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Messages - xucthclu

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76
Mods / Re: [0.9.1a] Tahlan Shipworks 0.3.10b
« on: November 24, 2019, 10:35:45 PM »
I gotta try out loading up a Hresvelgr with wanzers, then. I haven't tried aggressive officers yet at all. Imma try it out, I just hope it won't end up destroying my ships.

Oh, and the Legio Infernalis passivity thing, like I said, they don't participate in any alliance forming events, saturation bombardments, invasions or anything like that.

Imma look into Tyrador regarding Nauvis, ty.

77
Is the mod highly demanding? My laptop is very crappy. 1.4gb 128mb video memory integrated graphics. and an AMD E2 7th gen (good at least).

This might be a bit too low ram to use mods.

78
Mods / Re: [0.9.1a] Tahlan Shipworks 0.3.10b
« on: November 24, 2019, 02:07:07 PM »
So, I've been trying this mod out, among others, and I've some questions. First of all, though, I'm really digging some of these ships, especially the 6-slot carrier.

1) Is Castella supposed to be generally so aggressive? I swear it sometimes gets itself killed due to going "LOL IMMA RAM THEM" with their burn drive. It's done it to battlestations, even, it will just ram them at some point and all the while I'm quite surprised as to why.

2) Does your mod have anything to do with a planet called Nauvis and a star system with a red giant covered in some shield-things? Basically, I found a high-danger system that is riddled with remnants. There's 6 Remnant Nexus stations around a red dwarf, a bunch of Ordos spawning in, along with motherships (the time-slowing carrier ones), and a really odd looking planet called Nauvis which looks like a prospect for a colony but only after I decide to shut down the massive remnant farm (since I have a colony in nearby system, I can resupply there and drop off cargo without going far).

3) Is Legio Infernalis integrated as a faction in Nex? It literally seems to not be doing anything other than just hanging out in its cozy chill spot. No wars, invasions, no nothing.

4) Any of those fancy time-bendy ships available as drops?

79
General Discussion / Re: Okay, what's the deal with them remnant ships!
« on: November 22, 2019, 05:00:16 AM »
You don't even need the boardable unboardables mod for that, just console commands, check out ship lists and play around with em.
Don't remember which mod adds the Solar Battlecarrier but that one may just a little itty bitty oppy in the player's hands.
Just a guess huh, never tried it with the recoverable remnant mod i swear.

80
Mods / Re: [0.9.1a] ED Shipyard 1.9.5 (updated 21/11/2019)
« on: November 21, 2019, 07:02:55 PM »
If it's been nerfed, then fair enough. Cause last I checked it before the update, it seemed a bit too OP. It's been a bit of a hassle putting together a list of factions and ship-packs to play around with and pruning other ones.

81
Mods / Re: [0.9.1a] ED Shipyard 1.9.5 (updated 21/11/2019)
« on: November 21, 2019, 06:06:56 PM »
These seem interesting, but I'm really concerned about balancing, especially after seeing the siege laser weapon on the dreadnought. That's beside it having buncha tachyons in the core variant. How's that not overkill when compared to other capitals etc?

82
Thanks for the mod and for clearing up my concerns, Histidine. I was especially wondering about the free storage space in random sector, since I always tend to hoard my weapons in the terraforming platform in Corvus in regular sector playthroughs.

83
Well, that removes the notifications from the "Important" tab, but they do remain in the "Colony threats" screen, so my issue is half-solved. Shouldn't these things time out?

84
Hello. I'd like to start with well-deserved praise for this mod making Starsector a lot more replayable and entertaining. The different factions waging war against each other, conquering each others planets as well as making new colonies are all very welcome additions.

There is, however, one issue that I keep having. Whenever I get notifications about attempted invasions or raids, even after I prevent those by defeating the fleets, the notifications remain in my "Important" tab in the Intel screen, forever. This has been less annoying during a playthrough where I was having my own faction, however, during another one, where I had a commission, when I'd open my intel screen, and the "important" tab in particular, the entire map would be riddled with notifications about stuff that has been long, long dealt with and should not be cluttering my map. This is bothersome due to obstructing the view of actually currently relevant information or any contracts that I've accepted. Any idea how to deal with this?

Also, a question. I haven't messed with the randomly generated sectors yet, since I'm trying to prune out my current modded factions to keep just a few that seem worthwhile. Can anyone tell me if the randomly generated sector also includes free storage spaces? Like the abandoned terraforming platform in Corvus, right next to the independent base.

85
i recently added tons of faction mods so i was browsing the codex for new ships to add when i came across the Anvil class. am i right that this is just a unique building not a actual ship i can add to my fleet? because i went to the system in the description and even after conquering the coalition i couldn't add it to my fleet. would be absolutely OP i guess but i thought i'd ask anyway. im so OP in that save anyway it wouldn't even matter from that perspective. does it exist as a ship i can buy/spawn in? or is it just the space station like building?

That's the TSC forgeship/battlestation. You're basically not supposed to pilot it or have it in your fleet, just like you're not really supposed to pilot a battlestation. You can, however, add it through console commands if you just wanna mess around with it.

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