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Starsector 0.95a is out! (03/26/21); Blog post: A Tale of Two Tech Levels (05/28/21)

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Messages - Arkar1234

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Yo Tartiflette... is there a way we would have the freecam modes work for campaign battles? Perhaps as a separate mod?

As someone who often liked seeing AI vs AI battles play out, a free cam mode where I can see the entire battle would be great.

Mods / Re: [0.8.1a] Diable Avionics 1.87 (27/09/2017)
« on: November 28, 2017, 06:11:21 AM »
Quick questions... why does it feel like the DA keep using stratus-es and Cirrus-es as the bulk of their invasion force? I swear I once saw a grand invasion fleet engage templars with just a *** load of stratuses and a maelstrom.

General Discussion / Re: Fleet Building, How do you usually do it and why?
« on: November 23, 2017, 03:36:23 AM »
On my current DA playthrough

  • 2 Maelstrom (battle cruisers :2+2 Wanzer decks)
  • 2 Haze (cruisers)
  • 1 Storm (Battle carrier 3 Wanzer decks)
  • 1 Gust (light cruiser 1 Wanzer deck)
  • 2 Fractus (Destroyer sized carrier : 2+2 Wanzer decks)
  • 1 Derecho (ECM Destroyer)
  • 2 Hayles (Attack Destroyers)
  • 2 Calms (Defence Destroyers with a Strife wanzer each)
  • 4 Versant Wanzer Frigates (In squads of 2 they can clean up most destroyers very quickly)
  • 2 Rime supplyships
  • 1 Chinook fuel tanker.

I was attempting to make a very "scalable" fleet composition, allowing for almost any skirmish ranging from small frigate chases to full on fleet battles.

I've been playing since the game was called Starfarer.  and it used to be a lot worse...

And yes i've tried using Cargo Capital and Fuel Tankers....  In fact at one point i was just driving around with my Onslaught and 3 other support ships... but still feels like I can't go too far from port because Fighting all the time even with salvaging skills and fuel conservation skills, still seems to feel like the clock is always running out on my supplies, and fuel gets expensive if you want to go far.

I dunno, just sucks to have a big fleet, and gets REALLY expansive to go around after really big bounties.   Much less explore the unknown and be ready for large Alien who knows what.

Do you find yourself deploying ALL your ships all the time? If so.. don't

I'm playing a DiableAvionics playthrough right now and... holy hell their ships are supply hogs. Yet even with that, it's not too hard to manage. I have two Mealstroms, 2 Hazes, A Storm, A gust, and a 5 destroyers + 4 Versant Frigates in my fleet... and Just a simple supply cruiser and fuel tanker is enough.

Hell, I even have to dump extra supplies because of all the excess at times... The trick is to stock up reserves at your "main" base and go for highpaying but reasonably close bounties.

Modding / Re: [0.8.1a] Extra System Reloaded v.0.1.0
« on: November 10, 2017, 09:59:41 AM »
but it feels good to tie the whole gain on combat alone, it's like I'm leveling the ship the more I use it.

You know... this feels like a really nice idea.

Mods / Re: [0.8.1a] Diable Avionics 1.87 (27/09/2017)
« on: November 05, 2017, 07:14:57 AM »
Heh, personally I'm not that into mechs that are larger than a smallest frigate as I find anything bigger than that not that practical anymore (IMO ofc). Darn, haven't I tried wanzers in the mod yet but that aside I do find them more appealing than a fighter due to their pod look and mech function. They seem to be or at least look like a perfect example of a work-bee idea I love.

Bleh, gotta give one of the wanzer carrying ship an overdue good try and see the merits of this important element of the mod. Finally curious enough about them.

I find that the wanzers work best with variety. Give the Fractuses some Frosts. A Strife, Raven/Blizzia, and Valiants for the Storm. Arbitrators for the calms. The warlusts can go with any Gusts or Maelstroms that you have.

They're great as escorts and destroyer killers... although strike potential against cruiser and higher are limited to the Blizzias... and to a lesser extent, the Ravens

Mods / Re: [0.8.1a] Diable Avionics 1.87 (27/09/2017)
« on: November 02, 2017, 09:34:21 AM »
The side profile reminds me of some of the ships from Homeworld.

And that wouldn't be far off tbh, the DA designs share some similarities with the HW designs, especially in their thinner and longer ships. Whilst vanilla ships tend to have a much more "rounded" bulky feel.

Modding / Re: [0.8.1a] Extra System Reloaded v.0.1.0
« on: November 01, 2017, 05:24:23 AM »
Does the AI also make use of this, or is it player only?

You can toggle it in the config files

Does it require a fresh save (or a transferred one)? Both for toggling the mod and for toggling the AI use of it.

Gonna have to ask the originalmodder / reviver for that

Mods / Re: [0.8.1a] Diable Avionics 1.87 (27/09/2017)
« on: October 29, 2017, 10:48:55 PM »
Since I'm quite a fan of the DiableAvionics  ship designs, I thought I'd do a little "fan art"... if you can call it that... of my favorite ship.
There's still alot of detailing that needs to be done but, I'm done with the general structure of the Maelstrom

Modding / Re: [0.8.1a] Extra System Reloaded v.0.1.0
« on: October 29, 2017, 01:15:52 AM »
Does the AI also make use of this, or is it player only?

You can toggle it in the config files

Modding / Re: [WIP] United Aurora Federation
« on: October 15, 2017, 05:40:55 AM »
A simple name but... i suppose "Fae" would work as well.

Hmm... I feel like the Plasma Lance shot could use some more... "umph" to it. Currently, it looks a tad bit lacking... though i have to admit I love the re colouration.

« on: October 04, 2017, 06:42:35 AM »
ok got it on nephews PC can anyone hook him up with an act KEY?

Wat? Maybe I'm just being cynical but that's awfully suspicious...

Mods / Re: [0.8.1a] Combat Chatter v1.7.2 (update 2017-06-18)
« on: August 09, 2017, 05:38:58 AM »
Thanks mate o7

Mods / Re: [0.8.1a] Diable Avionics 1.86 (31/07/2017)
« on: August 07, 2017, 05:18:16 AM »
Maybe it's just me, but i feel as if the current IBIS(es) use way to much flux for a PD weapon.

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