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Messages - grinningsphinx

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1
Is this mod still giving ships efficient flight decks when the ship doesnt have and has never had any flight decks?

2
Mods / Re: [0.9.1a-RC8] Tiandong Heavy Industries v1.2.1a - Updated 11/1/19
« on: September 09, 2022, 05:22:26 PM »
Yep, definitely missing those super heavy ultra ACs lol

3
Mods / Re: [0.95.1a]Epta Consortium - 1.5.2d - Balance
« on: September 09, 2022, 04:25:50 PM »
cool mod, will have to try them out:)

4
Mods / Re: [0.95.1a] Realistic Combat 1.19.0
« on: September 09, 2022, 04:22:28 PM »
fun fact, OP! Ships can't actually go up or down. Space is functionally 2d. You increase your height by increasing your speed in the direction of travel, down against. Orbital dynamics, innit. SS's 2d plane is actually far closer to reality than Ace Combat In Space would be. Everyone says 2d is unrealistic but 3d is basically only realistic for aeroplanes


Mm...no.  Up and down are relative in space thats true. You should play a game like dual universe...there is most definitely 'up' and 'down' relative to a reference point whether thats your own ship or another ship, or a stellar body etc.

5
Mods / Re: [0.95.1a] Hiver Swarm - V0.97 - 07/13/22
« on: September 09, 2022, 10:12:19 AM »
Thinking more about weapons - it's most frustrating that I have to pay up to 500 000 credits to Midnight Dissonant to buy certain [REDACTED] weapons that you can't really get otherwise but can just stumble upon a Hiver blueprint and just produce them with low cost (relative to huge utility).

Maybe some weapons should be re-categorized as "super weapons" and made unavailable as blueprint and rare in usage (perhaps even very rarely available to buy at Midnight Dissonant)?

Overall, in my games at least, hivers have some good non beam energy weapons.  They dont have any ballistics to speak of and the missiles are okay-ish compared to other factions that i run. I mean, unless something new has been added since the last time i played. Other factions missiles  have better use case scenario and as far as i know dont have any beams worth mounting. Same with mediocre point defense.

The counter to the fighter spam is the same as all factions with fighter spam; you either have the stuff to counter it or you dont...fighter/missile swarm stuff has always been very either or in star sector. I can either counter with my own  spam or i can take ships that very much out range them while still providing a small/medium threat screen of drones and throwaway regenerating missiles. Fighting a huge block of remnants actually gives me more Angst then Hivers, simply because of the AI pilots and the massive super agro charges that tend to break your lines and annihilate focused targets. Two systems off the tops of my head that are especially effective against hivers are the large energy artillery that throws out waves of slower moving energy balls, and the large ballistic weapons that put out clouds of fragmentation damage. Anything that saturates and area with good reload speed works though.


6
Mods / Re: [0.95a] Kadur Remnant 3.2.3 - life support 2021-03-27
« on: September 07, 2022, 11:27:03 PM »
you need to edit there systems. Kadur arent aggressive because their systems are constantly under attack. The least intrusive fix is to give them some allied factions from game start. I forget which file it is, but its easy to find. You could also increase there colonies and stations with a lot of extra output if you dont feel like messing with the faction file. Or both lol.

7
Mods / Re: [0.95.1a] Hiver Swarm - V0.97 - 07/13/22
« on: September 07, 2022, 11:20:44 PM »
Hiya!!!

Stopped in just to check how this mod was coming along!

Wow...so what im reading is a lot of posts from players that probably struggle against any number of factions.

Guys, ive run Hiver ships..ive run against Hiver ships. Early or mid game, you may struggle. Once you get over the mid game hump and have some stuff of your own you can spank Hiver fleets. You know where the systems are, you know that they have to cross space to get to your colonies. If you set up in a spot that allows them to easily reach your colony without interdiction well...yall kinda asked for it. Its like...thinking you can just go out with a vanilla fleet set with cruisers and up and right away go after the Templar systems back in the day lol. No..just not gonna happen. Running Hivers as your only mod next to Nexelerin and everything else vanilla is a mistake if thats what people are doing. You need the tools: ships, weapons, ship mods, leveled captains and a decently filled out main character to fight on par. Last stage defense stations, money to buy some support fleets, a couple of high commands etc.

