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Messages - RoboticManiac

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1
Mods / Re: [0.97a] Ashes of The Domain
« on: March 07, 2024, 11:20:51 PM »
Really like the new website you've got for them.

2
Does starfarer mode increase the severity/number of fleets that occur with colony crises?

3
So what exactly do Volantian ships specialize in? Like armor, mobility, offense etc

4
Is there a way to promote more wars when using the strategic ai? With one or two exceptions this is looking like woodstock.

5
Mods / Re: [0.95.1a] Interstellar Federation (refurbished)
« on: January 11, 2024, 04:12:17 PM »
Thanks for your efforts and your awesome original work Keptin, you are a master!

Anyone can upload his updated version of the mod, that would be cool? Some of you seem to have fixed a few issues?
Only problem I'm aware of is that some hulls are missing variations, and that the blueprints don't spawn (Save for one, I think). Hull variation problem is easily fixed by the Ship Editor utility, as for the lack of blueprints spawning, they can be spawned in from the command line if you've the mod. As for enabling the mod, just need to change the game version number in the mod_info.json

6
Mods / Re: [0.96a] Realistic Combat 1.37.2
« on: January 08, 2024, 05:17:10 AM »


I'm glad you like them!  You need to use weapons that deal higher damage per shot
Okay, so I think I figured out my problem. The ship pack I'm using has very thin, narrow ships that I *think* are taking advantage of the angled armour feature. I tried looking in the configs to see if there was anything I could do to make angles less effective, but I couldn't see anything obvious. Did I miss a setting by mistake?
A quick fix I figured out for this was to just multiply the damage done, but it also makes normal ships more vulnerable as well.

7
Mods / Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« on: January 08, 2024, 03:01:01 AM »
Just incase anyone else misses it, it appears that the strategic AI option overrides settings related to attacking settlements that existed at game start.

I have activated the option but I don't see much difference with my previous run. Do you have some insight? Is it experimental or unstable?
I was wrong, as it turns out- sorry about that. The AI can raid pre-existing settlements, but not invade them. I also made the mistake of thinking a colonized world was one that existed at the start, since it was in the same system as other colonies.

8
Mods / Re: [0.96a] Realistic Combat 1.37.2
« on: January 07, 2024, 12:48:58 PM »
I'm finding the changes to be really fascinating. Buuuut, does anyone have their own balancing files I could DL? I find that combat goes on far to long, turning minor skirmishes into real slogs- And I can't figure out what manner I ought to change the values to that keeps the fun new feeling.

9
Mods / Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« on: January 04, 2024, 05:30:07 AM »
Just incase anyone else misses it, it appears that the strategic AI option overrides settings related to attacking settlements that existed at game start.
It actually does still work, the only difference is the AI can now raid systems with original colonies + it tends to settle systems with pre-existing colonies.

10
Mods / Re: [0.96a] Ashes of The Domain
« on: July 23, 2023, 11:50:46 AM »
Descrp to Lost glory gonna do tommorow , but now bigger news that i have announced on dsc

**Hello there **
As recently Vaults of Knowledge have received a lot of content and i am waiting for sprites for Lost Glory i would like to announce that works on Seats of Power 2.0 will be starting very soon ( Once my new SSD will arrive ) Basically this post is for announcing changes upcomming to new ver of Seats of Power module:

**New Goverment types **
As you wilk start your journey as faction and establish capital you will get option to choose one of goverments that will give you perks , debuffs and changing playthrough
For now in plans are:
Technocracy ( Done )
MegaCorporation ( Partially done )
Imperium
Federation
Republic
Military Junta

**Goverment Perks and Downsides**
Basically every Goverment will grant you unique mechanics like MegaCorporation allowing you to manipulate prices of commodities if you have more than 60% market share etc etc
Or Technocracy giving bonuses to research ( Vaults of Knowledge)
With every perk there will be Downside to balance it even

**Institutions **
Now all capitals shall be moved to institutions , depending on goverment type you can have either one or mutiliple institutions at the same time

**Faction Policies **
New mechanic that will allow player to Control Goverment Perks etc or even allowing to Switch to differnce Goverment if played well

**Obiedence **
Every ruler of faction needs  to satisfy people , if you wont Guarantee Basic needs such as food  and overhaul stability on world's is not high there Might be  riots or even full scale rebelion against your Rule
That entire section is Heavly reliant uppon how much is it acutally possible to accomplish it. So this might not be in Seats of Power 2.0
Really looking forward to the government types, should be really interesting how it turns out.

11
Anyone have an AI image generator that they'd use to generate ship sprites? I can't draw worth a damn and would like to try my hand at modding.

12
Suggestions / Lights on planets + More stars in hyperspace
« on: April 01, 2023, 11:59:25 PM »
Having more stars to look at when in hyperspace would be quite nice. Like something from the hubble or james webb telescopes, albeit distorted and shifting around like now.
Also, populated planets could really do with some lights on them. Just to add some eye candy to look at, just like the above.

13
I'd go for either one of the shuttles or a hound. Thinking about it a bit more, definitely the hound. A real classic of the game.

14
Is it possible to increase the amount of fleets in the game? Meaning a higher density of pirate, patrol, salvagers etc fleets flying around? And how might one go about doing so, should it be possible?

15
Mods / Re: [0.95.1a] Interstellar Federation (refurbished)
« on: November 13, 2022, 03:29:51 PM »
So after some messing around and some answers to this question I think it's important to mention that currently this mods weapons and fighter wings will not appear on player faction patrols, nor will they be autofitted due to missing tags on weapons_data.csv and wings_data.csv.

I would push forward the file I have but I've also done a bunch of personal balance changes across the board so it's something to be aware of for new adopters of the mod.
Hmm...

I also edited the mod to add weapon/wing tags to allow autofits, but I also also made some other balance+graphical changes. Happy to post it here if anyone else wants to be able to outfit their patrols etc, assuming posting edits to someone else's mod is considered kosher.
Bit late, but I'd really appreciate if you could upload it; if you're still around.

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