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Messages - Delta7

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121
oh, and as mentioned before, i have a similar problem. whenever i load a save, it starts to take longer to load each time i reload it. eventually the progress bar takes minutes to move even a couple of centimeters, almost stopping completely. usually restarting the game fixes this, but the one time it didnt, i ended up having to delete one of my saves. i play with relatively few mods: starsector +, omnifactory, blackrock drive yards, citedel, shadowyards, and 2 core utility mods, shaders lib and lazy lib. are any of these known to cause this error while loading saves? so far, it's the only real problem ive had with my mod set, even hour and a half long play sessions dont cause freezes/ crashes, though loading a save after such a play session sometimes does.
is that what you're referring to?

122
well... i run a handful of mods, and they cause some crashing/ game refusing to load issues. they updated to java 8, im guessing that's probably not gonna work? i go to the java archives, and find about 100 different java 7 things, including more than one thing that says JRE7. assuming i could find the right one, it downloads as a zip file i believe, not an installer. would it even work if it's not in the correct location? or is replacing the JRE folder the only thing that matters? please, someone explain this like your talking to an idiot, because you are.

123
General Discussion / Re: Money for Nothing...
« on: February 09, 2015, 09:17:14 PM »
and THIS is where mods come in. robberflies and courier corvettes make up my extremely fast fleet of skirmishers, lashers, wolves and sidecars (most of them captured) make up my cheap throwaway fleets (as well as semi expendable cannon fodder in massive battles also involving larger ships), and tempests, various phase frigates and scarab heavy frigates make up my heavy hitting frigate fleet, sometimes lead by a fast phase destroyer with augmented engines (revrent, medusa, or virtually anything high end from citadel or blackrock.) also, they earned the nickname white rock crack yards because without fail, their frigates and destroyers are all either insanely fast for their size, or obscenely overpowered (somewhat balanced-ish by their very high operating cost and other factors.)
frigates are fun and fast, but sometimes you gotta mess around with the big boys too, so long as they can keep up. which the reverent cant without augmented engines, but dont fear, almost anything else i listed can.

124
General Discussion / Re: What are your strategies for capturing ships?
« on: February 09, 2015, 09:02:39 PM »
i felt godlike after i captured a crusader class destroyer from the templar mod. and i must say, those jesuit class frigates are kick ass.
that was back when i ran templars. but it interferes with other starsector mods for some reason (including citadel, and i LOVE citadel super heavy fighters.) then i encountered a templar fleet armed with a carrier, a pair of cruisers, 4 destroyers, a few frigates and fighters. i out numbered them easily 3 to 1 and i had several templar ships of my own... i could take em, and probably capture at least one of them, right? sweet jesus, my archer missile destroyers never stood a chance.
for some reason, i find it extremely difficult to capture that one (insert highly desired hull here of size cruiser or larger) that you always wanted. that zenith... lord almighty, the hours i spent trying to get that mofo before i just straightup gave up. it tore through half my fleet despite me taking out the entire rest of it's fleet, even a conquest without a single loss. only when in a massive clusterf***, surrounded by a massive number of frigates and destroyers taking turns blazing away at it till they had to pull back to vent did i finally wear the thing down, and even that took a full 2 minutes at least, even with missiles aplenty. after several hours of failed attempts that mostly ended with it blowing up in the face of my valkarie, and that one time it's core systems were crippled, i just gave up and blew the damn thing away. fortunately, i did manage to capture a handy lasher D on my final attempt. totally fair compensation, i know, right?

125
General Discussion / Re: RAGE AGAINST THE PATROL!!!
« on: February 09, 2015, 08:38:21 PM »
my armada of almost a dozen fighter wings, half a dozen high grade attack frigates, some high end phase destroyers and cruisers, and a small fleet of archer class missile spam destroyers along with a few recently captured battle barges, lashers and enforcers, that happened to be absolutely loaded down with massive piles of looted weapons that i was on my way to stockpile at the starbase accidentally ran over a small orange circle that happened to be a hegemony patrol consisting of a pair of lashers to charge me a toll nearly in the 6 digits because i had the audacity to haul loot from defeated enemies after an extended, system wide crusade against the pirates. that marked the first time i refused to pay a toll to the hegemony who have long been at 100/100 cooperative with me.

