Fractal Softworks Forum

Please login or register.

Login with username, password and session length

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Semondice

Pages: [1] 2
1
Mods / Re: [0.9.1a] Kadur Remnant v3.0.4 - Caliph Cleanup 2019-08-29
« on: August 31, 2019, 09:03:26 AM »
Downloaded the new version, performance is waaaaaaaay better now. Time to see how much havoc the beaut' can bring on!
Thanks, keep up with the good stuff!

2
Suggestions / Re: Frequently Made Suggestions
« on: August 30, 2019, 06:29:13 AM »
I have a suggestion, borne from many, many hours spend ingame, checking the discord channel and the various forum: missions.
Alex created an extremelly elaborate sector, X universe style, with the added value of doing all the job with much less resources at hand, which is a win on my book; pretty much everyone else's, from what I could gleen from discussions, chit chatting ang coxing around in the community.

BUT!

More than combat, that is something genuinly fun, compelling, challenging and with few comparissons on the market, more than 4x details, which I love and are objectively tasty gameplay wise (and you can add with mods), I REALLY felt the lack of a "story mode", or "missions", some personality.
Maybe the goal of Alex and the team is to keep THIS feel in the gameplay (you are no hero, you're just one of an horde of spacefarers scraping the bottom of the greasy cesspitt that the sector has become, surviving as best they can and, after a LOT of time, with a LOT of luck, and after an UNHOLY AMMOUNT of retries, testing, restarts and challenges to the player reach the point in wich you trive, becoming a self sustaining military/economic power), but it feels, to me, a little bit cold (dead is far too much and far from truth).
The Red Planet quest? That was most compelling, giving some personality and some "story" objective, giving some personality to the adventure (beside the "diy adventure).
Beside the impersonal bounties, the explorations (with the plus of the unexpected and the risk, the pure unknown), the commerce (and all the emergency thrust tricks you gotta learn to lose system pickets) I would love some set of mission, expecially in a product that is far from a starting point: right now it could be pratically be sold as a full product, unless the team decides to rework some details, add some mechanics or put hand to some main features. It would be a far warmer game.

3
Mods / Re: [0.9.1a] Diable Avionics 2.04 (2019/05/14)
« on: August 29, 2019, 04:56:46 AM »
Ooooohhhh, yes. Sloow, and manoeuverable as a fliying brick.
BUT, if you count 6 fighter bays, 6 heavy mounts (maybe adding to the game one gun way slower and more powerfull than the Uhlan), 4 very promissing build-in's, a metric heckton of point defense mounts, that's a fair deal...

Just realized that this is the same modder of SCY, so practically he made the two best mods for this game, for me. Cheers!

I have a suggestion (besides the stupid Ubernought): a larger tanker and freighter. I feel the need, with bigger fleets, to have a bit more space, since the largest trasport can accomodate 800 items and the tanker 550 units of fuel. Compared to an atlas and a prometheus is practically a quarter.
Just a little plus for a full DA pure fleet.


4
Mods / Re: [0.9.1a] Diable Avionics 2.04 (2019/05/14)
« on: August 29, 2019, 04:18:13 AM »
I've found it, in a totally random unsurveyd system. I was like "ah, k, another fleet coming in... wwweeeelp, time to..." and then I've seen it. And it's broken, utterly so, it nuked 3/4 caesar class battleships in a matter of minutes, pratically the only ships that could go
toe to toe with it (to put it in prospective, two of them could take down, with some effort, a battlestation of any tech lev.).

Spawned it with consolemod, and has some 300 points for each one of the four "components", so it's quite tough.

Also, don't remember which mod adds it, but there is another "hub class" ship made out of 5 parts, 200 OP per part.

Not many examples, but they exists.
It could be implemented in the same way as the Caliph: fight the rogue fleet, beat the ship (somehow), and you get the hull, ridden with D mods that you have to fix through restoration (adding another layer to the challenge, we are talking millions and millions of credits).

5
Mods / Re: [0.9.1a] Diable Avionics 2.04 (2019/05/14)
« on: August 29, 2019, 03:55:07 AM »
I know, the pandemonium itself can be a steamroll with the right tactics and weapons, but I got some supermegauber dreadnaughts flying around from other (modded) factions in any case, so it wouldn't be broken THAT much.

