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Messages - nathanebht

Pages: [1] 2 3 ... 7
1
Mods / Re: [0.96a] Terraforming and Station Construction (v8.4.5)
« on: July 17, 2023, 03:48:16 PM »
Accepted a water delivery mission from a dockside bar. One unit of water actually requires 10 units of storage. 4680 units were given to me for delivery. So that's 46,800 units cargo capacity.

Is this a bug or supposed to be something you just know? The info on water in the game doesn't say anything specific on this.

2
Mods / Re: [0.96] QoL Pack 1.2.0
« on: July 04, 2023, 07:33:01 AM »
How do I disable having "Transponder Off in Hyperspace"? Looked at the .ini files, it didn't look simple.

Having the transponder automatically turn off is sometimes getting me in trouble with faction patrols. Transverse jumps, the transponder doesn't automatically turn back on. And I'll forget to manually turn it back on.

Also it seems like a patrol will see me in hyperspace with the transponder off and follow me down into normal space to get me.

Normally, I only go transponder off if I'm out exploring.


3
Suggestions / Re: default altMouseMoveToMassTransfer to true
« on: May 15, 2023, 01:04:47 AM »
Install a few mods, your inventory gets to be a significant pain without this turned on. Huge number of clicks to move stuff without it.

4
Suggestions / default altMouseMoveToMassTransfer to true
« on: May 14, 2023, 09:38:57 AM »
altMouseMoveToMassTransfer is such a nice feature. I don't understand why it isn't turned on by default. Every time I install a new version, have to remember to change this setting.

5
General Discussion / Re: How to Disable Inspections!
« on: January 28, 2022, 05:13:24 PM »
Playing with Nexerelin and 11 faction mods. I disabled Hegemony, Tri Tach, Luddic Church and Path. Forced myself to use new ships. Got rid of annoying AI raids by Hegemony. Disabled Luddic Church and Path because they caused too many easy, boring battles.

The Luddic Path planet stuff still happens but a spy guy set to automatic eliminates them before any damage occurs. Just costs some money.

6
General Discussion / Re: Tech mining drops
« on: January 28, 2022, 05:05:20 PM »
The Slightly Better Tech-Mining mod is nice. Using story points to make tech mining never run out is too beneficial. I don't use that feature.

I'd also recommend the Terraforming and Station Construction mod. It adds a lot of nice things to the game. With some effort and diminished income you can set yourself up with a steady supply of AIs.

7
General Discussion / Re: Share your 0.95.1a-adventures
« on: January 28, 2022, 04:52:06 PM »
Played a 0.95.1a game with Audio Plus, HTE, Interstellar Imperium, Nexerelin, SpeedUp, Tahlan, Underworld, XhanEmpire and the necessary libraries. Fell back to my usual use of fast, warping, high tech ships. Built up a nice empire but then grew bored with further play.

Started a 2nd 0.95.1a game with Apex Design Collective, Audio Plus, Dassault-Mikoyan_Engineering, HMI, Interesting Portraits Pack, Interstellar Imperium, Kyeltziv Technocracy, Legacy of Arkgenisis, Nexerelin, Osiris Alliance, Outer Rim Alliance, prv.Starworks, Scy Nation, Slightly Better Tech-Mining, SpeedUp, Terraforming and Station Construction, Unknown Skies, VAO and the necessary libraries.

Mods I really liked in this 2nd start: Slightly Better Tech-Mining and prv.Starworks. Nexerelin, of course, is such a great mod.

This 2nd start, I disabled Hegemony, Tri Tach, Luddic Church and Path. Forced myself to use new ships. Got rid of annoying AI raids by Hegemony. Disabled Luddic Church and Path because they caused too many easy, boring battles. Been having a lot of fun with this and have built up a nice empire using tons of AI on my planets. Thinking of trying to take planets from the most aggressive, expansive faction which are the Kyeltziv Technocracy.

One thing I'd warn against is adding a faction mod that doesn't have their own battleships. Fleets full of mostly only that faction's cruisers is not that great for the game.


