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Messages - Sinigr

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1
Mods / Re: [0.97a] The Knights of Ludd
« on: April 06, 2024, 02:32:23 AM »
So I tried out KoL just today and I gotta say, you honestly might want to balance this stuff. Seriously, for anyone who's considering downloading be aware some of these ships have upwards of 5-6k armour, 10s of thousands of hull points and enough guns to make 40k orks blush. They also turn relatively decently so don't count on flanking them with anything larger than a destroyer. Honestly the most important thing I think moving forward for the mod is:
N E R F
If some of these ships genuinely make you feel like the Legio Infernalis is tame by comparison, they're really overtuned. Specifically, there needs to be a significant reduction in armour values AND/OR reduction in maneuverability and speed of these behemoths. I literally ran into a fleet containing 2 invictus and 2 libras while trying to do the main story quest.
Stop whining, nerfing and nerfing, just learn how to play. If you don’t know how to play, then just uninstall the mod and that’s it. Stop nerfing everything.

2
You just need to be able to grind SP, and then everything is fine. And if you don’t know how to do it, well then just don’t use them, just play without them and that’s it. It's all ok with SP...

3
General Discussion / Re: Modifying Maximum Player-Held Colonies
« on: April 04, 2024, 01:30:44 PM »
Hello, I have been trying to find a way to change the default 2 maximum player held colonies that the game enforces and, finding nothing that helped me, decided to go here.

Is there any way to change the maximum held colonies a player can own?
But other ingame method is to use alpha AI cores as admins, in result same unlimited count of colonies. Didn't you like to play game, not redacting it?

4
General Discussion / Re: Modifying Maximum Player-Held Colonies
« on: April 04, 2024, 01:21:43 PM »
"baseMaxOutposts":2

and/or just

"colonyOverMaxPenalty":0,

To remove management penalty, same as HUGE bonus if you higher limit.

I think set just that to 0 and you have no management penalty, so unlimited personal colony count.

5
General Discussion / Re: I love the slipstream mechanics
« on: April 01, 2024, 12:49:07 AM »
Gas giants and magnetic fields are 5 each; a close-range scan of a black hole is... 40, I think? You can also get a good chunk of data by throwing some volatiles at a sensor platform (if you haven't already done that in the area - it'll tell you if you're not going to get survey progression out of it), or pinging the middle of a nebula (as in the nebula-type star system).

The trick to scanning neutron star beams is to approach from behind; you want to hit the sensor ping just before you enter the beam, and then it's rotating away from you so it costs hardly any supplies to get your scan and get out again. (And note that you get credit for the beam and the star itself separately; for the latter, you have to be in the star's corona. It's technically possible to get both off a single ping, but the timing is tricky and unreliable.)

...The trick to getting close scans of black holes is to have s-modded solar shielding on everything in your fleet, though. (Which I do recommend, it's really nice to be able to use hyperspace storms for mobility without them eating all your supplies, but if not, well, maybe put your fleet in storage and go wandering about with a dram or something just to get the scan data...)

Long-range black hole scans are much like the neutron star scans: just dip in and out again. (Worth noting: getting a short range scan on a black hole will not give you credit for the long range scan, so if you are wandering around with s-modded solar shielding, you'll need to scan every black hole twice.)

It's also worth noting that you can get scan data off of things in the core worlds; throw a sensor ping when you head into a system via a gas giant's gravity well.
There are so many problems, but the main thing is for what...

6
General Discussion / Re: I love the slipstream mechanics
« on: March 31, 2024, 02:01:22 PM »
TLDR from my post, low tech + support doctrine will always give you fuel problems, which slipstreams help to fix.
Fuel usage a day at maximum speed is? To make it clear.

7
General Discussion / Re: I love the slipstream mechanics
« on: March 31, 2024, 05:56:31 AM »
As I understand it, it is needed to record a video about random flights, back and forth, to assess the usefulness of this phenomenon, and show that. You can even specifically select a non-matching route laid out at points of interest. By the way, in my sense, points of interest do not depend on this phenomenon, the game is trying to throw me off course, send me somewhere, well, that won’t happen. And if there were problems with fuel, I don’t even know how crookedly you need to play in order to have difficulties with this and need to save fuel using slipstreams.

