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Announcements / Re: Starsector 0.95a (In Development) Patch Notes
« on: October 22, 2020, 07:35:09 PM »
I'm wondering is there anything related to Doom-class in 0.95? ;) beside Tweaked Mine Strike ship system AI.

Mods / Re: [0.9.1a] Unofficial New Game Plus 1.0.1 (2020/9/5)
« on: September 17, 2020, 06:13:53 PM »
is this looking specifically for level fifty, or for max level?
A player who reaches the max level can record a saving point.

Well, less traits make the pre-battle analyze easier, which is very good. But one small question is that, quantitative changes are high enough lead to some qualitative changes( I have saw a fleet lost half of it peak time), decline 30-40% both buff and debuff level would be better IMO :)

Mods / Re: [0.9.1a RC 8] Metelson industries: 7.2.0 04/27/2020
« on: April 27, 2020, 06:42:15 PM »
Metelson Industries is out with a balance update of sorts. It's a very loose update
Thank you for your hard work! The art of Metelson is charming, really love them ;)

Well, talking something about the balance, there is no doubt that these ships have an unbelievable low dp, which make them out of date first.

Another problem is that, Metelson are combination of high shield efficiency and good power grid, they also moving extremely fast. Above all they contain most advantage of Tri Tachyon, lets go on.

The slot, Metelson are major in ballistic & missile (I also found that Custos-class have four SM synergy, I cant image when will I fit some energy, just equal it as missile), Capital ships all have some fighter deck.

Overall, the Metelson ship are a lot over power IMO, hoping these problems will be solved in follow updates! I will keep an eye on it as a fan of Metelson Industries. ;D

Mods / Re: [0.9.1a] Underworld 1.4.2
« on: April 26, 2020, 04:02:30 PM »
Firstly, i've gotta say i really like this mod. It fleshes out the pirate faction, has many other fun, suprising, and usefull additions.


In order to convey my point, let me refer to another game. Dungeon Crawl Stone Soup. A roguelike, heavily dependent on positioning and movement speed. There is a particular enemy there - a centaur. Shoots from afar, usually faster than player characters, difficult to run from. However, it does not kite, despite being technically able to do so, as it is not programmed to do so. Why? There was an extensive discussion, and testing, overally the results boggled down to this - such a behaviour, while tactically sound for the mob, would make him far to strong, and, most importantly, importantly tedious and unfun to fight against.

Starlight Cabal is a faction of kiting centaurs. Dear lord, never have i despised something so hard in a video game.
Hellow, Im also a fan of underworld's pirate content, especially the Renegade. Amalgam is also interesting for it's special design heh.

Equal to most of my friends playing with this mod, I dont like Starlight Cabal at all for the same reason(maybe plus the pure purple art)

Anyway, "a faction of kiting centaurs" is based on hightech frigate fleet, which act similar in both TriTachy and Cabal. Alex said there will be more aggressive phase ship for AI adjust,it can be really affect to this problem.

But for other hightech frigates like omen or hyperion? Hard to say. ::)

Modding / Re: Lights Out - Tomato's Procgen Tester - 1.0 release
« on: April 23, 2020, 07:39:39 PM »
Fantastic! Really enjoy exploring new worlds.

for an upcoming TC mod.
And I guess that would make gameplay similar to FTL? or Avorion more exactly? ???

Fleet Request Point and summon defense fleet are both amazing, enjoy them a lot, but I found that  fleet request points' function is limited.

  • Deploy fleet speedup
  • Extend defense fleet patrol time
  • Occupy higher FRP resources to enhance system fleet defense level(seems useless anyway)

Some personal opinions about FRP, it would be great joy for anything help. :)

A large energy & a large missile & some kinetics, okay there may be some similarities between new heavy cruiser and Prometheus MK.II.

Hammer barrage is good i think, like how i fit the Prometheus II. As for 2 hybrid slots, choose Needler or  Autogun will depend on the flux level it actually has IMO

Mods / Re: [0.9.1a] Diable Avionics 2.51 RC3 (2020/04/19)
« on: April 19, 2020, 04:59:07 PM »
I wanna talking about V 2.51, the Wanzer Servicing Gantry seems not work as the describtion says. Is there anything wrong? The debuff seems only be affected by the number of fighter deck, no matter how less the wanzer it fitted ???

[attachment deleted by admin]

Is there any option to Sell your Colonies to Factions?

I know there's the option to grant Autonomy to the Colony. But i want to sell colonies to my Allies or Neutral Factions just to see the Sector grow.

Just talking with your colony officer, there will be an option to send it out, which is close to the option of Autonomy IIRC.

Mods / Re: [0.9.1a] Ship/Weapon Pack 1.10.5
« on: April 16, 2020, 04:24:50 AM »
causes my fps to drop to 7 even just in the main menu. I went through the whole list and only this mod causes it
i never face similar situation when running with swp, this problem sounds like your graphics device cannot handle, to see this thread maybe helpful.

There are nice additions to the last content patch, great job.

However, the tribute demands ruin the game experience.
It simply makes no sense that e.g. the Hegemony would threaten me like the Mafia with "would be a shame if something happened to your colony" and call in for a saturation bombing just because I colonize a planet in a star system they are in too.

The demanded tribute is ridiculously high and simply not compatible with the canon of many factions.

I strongly suggest to only allow this to happen with aggressive factions or those the player has a bad relationship with.

Have to say, without the tribute demands added by Nexerelin, these factions will release bombardment directly, you have no choice but face the bombardment fleet in vanilla.

btw, You can accept it for a moment, and tear up it when you ready to defend the bomb fleet.

Trying to the lost empire these days, funny design i think, but there are some problems IMHO.

Im really confused since I attacked a heavy industry belongs to derelict then got the blueprint of guardian, have to say it is really strange thing that derelict owns such an op ship between their junks,  is this a bug?

You can get a strength estimate by placing one or more agents on the planet involved (when the sum of agent levels is 3 or more, the colors of the "? ? ?" text will indicate if one side is stronger; at level 5 you can see the actual numbers).
If people find this mechanic annoying I may remove it though.

That's cool, I never try to place an agent to the planet that breaks rebellion, thank you for your help!

Really enjoy the new version.

I'm glad to see the rebellion event come back in this way. Since i try it yesterday, the event always confused me, in both my faction and others, so i just want to ask if it is possible to add words in Intel to describe the strength of rebellion, may similar to the describtion of invasion force such as "the invasion's space forces are evenly matched "? :)

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