126
-anyways, phase ships are not my style, i find they usually preform well as opportunistic hunters, waiting for the right moment to decimate a venting/ overloaded cruiser with a volley of antimatter blasters, torpedoes and missiles. they usually should stay out of combat with other frigates whenever possible. if you have starsector +, the phase destroyer's phase teleporter and phase cloak combo allows it to wreak havoc on large, slow (or distracted) ships with alpha strike weapons such as the heavy pulse laser, trebuchet missiles, or torpedoes of any sort.
-the wolf (my favorite starter ship) is a versatile ship with a number of excellent choice loadouts. it can be played (somewhat) aggressively in the hands of a skilled player so long as you watch your flux, equip a few vents and keep the phase skimmer charged. excellent hit and run/ harasser setups usually include a heavy blaster (or AM blaster), but my personal favorite is the very versatile and extremely flux efficient combo of a graviton beam, a trio of either tac lasers or burst lasers, and a pair of your choice of finisher missiles, though i personally like the harpoon racks. concentrated fire from the graviton beam allows you to win a flux management shootout with nearly any frigate, forcing an untimely overload or vent within as little as 12 seconds, usually followed up by an opportunistic pair of harpoon missiles as a parting gift. the bust lasers increase the survivability of the wolf and allow you to stay in direct combat for longer before needing to back off to vent. tac lasers combined with graviton beam allow you to legitimately shoot it out and win against enforcer class destroyers, assuming you dont forgo the extra flux capacitors for a hull mod. step 1: shoot lasers till they overload. step 2: shoot missiles. step 3: watch the fireworks. oh, and that loadout? it's flux efficient enough that it still works on D variant wolves, and the loss of the 2 small lasers actually perfectly compensates for the slightly less good flux management, at the cost of a bit of hitting power (or point defence). oh well, more op to equip those expanded missile racks i guess.
-larger ships... apogee is a VERY versatile ship. contrary to popular belief, those front small energy slots are not for AM blasters exclusively. incoming missile volley from a ship directly in front? burst point defence laser thinks not! also... just try it: 1 graviton beam, 1 phase beam, 1 high intensity laser, 1 LR PD laser, 1 tactical laser. rainbow lasers of death! anyways... high intensity laser or even more so, tachyon beam turns it into a powerful sniper along with sensor drones and maybe some hullmods to further increase range. plasma cannon turns it into an absolute terror for anything not able to match it in a flux war, and very few ships it's size can.
-aurora is a versatile fast flagship that can preform a variety of roles at once, and most of them involve turning the enemy to cinders with terrifying effectiveness. the energy slot/ missile slot combo can easily be one of the most lethal in the game if used correctly. ooh, and it's a carrier too. assuming i didnt just confuse the battlecruiser with the cruiser, i do that sometimes. both are actually similar in playstyles really, only one is bigger, has upsized (though similar layouts of) weapons slots, and the cruiser lacks the hangerbay.
-paragon... if all it's weapons, shields and flux are properly micromanaged, the paragon class battleship can easily survive a relentless hail of fire from a mid sized enemy fleet all on it's own, and return it all with interest. if you're able to support such a demanding and costly ship with no real logistical benefit, you will easily be able to feast on the tears of any pirate fleet stupid enough to attack you.
-i forgot medusas. play like heavy wolf. graviton beams are still an acceptable loadout, (especially if you let the ai fly it), but the medusa is an alpha strike master, equip all sorts of torpedoes and antimatter blasters. some people like shield tank medusas equipped with pulse lasers, but if your gonna shield tank in a medusa, here's a tip: use graviton beams! they keep your enemy's flux high, keeping them on the defense, allowing you to wear them down, ect. one of the most underrated weapons in the game.

127
the junk pirates... are aptly named. their ships look like they were cobbled together from junk, which they apparently were. i respect the mod itself, but i... just cant force myself to like any of it's ships. keep in mind this is coming from a guy who regularly builds chrome plated abstract space art that i call spaceships, so maybe the aesthetics are a personal thing. or maybe im too used to the BSF forums where even the mid grade shipbuilder's creations would be considered top of the line ships by SS standards. and maybe that's part of why i want to convert all those beautiful BSF spaceships and factions into actual SS mod factions...

128
Mods / Re: [0.6.5.1a] The Mayorate v0.8.1 (updated 3/11/14)
« on: January 30, 2015, 03:27:19 PM »
oi... i love your ships and such, but could you use normal .zip files from now on? .rar files are a hassle, and i hate having to use win.zip (and dealing with all the addware crap it comes with.) sure, your mod with music is kinda big, but a normal .zip file should still get the job done.

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