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Messages - Bastion.Systems

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376
Mods / Re: (0.7a) Shadowyards Reconstruction Authority 0.6 (development)
« on: December 10, 2015, 04:56:13 AM »
Triple Doubles! Triple Doubles! Triple Doubles!

377
Suggestions / Re: CR Recovery, Supplies, and Combat Aptitude
« on: December 09, 2015, 02:29:04 PM »
WHAT, combat aptitude INCREASES supply drain? What the heck, I put 10 points in it for every officer to get the  supply situation under control (in my game for some reason average supply price is around 200) but if it just increases CR recovery rate its kind of useless skill.

378
Mods / Re: [0.7.1a] Starsector+ Vanilla Enhancement Mod 3.0.0
« on: December 09, 2015, 01:19:33 PM »
What is that loading-screen help text on "unique start options" about? I changed rareships=true, and uncommented the values under expensiveships, but it seems to have changed nothing.

379
General Discussion / Re: Dedicated AA Frigates and Suicidal Wolves
« on: December 09, 2015, 12:52:04 PM »
Command them to attack when the other fleet starts to run, otherwise keep them as escorts or defending an objective with some meatier ships.
Maybe assign officers with cautious or steady personality to ships you don't want to go in guns blazing, though it might make their pursuing abilities poorer.

380
Mods / Re: [0.7.1a] Neutrino Corp. (v. 1.82)
« on: December 09, 2015, 06:07:39 AM »
I don't know if it's a bug with this mod or the save transfer script but when transferring my save to a new world,
upon loading the script I suddenly came to a possession of a Unsung-class Flagship and it's ridiculously op  ;D
And also 2 weird Phase Array Cannons that break the portrait system.

381
Aww Jizz, these ship look pimp.

382
Modding Resources / Re: [0.7.1a] ShaderLib Beta 1.1.2 (Performance Fix!)
« on: December 09, 2015, 03:26:04 AM »
Firefox on the other hand does not seem to mind.

383
Announcements / Re: Starsector 0.7.1a (Released) Patch Notes
« on: December 08, 2015, 09:16:16 AM »
I agree with this, repair is by far the biggest drain of supplies, I assume the repair speed bonuses help reduce the cost (otherwise these would be more harmful than useful) and in that sense the repair ship is essential to not go bankrupt pirate hunting. Overall it seems that having smaller ships or ones without shields is a supply suicide.

I think one thing that could make the situation better would be free or discounted repairs at the factions shipyards you are commissioning (or maybe have friendly rep.) for.

Overall seems like a design that makes early game combat far harder than late game where you have a arsenal of support perks, the repair ship, some freighters and a strong main ship so you don't have to employ several shoddy frigates witch cost piles of supplies to repair after every engagement.

384
Announcements / Re: Starsector 0.7.1a (Released) Patch Notes
« on: December 08, 2015, 08:07:24 AM »
The high cost to combat makes trading take the most of your early game time. I mean the money you get from commissions is laughably small, way too little pay for the supplies and the opportunity cost to get more supplies. It's far easier to make money transporting goods.

Also joining in battles gives you near nothing while still costing you everything, maybe up the rewards/loot a bit to make it actually worth it.

Combat should be more rewarding to the player as it's the fun part of the game, realizing that you spent far more credits than you gained in a epic fleet-fight feels wrong.

385
Announcements / Re: Starsector 0.7.1a (Released) Patch Notes
« on: December 08, 2015, 07:28:19 AM »
Having played .7.1 for some time, I feel like the amount of supplies needed to repair/get the fleet battle-ready is way too much. In early-game your cargo capacity/monetary situation is not good enough to carry enough supplies for more than one battle. In some systems you may not have any friendly systems so the only place you can get supplies may be the black market and even there the base amount is 50, in some the price supplies can be horridly inflated, going for upwards of 400c. , often too less to get your ships battle ready. And when you try to escape the supply-bare system you are hit with numerous malfunctions that will lower your CR to such lows that you might need hundreds of supplies to repair at the station, costing you a fortune.

386
Mods / Re: (0.7a) Shadowyards Reconstruction Authority 0.6 (development)
« on: December 03, 2015, 09:30:53 AM »
Excellent! I just changed the speed with notepad++ for now, for a dev release it's surprisingly not broken.

387
General Discussion / Re: How does patching work in this game?
« on: December 03, 2015, 08:41:13 AM »
How soon is soon? is it Valve Timeā„¢ soon or ITS HAPPENING11!!!1! soon?

388
Mods / Re: (0.7a) Shadowyards Reconstruction Authority 0.6 (development)
« on: December 03, 2015, 08:27:41 AM »
Just wanted to thank you for awesome mod, very intersesting ships with cool design and good art, rock on!
Do you plan to add D-class red versions of your ships? That would be awesome as pirates need extra variety.

One thing though, Raksasha Bomber Wing description states that it's used by SRA privateers, but with an ungodly low speed of 6 , I don't think that the privateers will catch up to anyone (possibly 0.65 speed entry).

389
Mods / Re: [0.65.2a] Blackrock Drive Yards v0.7.4
« on: December 03, 2015, 04:18:55 AM »
Mshadowy is such a pro artist, I really enjoy the style  ;D

390
Suggestions / Faster time acceleration for speedy rigs
« on: December 03, 2015, 04:04:09 AM »
Make time acceleration with Shift key faster, maybe variable with + and - keys.
Sometimes scouting for pirates, getting that one bounty in the far other end of the two-star system, playing "Sector Trucker 206" or waiting for wardec. in Excelerin the accelerated time still feels too slow.
Make it more like in M&B with 5x acceleration option, I'm sure my rig could handle it and I wouldn't mind some stutter.

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