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Messages - Demonocolips

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1
Mods / Re: [0.9.5a] Hiigaran Descendants v2.0.4/v5
« on: January 23, 2022, 03:23:14 PM »
.... . which kinda sucks because the only capital class ship that isnt terrible that the hiigarans have is the qwaar. think ill try the console commands mod to find one.
Really?  ???

Cause my favourite ship in their fleet is the Sajuuk Siege battleship. You need to either have the skills or hullmod that increases turning rate, but once you do a properly equipped Sajuuk can delete any ship in front of it. It's hilarious.  ;D

well that is a matter of preference, but compared to the qwaar and several other ships from other mods, i always find the sajuuk to have too little flux dissipation and capacity. i havent, as of yet, found a loadout for it that actually makes me want to use it

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Mods / Re: [0.9.5a] Hiigaran Descendants v2.0.4/v5
« on: January 23, 2022, 08:17:25 AM »
If I may ask, how does one acquire the Sajuuk-Khar? Do you just randomly find one on the Hiigaran market after a while, or do you have to do a quest like what Arkgneisis does with the Salvation Cruiser?

I'd also love to know this. Easily my favourite ship in all the mods, and haven't been able to find it so far. New Hiigara was conquered by the Ludds, which i plan to liberate soon, but would love to do it with the Sajuuk-Khar.
Real man capture one! On the other hands, cant you buy the blueprint at the Prism Station? That station does rull any high end ships either in blueprint or even high end seller space. Man that Sajhuuk-Khar ship would be expansive as heck.
that had been the way i regularly get it but its just inconsistent.

How inconsistent are we talking here? I'm almost at cycle 250 and I haven't found one at Prism (and I don't think it has a blueprint so you can't get that there either), and I've never even seen one so far. Not at Prism, not in defense fleets like @jocan2003 suggested, and not anywhere else (Hiigaran markets, outside their system, etc.). You also can't procure it with an agent, so at this point I'm losing my mind trying to get one. Is there a way to make sure it's spawn enabled in the first place before I lose the rest of my mind?

it has been there in the past. i have bought it in playthroughs there at one point or another. i have found its blueprints around at one point or another. dont think in the port over to the newer version that it would have right now would have changed the spawn rates that much. i think because of all the mods im running that its a little too high value to show up. there are certainly ship varients that are not acquireable from agents so i think the sajuuk khar might be under the same definition. which kinda sucks because the only capital class ship that isnt terrible that the hiigarans have is the qwaar. think ill try the console commands mod to find one.

3
Mods / Re: [0.9.5a] Hiigaran Descendants v2.0.4/v5
« on: December 19, 2021, 10:54:30 AM »
If I may ask, how does one acquire the Sajuuk-Khar? Do you just randomly find one on the Hiigaran market after a while, or do you have to do a quest like what Arkgneisis does with the Salvation Cruiser?

I'd also love to know this. Easily my favourite ship in all the mods, and haven't been able to find it so far. New Hiigara was conquered by the Ludds, which i plan to liberate soon, but would love to do it with the Sajuuk-Khar.
Real man capture one! On the other hands, cant you buy the blueprint at the Prism Station? That station does rull any high end ships either in blueprint or even high end seller space. Man that Sajhuuk-Khar ship would be expansive as heck.
that had been the way i regularly get it but its just inconsistent.

4
a good mod. seems to be going in a good direction. only real thing i object to right now is the burst fire mode for the mac cannons. think they would work better with a standard magazine.

5
ok search seems to be failing me at the moment because i cant find any information on L'intersellair's hydroponics complex. with boggled's player station construction mod it is possible for players to get control of stations more easily. is that colony condition applicable to other stations or is there a way to obtain it? i have already approached boggled but the reply was a straight no due to compatibility reasons, not wanting to introduce anything that could create incompatible code. since its already been implemented here would it be easy to create a device or structure that would give a station this condition?

6
Mods / Re: [0.9.1a] Player Station Construction (v3.1.1)
« on: March 09, 2020, 01:57:13 PM »
i dont seem to see any mention of it but playing through the game i think vayra's sector adds a station in the warp that has an agricultural section added as a feature/modifier. it increases that costs of running a farm increasing heavy machinery costs and adding organic material costs but allows for farming on the station. is there any plans for hydroponics or other farming activities on stations?

