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Modding / Re: You guys remember that Fairy mod?
« on: February 17, 2015, 05:49:54 AM »
I love how this mod gives out contracts to extend your logistics... wants me to expand my fleet much larger than before. :3
Starsector 0.96a is out! (05/05/23); Blog post: Colony Crises (11/24/23)
Doth thou insist to fill the kingdom with copious levels of roguish, malapert and ingraft forms and banter?
I sayth nay to this horrid discourse.
And stop publicly posting images I just uploaded.
The red one is crazy in her own way as everyone says... ... I'm weary of you. > >;
This mod is crazy, you're crazy. SS needs more crazyness.
Overwhelming range
Kinetic wins this battle
Templars will fall soonSpoilerI'm sorry. Couldn't stop myself. But to add something useful and not stupid, not sure what direction you want to take the templars, but In my experience, what I've found they are most vulnerable to is very long range weaponry. Giving a conquest things like mjolnirs and hypervelocity drivers and stacking range mods works exceptionally well, especially against the arch bishop. Fun as it is rolling over paladins like that, figured I'd at least mention it, in case you want them to be as difficult as possible.[close]
Really? I usually just ignore them and blow up their mothership.I do not like this understatement. It feels... different. O-O
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And the new weapon looks great, I just wondered how much coding was settled in that Merced weapon technology though.
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But even outside of the weapons mounts, there's still quite a few issues. Huge number of launch bays, huge burn-speed, incredible shield-efficiency... Plus the drones, while i like the idea, the AI tends to have troubles with those. Perhaps for only one or two tanking oriented ships? It will have to be dealt with eventually anyway.
The blues, while not as broken, still have a few issues too. But i'm sure you'll find most of the problems yourself now that DR posted his modding guide.