Anyway, thumbs up Dazs! Glad to see its still around. Too many factions just really dont provide much of a late game challenge.


8
Mods / Re: [0.95.1a] AdvancedGunneryControl 0.13.0
« on: January 28, 2022, 07:01:18 PM »
I just ran into the conservative missile issue recently with large low ammo count torps...But the ship has inbuilt missile forges constantly restoring ammo. The way the game sees it though is you have 7 non-regen torps, and will be frustratingly conservative about firing them off.




9
Mods / Re: [0.95.1a] Hiver Swarm - V0.7 - 01/26/22
« on: January 27, 2022, 02:41:35 PM »
Apologies, i meant Target Datalink from the Jeanne'D Arc, DME.   Thats the one i was thinking of(the larger of the two carriers) This one i believe works for all allied fighters and fighter-like things.

10
Could you check on the remnant mining array code? Seems like they prefer to engage ships over fighters/missiles lol.

11
Mods / Re: [0.95.1a]Changing Nexus - Hullmods and factions - 1.1.4
« on: January 26, 2022, 01:43:25 PM »
I had to fix some of your changes in the latest update, they were overboard and broke several builds.

12
Mods / Re: [0.95.1a] Hiver Swarm - V0.6 - 01/19/22
« on: January 26, 2022, 09:51:20 AM »
Scorpifly is your baby glad you like it, looking forward to more suggestions!

Hola!

Ill get the names/descriptions hopefully done by this afternoon, barring work related stuff:) One thing i have been thinking about though is a role switch. For a hive fleet im thinking that the Calo should assume the role of strike carrier as the Queen, which is generally the most important ship, gets a ship system like the DME Normandy. I think that ship system calls a "target" and then its fighters gets bonuses for a short duration.

Calo exchanges phase skimmer for recall with Queen to hunt down targets and positioning, Queen gets Strike Command(rename to something else like Fury of the Swarm etc) and secondary conditional system phase recall when 1st system is on cooldown.  Queen will lose mobility but gain superiority whereas the Calo will be able to range on the flanks a bit better. Dont know if this suits the vision but just what I observed using them for awhile.

13
Mods / Re: [0.95.1a] AdvancedGunneryControl 0.11.0
« on: January 26, 2022, 08:15:44 AM »
ty for the update!

When i press J, im only seeing six groups in the interface, however there are seven weapon groups when i assigned via the refit fleet interface. Am i missing something here?

EDIT: Getting rid of all old instances of mods and then reinstalling all of them fixed...Chalked up to user error!

14
Mods / Re: [0.95.1a] [Hullmod] Modern Carriers 1.6.2a
« on: January 25, 2022, 01:03:54 PM »
yep..link is dead Jim!

15
Mods / Re: [0.9.5a] Hiigaran Descendants v2.0.4/v5
« on: January 24, 2022, 09:38:39 PM »
I go full armor on the best, i also have a hull mod that further increase armor at the price of the shield, wait i think its vanilla, anyway, they barelly ever make it through my armor and i can shoot really often. Sure once in a while if i want to sajuuk the hell out of a ship i have to hold fire a few second for the flux to quickly fall down. Max dissipation, full armor, weapons that are low flux, with the amount of mounts you dont want high OP weapon but lots of smaller one will easily compensate. main gun on main target and everything else on auto-fire and it deletes almost everything really fast.

Holding fire will make the ship come closer to you wich prevent them from skirting your max range and flee. Let them come close then open up and see the firework. I also have the hull mod that make zero flux boost active at any point as long you are not firing, ever saw a 121 speed sajuuk-khar coming in right nexdt to you gun slient then unleash hell? well i love doing that.

Gak cannot attach imiage because it goes past 192kb... can we get into 2022 already? 192 is the size of an icon these days...

Or just use weapons that interfere with opfor movement:) Or just max out your ranged mods.

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