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Messages - Paul_Kauphart

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1
Mods / Re: [0.9.1a] Weapons Group Controls 1.1.0
« on: May 15, 2023, 02:38:46 PM »
So, by popular demand, here's my copy of the mod updated for 0.95a-RC15.

Disclaimer, I am not a modder, I don't have a mod dev environement setup, I just know enough to find my way around code. I made this fix for my own personnal use, use at your own risk.

Also, I don't own that code.


Edit PS : I hardcoded the keyboard keys because that was the quickest and simplest way for me to make it work with an AZERTY keyboard.

Hello everyone, I tested my previous hackjob at updating the mod for 0.95.1a and it works fine, just update the mod_info with that version.

I haven't tested it with version 0.96, I haven't downloaded it yet. Maybe I'll get to it, one day, who knows... alsom maybe it just works fine as well.

Note, I was wrong, just changing the TOGGLE_WEAPONS_HOTKEYS.ini file doesn't work.

2
Mods / Re: [0.95.1a] Ship/Weapon Pack 1.13.0
« on: January 25, 2022, 12:42:32 PM »
Hello, the Zeus fortress shield no longer allow weapons to shoot when active, is that on purpose ? I can't find it in the changelog.

3
Mods / Re: [0.95.1a] Stellar Networks 2.3.2 - collection of intel boards
« on: January 20, 2022, 04:24:32 AM »
Hello,

I'm looking at the options, and I wonder, what happens if you set "autoRefreshMarkets": false ?

Or rather, which setting relies on the com network to keep you updated with market dart ?

thanks

4
Mods / Re: [0.9.1a] Weapons Group Controls 1.1.0
« on: January 04, 2022, 03:06:23 AM »
So, by popular demand, here's my copy of the mod updated for 0.95a-RC15.

Disclaimer, I am not a modder, I don't have a mod dev environement setup, I just know enough to find my way around code. I made this fix for my own personnal use, use at your own risk.

Also, I don't own that code.


Edit PS : I hardcoded the keyboard keys because that was the quickest and simplest way for me to make it work with an AZERTY keyboard.

Edit PPS : just looking at the code, all you have to do to make the mod work if you have a qwerty keyboard is change the keys in TOGGLE_WEAPONS_HOTKEYS.ini to use 8, 9 and 0, no need to download what I just posted.

[attachment deleted by admin]

5
Mods / Re: [0.9.1a] Weapons Group Controls 1.1.0
« on: May 11, 2021, 01:23:41 AM »
I have hacked together an update for the latest version (0.95a-RC15).
Because I don't have a developpement environement, I had to do it via scripting (ie lots of otherwise unecessary modifications). I also hardcoded the three function to 8 for delect all weapons, 9 for toggle Selected Group Mode and 0 for quick Hold Fire.

I tested it in a simulator and it works fine.

stormbringer951 if you're not working on this anymore, can I post it here ?
If you are do you need info on what I did to make it compatible with the latest version ?

6
Mods / Re: [0.95a] Weapon Arcs 1.4.0
« on: May 11, 2021, 01:05:08 AM »
hi, I've noticed you don't cover weapoon groups 6 and 7, will you update it in the future ?

7
General Discussion / Re: Supply consumption is ridiculous and unfun:(
« on: September 25, 2019, 01:40:56 AM »
I think he means you need to mothball and jettison cargo BEFORE going out of supplies. If you have around 50 / 60 left, you can drop from 10 Supplies per day to 1 or 2 by mothballing everything

That means you also have to jettison your crew...

8
General Discussion / Re: Tournament Musings
« on: September 05, 2019, 01:20:44 PM »
Paul_Kauphart
 [...]
1x Falx Heron
[...]
2x PD Omen
[...]
2x Monitor

Duly noted.


PS : Monitor is 6DP


PPS : Congratulation on that analysis, my mind is blown.

9
General Discussion / Re: 7th Starsector Fleet Building Tournament
« on: August 31, 2019, 11:09:42 PM »
if you hop on to discord, some variants have been released there.

