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Messages - erynr73

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Mods / Re: Vacuum / Exerelin Alpha 1 (Total Conversion)
« on: September 08, 2013, 03:54:04 PM »
Wonder if you would ever consider adding a way to switch factions mid game?  Why?  Lately this is how my games have been going:

Already at war with one or two factions that has roflstomped their way through my stations till only my original station is left.

Me: Oh god!  I only have a tiny fleet and can't take on any of these attack fleets plus we only have a few tiny defense fleets!  What should we do oh glorious yet invisible faction leader?
My faction: We declare war with yet another faction!
Me: Umm... excuse me sir, shouldn't we ally with the one remaining neutral faction before attempting a 3 front war?
My faction:  We declare war with the only remaining neutral faction!
Me: [[facepalm]]

It's at this point that I would like to send my resume to the opposing factions and hope I can get an entry lvl job in a mining fleet.

P.s. still love the mod, just been having bad luck with runaway war declarations without defense fleets to back it up.

General Discussion / Re: The abandoned storage facility
« on: January 21, 2013, 03:56:31 PM »
yep dw about it, its there forever

Although there are some mods where this isn't true.  But for vanilla you're good to go.

Discussions / Re: Thinking of creating my own game.
« on: December 29, 2012, 09:00:06 AM »
Sounds like it would be a combo of SW Battlefront II (the space battles) and PS2 which would be AMAZING.  You could play defensive and man turrets or repair critical systems, jump in a fighter to intercept enemy ships, grab a bomber or shuttle and take the fight to the enemy.  Would be a blast.  I wants it now. :P

I'be been using gun runners a lot since .54, there is a simple fix that I found in the Omega's Minimash thread (compilation mod with gun runners).

Just replace
SectorEntityToken playerfleet = system.getEntityByName("Fleet");


CampaignFleetAPI playerfleet = Global.getSector().getPlayerFleet();

in (file found in Starfarer\mods\Gun Runners\data\scripts\world).

Discussions / Re: Metro 2033, free from THQ's Facebook .
« on: December 12, 2012, 06:51:09 PM »
Worked for me using link in first post.  However, after hitting "like" for the page instead of following the instructions on the facebook page (downloading and running an app) I went straight to steam and entered the key.  It worked, activated "Metro 2033 December giveaway.

Mods / Re: Project Ironclads, version 4.0 (0.54 with campaign)
« on: December 11, 2012, 01:36:04 PM »
If you want to do that (I wouldn't; being able to put shields on things that don't have them is the level 10 perk for a skill that's otherwise not worth it), it'd be cleaner to make the hullmod unable to be installed.  Something simple like "can't install on capital ships" would accomplish that; it's not like any other capital ship could support the front shield generator's 4k flux/s cost, anyway.  (If there even are other capitals around that don't have shields; I haven't checked.)

There are, after all, a number of things that are already ridiculous if you've got skills at level 10.  For example, a germany class cruiser with front shield emitter, the 20% hard flux dissipation while shields are up perk, and max capacitors; that thing can turn on fortress shields and tank even the alien mothership's firepower.

Am I the only one thinking ramming speed upon reading this?

If only Burn drive was a hullmod.  It would be cool to see the mothership ram through a fleet of ships.

Suggestions / Re: Two Unrelated Suggestions
« on: December 08, 2012, 03:31:25 PM »
2. Experience bonus for personally destroying enemy ships.
It doesn't have to be huge, but I like getting that extra little something for being a good pilot/captain.

You should only get an xp boost if your playing with 100% damage to your ship (or at least much bigger boost).

Mods / Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
« on: December 08, 2012, 02:57:30 PM »
Can someone list a few good balanced mods that are compatible with Uomoz's Corvus?

I would like that very much as well :D

Gun Runners is a nice little mod, has a couple new ships (one of my favorite carriers) and a shop that will sell almost every weapon and faction rep reset for every mod installed.  You just have to make a simple fix to get it to work with .54a:

Just replace

SectorEntityToken playerfleet = system.getEntityByName("Fleet");


CampaignFleetAPI playerfleet = Global.getSector().getPlayerFleet();

in Starfarer\mods\Gun Runners\data\scripts\world\ (Thx LazyWizard)

Suggestions / Re: Deploy fighters from carriers (simple handling)
« on: December 08, 2012, 01:01:05 PM »
When I use the term carriers I mean only ships with a flight deck.  Otherwise if you only have hanger space then fighter would behave the same as they do now, or can only be deployed once then the are stuck on the battle field.

General Discussion / Re: Free discussion 54a: Missiles
« on: December 08, 2012, 10:45:17 AM »
Love or hate, there is something extremely satisfying about firing a reaper "from the hip" and hitting your target who was otherwise venting at a "I thought this was safe" distance.

The Ram and Fire reaper tactic is fun too.

Suggestions / Re: Deploy fighters from carriers (simple handling)
« on: December 08, 2012, 10:26:51 AM »
Being able to send fighters back to dock with the carrier until needed is a great idea.  I usually have to assign them to a way point in the corner so they don't get destroyed by the enemy.  Then you could include a feature that would make them return to the carrier by default whenever their assigned objective is complete, instead of wandering the map getting destroyed.  Also instead of assigning the fighters to an objective you assign the carrier, the carrier AI would deploy the most appropriate fighter (bombers for strike, interceptors for captures, launch all when carrier is under fire).  But that may be less"simple".  

Suggestions / Re: Convert Weapon Mounts
« on: December 05, 2012, 07:26:26 PM »
I like the ideal of being able to change mount types.  And I don't think balancing is an issue since there are already pro's and con's between ballistic and energy.  Seems to me it should just be a manner of money (if need be, a lot of money).  There should be an elite garage where you can pay to change weapon mounts and the change is permanent unless you come back and pay again.  Plus think of all the other things a filthy rich pirate should be able to buy in order to mod a ship to his liking, "I'll take the pink laser crystals and the leopard skin paint job."

Suggestions / Re: A "do not deploy" option in the fleet menu
« on: December 02, 2012, 11:53:15 AM »
I agree, I think every battle should start with the deployment screen not just large scale ones with capture pts.  Shouldn't have to tell my cargo ship to retreat on every single battle, plus it has a burn drive which the AI always activates BEFORE turning around to retreat.  Not sure why the AI thinks it's a great ideal to charge toward the enemy with no weapons >.<

Mods / Re: Project Ironclads, version 4.0 (0.54 with campaign)
« on: November 30, 2012, 04:03:51 PM »
Crashes on launch.

"Fatal: Weapon Spec [Harpoon_Single] not found"

Would check the error log, can't seem to find it...

Bug Reports & Support / Temporary loss of all Hullmods
« on: November 26, 2012, 03:28:31 PM »
Not sure if this is a bug or it's intended; I was fighting a stack of Pirate fleets and lvl'd up between battles.  I put pts in the tech tree which gave me a couple more OPs which I added to capacitance (only change I made).  The next fight took place right after leaving the refit screen before the refit had time to finish.  However instead of just missing the extra capacitance, I was missing all my hullmods (ITU, Frontal Shield emitter, Aux Thrusters, and many more!).

Admittedly this doesn't happen very often since that minor a refit takes less then a day to complete but thought you should know.  Luckily I was piloting a paragon and it wasn't a big pirate fleet so I still won, just took longer :)

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