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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 - HaymakerW

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Mods / Re: [0.9.1a] Interstellar Imperium 2.1.0
« on: August 27, 2019, 04:51:38 PM »
Oh hi there, dropping a kudos for some quality modding. After returning to Starsector, I'm treated with a facelift on my favorite faction mod.

The Industrial feeling is gone, but now now these ships look more regal. Something a massively OP psychic ruler of entire race of humanoids would design to represent his majesty and definite not-godhood. Yes..

I feel like they are in good spot. While favoring range and being brickhouses mostly, they still have that versatility in forms of tons of points and those packages are so fun.
Few highlights from my game so far
-Seeing AI Ixion loaded with other missiles go full ham on a cruiser, reseting its armaggedon with its system and doing it again.
-Deploying three Ixions with various torpeds to EXPLODE a poor effer
-Putting sledgeguns on the nose of Dictator, grouping them and setting them to alternative fire and watch as weak shield ships can't deal with the constant barrage.
-Managing to withstand odds with some turtling up ala Roman style, shoulder to shoulder with the escort commands while sneakily deploying strike craft reinforcements to torpedo up some exposed rears. Survived some big batles with minimal losses, battles I had no right to win with such schemes.
-Basileuses (Basileusii?) with sabots on the 'wing'. It's sexy.. whenever AI realises he can fire those sabbots willy nilly. Infact, pretty much all missiles with some homing do. Homing torpedos are especially stupid awesome

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Mods / Re: [0.9.1a] Diable Avionics 2.04 (2019/05/14)
« on: August 27, 2019, 04:36:01 PM »
Got into Starsector after a long hiatus and figured to drop kudos to some favorite faction mods.

Now, I can't help myself.. I always go for Interstellar Imperium.

But these diable guys vs II? Holy smoly, it's a spectacle of definitely-not-gundams/macross jets, missiles and artillery fire. Currentlyt fighting an all out of war with these guys. Zephyr might be OP yeah, but luckily AI doesn't employ those too often.

Still, with my ragtag fleet of mostly imperium with few vanilla ships and variety of weapons, to win against these guys I need to take break from constant sledge cannon barrage to check fronts, issue new orders and whatnot to keep a steady fortress of Imperial space steel to return fire.

Not to mention the ship designs scream of ye space animes. At one point I swore Diable Avionics was straight ripped from existing anime, but after much googling.. Yep, it's just space anime inspired faction that took a lot of great tropes and made an interesting faction.
Soon gonna have those fancy DA tech in my personal fleet as exploring yielded good deal of DA tech!

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Announcements / Re: Starsector 0.9a (In-Dev) Patch Notes
« on: August 02, 2018, 02:23:31 PM »
Do you have any plans to let factions colonize and generally do the same colony related things the player can do ? Similarly, will we be able to colonize a planet on a faction's behalf ?

Hi - that's come up a couple of times; while it sounds potentially interesting, it's not a direction I really want to go in. That is, I don't see Starsector as a full-on 4x game, but rather one with player-facing 4x elements and possibly some minor nods to that by the factions, but nothing full-blown.

Heh, guess that's where modders come in. It'll be something modders can pull off, right?

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