8
Disabling a faction with Nexerelin still leaves their ships and weapons in the game. I'd like to play without a vanilla faction, their faction ships and their faction weapons.

I always end up using certain Tri Tachyon ships and weapons. They are too good! Thought it might be fun to play without them being available. Have only factions from mods and pirates. Is this possible without a lot of effort?

9
Was using 10.3g and got the VultureFleetAI crash. Was able to reproduce this crash from my last save. Switched to the 10.3g3 version and it solved the crash. Been playing some hours and so far have had no problems with 10.3g3.

Note that 10.3g3 is on Nexerelin and not on github.

10
Blog Posts / Re: A Tale of Two Tech Levels
« on: May 28, 2021, 06:21:31 PM »
"The key thing is that high tech is not intended to be better than low tech, just a different way of doing things. High tech has speed, good shields, and fairly inefficient (but varied!) lower-ranged weapons. Low tech is slower and more ponderous, has high armor and hull integrity, with efficient longer-ranged weapons."

High tech has some of the best long range weapons. 1 small, 1 medium, 2 large energy weapons with 1000 range. So high tech gets to control the range against low tech ships and does not need to close to do damage. It just takes some time to burn through the armor.

11
General Discussion / Re: Exploration
« on: May 22, 2021, 10:59:45 AM »
4 or 5 of the largest cargo ships I could obtain at that point in time. Derelict stations and such can provide a large amount of loot. The more storage, the longer I can explore before filling up.

I keep my ships able to do a burn of 8. This lets you outrun the dangerous stuff. Efficiency on all the ships.

I survey everything, even gas giants. Use the Unknown Skies mod and not sure how much this changes gas giants.

A survey capability of 40 usually takes the cost down to 5. You can stick survey on 2 cruiser size combat ships and it will take your survey ability up to around 40.


12
Questions and comments on the win condition.

What counts as friendly? The "Disposition towards" my faction on the Intel screen's Dipl Profiles category? The Factions screen should be ignored?

I have to take all of the Pirate worlds to win? The Pirate worlds never get invaded by the other factions, logically this would be one of the first things the other factions would take over. Same with the Luddic Path.

13
General Discussion / Re: Wondering how other players command.
« on: May 18, 2021, 04:57:59 AM »
Hardly ever use Full Assault. Also much of what others have listed.

Rush control points with frigates by placing capture orders on them. Eliminate orders on individual enemies going for my control points.

Eliminate orders on individual enemies that are unsupported or have very weak support. Engage orders on tough enemies or enemies with a lot of support. Cancel my orders to cap control points or target individual enemies if that becomes a bad situation.

During a big, long battle, if hull or CR get low then I order that ship to retreat.

14
Mods / Re: [0.95a] Legacy of Arkgneisis 1.9.6 [5/16/21]
« on: May 16, 2021, 09:34:17 PM »
Same problem with v1.9.6 upgrade to an existing game. Bad FPS when flying around the sector. Reverted to v1.9.5 and the problem went away.

15
Beams would be too strong, particularly high intensity laser and tac lance. You would never be able to retreat and vent if the enemy was using beams properly. Big ships would not just be disincentivized, they would be really bad, probably useless. Speed would be the most important stat by far, kiting would be the optimal strategy... Also it becomes easier to track something at longer range, because the required angular tracking rate for a given target speed is lower. No thank you.

As I posted, "Targeting precision and optical weapon focus would need to be introduced to reduce damage at far ranges." Note that slug and missile weapons would still be deadly in comparison to beam. Beam weapons would lose focus causing less damage at a far range. Slug and missile weapons would do the same damage at distance. As long as they didn't miss.

Missiles shouldn't have a range limit but instead have an amount of fuel they burn through. Initial boost, stop engine and coast. Adjust direction, engine start to boost again, stop engine again and coast. Reach suitable distance to target, adjust direction and run-in boost. Lots of possible behaviors to differentiate the missile models.

If need be you could always increase the shield and armor of the larger ships in comparison to the small. It's not like I'd suggest to remove weapon range limits and make no other changes to compensate for that big change.

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