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Messages - cjuicy

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Mods / Re: [0.9.1a] Boggled's Terraforming Mod (v0.9)
« on: October 25, 2019, 11:49:43 AM »
A quibble I had with one of the other ones that I see repeated here (or at least, not mentioned):
Why doesn't orbital mirrors improve low light?
Low light is a consequence of its distance to its parent star or the type of star the planet orbits. You can't really use a stellar mirror to amplify light that barely exists.

Modding / Re: [0.9.1a] Big Mags
« on: September 21, 2019, 10:26:15 PM »
This mod singlehandedly fixed every issue I had with Starsector. Well done!

Mods / Re: [0.9.1a] Shadowyards Reconstruction Authority 0.8.7rc2(05/15/19)
« on: September 14, 2019, 12:02:16 PM »
OMG, Charybdis can tank with shields much more than More, and it is faster than Herom with it's system, also Charybdis can do much more damage with it's large gun, and much bonuces of aditional ordnance. Charybdis is extremle overpowered for it's 25 deployment. You all are really far from balancing.
Charybdis is not nearly as broken as you make it. In practice the Mora can leverage nearly all of its flux for its shields and subsystem and is a literal brick of hull and armor, while the Charybdis burns a lot of flux on its energy-heavy loadout and its shields are meh. Charybdis is also much more likely to throw itself into situations that will melt it, and its ship system helps little compared to Damper Field. Heron exists to kite all day long, so it needs neither flux nor hull.

I believe you need to play the game more before you make any sweeping accusations of balance.

I want a signal-generator mod that takes us to encounters with SCP's, lol.
Isn't that just Seeker?

It's wonderful to see you come back and improve TSC. I've loved your mod for a long while, and it'll be exciting to see the unique features finally get implemented in a way that lets them shine.

Mods / Re: [0.9.1a] Vayra's Ship Pack v1.0.1 PUBLIC RELEASE 2019-08-14
« on: August 16, 2019, 10:51:30 PM »
What the hell? What's the purpose of splitting your mods into THREE? Seems like a huge pain in the ass to update separately.

Thanks for the work though.
It also makes it far less stressful on system resources. Its like when Starsector + split a while back.

General Discussion / Re: Skill Tree Discussion
« on: May 28, 2019, 12:14:47 PM »
Honestly, that skill tree reminds me of Crosscode's. Absolutely love the idea of having a star-pattern tree, though that might just be me.

Rather then nerfing DLB I would buff CH, because right now its pretty bad.
That's intentional. Pre-nerf CH was nasty and a standard for civ ships, now its manageable to deal with. Understand that carrier/fighter spam is the last thing we want to incentivize, so these types of hullmods are fine being weak.
As for what to do, I think applying the vanilla debuff to the new fighter decks would be good.

Mods / Re: Starship Legends - Personality for Your Ships and Crew
« on: May 01, 2019, 08:17:28 PM »
Damn it, stop revolutionizing my mod list every time I take a freakin nap!

In all seriousness, I'm wrapping up a current run and will begin toying around with this in short order. Definitely look forward to it.

General Discussion / Re: Memorable features from the past
« on: May 01, 2019, 12:40:23 PM »
I think I really miss the high-flux bonus to energy weapons. Made running hot Sunder builds really fun.

That's why you run with escorts. An Eagle should never fight another Eagle alone, they're line ships through and through in all iterations. Eagle (K) works especially well in groups of 3 or more, with each covering the other's flanks and keeping up a constant field of fire. The only complaint I see much merit in is the lack of maneuverability, which Aug. Maneuvering Thrusters fixes quite well, along with actually paying attention to the battlefield. Astute players know when to pull out of a fight, and it would do you well to learn that before using a Kadur ship.

Mods / Re: [0.9a] Mayasuran Navy 8.1.9
« on: April 22, 2019, 12:59:02 PM »
"Burn drive is easily one of the worst systems in the game"
Then explain how Dominators and Onslaughts both can cleave a fleet in half with the liberal use of said burn drive. Sure, your shields don't work and you can't cancel out of a poorly executed burn, but the sheer fact that a ship can hurl itself at you and negate any range advantage you might have is frightening.

I think many of your perceived balance issues can be solved by playing the base, vanilla game for a while. It'll teach you really quickly what works and what doesn't.

Why use them over mid-line ships?
Because they are fun  :P.

In all seriousness, the tooltip for the hullmod explains how they should be used. Crush what you can, run what you can't, and don't get caught doing it. They make really good pirate run ships.

faction wars, and diplomacy changes, isn't all that part of the game by default now? I think before it wasn't, but now with colonies etc, these features are standard?

Upgrading to 0.9a rc10 broke all other mods I used like ship/weapon pack etc.
Nex adds the ability to invade other markets, among other things. Mining, Agents, requesting support fleets, the list goes on.

EDIT: By the way, I just uploaded a hotfix version if you or anyone else is getting the double ruins bug. Redownload from the OP -- shouldn't break saves.
Oh that's where that was coming from lol
Doesn't seem like a major issue- was it breaking the colony for tech mining/usurping traits or something?
Not to my knowledge, just misleading and cluttered up the planet survey page

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