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Messages - Takion Kasukedo

Pages: 1 [2] 3 4 ... 34
16
Mods / Re: [0.95.1a] Underworld 1.7.1
« on: May 29, 2022, 07:46:35 AM »
Has anyone been using the Climax? The apogee is my favorite ship, so I had to get my hands on the suped up version.

How's everyone building theirs? I'm new so I'm still unsure of what roles ships should be filling.

It feels weird to try and outfit, but I can only assume it's more of either a broadside OR a frontal assault ship, with some rather good shields and increased stats. Also one of the cheaper-costing deployable cruisers, especially with the Fleet DP mod.

How mine is built out (yet to take a screenshot of it) is it focuses on frontal firepower (2 IR Pulse Lasers, 1 Heavy Blaster), with missiles on the side slots (Arma has a homing laser that i've stuck on it).

17
Modding / Re: New Starting option mod thingy: The Retired Admiral
« on: May 08, 2022, 12:58:15 PM »
Well, just from looking at the image, I can wonder as to why it has 850 Ordnance Points.

Ships at best at that class either have 1 or 2 built-in hullmods (SWE Alpha 10 helps with that, but try not to go over 3), if not at least 3 non built-ins. But having that many hullmods and OP seems rather...excessive. Ordnance Points shouldn't be above 200 - 250 for this Battle Atlas. That'll balance the Ordnance Points out.

3700 armour on a converted Atlas seems quite a lot too, considering you get skills that increase damage absorption and also repair hull up to 50% of their value.

At best, the Battle Atlas should have around slightly less armour than a bog standard Onslaught at worst, and about 100 points more than the same bog standard Onslaught at best.

Also, it moves at 165 s/u? Should consider lowering it to 65 - 80, and change the engine style to show that the engines have had a major upgrade. Hell, everything eventually should show it, but in due time. Focus on the balancing adjustments first. That's the most important part.

18
Theoretically now, you can fight Touhou in space with an Excelsior (SWP).

19
Unsure if you may know this already, but I don't think the Summit can be touched.

I recently faced off against a bounty that had one (Confederacy-type) and nothing I threw at it could touch it, except strangely, EMP weapons.

20
Modding / Re: [0.95.1a] Vanilla Expansion
« on: April 11, 2022, 11:12:00 AM »
Marksman is in use by a SEEKER ship.

Cataphract might be in use. Check in case.

21
Mods / Re: [0.9.1a] Kingdom of Terra (v0.9) - Ramming Speed
« on: February 04, 2020, 12:35:58 PM »
That Pulverizer is sexy.

Rammificatingly sexy.

22
I'd like to pitch in about Quetzalcoatl balancing and say that with the 'Coatl, maybe the system could be some sort of 'EMP Coil' technique, where the ship curls up, and sequentially activates it's thrusters to throw itself in the direction of an enemy, using the velocity of the thrusters to steer (maybe) while shocking the enemy. Considering that a coiled Quetzalcoatl can already move faster than some frigates (Omen included), I think this may be an apt system for the 'Coatl.

Or you could just give it an EMP version of Damper Field and call it a day, which i'm unsure if anyone would be pleased about.

23
Mods / Re: [0.9.1a] ApproLight v0.8.0-RC1 (2019-12-3)
« on: December 11, 2019, 10:38:02 AM »
Encountered an error with the Destitute/Qiongji (Appro-Light+) system.

Spoiler
3492458 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoClassDefFoundError: data/scripts/utils/AL/OriMisc
java.lang.NoClassDefFoundError: data/scripts/utils/AL/OriMisc
   at data.shipsystems.scripts.AL_PlagueExpulsionStats.apply(AL_PlagueExpulsionStats.java:47)
   at com.fs.starfarer.combat.systems.F.advance(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: data.scripts.utils.AL.OriMisc
   at java.net.URLClassLoader$1.run(Unknown Source)
   at java.net.URLClassLoader$1.run(Unknown Source)
   at java.security.AccessController.doPrivileged(Native Method)
   at java.net.URLClassLoader.findClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   ... 10 more
[close]

24
Suggestions / Re: Commisions Reloaded; How Commissions Should Really Work
« on: December 09, 2019, 05:03:11 AM »
Surprised that no-one responded or touched on this. The faction-specified bounties sounds like a bit of fun, but the removal of pirate bounties doesn't seem all too good, considering that at any time, the bounty may defect to groups like the Pirates and the Luddic Path, or even (mod-wise) the Starlight Cabal, or other pirate-based factions, so maybe the keeping of pirate bounties would be important. Just knock those types down to 10/30% of what they are now.

The comms-commission access seems like a decent one to have in fore and probable hindsight. Being able to pick your battles and take out important commanders, bases and disrupting enemy factions is almost bound to get the gears moving.

25
Mods / Re: [0.9.1a] Kingdom of Terra (v0.4.1) - This one's Monster
« on: December 06, 2019, 09:38:45 AM »
Download didn't give the correct one the first 3 times I think, as i'd usually look in the hulls or graphics folder usually to see if I got the right version. Can confirm I have the latest one now.

26
Mods / Re: [0.9.1a] Kingdom of Terra (v0.4) - This one's Monster
« on: December 04, 2019, 02:42:06 PM »
Download doesn't seem to be giving the latest version.

27
Mods / Re: [0.9.1a] Sylphon RnD 0.9.5g
« on: November 28, 2019, 12:14:18 PM »
Might be something to naturally happen considering how it works.

28
This question has likely been asked before, but how do you add more reputation tiers to Starship Legends?

eg; I tried this and it doesn't look like it works in campaign and i'm wondering if it works on your side? Running this with Ruthless Sector.

Spoiler
    "notable":{
      "xpToGuaranteeNewTrait":80000,
      "effectMult":3,
   },
   "wellknown":{
      "xpToGuaranteeNewTrait":160000,
      "effectMult":4,
   },
   "illustrous":{
      "xpToGuaranteeNewTrait":960000,
      "effectMult":5,
   },
   "famous":{
      "xpToGuaranteeNewTrait":4600000,
      "effectMult":6,
   },
   "distinguished":{
      "xpToGuaranteeNewTrait":12000000,
      "effectMult":7,
   },
   "revered":{
      "xpToGuaranteeNewTrait":72000000,
      "effectMult":8,
   },
   "legendary":{
      "xpToGuaranteeNewTrait":460000000,
      "effectMult":9,
   },
   "peerless":{
      "xpToGuaranteeNewTrait":940000000,
      "effectMult":10,
   },
[close]

29
Mods / Re: [0.9.1a] Hiigaran Descendants v2.0.4
« on: October 09, 2019, 05:50:24 AM »
The recovery/supplies and pricing need a bit of work, and probably should be matching the price.

30
Mods / Re: [0.9.1a] ED Shipyard 1.6.0 (updated 07/10/2019)
« on: October 08, 2019, 12:36:23 PM »
I've made a test mission for the ED Shipyards, but the faction drone wings don't show up as available options to place in a flight deck.

Is it due to them having the "rare_bp" tag?

I've also noticed they've way more ordnance points per ship, more than the other factions, meaning you can safely put more armor/damage reduction and still have more than enough for max flux vents/capacitors, and put on Heavy Armor, even without a maxxed ordnance expansion skill in campaign.

The worst violators seem to be the capitals (the Wurg seems partly reasonable) and some of the low-down ships.

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