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Messages - SainnQ

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181
Modding / Null error
« on: March 05, 2013, 12:54:26 PM »
So I recently stumbled across the Hawken Fleet of ships and decided to simply drag and drop them into my mods folder and off I went.

Until I started getting an error about 5-10 minute into the game repeatedly.

How would I go about using the log to determine the error? Is this the right place I'd ask for help in figuring out the error?
I think it has something to do with a convoy fleet being spawned for the hawken faction.

182
Mods / Re: Hawken Fleet
« on: March 05, 2013, 05:31:10 AM »
I'm not terribly versed in the ways of the code, but how difficult would it be to simply make these spawn in one of the ingame stations?

I dig the hell out of these things.

Herp. I didn't notice there was a spawnpoint already for them.

183
I've been playing this mod for a little while a I realized that the Griffon-Class Frigate is an absolute beast! I've been wiping the floor entire (read 4 rows of triangles) fleets with it and it only!
Actually, I think that the problem is more about the Spark Plug Laser. I mean, 188 sustained DPS for 31 FPS is ridiculous. I mean, yeah, you could say that the range makes it a poor choice a primary weaponry but the griffon's very high speed makes this a viable option. and if you actually add two ion cannons then it's game over for any and everything that crosses its path. The instant the shields go down, even for a second, and the targeted vessel gets shut down! after that, it's only a matter of time until I see the carcass of... well whatever I was fighting!
Anyways, I Just wanted to address that point. opinions anyone?

Hmm, yeah, i'll need to rebalance it a bit. Luckily, i have just enough time, so i'll dedicate some of it for rebalancing. I am most likely going to increase the flux of the pulse laser to about 100 FPS, being the light weapon it is, and it does have a short range.



Hmmm this looks pretty interesting... might give it a go... The first post seems pretty old but do you guys still need "Mod testers". Dont really know anything about modding so testing might be the only thing i could do. xD

Well, mod testers are quite abundant right now, sorry! Albeit we do need every player who wants to download it to download it! If you want to provide feedback, feel free to do so! We're always in the need of feedback, such as the example above. :)

I was wondering if the most recent build prone to some bud related to the purchaseable mods? I bought the Recon pack as a Tholian Directorate member, and I've not seen the "recon Mod" in my refit screen at all. I've held onto it for 3 tiers of vessels now and not seen it. Even sold it and rebought it a couple times. Still no dice.

Also, is the Caedus supposed to be so outnumbered? They struggle to field any constant force.

184
Mods / Re: [0.54.1] New weapons 0.30
« on: March 01, 2013, 05:24:54 PM »
No, they have no planet

So... How would I go about getting their ships? 'cause I see diddly squat in Valk/Hege/Neutrino or Tri-Corps HQs D:

185
Mods / Re: [0.54.1] New weapons 0.30
« on: March 01, 2013, 04:22:08 PM »
Is there supposed to be a planet the Shipbuilders belong to?

I'm running Restock Mod 2.2 Valkyrians, Neutrino Corp & Fleet Control

186
Mods / Re: Fleet Control Mod (v1.15, .54.1a) Major bug fix.
« on: March 01, 2013, 01:31:26 PM »
I might add in more Mining Vessels of varying classes, once I not only have time, but in the right mindset.
As FloW pointed out, I've still got some things to iron out xD

There are I think currently 3 ships that would fit the "feel " of your mod as far as higher class hulls go.

Tarsus, destroyer class hauler.
Adventure class civilian battleship
And the Venture class Cruiser.

Also.

My current production bloc is comprised of nearly 45 station structures. I'm seeing severely little return on a million+ investment. Any chance this'll change in the next release?  :P

187
Mods / Re: Fleet Control Mod (v1.15, .54.1a) Major bug fix.
« on: March 01, 2013, 07:08:50 AM »
I'm probably asking a silly quest.

But you put fleet Blueprints into your fleet HQ? Right?

Also, I read the bit about one fleet per blueprint, but is that one fleet per blueprint of a given type?

Or am I safe in assuming I can drop 2 Midline fleet blueprints into my HQ and given the resources are present in my Storage they'll be spawned?

Edit: Looks like I was just being impatient.

I've a question referring to the fleets, are there any plans to add a Destroyer/Cruiser/Capital ship mining vessel in the pipe? I notice "wealthy" mining fleets with cruiser in them. That would be awesome to be able to make my own personal large scale miners, say "Strip" mining the barren planets in the sector?

188
Mods / Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
« on: February 28, 2013, 10:48:03 AM »
Lord Uomoz has one of them, taking on his fleet is suicide however. i think the station also sells one.

Well hell. Then that's a nope then.

That sucks. :( That thing is sexy.

189
Mods / Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
« on: February 28, 2013, 10:47:08 AM »
Obviously if the AI is facing overwhelming opposition from they player it retreats. The AI is not that stupid you know. :D

Well damn. They should be.

I'd fight the doctor but I'm still trying to figure out how to counter that *** of hilarity

190
Mods / Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
« on: February 28, 2013, 10:38:10 AM »
Also I was wondering that Neutrino Dreadnaught(?) The Unsung

Are there any fleets that spawn during gameplay with it at their fore?

I'd love to capture one and throw it in my Omnifactory.

191
Mods / Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
« on: February 28, 2013, 10:29:15 AM »
The only thing I dislike about Antediluvians is Persephone wings - the total HP is very steep for a fighter wing, and totally out of line with vanilla standards. But since Persephones are one of the main reasons why the faction is a threat on the battlefield, it's silly to be reactionary and make them useless all of a sudden. But I'd personally lower the HP per persephone to 1200-1400 at most and see if compensatory buffs are needed elsewhere.

