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Messages - Cyber Von Cyberus

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31
There is a small problem with Draco and Fang bases, when using Nexerlin you cannot send a fleet to destroy the base unlike pirate bases or Kadur/Cops camps.
This can be pretty annoying as they tend to be much nastier than pirates and have to be elimated quickly to avoid decivilization.

32
Thank you very much

33
Hello, how can I edit the number of industries available for each market size ?

34
Mods / Re: [0.9.1a] Tahlan Shipworks 0.3.14d
« on: March 22, 2020, 10:12:49 PM »
Well to be honest Regalias are very expensive to run and against true capital spam (for example the final IBB bounty with the Zeus, Ares, Nike and multiple high tier modded capitals) they can't really give you the DP advantage since they're considered destroyers. Also while they're very survivable the Type A's plasma cannons really struggle against good armour.

35
Modding / Re: [0.9.1a] Transparent planetary shield v1.1
« on: March 13, 2020, 05:53:38 AM »
Thank you, that's very useful.

36
Modding / Re: [0.9.1a] Mobile Star Fortress v0.2.1 - Let them Fight!
« on: March 13, 2020, 05:49:42 AM »
why not

37
General Discussion / Re: Legio Infernalis destroying the entire sector
« on: March 11, 2020, 10:50:05 AM »
The Talhan shop mod has an option to disable legio seiges in the files. Also use the console command 'kill' to clean up all of their fleets and bases instantly.

38
General Discussion / Re: New game and...
« on: March 11, 2020, 10:47:41 AM »
First save up enough money to buy enough crew for it and make sure you got enough weapons to fit it. In the meantime go to an abandoned space station and store it there.

39
Mods / Re: [0.9.1a] DIY Planets - Terraforming and more!
« on: March 10, 2020, 06:30:00 PM »
Is it normal that water worlds get no options to build the climate sculpture project ? You'd think it would be possible since it's basically a habitable earth-like planet but without the land.

40
Man, this is a great game and mod  :)

I have a few questions,

How does one pay off fleets so they don’t attack you?
Can one ask for peace/ceasefire?
Can I declare war so my allies vote to start?

Thanks
Vengeance fleets can not be bribed, they'll chase you no matter what.  Your best bet if you can't defeat them is either juke them with transverse jump or by entering a system and exiting from a different jump point or lead them into a system owned by a faction hostile to them (they won't try to avoid it).
 Invasion fleets also can't be bribed, you're best bet of stopping one if you can't defeat it is raise your relations with the faction before they reach your colony or invade the planet from which they will be launched before they appear. Only AI inspections, saturation bombardment fleets (if you built a colony in another faction's territory) and expedition fleets can be bribed in the intel screen.

 To make peace you simply need to raise your relations with the faction you're hostile to either via missions, AI core bribes, prisoner exchange or agents. You, the player, cannot ask for a ceasefire. However if a faction's war weariness goes too high from fighting enemies (go to intel, dipl.profile, search for the faction you want info on and you should see their war weariness, their alignment (which determines if they'd be willing to go on an alliance with you and their traits that increase/decrease their relations with you depending on circumstances (AI usage, owning more markets than them, having a free port... etc) ).
 When a faction's war weariness gets too high they will eventually offer their enemies (including you) a ceasefire which you can accept or reject (note: if you're in an alliance and the other factions that are with you refuse to make peace then only yours won't be hostile to them while the other will still wage war on them)


 And finally if you're in an alliance then simply lowering your relations with whatever faction you want to be at war with will start a vote once you become hostile with them.

41
General Discussion / Re: The Battle of Askonia
« on: March 06, 2020, 08:18:55 PM »
Geez, so I guess that's what happens when you let the Legio grow. Hopefully you were able to recover that Zeus otherwise at least buy it again at prism port.

Personally to take these bases out I go to Chicomoztoc and take a dump from orbit on the High Hegemon, when the bounty hunters finally start chasing me for my 3 billion credit bounty I lead them towards the base with my transponder off, they get the attention of the Legio fleet and i can sneak to their bases undetected.

42
Mods / Re: [0.9.1a] Tahlan Shipworks 0.3.14d
« on: March 06, 2020, 08:08:39 PM »
I really love this mod, the ships are great and the derelicts that you can find make distress signals worth investigating, I managed to get my hands on a full fleet of Regalias and I love them (although they cost a fortune to keep operational) if I use multiple of those carriers with regalia gantries will it improve the supply usage of the Gundams ?

 However there's also a few nitpicks I have with this mod;

First, the Great Houses ship. They're too expensive to buy considering they are always sold with 2 to 4 Dmods which means the cost of using a functional one is around 2 to 3 million credits depending on the size and that is not counting the appalling supply cost.

Second the ship system of the GH ships when used by the AI. The AI will keep using the burn drive systems constantly and will ram into enemies and allies alike (I nearly lost a rare destroyer by being crushed between a Legion and an Onslaught) I'm not sure why the AI seems to be so zealous when using this ship system specifically compared to regular burn drive but I think it's one of the biggest problems with the GH ships currently.

And finally the Legio. I think the size of their fleets requires tweaking, too many capitals and ships in general. They're impossible to tackle on until endgame and their Siege bases shouldn't be so strong from the very start in my opinion (unless you cannot make them upgrade their siege bases over time if left alone like pirates do) and they should have less fleets guarding the entrance of the system. Only way I found to defeat these bases (and that's when I have 3 decently sized colonies) is to go to Chicomoztoc and take a dump on the High Hegemon's head from orbit then use the bounty hunters that inevitably come to kill me to distract the Legio fleets away from the base (this tactic most likely doesn't work without Vayra sector or Nexerlin without the bounty mechanics).

43
Mods / Re: [0.9.1a] Kadur Remnant 3.1.2 - un-invincible 2020-02-11
« on: March 06, 2020, 05:13:00 PM »
I'm curious, what is with your obsession with Jangla ? What has the Hegemony ever done to yo.... Well actually they've caused everyone a lot of grief and deserve every canister of antimatter I dropped on them, but why Jangla specifically ?


Also I adore the Prophet, it's amazing and when using the mod that let's me put safety overrides on it it's one of the most broken thing I've ever played with.

44
Mods / Re: [0.9.1a] Va11 Hall-A Portrait Pack
« on: March 06, 2020, 05:08:41 PM »
oh no, how do you expect me to fight if I have to obliterate all of these beloved characters ? :(

45
General Discussion / Re: Simple question
« on: March 02, 2020, 11:32:58 AM »
Another advantage of setting weapons to alternate is that it will generally build up less flux; for example a paragon with 2 plasma cannons will overload slower if they're set to alternative fire, however if you have many weapons with different cooldowns then linked fire is better.

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