Also, I just wanted to try out something that excessively broken for the knack...

Allow me to dream big...  :-[

6
Mods / Re: [0.9.1a] Diable Avionics 2.04 (2019/05/14)
« on: August 29, 2019, 03:44:59 AM »
@Agentfransis I know, but with modded factions is not always certain: with the Imperium you get the whole elite pack, with matriarch, caesar and the others. So I wanted to ask, since in all the wonderings I've never found it. Anyway, thanks, I'll survey harder.

@warmasta... you... you sir... you just made my day. Could you pass me link to the thread? I'm interested too.

7
Mods / Re: [0.9.1a] Diable Avionics 2.04 (2019/05/14)
« on: August 29, 2019, 01:33:02 AM »
I've found both DA tech pachages, but the maelstrom and the battlecruiser blueprints doesn't show up. Do I have to find them around the fringe planets?

8
Discussions / Re: Gaming's Worst Mechanic
« on: August 22, 2019, 04:52:48 AM »
Weapon Degradation and Gun Jamming. Impossible to do well, never should be put into your game. Right? Wrong.
It turns out it's actually just been implemented badly this whole time.

Share the sentiment, but for to very good and very notable exeptions, namely the S.T.A.L.K.E.R. saga and Farcry 2.
In S.T.A.L.K.E.R. is not particularly fleshed out in animations or sprites in vanilla; probably it's a combo with the atmosphere, the gameplay, the difficulty and the rest, but it works pretty good.
Farcry 2, in that sense, is extremelly good. Could teach a lesson or two to many other present works; maybe a little slower on the degradation speed, though.

9
Discussions / Re: Alex is about to make a lot of money.
« on: August 22, 2019, 04:47:31 AM »
Hey hey people, Barba here.
I'm one of the many many people of the Sseth wave, and I'm already in love with the game.

Think Alex and the other guys deserve the attention and the mony, the game is a beauty!
AND is still not complete!

10
Discussions / BANNERLORD BETA IS OUT!!!
« on: August 22, 2019, 04:45:37 AM »
https://beta.taleworlds.com/

It's a thing!

It's happening!

11
Suggestions / Re: List of QOL / "would be nice" changes
« on: August 22, 2019, 04:35:03 AM »
I don't know if this is the right place to ask, but for the context of suggestion I'll put the question out, since I've seen Alex posting here.

Here it is: keeping in mind the final idea you have in mind for the game, are "4x"/quality of life/campaign/managment/fluff suggestion of use or you mind much more on the combat?

I'm one of the many newbs that came with the Sseth wave, but I'm very intrested in the product; actually, I really love the game and the idea that evolved through the years (took a look at the updates, the various forums and even downloaded some modding tools for the first time in ever). So I'm asking for having a better idea to what put on the table and what not.

Ah, sorry for the messed up english, trying my best with the second language  ;D

12
Suggestions / Re: Anti-phase tactics
« on: August 22, 2019, 04:17:54 AM »
All nice options, but I always find that fighters are a good deterrent for sending them away from the bulk of your armada. Either that, or a shade chasing it around.
Have more options in mind, but they're mainly from mods, I don't think counts :/

I've hated the tiny bastards for many, many hours, 'till I decide to try some in my fleet, and oh boy... aren't they powerfull! And not in a OP way; it somehow feels balanced, if rage inducing, most of the times.

13
Suggestions / Re: Crazy fun ship ideas in 3 words
« on: August 22, 2019, 04:10:59 AM »
Atlas phase GUNZ

alien different heavy

alien organic many

pather selfdestruct BIGBOOM

... anything selfdestruct... bigboom? (optional selfdestruct?)

tiny hull bfg

14
Suggestions / Re: Colony Defense
« on: August 22, 2019, 03:53:28 AM »
Can't do much with the RNGd fleets, BUT you can prioritize what ships to put in the composition, and it actually works pretty well: doing it with II hulls, and with this they ended up forming the entirety of the defensive force.
In the doctrine section, click on the hulls you want to prioritize and they will be cheked in green, on the rigth.

Try it out and tell me if it works ;)

15
Found a bug, every time I try to open a market of the sylophon the game crashes. It happens in every station and planet, and cannot accede to fleet market either.

error:null

Pages: [1] 2