Ah, okey okey, I like use slipstreams to achieve +3 burn speed, it is ok, but it looks out just like a cheat for three invisible tugs...

8
General Discussion / Re: I love the slipstream mechanics
« on: March 30, 2024, 11:57:55 AM »
In fact, they get in the way. The benefits are very doubtful, the challenge is how to break down them. Out of a hundred, only one is on the way, I think...

9
General Discussion / Re: High Scatter Amplifier, yay or nay?
« on: March 26, 2024, 11:03:21 PM »
And last one, final version. Just forget about misses from your AI ship, about that it can do useless soft flux damage, about that it can be hited up a bit by garbade misseles, that it can be bisturbed by small garbade ships those are going just wiped out, other bigger ships which are too impudent to engage so close same are wiped out. Pathers SO shunted ships, you have rage to engage close with your behavior? Okey, go on, you'll just got wiped out real quick.
It is not mem loadout, some dawgs from discord speak when they saw that there are some mems about PD paragons, it is amasing. Saving long range battery as autopulses and autocannons.
Spoiler
[close]

10
General Discussion / Re: High Scatter Amplifier, yay or nay?
« on: March 26, 2024, 10:47:31 PM »
I like the fact that it makes beams deal hard flux, especially for high intensity lasers and tachyon lances. The range decrease doesn't seem to be that noticeable, plus it increases damage by a little bit. How is it in your experiences? Any more Niche uses you like for it? Is it a good hullmod for your beamer ships?
I find it very good for vanila paragons:
https://youtu.be/QSXbXeIL0Zg

Also, fighting mods I found some another good way to use amplifier. In this case, this is not just PD, but the main protection in close combat, it is almost impossible to get close to such a ship, someone will write that their DPS is lower than that of other weapons, but many do not pay attention to the fact that in this type the ship’s system is protected has 100% accuracy, while other weapons will miss. Simple ships cannot get close and disturb such a ship, only moded op ones. Video is vith moded ships, but my setup is clear vanilla, it is fantastic how good it is, same againts vanila.
https://youtu.be/VA2jOZsMu1E

11
Best to ask in Misc modding questions that are too minor to warrant their own thread as alex answers more often there. Just reply your question to that thread an wait for a day or two.
Tnx, I'll try it!

12
Hope it's simple question.

How to cut a check how much fleets are involving in one battle. But without some ridiculous methods like managing too large fleet.
Normally just 3-4 fleets are involved in one battle, it is possible to increase "battleJoinRange" to involve fleets which are far, and some tricks to increase fleet PTS to involve more fleets, like I made for hunting 10 ordos in one battle. But increasing fleet PTS is not ok because it influence some other thing as well.
I was looking configs a lot to find something relative to it, but with no success.

So, how to cut that check, or increase it, or where it is?

Alex, help, I beg you!

hmm... you can just increase the amount of combat ships in your fleet, I am not sure about this but the amount of enemy fleets able to join scales with your combat fleet points(combat DP? not sure) so adding more ships to your fleet allows more enemy fleets to join in on the fight against you. Might include other factors as well like levels but can't be too sure.

I usually notice this when I fight multiple [SUPER REDACTED] fleets with a small fleet it only allows me to fight 1-2 fleets at most but with a bigger fleet I get to fight 3-7 depending if I am carrying 30 ships in my fleet which is the max. So increasing the max amount of ships you can have on your fleet to 60 might double it. As I've said not really sure about this.

In the end your really just scaling up your fleet which may not be to your liking or you can also make your own mod and just cut all existing ships fleet points in half and see if that could even work.
No no no, it is crutch. Seems that just Alex can help and say where it is, or just manage some setting for that. In 0.91 there where involving much fore fleets against same fleet as in 0.97...

13
How to disable alliance invites?

Per my previous post: "Potential quick workaround is to enter in console: CreateAlliance player independent, this alliance won't be joinable by (most?) other factions so they shouldn't try."
(turning off strategic AI off might also work)
I would like something without such methods, just a button to turn it off, thanks for the answer, I’ll wait for more answers.
Ah, you are the last option, oke, tnx!

14
How to disable alliance invites?

15
Still open.

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