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Messages - Unnamed_Shadow

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1
Mods / Re: [0.9.1a] Roider Union 1.0.9
« on: November 04, 2020, 03:50:30 PM »
One change i feel you could add could be similar to the GMDA Patrol Building that was added.

I know that if you don't have a Military Base, the Roider HQ will generate fleets.

But it would be cool that even with a Military Base the Roider HQ generated Roider Fleets. Would truly showcase that the building you have is more of a 3rd party faction working with you rather.

2
Mods / Re: [0.9.1a] Roider Union 1.0.7
« on: October 24, 2020, 10:57:07 PM »
This is a question regarding those same patrol scans.

Considering how the Roider Union works, and since even some Pirate Markets start with Roider Dives.

Shouldn't the Roiders basically be a Free Port Faction?

Technically they are Space Miners, and the main good needed by the Miners in Starsector are Drugs.

I feel it would make things easier as well as make more sense if they have no illegal goods other than AI Cores and maybe Organs (since that goes probably a bit more extreme than Drugs)

3
yeah i agree the United Pamed need something

Like Confederacy, Union, Republic.

I like the new faction, looks promising. Hope you add more ships on the roster in the future!

4
I rather have Vesperon Combine be updated to the current version.

It is the only reliable way of getting all blueprints.

5
Mods / Re: [0.9.1a] Tahlan Shipworks 0.3.17
« on: October 21, 2020, 06:38:04 PM »
I know The Great Houses are no longer powerful enough to be their own faction in-lore.

But i would love it if they become an actual Faction. Absolutely beautiful ships.

At least them granting a Commissioned Crew bonus for Independents would be cool.

6
Mods / Re: [0.9.1a] Missing ships mod
« on: October 21, 2020, 06:34:16 PM »
I would love if if you make the Heavy Mjolnir an actual blueprint weapon.

Of course it should cost like 30 OP.

But it would be fun kitting ships with this badass weapon.

Also kiting the Nagato with these would be absolutely insane.

7
Modding / Re: New Map of the known Modiverse
« on: October 21, 2020, 06:00:35 PM »
I still find this map confusing...

I think it would be easier that instead of the Star System names, we see the name of the Faction on said Star System.

Let's say for example Outer Terminus (instead of showing the name of the Star System show the name of the Faction that owns it)

I mostly say this since many Factions in the list end up sharing the same color palette so i have no idea where they start.

And also some mod Factions are more well known that others. So it makes the less known mods harder to pinpoint when the color palette is not that varied.

8
Mods / Re: [0.9.1a] Roider Union 1.0.1
« on: October 04, 2020, 06:04:40 PM »
i love the fact they are a faction now.

I wonder now, considering they are a faction. Will they build Roider Bases, similar to how Pirates and Luddic Path build Bases.

I would love to see the Roider Bases in Unexplored Space.

Also would love to see them cooperating with Independents similar to how other factions offer Mercenary Fleets.

9
Mods / Re: [0.9.1a] Outer Rim Alliance v0.89 (2020/08/07)
« on: September 26, 2020, 07:04:19 PM »
There is no reason either lore-wise or gameplay-wise for them to have custom non-combat ships. The moddiverse doesn't need yet another Atlas clone clogging the markets.

i just find it weird, your other 2 Faction mods, Scy and Diable, have their own Utility Ships.

So ORA feels weird not having at least Destroyer-size Tankers, Freighters, Troop Transport.

The way you handled utility ships on Diable and Scy was pretty good, and i feel ORA could have similar variants. Something similar to a Chinook and Stratus can work.

Of course considering the size of the ships (ORA ships are big and long) maybe buffs to cargo and fuel capacity? To make the fleet a bit self-sustainable could be an alternative way.

Big ORA fleets end up relying a lot on the vanilla tankers and freighters. The same applies to merchant fleets. It looks weird. Specially with the unique way ORA fights and how unique their designs look.

10
Mods / Re: [0.9.1a] SAD: Sanguinary Anarchistic Defectors
« on: September 25, 2020, 10:34:27 PM »
Any chance of adding an SAD start similar to Blade Breaker Deserters.

It would be fun to play as SADD (Defectors of the Defectors XD)

11
Mods / Re: [0.9.1a] Outer Rim Alliance v0.89 (2020/08/07)
« on: September 25, 2020, 12:03:52 PM »
I wonder if ORA will ever get Utility Ships.

Considering how Unique their designs are, i always feel seeing those Prometheus, Colossus, Atlas, etc as part of their Fleets a bit out of place.

12
Since i have fallen into the Hololive Hole, this mod has become one of my favorites as of late.

I wish someone made a Hololive Portraits Pack, or the portraits of Hololive are added to this mod, it would make a lot of sense.

13
Mods / Re: [0.9.1a] Legacy of Arkgneisis 1.8.3 [9/1/20]
« on: September 02, 2020, 11:00:20 AM »
Patreon is still showing the 1.8.0v

Not the newest updated version...

14
Mods / Re: [0.8.1a] The Knights Templar 0.9.8f
« on: August 30, 2020, 01:03:31 PM »
dam it has been a while I need to do my civic duty as a star sectorian and ask how much longer for update to add another week to the total time! :P

Just go into the Discord, there's a nice surprise there.

15
Mods / Re: [0.9.1a] ED Shipyard 1.9.9a (Requesting Feedback)
« on: August 29, 2020, 03:59:20 PM »
I wish the ED Shipyard could become an actual Faction.

The fact there's lore stating they are their own conglomerate really gives it a lot of potential as its own faction.

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