7
Mods / Re: [0.9.1a] Hiigaran Descendants v2.0.3
« on: October 02, 2019, 05:49:12 PM »
ok on 2.0.2 the sajuuk laser is honestly more or less perfect. i can destroy most ships smaller than cruiser class in a single shot and while firing it doesnt turn fast enough so that if the enemy is paying attention they can get away. cruisers take 2-4 shots depending upon mod with the base game remnant taking the most shots to kill really. ammo based weapons are alright so long as they have a regen of some description on top of the reload. the imperium mod has this problem with a couple cruisers where it has decent weapons but no regen so you run out of ammo far to quickly. so then you have to rely on what are technically the secondary weapons.
i will say that deployment costs need to be doubled at least and i think the ordinance points need to be decreased, its far too easy to have a decent weapon loadout with many hullmods and high levels of flux vents/capacitors. the ships need to be valued higher as well, their a bit cheap.
also i dont know if this is technically a bug but its supposed to be a ship but i cant seem to build the shipyard. i get to the end of the month and nothing for several months. havent tried building the mining station.
trying update seeing what changed.

2.0.3 yeah looking at the sajuuk laser halving the damage was a bit much. do agree with the price increases and the deployment point increase. maybe a little more for both but a step towards balancing. im also seeing the fighters for individual ship sale in all ship categories.

8
General Discussion / Re: Npc and Remnants relation
« on: September 21, 2019, 03:17:16 PM »
if they hate you certain markets are blocked off on planets. if they like you and you have signed a commission you can buy high end ships weapons and sometimes blueprints.

9
Suggestions / Re: More Installable Items
« on: September 17, 2019, 05:14:20 PM »
well resource consumption would be just one thing to change. the "Farmotron" could consume the organic materials which is only used for civic goods or something like that as fertilizer. at the moment there are only three installables if you count AI cores. all of them just give direct upgrades and while i can understand in the lower levels that through better management you can save resources and money at higher levels its a little more difficult to believe that you can also increase production while also saving materials and money.

changing resource requirements as well as materials created. maybe a nano forge which could be installed in a mining facility to turn any mined resources directly into refined materials but increases running costs.

also more stages of the installables. maybe a low tech mass produced version that you can find a blueprint for.  a high tech one then the current arrangement. but they need to be more balanced in terms of cost and resource management. maybe a bell curve of cost with a steady increase in productivity.

10
General Discussion / Re: effect of alpha core on tech-mining?
« on: September 17, 2019, 04:59:47 PM »
you get a monthly report whenever something is found and sent to your stockpile world similiar to when you build something.

11
General Discussion / Re: Do bounties scale with distance?
« on: September 15, 2019, 07:02:04 AM »
well im not sure how that mod changes these. generally in vanilla at least better equipped ships are required to exist out on the periphery. so i have only had 200k or more in the outer areas while i still get 20-50k in the intereior areas. it could be the generation seed you have that changed this.

12
General Discussion / Re: why isn't there a demo of this fantastic game?
« on: September 13, 2019, 04:01:52 PM »
I think he was suggesting that *I* do that, not you. At least, I hope so :)
indeed i was. due to the mostly feature complete versions of releases that you do i dont think there has been "bad" releases. heck even going back to the single sector design back when TB did a video i dont think you removed anything from the game and none that i can think of were broken. i think a demo mode of some description is a great idea and the game has only been getting better and more expansive in the last couple years. obviously you would not want to use a broken version of the game for a demo but like i said i cant describe any release as broken.
the example of kerbal space program is a little bad due to the generally buggy nature of that game at the best of times.

13
General Discussion / Re: why isn't there a demo of this fantastic game?
« on: September 12, 2019, 08:22:11 PM »
well if there is still an old version of the game floating around just remove the keylock. like release an older unupdated version of the game maybe a stable build from 5 or so years ago. no additional work needs to be done and people get a decent look at the game.

14
General Discussion / Re: Hyperspace Storms: Unfun or Necessary?
« on: August 18, 2019, 08:30:14 AM »
honestly the hyperspace clouds are more annoying than anything. maybe if the player had some way to affect them. maybe since the game does have a basic traffic modeling system the clouds would be pushed out of the way for high traffic areas and the storms would be when the cloud models expand and cut off traffic in these lanes.

15
well he does have a slot for orders in the command tab so it can be presumed that you will be able to set orders for something.

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