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Messages - Satirical

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1
Mods / Re: [0.95.1a] Mayasuran Navy 8.3.7
« on: June 15, 2022, 12:19:09 PM »
wtf anime update? epic!!!

2
Mods / Re: [0.95a] Gladiator Society
« on: June 05, 2022, 11:19:19 PM »
now this mod is epic!!!!

3
Modding / Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2e1
« on: May 29, 2022, 02:12:38 PM »
i'v never been a missile fan...but the Purcellyra man. ever since i got my hands on it, i'v been using it exclusively. I never knew spamming missiles would be this fun!!!
love the mod so far.
tho i can't seem to figure out how to get my hands on the super capitals and or contact the head npc(can't remember the name).

RN its easy just keep talking with contacts (military) and this happens


In the future I think I heard they will add an EPIC custom quest to get it like the yimie quest :3c

4
For your next update, is there any chance you could add a setting that allows us to disable the "this fleet recognizes you because of notable ships in your fleet"? I'm playing Nexerelin and I want to be able to stealth without being recognized because of Starship legends.

That is something from vanilla ;)

Also epic mod but im confused now does the default settings make it so that you get one positive trait and one negative trait each rank?

5
Suggestions / Re: Make combat moddable and not hardcoded.
« on: May 06, 2022, 02:10:21 PM »
yeah would be epic to have a deployment phase where u set up ur ships like in total war

6
Mods / Re: [0.95.1a] Interstellar Imperium 2.5.2
« on: May 04, 2022, 05:12:10 PM »
thanks so much for the update *hugs u* epic win moment!

7
Blog Posts / Re: Uniquifying the Factions, Part 1
« on: March 18, 2022, 01:26:10 PM »
I really like the hegemony auxiliary ships and wished there were more for hegemony lol like the mule or venture or even the tankers like dram and nebula lol.

- on another note I wonder if Sindrian Diktat will get unique auxiliary ships too, such as bringing back the old Gemini (without civilian class hull) or drover in Diktat colors but i guess this update is focused on capitals :)

8
I use 5 Glimmers with integrated gamma cores with integrated

Hardened shields, ITU, and front shield conversion

front shield conversion actually makes the ai stay alive for way longer lol and they count towards the officer limit meaning you can deploy a lot more when fighting enemy remnants

9
Mods / Re: [0.95a] Diable Avionics 2.62 (2021/03/27)
« on: June 10, 2021, 09:10:19 PM »
The stations will take a while. They are at the end of a long "To-Do" list.

for the stations i was testing the star fortress in a battle (current version) and for some reason the deep strike pod never deploys its payload of wanzers, it just overloads and stays overloaded forever (got nex installed)

10
General Discussion / Re: Anti-Phase system and equipment needed
« on: June 10, 2021, 12:28:30 PM »
the counter to phase ships is setting a defense order

11
Mods / Re: [0.95a] Diable Avionics 2.62 (2021/03/27)
« on: June 07, 2021, 08:53:25 PM »
6x missiles Pandas are always a solid build, especially for the AI. 6x Banish is a terrifying variant that is not one of the default loadouts because it felt too unfair to fight against.

you should do it :D

12
Mods / Re: [0.95a] Diable Avionics 2.62 (2021/03/27)
« on: June 04, 2021, 05:57:20 PM »
Pandemonium is pretty epic here's my loadout that smashes high tech and radiant fleets, even can kill a [redacted] fleet but you need missile specialization

2x Opfer Suppression artillery - for anti shield
4x micro missiles - to help add to the micro missile arrays
6x Thrush LRM missiles - for anti armor
14x IBIS - dont bother filling the small slots with anything other than PD
3x Raptor Defense System

3x Strife wings (added fragmentation damage) for cheap cost

With this loadout your dissipation is way higher than your weapon costs so you only need to worry about enemy fire (hard flux) but your own weapons are only kinetic efficient and you need to rely on your missiles and wanzers to do anti armor work. Also don't get flanked lol.

Spoiler

[close]
I feel like most of the default loadouts for her are way to flux inefficient and flux hungry

got some lucky rolls on her too except for the loyalty trait

Spoiler

[close]
Even dropped the maelstroms so I could fit more cruisers and frigates into the fleet
Spoiler


[close]

13
Mods / Re: [0.95a] Pirate Collection
« on: May 31, 2021, 01:57:01 PM »
wow thanks  :) ;D

14
Mods / Re: [0.95a] Roider Union 1.2.2
« on: May 31, 2021, 01:54:35 PM »
what about super strong special rare roider mora for IBB which has damper field and a super big chunk of armor welded to the front lolol

15
I assume the fac tit adds new systems makes it unfit to be slapped on an ongoing campaign, correct?

IIRC, you can add it to your campaign. Ships and weapons will start to spawn in market, but the star systems will not be integrated.
Crashes on startup, version log says its 1.0, does it have any dependencies?
Can vouch it crashes on start-up for me too when activating this mod.
Had a quick look at files, my guess is the leftover version checker integration - MajorTheRed deleted the version file but not the version checker integration. You need to delete "data/config/version" folder.


I think Jaghaimo is correct. I tested the mod without others mods, and it only had dependency to Version Checker.

Here is a new link. It should work.
https://www.dropbox.com/s/oh9l0qeretzjsoh/Stop%20Gap%20Measure%201_2_1.zip?dl=0

I updated the other links.

thanks for ur update

big hug

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