53:23 PM »
I wanted to start with "I love the death out of this game, but I lack a sense of fulfilment in every playthrough". But I see someone else covered exactly my thoughts here: http://fractalsoftworks.com/forum/index.php?topic=8914.0 :) And I loved what people were saying there.

For months now, Starsector is the only game I play. As a sidenote, I want to thank Alex for making it possible for me to play the game after I tried to purchase the game and couldn't (tehncical issues apparently, the payment processor wasn't accepting my payment).

Now onto my questions:

1) What is this beast of a ship ? I can't seem to understand to what faction/mod it belongs to, and if it's available in the game:



2) I think I have a few hundered hours of gametime in Starsector, and I have never encountered the Hyperion. Nor in Try-Tachion or anywhere else. Is it still in the game ?

140
Mods / Re: Project Ironclads TC 8.4.1 (28/12/2014) [0.65.1a] hotfix
« on: January 08, 2015, 11:29:44 AM »
No full conversion mod other than IC and SS+ are currently updated. That's why I was hungry for a bit of a change. For something to do end-game.

In the meantime, download Lazywizard's omnifactory mod and declare war on every faction if you want a good war :D

I usually do this and keep Templars as friends. For this run, I declared war on all of them. I'll "haunt" space and kill a bit more before starting a new one, with the Omnifactory :)

Also, I agree about developers making content that won't get obsolete in a few months.

141
Mods / Re: Project Ironclads TC 8.4.1 (28/12/2014) [0.65.1a] hotfix
« on: January 08, 2015, 09:54:27 AM »
Hey, thanks Gabriel. I read all the upcoming plans. Must've missed the taking over planets part.

142
Mods / Re: Project Ironclads TC 8.4.1 (28/12/2014) [0.65.1a] hotfix
« on: January 07, 2015, 12:37:54 PM »
If there's anything I'd like to see in IronClads, is a way to "finish" the game. The taking over part. Planets, stations, etc.

Not just drifting aimlessly into space, with the biggest baddest fleet, having nothing to do but kill stuff over and over.

143
Mods / Re: Project Ironclads TC 8.4.1 (28/12/2014) [0.65.1a] hotfix
« on: January 06, 2015, 06:11:53 AM »
Somewhere in the UI I read that more scanning ships yield better results.

I had like 8 of them at one point, and after scanning 10 planets, still nothing.

Just saying, I understand :)

144
Mods / Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.644
« on: January 04, 2015, 07:57:07 AM »
Srsly, we need this mod brought back. I grow tired of Starsector+.

Exerelin had the best mechanic. End game. Not just pew-pew until you get bored.

You had a way to "finish" the game.

145
Mods / Re: VNS mod (add-on to Ironclads 8.4) v5
« on: December 30, 2014, 01:29:18 AM »
When I try to visit Argos Shipyard and I click on Trade, the game hangs.

If I click on repair, everything is fine. Probably something to do with the trading interface.

Regular Ironclads 8.4 works just fine with this particular issue.

146
Mods / Re: VNS mod (add-on to Ironclads 8.4) v5
« on: December 29, 2014, 01:33:16 PM »
All good now.

Cheers!

147
Mods / Re: VNS mod (add-on to Ironclads 8.4) v5
« on: December 29, 2014, 12:54:39 PM »
Now it's :


148
Mods / Re: VNS mod (add-on to Ironclads 8.4) v5
« on: December 29, 2014, 12:52:04 PM »
No worries.

Thanks :)

149
Mods / Re: VNS mod (add-on to Ironclads 8.4) v5
« on: December 29, 2014, 12:24:42 PM »
I installed the latest version of the mod, and :


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