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Messages - SafariJohn

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1
Suggestions / Re: Separate Personal (Combat) skills and Fleet skills
« on: April 17, 2024, 01:29:46 PM »
If each officer has 1 skill, that kind of looks like officers are skills.

Captains + swappable officers
vs
Officers + fixed skills

2
Suggestions / Re: Fix Fast Frigate aiming.
« on: April 15, 2024, 06:34:37 PM »
The miss distances seem pretty close to the offset of the missile mount on the Brawler, like it is not accounting for that offset, but I think that is just coincidence.

3
Suggestions / Re: Fix Fast Frigate aiming.
« on: April 15, 2024, 05:11:10 PM »
That is SO much better! :D However, I will note the torpedoes still would have missed if the Atlas didn't have its shield up.

4
Suggestions / Re: Fix Fast Frigate aiming.
« on: April 14, 2024, 03:14:26 PM »
That describes a lot of early game ships. Hound, Lasher, Wolf, Brawler, Afflictor (P), Hammerhead (SO), Domain drones, LP variants, etc. are all fast, short-ranged, and use hardpoints. The aiming error is exacerbated because they are often shooting at those same small, fast, early-game ships.

5
Suggestions / Re: Fix Fast Frigate aiming.
« on: April 14, 2024, 12:10:21 PM »
Missile aim is less than ideal, yeah, though that's a somewhat separate issue from guns. I just tried a bunch of LP Brawler vs Atlas and it's basically all like this:

https://imgur.com/a/oA519DU

Which to me looks fine?

It's missing half its AC shots against one of the largest, slowest ships in the game for no good reason. That is horrible.

6
Suggestions / Re: Fix Fast Frigate aiming.
« on: April 14, 2024, 10:53:03 AM »
Frigate v frigate fights are especially frustrating. The main problem is the AI faces its hull exactly at its target's center, making it impossible for hardpoints to hit.

7
Suggestions / Re: Integrating the Independents and Nova Maxios
« on: April 09, 2024, 07:45:58 PM »
TBH the existence of pirate and path worlds in the core is far more conspicuous.

8
Suggestions / Re: API request thread (please read OP before posting!)
« on: April 07, 2024, 03:06:58 PM »
Can we have ability for hiding  structure from building menu, without fully making it unavailable to build?
I have runned into issue that by doing this, you also block ability to downgrade industry to that certain one, you want to hide

I think making it available to build specifically when the upgraded version is present will achieve what you want.

9
Mods / Re: [0.97a] Roider Union 2.1.0
« on: March 30, 2024, 01:48:13 PM »
Are there any other places with Roider Union HQs than Korovin?

Dutch Harbor (Ounalashka system) and Holt Refining Complex (Attu system).

10
Modding Resources / Re: [0.97a] RetroLib 1.0.1
« on: March 29, 2024, 07:24:16 PM »
Added a brief guide to using RetroLib to the OP!

I use the devModeRetrofitter and created a separate mod for retrofits.csv, but after I retro fitted my ships, it took my ship but did not produce anything, I am not sure whats happening.

Not sure why that would be happening. Did you specify a retrofit time? It would take that many days for the finished ship to appear in storage at that market.

11
Suggestions / Re: Steal and/or Manufacture/Install solar shields?
« on: March 27, 2024, 08:35:36 PM »
Is it a balance thing that this isn't player-affectable?

I think it is mainly just Alex doesn't want to deal with adding/removing the mirrors/shades.

12
Mods / Re: [0.97a] Roider Union 2.1.0
« on: March 25, 2024, 06:04:13 PM »
Roider expeditions don't exist anymore. There are only mining expeditions atm.

13
Suggestions / Re: An "always autofire" toggle for weapon groups
« on: March 14, 2024, 06:30:31 PM »
I think it should be a variant-level decision, not an autofire decision. I doubt most loadouts would benefit much from it. Players would certainly overuse it, but I think they'd feel more in control of how their fleet behaves.

14
Mods / Re: [0.97a] Roider Union 2.1.0
« on: March 14, 2024, 10:46:52 AM »
Roider Union v2.1.0

Download in the OP
Requires RetroLib
Not Save Compatible!

Finally fixed the cargo screen lag! Added an industry item for Roider Dives and Union HQ. Nerfed Calidor's ship system. And broke saves. Something-something omelet.

Version 2.1.0
 New Features
 - Added Historical Roider Charter special item for Roider Dives and Union HQ
   - Boosts production, mining range, and fleet size
 - Organics are now available as void resources for Dives and Union HQ to gather
 
 Changes
 - Nerfed Calidor's Interdiction Sequence
   - Reduced range from 1000 to 800
   - Restarts target's engines after a few seconds
 - Void resources in Roider systems are now preset
 - Rebalanced void resource generation - roughly a bell curve, now
 
 Bug Fixes
 - Fixed cargo screen lag 100%
 - Fixed nomad bases in fringe not accurately tracking commodity sales for shortages/surpluses
 - Fixed Mad MIDAS bar event's bad result not being shown - it was still happening, though

15
99% of the games I've played overwrite your current save file with quicksave (F5), otherwise you'd end your daily session and end up with 20-30 saves and having to delete them manually.

A lot of games have a separate "quicksave slot" that is shared between all characters/playthroughs/whatever. Main saves are not overwritten and quick saves don't pile up.

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