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Messages - jlrperkins

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Modding / Re: Mod request/search for a good missile frigate
« on: January 14, 2023, 07:56:02 PM »
The Xhan Empire mod includes several High Value Bounties, one of which is an unique missile destroyer, with two medium and one small missile mounts. What sets this one apart is the shipsystem, a missile autoforge with unlimited uses.

Give it to a ship captain with both the system specialization (for reducing the system cooldown) and the missile specialization skills, some missile related hullmods, and you've got a ship that can output missiles literally ad infinitum.

2
Modding / Re: [0.95.1a-RC6] Combat Misc Utilities v0.3.2
« on: December 16, 2022, 08:32:14 AM »
Question: does this library supersede the DroneUtils lib?

3
Yeah, but that's you; other mod authors may think differently.

Better not fall into bad habits.

Publicly posting links to unofficial builds is heavily frowned upon in this forum. If anything, you should make these requests through private messages.
I don't mind if people want to post links to custom builds of my mods, no worries.

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Publicly posting links to unofficial builds is heavily frowned upon in this forum. If anything, you should make these requests through private messages.


Yes and they work surprisingly well. I only noticed one major bug where Caparice and the Aria home system got stacked on top of each other. That said, Arian/Azalean weapons are pretty overpowered compared to YRXP and 0.95 balance in general, so use with care.

If it's not too hard, can you please give links? All my searching pointed me to discord, but that place is a mess, and I have no idea where they post what.....there's mostly old chatroom about the HMI incompatibility.....
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Mods / Re: [0.95.1a] Better Deserved S-Mods 1.53
« on: July 21, 2022, 12:07:38 PM »
Time to ask the dreaded question that every modder hates;

Is this compatible with Progressive S-Mods?

Yes. Yes it is.

6
Mods / Re: [0.95.1a]Epta Consortium - 1.4.6
« on: July 19, 2022, 12:18:40 PM »
There's already a HVB that features a reworked Eagle with a large mount

Music's Nice, Binding an AIcore to a ship to get extra OP is nice... Ships are interesting. Just needs a dedicated survey salvage Gantry cruiser to aid in finding AI cores or say High Energy Focus Eagle for use as a crippler ship to use against Hegemony.... One whose job is not to kill, but to keep a capital busy and nonfunctional while you kill it's escorts.. Would be lore friendly for the Consortium to have ships dedicated to making Low Tech ships inert bricks.

Well, since low tech got a massive buff, doing that would cost balance lol, but I'll see what I can do for this, in a way that not breaks the game. As for the salvage gantry, its an interesting idea, after the 1.5.0, this will be a subject of addon.
Here's an idea, Howabout an Eagle Variant that trades some of the small energy slots for a Large energy slot to mount say a Tachyon Lance? As a support ship? Harassment at long range! Hvel Drivers Ion beams and A tachyon lance... Oh and perhaps an AI rework so it won't fire the lance at fighters?

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Mods / Re: [0.95.1a] Starfarers' Hullmods 1.3.2
« on: July 11, 2022, 10:43:01 AM »
On the topic of extra shipsystems, why not leverage the existing utility mod by TomatoPaste?

https://fractalsoftworks.com/forum/index.php?topic=22274.0

this looks exactly what you wanted to achieve with the secondary system hullmods, but with a massively improved UI

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I want a Prometheus tanker with a Volturn-y paint job! We want Volturn-y plushies!

9
Suggestions / Re: Energy Weapon Mastery
« on: July 05, 2022, 08:38:36 AM »
My two cents: why only focus the discussion on the flux/range/damage holy trinity? There's many, many other avenues for reworking this skill. A few pop to mind:

1. Add an EMP component to non-beam energy weapons.
2. Non-Instant Beam weapons have their beam speed doubled.
3. Beam energy weapons cause a small explosion upon first contact with target: max of 1 proc/second per weapon
4. Beam energy weapons can cause a small amount of hardflux buildup on target shields
5. Energy weapons mounted on Hybrid slots gain half the benefit from the Ballistic Mastery skill

those could be combined with the holy trinity, or with each other, in many ways.

10
Mods / Re: [0.95.1a] Modern Carriers 1.9.5
« on: June 28, 2022, 02:50:53 PM »
Hey Sutopia-sama, just dropping by to ask if you have any plans to include a hullmod or system that increases the amount of fighters in a wing. FWIW, the Yuri Exp. mod includes a hullmod (the Mechanized Bay hullmod) that does exactly that for select LPCs, if you need any reference material.

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Mods / Re: [0.95.1a] Content Unlocking Missions
« on: June 22, 2022, 08:25:45 AM »
Just... maybe you could change the mod's name? We already have BDSM, the Better Deserved S-Mods...

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Nice. I see it's a Medium Hybrid. Did you make it that way on purpose so people wouldn't just use it as a substitute for a Large Ballistic or Large Energy?

I will see what i can do regarding smaller Superweapons, but i can't promise anything.
Meanwhile, here are more spoilers for next update:




13
right mate, so where's the tricked-out Prometheus with the fuel tanks repurposed for booze transportation? And a unique booze-related hullmod to go with it...

14
Mods / Re: [0.95.1] Slightly Better Tech-Mining
« on: February 28, 2022, 01:57:13 PM »
I plopped down a planetary settlement on a world with Vast Ruins, placed an alpha core and made an improvement to stop depletion. I have seen plenty of corrupted nanoforges, colony items of all kinds, a bunch of weapons, and many many blueprints. But not a single superweapon.

I am using the latest version of both this mod and the superweapons mod. On the superweapons mod, the weapons .csv has the tags for sw_techmining, and this mod's drop list has the sw_techmining tags. The colony has been plodding along for over 80 months now.

Am I just supremely unlucky?

Oh also, the colony is located one of the core systems, I'm paying protection money to the local polity to keep existing.

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Mods / Re: [0.95.1a] Modern Carriers 1.8.3
« on: February 20, 2022, 10:43:43 AM »
Avatar core + Drone carrier + Alpha Core

Praise the machine lords!

I don’t think I’ve released the latest “fighter automation interface” allowing drone carriers to use regular fighters but glad you like it!

Anyone would have seen this one coming :)

I love this mod. Thanks for your hard work!

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