10
General Discussion / Re: How to deal with high-danger systems?
« on: August 23, 2019, 04:22:40 AM »
My current Ordo fighting fleet (I use SWP mod by the way) is :
-1 Victory (flagship)
-2 Onslaught
-1 Astral
-1 Eos
-2 Dominator
-2 Eagles

all with max level officers.

It can reliably smash any ordo fleet sent at it (but 2 at once will lead to crushing defeat). Worse case scenario, the ordo fleet I'm fighting is big and I can only deploy the capitals and the Eos, in which case I will setup a defense point on my side of the map, and move the victory in front of it, tanking the initial wave while the rest of the fleet starts killing things. Then after a while I can bring more ships and go on the offensive.


Also, killing an unprotected remnenant battlestation with that fleet was reasonnably easy, I wouldn't try it if it was protected though

11
General Discussion / Re: Repetitive Raids, Station Frustration
« on: August 23, 2019, 03:50:52 AM »
When killing stations, I usually deploy a little fleet to distract it and increase it's flux, and then fly myself a ship with a bunch of reapers and hit the gabs in the shield coverage. Then after one or two modules are dead, I can deal with the rest using regular weaponry by fling in the dead angle created, and the rest of the fleet will do a better job focus firing the leftover modules.

Of course, that means a good deal of involvement in flying you flagship.

12
The inspection fleet might grow bigger and bigger, but the reputation loss if you kill the fleet transponder off will stay at 5. However the downside is, you have to do it yourself, so that means coming back from whatever you were doing in the fringe to deal with it. The bribe might look expensive, but it will only get to the million credits after a few in game years, and generally you have more than enough income by then that 1 million credit bribe a year is no big deal. I also like the idea of replacing all my alpha and beta cores with gamma, and let the inspection do its thing and leave with the gammas, I'm not lacking in them, and I only use them to gain reputation with factions nowadays.

13
General Discussion / Re: Colonies Cause World Wars
« on: August 17, 2019, 07:20:45 AM »
I built my first colony in a system I haad my eyes on, but not because I felt ready. After one of my rounds of exploration, I had found myself without enough fuel to get back to the core, but realizing I could get to one of the most interesting planet I had found with a little bit of fuel to spare. So I colonized it and droped most of my fleet except a few tankers to get back to the core and buy fuel.

After that, I figured I may as well use it. I started with defense, a waystation and a farming industry (moderate). Dropped alphas on the military base and space station, betas and gammas everywhere else.
For the longuest time, I only had to deal with pirates (easily dealt by a few defense unless you let the base grow too much) and the occasionnal ai inspection (cheap to bribe in the beginning). With the additionnal income and availlable supplies, I could afford a bigger fleet and started going after the big bounties and base destroying missions, and I would invest all that money into upgrading colony defenses and building a sizable money stash.

When I felt ready, I dumped that money in two more colonies, along with defenses and all manners of industries, and all of a sudden I was overflowing with cash and all the core expeditions where crashing against my defenses without doing much.

So I  feel it's very possible to enjoy the colony system early on, if you keep your growth in check and keep a low profile, until you have the ressources to defend them reliably. The only thing  you will have to deal with no matter what are pirates, but their bases are super easy to deal with with a few reaper torpedoes provided you don't let them grow.

14
General Discussion / Re: pirating aint easy
« on: August 14, 2019, 02:24:32 AM »
No, if you're going to scuttle a ship, don't bother recovering it. Recovering ship is only interesting if you actually intend to use it. I don't even thing recovering ships to sell them is all that interesting, but I could be wrong, never did the math, it's just that ship (and weapons) sells for such a low price that I'd rather keep them in storage for when I might want to use them.

15
General Discussion / Re: Missions Proximity
« on: August 14, 2019, 02:20:11 AM »
There should also be procurement missions being hanged around on public networks, and delivery missions you can pick up in bars in almost every market. And finally, you have system bounties that factions will put up when they have to many of those pesky pirates raiding a system.

Then a lot of personnal bounties and base killing missions can be found relatively close to the core and should be easy to reach with a couple of tankers.

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