Fractal Softworks Forum

Please login or register.

Login with username, password and session length

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 - Offensive_Name

Pages: 1 2 3 [4] 5
46
Bug Reports & Support (modded) / Increasing RAM issue
« on: August 21, 2019, 01:30:21 AM »
So I am running a ton of mods, just a crazy amount, and the normal amount of ram I set it to (6gigs) wasn't cutting it, so I upped it to 10 (i have 32). Now the game runs fine for the most part, I get so serious frame dips and such that cause me to restart but nothing too big. However, I noticed that the game is only using 4.8 gigs in task manager. It is not an incredibly important thing, but it would be nice to have my game run at a consistent performance.

47
Mods / Re: [0.9.1a] Vayra's Sector v3.0.3 BOUNTY BUG FIXED 2019-08-20
« on: August 21, 2019, 01:10:36 AM »
So I am at -100 rep with those Hegemony donkeys and the losers haven't even put a bounty on me yet, is something wrong or are they just lazy?

I am also playing with nexerelin.

48
I love the idea of pd firing over friendlies.

49
Suggestions / Re: Weapon Mods
« on: August 19, 2019, 03:25:58 PM »
FWIW, if you want a similar result in choice variety install half a dozen new faction mods and you'll have three or four weapons that can fill every imaginable niche.

I have so many mods in my game I have to increase the allowed ram to 10 gigs, and the game is still sluggish. You are very right, there are so many guns that I am still finding new ones and I am 2 years in.

50
Modding / Re: Please be mindful of the tone of your mod
« on: August 19, 2019, 03:22:31 PM »
Honestly modders can make their mods however they please, you can either not download them or remove what you don't like from them yourself.

51
Suggestions / Re: Weapon Mods
« on: August 19, 2019, 02:31:00 PM »
This might just add too much complexity and clutter to the game but I just that it would be a neat idea.
It really, really would. Weapons have a distinct look and sound associated with a certain behaviour. With ships, you can see that the ship has certain weapons and you can decide how dangerous it is without bringing complete information on it. Weapons are much smaller, thus can convey less information, so they don't have any variations. Modified weapons would be hard or impossible to tell apart from normal weapons, until you are surprised that the tactic you just attempted did not work, as the enemy had some weapon modifications you noticed only after it might be too late. It's better to just have better weapons that have their own individual signature looks and sounds.

You are right, the more I think about the idea the less I like it.

52
Suggestions / Weapon Mods
« on: August 19, 2019, 02:10:07 PM »
Like hullmods but for a single weapon, where after you place the weapon you get a list of mods that can be added to it. They would probably be cheap and maybe there would need to be a limit on how many you can add to a single weapon.

some examples could be adding some mods to your engine facing pd weapons to increase their damage to missiles, or maybe increasing their target leading accuracy. Adding some range to one of your main guns in exchange for turning speed on a turret, or maybe setting a turret mount to only face a certain direction but boosting the stats of the weapon placed on it.

This might just add too much complexity and clutter to the game but I just that it would be a neat idea.

53
I like this idea and I think it makes a lot of sense(and would make dedicated escorts/PD ships more useful). Fighters and missiles already interact in a pseudo 3d space by flying over ships and you would think when shots are fired between warships fighters would just dodge around those shots. Maybe it should be that all small weapons can damage fighters, and/or the weapons have to be on turret mounts. Could also have that certain hullmods allow unorthodox weaponry to damage fighters.

54
Mods / Re: [0.9.1a] Kadur Remnant v3.0.3 cleanup & bugfixes 2019-08-18
« on: August 19, 2019, 12:39:33 PM »
Is it normal for colony factions to spawn with planets at the start of a nex game?

If you're playing on Random Sector, yeah. It doesn't look like there's any real way for me to prevent it right now.

That's fine, just wanted to make sure nothing is broken. hopefully they will go about colonizing anyway.

55
Mods / Re: [0.9.1a] Nexerelin v0.9.3b (fixes 2019-08-17)
« on: August 19, 2019, 12:38:14 PM »
I dunno if this is intended behavior or not, but I'm seeing a fair amount of Luddic Path and now Pirate bases going into shambles and then collapsing circa early-middle 207 in my game. Random-genned sector. If that's okay and not unintended, I can cope with that. Just curious is all!

I am also Mid 207 and a decent amount of junk pirate and luddic path colonies are failing. i am using the 2x vast expanse mod and and a randomly generated sector with the max amount of colonized planets. The planets that are destabilized are way out in the fringes and I feel that they are just too far from supply lines to be getting what they need. I will try to head out there in check but some of these systems are out of my reach.

56
Mods / Re: [0.9.1a] Nexerelin v0.9.3b (fixes 2019-08-17)
« on: August 19, 2019, 10:26:06 AM »
If I add a new faction mod to my game, and have faction spawning enabled, will the new factions spawn?

57
Mods / Re: [0.9.1a] Nexerelin v0.9.3b (fixes 2019-08-17)
« on: August 18, 2019, 11:06:10 PM »
When are factions supposed to colonize?

58
Mods / Re: [0.9.1a] Kadur Remnant v3.0.3 cleanup & bugfixes 2019-08-18
« on: August 18, 2019, 11:05:43 PM »
Is it normal for colony factions to spawn with planets at the start of a nex game?

59
Mods / Re: [0.9.1a] Kadur Remnant v3.0.3 cleanup & bugfixes 2019-08-18
« on: August 18, 2019, 10:15:08 PM »
I restarted and just used console commands to get back to where I used to be. I have not got a bounty on my head yet(though the hegemony is vengeful.) but I have a question about when do factions start colonizing in nexerelin.
 

60
Mods / Re: [0.8.1a] The Nomads, v1.4.11-rc2
« on: August 18, 2019, 09:49:33 PM »
Now I by no means want to tell you how to do your mod, but(there is always a but) I think you might want to do something like the remake Dark.Revenant did with his Intersteller Imperium mod.

Pages: 1 2 3 [4] 5