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Messages - Troika

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31
Can we get a gamestart option to make every faction have -100 relations to every other faction? I want to turn the sector into thunderdome.

32
Can gamestart options be added to the factions settings to allow Explorarium and [REDACTED] to spawn and otherwise act like Nex factions? I know the former is possible in Corvus mode but I'd like it in normal mode too.

33
Suggestions / Re: Please make the name field accept more characters
« on: March 30, 2021, 08:31:24 AM »
*waves his tiny little fist menacingly!*

34
Suggestions / Please add an "open mod directory" button to the launcher
« on: October 13, 2020, 02:14:12 PM »
Saves a little time when messing with mods.

35
Not sure if this is a Windows thing or a Starsector thing, but I'm inclined to think the latter cause most other games don't have this problem.

Basically sometimes my bluetooth headphones get disconnected during a game. Upon reconnection, the game will no longer play sound or music unless I close and reopen it.

36
The trade convoy uses Sustained Burn... and ships with Sustained Burn on are automatically repelled from a star's corona. RIP.

37
Mods / Re: [0.9.1a] Underworld 1.4.4
« on: September 26, 2020, 04:10:26 PM »
I think that there should be a general balance pass on a lot of units in this mod, as they havn't kept up with the times at all. Most notoriously the death barges are not remotely competitive with the Atlas mk II, which can bring a lot more weapons to the field per deployment point and is also not a death trap.

 

38
Discussions / Re: Selling two GTX 970s, looking for buyers.
« on: March 25, 2019, 04:29:20 PM »
Did you use them for any form of mining?

39
Mods / Re: [0.9a] Legacy of Arkgneisis 1.2.8 [01/31/19]
« on: February 24, 2019, 03:03:21 PM »
What are your future plans with regards to this mod?

40
How do I add a faction to the list of factions you can turn a market over to, and have it work? I want to mod my own local version of nex to see what happens when Remnants get a market, for my own amusement.

41
Suggestions / Re: How Boarding Actions Should Work
« on: February 19, 2019, 08:24:30 PM »
Boarding an actively manuevering ship is silly, mostly because all the helmsman has to do is suddenly fire the manuevering thrusters and your shuttle full of marines splats against the hull instead of connecting carefully to the airlock.

42
I mean, clearly they can do it. Heck, even beta cores can clearly do it.

43
Mods / Re: [0.9a] Underworld 1.3.1
« on: February 17, 2019, 03:57:06 AM »
The Dragon has three large ballistics slots and doesn't really have an anti-armor firepower problem. The Renegade has one large ballistic slot and a large missile slot, and kind of struggles due to it's asymmetric weapons layout. It -can- work on the battlefield but currently isn't terribly efficient at any particular role.

44
Mods / Re: [0.9a] Underworld 1.3.1
« on: February 16, 2019, 11:26:59 AM »
I kind of feel like the Dragon and Renegade should swap their systems (and possibly also their top speeds) . Fast racks is a poor fit for a ship that has just two med missile hardpoints, whereas the Renegade has a large missile slot that can take better advantage. '

e: Also why is Renegade's shield worse than a makeshift shield generator?

45
Suggestions / Can we get a way to load an external AI script for a ship?
« on: February 15, 2019, 09:25:24 AM »
Some player mods (most noteably Kadur and Arkgenesis) are designed around a certain playstyle that the default AI doesn't really support, and it would be good to be able to load custom AI for that kind of thing.

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