Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - FreedomFighter

Pages: [1] 2 3 ... 10
1
Mods / Re: [0.9a] Ship/Weapon Pack 1.10.0
« on: March 15, 2019, 06:29:23 AM »
Just beware about using EM on any ship with a single engine. If it roll on the engine then your ship just flameout helplessly. It is pretty dangerous to use with Scy ship since a lot of them are single engine. Also, the EM malfunction follows the same rule as vanilla malfunction. iirc, if you have only 1 operational weapon on your ship, it will never roll malfunction on it (or skip it, am not sure). You can exploit the EM for one thing, malfunction will reset weapon cooldown the moment it repaired.

2
Mods / Re: [0.9a] Ship/Weapon Pack 1.10.0
« on: March 13, 2019, 04:58:47 AM »
Your ship will having a random non-critical malfunction with Extreme Modification hullmod. It is like when you're at low CR.

3
Suggestions / Re: Colony Warnings/UI Scaling/AI Sister Fleets
« on: March 13, 2019, 04:53:15 AM »
Perhaps instead of AI fleets the High Command could be ordered to hunt for Pirate/Luddic bases while you'e elsewhere colonizing or running your own bounties to save time running back and forth protecting the same colony.

Nex Mod let you do that and it should be implemented into vanilla too. Playing hidden base whack-a-mole isn't fun and it becomes chore busywork that distracts the player from what they're supposed to be doing.

4
Suggestions / Re: Allow switching firing modes in combat
« on: March 12, 2019, 08:41:40 AM »
There is a mod that does this so I think it doesn't far fetch to implement it in vanilla. I am more than happy to having more control over our ship.

5
Hey Histidine, is it possible to add Base Strike to Kadur Remnant faction? Varya has his faction spawn those random base that working like pirate in the base game.

6
It always weirds me out that you retain your speed when the engine flameout and you can go over your own top speed with it. Turn my Onslaught into giant beyblade before due to one of TPC ding with the enemy during burn drive, flameout, and spinning at super speed.

7
Just pitching in, Varya, I like the way you implement third-party colonization even it pretty minimal, it makes the sector feel more alive. And the fact that they all in the fringe just make my exploration mission easier due to access to fuel and supplies. And one last evil part, if they happen to set up in a nice place, it will become my place  :D

8
Mods / Re: [0.9a] Ship/Weapon Pack 1.10.0
« on: March 03, 2019, 06:59:53 AM »
If the enemy has a bigger fleet, they'll get more deployment point in the pool. This is vanilla behavior.

9
Mods / Re: [0.9a] Vesperon Combine 1.1.2 - 24/01/19
« on: March 01, 2019, 06:54:51 AM »
It seems as though I got the bar event logic wrong, which means the agent rotation doesn't work and the event creator ends up never getting fired again. So, the next version will have two agents who will randomly move around two different Independent markets once every 30 days, and that should hopefully sort this out for the long term. (If you're running Nex, and all the Indy markets have been wiped out, you can always 'donate' your own colony to the Indies for the agent to appear at!)

In this case, would it be a good idea to make one agent permanent on the Prism Freeport?

10
I've been looking into a problem with some planets having multiple ruin conditions (http://fractalsoftworks.com/forum/index.php?topic=15000.0) and I think I have some bad news. It looks like a change you made in your latest update was the culprit. Based on Machine's experience with the same issue, the cause appears to be this line in condition_gen_data.csv:

Code
khs_tomb_world,ruins,,2,0.5,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,

Apparently, creating custom conditions with the "ruins" group can confuse the sector gen logic and give some planets multiple instances of ruins. Of course, it doesn't happen to every planet which makes it a bit more difficult to track (unless you physically search the save file itself). The good news is that it should be easy to fix - you just need to remove the "ruins" condition from that particular entry:

Code
khs_tomb_world,,,2,0.5,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,

I tried this locally, and although I didn't test dozens of generated sectors like Machine, it did resolve the problem in the couple of new games that I tried. Just remember to add the "ruins_vast" condition or something similar to the planet Kadur to ensure it still supports Tech Mining, and everything should be good. (I couldn't test that myself because that particular step is in the compiled code...)


Another thing; without tomb world ruin fix like you mentioned above, the sector seed won't generate a usual sector as it should be and it will generate another gen of sector. I'm not sure how I would wording this but to make it more clear, I have a seed with a Terran world on Durzak. This seed won't work unless removed of "ruins" tag from tomb world.

11
Mods / Re: [0.9a] Sylphon RnD 0.9.4b
« on: February 25, 2019, 10:37:11 PM »
It's also a more expensive than a Hyperion, and its long cooldown on the teleport means you need to be careful where you jump to. It's an excellent flanker, but lacks the mobility to hit-and-run into difficult positions.

AI also quite bad at it and doesn't account for escape plan. It is a good player ship if you know what you're doing and quite powerful due to large flux, sturdy, and project high firepower thank to the large slot.

The only ship that made me raise my eyebrows everytime I using it is the Rakia. It should be super rare to appear or make it as one of the kind ship. Usually, if phase ship got caught out in the open it is likely to die but Rakia has Armor Polarize which reduce damage intake by 90% and you can nullspace back once it ran out. You can use that to bait enemy shot too or bait their missiles/torpedos.

12
Suggestions / Separate tab for ship's prefix and ship's name
« on: February 23, 2019, 08:53:52 PM »
Just like with how we can establish our own colony's fleet prefix. Let us do that with our own ship in our fleet. It is bothersome that I need to delete an entire name just to change the prefix then rename the ship to the same name again. Or maybe, another separate tab that automatically changes all ship's prefix in our fleet at the same time would do too.

13
Mods / Re: [0.8.1a] Degenerate Portrait Pack v1.1
« on: February 21, 2019, 10:02:22 PM »
On the other note, I request that the image number to be a little bit more polish since some folder has an image that skips some number. Like in Folder F, it skips the number 47. It got me by surprise since I thought each folder would be 1 to 100 while those image with "(2)" is optional in case someone wants to switch with the original one. Some other folder has skipped number like the one in "F" folder too but I didn't remember exactly which number it is.

14
Mods / Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9f
« on: February 19, 2019, 09:59:49 PM »
Officially in love with the Snow Goose. Three light carriers and four pickets to escort them, while I work the flanks in the Snow Goose as a hunter/killer of priority targets. Great fun.

DME is a mobile faction but Snow Goose crank that up a lot. Honestly, I like DME clean and polish sprite the most. They're all white but not white that stab your eyeball while playing a space game with mostly dark background. Standout and pretty.

15
General Discussion / Re: Water world, with a water world moon!
« on: February 18, 2019, 10:59:14 AM »
MN-2712942175877923259

Thanks, but may we see the image of where is this system about?

Pages: [1] 2 3 ... 10