Now that's solid feedback! I concur and might reduce their HP by 250 and armour by 15. Then add a slight armour increase to the larger ships, to get them up to snuff.


You might want to change their fight AI a bit too. They seem to be retreat happy as hell.

Or maybe it's just the fear of my lvl 35 dual battlecruiser multi-role fighter flight wings that makes them haul ass.


192
Mods / Re: Project Ironclads, version 4.4.1 (0.54.1) Hotfix
« on: February 28, 2013, 07:58:00 AM »
So is there an ETA yet on the net version/content pack? Or have you become conscripted by the lords of the stars?  :P

193
Mods / Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
« on: February 28, 2013, 07:56:13 AM »
Also, Sound requires a medium to travel, there is no medium in space for sound to travel through so sonic weaponry makes no sense whatsoever.

They create ripples in the fabric of space time, the only reason that they are called sonic is because on their home world they used a similar design to blast rocks underwater :)

Also IDK what all of the fuss is about, kill the carrier and you are fine, also the only carriers that they have are on the cap ship and cruiser level so ya...

just saying, no offence intended :)

Ok see that explains it. They're warp weapons! :D

The Antediluvian persephone ships pretty much lock you down at a certain density, I'd say more then 4-5 squads? And the ones I encounter usually have more then that maybe 2-3 more squads. They blow out your engine swarm all over you now you can't adequately deal with them because you're at your Flux cap, and even if you vent it all they're constantly pummeling your engine block. They function very similar to The Doctor's fleet. They just get all over your ass like fire ants lol.

194
Mods / Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
« on: February 28, 2013, 07:36:22 AM »
Quote
I can explain anything in current starfarer setting, lasers, plasma, space zombies, free flying around, but space sonic guns and infinite space hydro abrasive cutting is just unprobable and harm sence of reality.


Since when are games supposed to be realistic? The mod is good! It has interesting weapons and ships diffirent from the vanilla ships which makes it fun to play with. This is just my but in my personal opinion if it's fun it shouldnt matter if you throw the sense of realism out of window.

It's a game mate. A game. It doesnt matter.

-Sandemo

PS. If you find this post offensive then i apologize.

When they're fantasy, or mystical games that's fine.

But the problem is Science Fiction is based upon science fact sprinkled with some stretched truths.
So to go too far beyond what most people can logically break down starts ruining the enjoyment of the genre.

195
Mods / Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
« on: February 28, 2013, 07:34:28 AM »
3000*4 hp fighters vs similar but 300 hp for vanilla is a bit overkill.

They have 1750 hp, not 3000. That's a big difference. That's a total of 7000 in a wing, not 12000. The Persephones also have weaknesses which have already been discussed. Back then I also said that I may tone down the ships if they prove too unbalanced. It should be noted that they are not nearly as strong as a frigate, as they only have 1750 hp and far less armour.


Quote
There is no balance, some factions are more powerfull then others

There's balance. Some factions have their own strengths and weaknesses. Perhaps you're still to discover them.


Quote
aqvidulians - (sonic guns for space usage and water lasers...) completely idiotic ship size to durability ratio, 3000 * 4 figher wings with size of wasp that extremely hard to hit by hand and capitals with burndrive and 40 mounts, not really fun both to play with and to farm em.
with proper strategy completely unkillable.

Sonic guns for space usage and water lasers? What about them? It is no more far-fetched than mass drivers in space. Or plasma guns and laser beams. The Sonic Turrets create a powerful fibration within a cilinder called a drumchamber. This is done in an area of the ship that has gravity and molecules to manipulate. When the fibration is powerful enough, it releases a destructive pulse that continues outward into space. Much like a mass driver may ignite an explosion that generates enough energy to send out a solid object into space.
The Reflector Turret uses a series of tiny lenses that contain water, called aquapools. Light is being shot through the lenses, through which the beam picks up power untill it is capable of cutting through solid objects.

Antediluvian ships have many mounts, but only low grade weapons. The burndrive is part of Antediluvian tactics and survival, since their weapons are short range and they do not have shields.


Quote
neutrino - 0.16 shields and 2-3 times more HP\armor then same class vanilla ships, kings of autoresolve, never saw neutrino fleet losing battle. Still can lose to figher swarms.

More powerful shields may make Neutrino ships too powerful. They already seem to have high hull and armour ratings. I agree that they seem to always win autoresolve situations. That might have to be looked at.


Quote
blacks, thule - basically all ships have firepower of next tier, eg frigate have firepower of destroyer, in other terms stay on same level with vanilla.

They have powerful weapons, but terrible speed and other weaknesses. They seem balanced enough. As long as their fleetpoints and cost reflect their power, it doesn't matter what classification (frigate, destroyer, etc.) they have.

I'm just going to drop my little tid bit in.

The placement of planets and stations should be looked at, early in the game some factons have absurd levels of dominance, and even into late game resupply fleets have a nigh impossible team getting to their destination, EXCEPT for the factions whom have planets on the outer reaches of the map.

Also, your logic behind the Antediluvian weaponry isn't quite on point. Water presents no benefit to laser weaponry, infact in the way you've explained it it seems to make them completely useless.

Also, Sound requires a medium to travel, there is no medium in space for sound to travel through so sonic weaponry makes no sense whatsoever.

Instead of trying to explain it you should probably just say. It's magical! I ain't gotta explain ***!   :P

A Persephone fleet with maybe two carriers on the fridges of a battle space seem to be capable of infinite regeneration so long as one fighter makes it away, which would be the case because currently you require a dedicated barrage of multiple medium class weapons to kill them. Despite their supposed low armor.


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