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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 - Gezzaman

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61
Mods / Re: [0.7.1a] The Mayorate v0.9.1 (updated 13/12/15)
« on: January 03, 2016, 09:49:24 PM »
really missed the phase leap on the tiamat.  :( was so fun

Will the Mayorate get a true "Mothership" type Capital in the future? for some reason i never felt the Ravana could be called that. Sure it has a High Hull strength but it can't hold the line and push the enemy capitals back.
Ships like the onslaught / paragon / Victory etc easily spearheads through the thickest formations whilst the Ravana is pushed aside.

62
Suggestions / Pirate Bribing
« on: January 03, 2016, 05:13:55 PM »
What do you guys think about being able to bribe the pirate station of the said star system to have them wreck havoc with any incoming/ outgoing trade fleets to help you destabilize the market.

I remember in Sins of the Solar empire, factions will continually bid on the faction they want the pirates to harass.

I feel a similar mechanic would be pretty immerse since pirates should do anything for credits :D the larger the sum you "donated" to them, the more fleets they send out to harass trading fleets.

To balance things off the sector will launch an investigation onto why the pirates suddenly got so aggressive and when caught out, you will suffer a big drop in faction relation with the faction you messed with.

63
Mods / Re: [0.7.1a] Interstellar Imperium 1.9.2
« on: January 03, 2016, 04:55:34 PM »
I fought my first Olympus X missile platform.

never again.

Holy *** that Titan X explosion nearly froze my computer and wiped 1/2 of my fleet LOL scary stuff

64
Mods / Re: [0.7.1a] Pegasus Belt Council v1.3 (update 2015-12-15)
« on: January 03, 2016, 04:53:22 PM »
been playing PBC for weeks now and nearly conquered the whole system :D

small suggestion,

PBC is somewhat lacking in a Cruiser / Capital heavy missile platform.

The Moros is an absolute BEAST easily taking on onslaughts/ Victory / Conquests etc.

It is slightly annoying to go back to the PBC base from hyperspace as most of the time it is on the other side of the map.... Many major faction has it's main base right near a worm hole.

65
Mods / Re: [0.7.1a] Nexerelin v0.7.2 (update 2016-01-01)
« on: January 03, 2016, 04:34:57 PM »
Ook, no big deal. This game scratches my Escape Velocity itch like no other game has. Great community too.
Can someone tell me where the prism freeport spawns? I can't seem to locate it at all.


EV nova was the best 2d space sim hands down for so many years.... until i bought starsector :D

66
Mods / Re: [0.7.1a] The Knights Templar 0.9.5d
« on: January 03, 2016, 04:32:42 PM »
I love capturing their ships. haven't managed to capture a carrier though, ever, even though they are relatively easy for me to destroy when i am prepared. [ i am totally suggesting you buff them in some way ]

A ship full of heavy maulers totally wreck ANY Templar ship

67
Mods / Re: [0.7.1a] Starsector+ 3.1.2
« on: January 03, 2016, 01:30:36 PM »
oh ic,

i hope this gets fixed up. Missing out on 780k credits is huge and not to mention how annoying a zombie fleet regaining CR after you disable all ships just to re engage you.

68
Mods / Re: [0.7.1a] Starsector+ 3.1.2
« on: January 03, 2016, 03:40:30 AM »
should of screened it =[ must be a rare bug of some sorts

oh wells, i left them in Durzahk, where they spawned... not like anything faction goes in there.

69
Mods / Re: [0.7.1a] Starsector+ 3.1.2
« on: January 03, 2016, 01:03:17 AM »
Can someone look at the Bounty mission for Helmut Murkoph?

The fleet is unkillable, you defeat most of it's massive fleet and it will not let you "Harry their retreat, pursue" etc. Forces you with another battle with them. The Heron carrier and many of the fighter wings ressurect and fight you again even though on the post battle screen they are all disabled ( it keeps looping) I press retreat from battle and the undead fleet keeps chasing me..... You do not get the 780,000c bounty kill money after "defeating" them.

i am on the latest version of SS+

the bounty uses many Interstellar Imperium ships.

70
Mods / Re: [0.7.1a] Common Radar v2.2 (released 2015-12-25)
« on: December 27, 2015, 10:54:10 PM »
very nice update. Pretty graphics

71
General Discussion / Re: Horrible capture/defend AI commands
« on: December 24, 2015, 09:24:18 PM »
If you ordered the destroyer to capture the point, the game did not register it as Capture, but as Rally.


^

If you send anything that is destroyer or larger to a sensor, it is not capture but rally for some reason, probably a bug?

72
Mods / Re: [0.7.1a] The Knights Templar 0.9.5c
« on: December 23, 2015, 12:56:26 PM »
would a holy hand grenade Templar bomber wing be too much to ask?  ::)

because Teuton Wing doesnt shoot enough clarents? ><!

Well it would only have the grenade and some point defense. i think the bomb would detonate on a delay, three seconds sounds good. i think four would be just too much.  ;)

 I'm Getting a strong Worms reference here HAHAHA

73
Mods / Re: [0.7.1a] The Knights Templar 0.9.5c
« on: December 23, 2015, 02:53:14 AM »
would a holy hand grenade Templar bomber wing be too much to ask?  ::)

because Teuton Wing doesnt shoot enough clarents? ><!

74
Mods / Re: [0.7.1a] Starsector+ 3.1.0
« on: December 22, 2015, 10:46:46 PM »
thankyou for adding more fuel / supplies scavenged post battle.

makes fighting a lot more desirable now :D


75
Mods / Re: [0.7.1a] Blackrock Drive Yards v0.8.1
« on: December 22, 2015, 10:44:59 PM »

- Added support for Nexerelin Corvus Mode


YESSSSSS finally.

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