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Messages - Adraius

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31
Suggestions / Re: Deploying into In-Progress Battles
« on: January 04, 2016, 09:13:21 PM »
Question: have you checked to see if the automatic shutoff on the travel drive will not cause collisions of its own when you have large fleet warp-ins?  For example, you're warping in a fleet of a ten cruisers, which form into two lines, behind an allied fleet that had a capital ship that couldn't clear the deployment zone.  Do cruisers in the back line slam into the ones that came to a halt in front of them, or will their drives also cut off in time?

32
Mods / Re: [0.7.1a] The Mayorate v0.9.1 (updated 13/12/15)
« on: January 04, 2016, 12:46:49 PM »
Cruisers are good to have in limited numbers so you can engage into heavier fleets, pure destroyers will get wrecked after a certain point.  I like 2-3 cruisers, a whole bunch of destroyers, and 4-8 frigates, the frigate count just depending on what I have available overall.  Sometimes I'll have a relatively fast, fleet-friendly capital ship as well, like a Renegade.

33
Mods / Re: [0.7.1a] The Mayorate v0.9.1 (updated 13/12/15)
« on: January 04, 2016, 10:51:59 AM »
I also should probably admit that I usually get bored when flying around in capital ships (it feels very steamroll-y to me), and often simply restart when I reach that point of the game, so I've neglected that ship class a bit.
Ugh, I know the feeling. =( I just fought a bounty fleet led by a Paragon, my very first time seeing one outside of the arcade.  I kill it, get a boarding opportunity for it, and because I was capturing markets in Nexerelin I actually had the marines to capture it!  I now have a Paragon and don't even want to use use it. D: I love my destroyer-based fleets too much, the starting charge and agile battle line, ships jockeying until one side can gain a lethal advantage to pounce.

34
Mods / Re: [0.7.1a] Nexerelin v0.7.2 (update 2016-01-01)
« on: January 02, 2016, 09:47:35 PM »
If you enable it in the starting dialog options, it appears in hyperspace and shifts position whenever you exit hyperspace.

35
Mods / Re: [0.7.1a] Blackrock Drive Yards v0.8.1 - Updated
« on: January 02, 2016, 12:56:09 PM »
Damn.  I thought it sounded familiar.  I don't use fighters myself, so I don't know them well.

36
Mods / Re: [0.7.1a] Blackrock Drive Yards v0.8.1 - Updated
« on: January 02, 2016, 12:36:55 PM »
^ I really like the name Vespa.  Brings to mind something a bit speedier than the Scarab is, maybe, but could work.

37
Bug Reports & Support / Destroyed ships recoverable after combat
« on: January 01, 2016, 06:22:19 PM »
I just had a Lasher destroyed entirely during combat, not just disabled; after the battle, it was still able to be recovered.  I assume that once destroyed, a ship is intended to be permanently unrecoverable, both from a logical standpoint and as otherwise the in-battle message is rather pointless.  My character does have the Reconstruction perk (Field Repairs 5 on the SS+ tree).

38
General Discussion / Re: Screenshot thread!
« on: December 31, 2015, 07:58:21 PM »
Here's the fixed link for Unbroken's pic: http://s9.postimg.org/4u22is0p9/missiles.jpg Let there be missiles!  If you're using Pilums, check out Ballistas from Interstellar Imperium for even more numerous LRMs. =)

39
Mods / Re: (0.7.1a) Shadowyards Reconstruction Authority 0.6.0.3
« on: December 31, 2015, 07:55:08 PM »
Haven't upgraded to the latest version yet (I had just hit level 50 when I saw you post .6.0.3, like Hell I'm starting over at this point)
Uh, is that something I'm supposed to do?  I've just been copying the new mod folder in. 0.o I think I may have hit some issue with overwriting saves, but if I make a new save each time everything is golden.

40
Mods / Re: [0.7.1a] Combat Chatter v1.2 (update 2015-12-31)
« on: December 31, 2015, 10:20:02 AM »
Thanks! =D

41
Mods / Re: (0.7.1a) Shadowyards Reconstruction Authority 0.6.0.3
« on: December 31, 2015, 12:22:07 AM »
Thanks!

Just a random thought: do you have any thoughts on changing the Overdrive ship system to be more competitive?  It feels very inferior compared to Accelerated Ammo Feeder, for example, which has no negative effect, and even discounts weapon flux cost. (which makes it very good now, I thought it was good enough before that was added)

This comes mainly from my experiences repeatedly trying and failing to incorporate Southpaws into my fleet; the poor thing has a hardpoint layout that makes it hard to love (the AI has issues flying it), and the ship system doesn't do it any favors. =(

42
General Discussion / Re: Screenshot thread!
« on: December 30, 2015, 09:06:46 PM »
Presented without comment.
Spoiler
[close]
Oh man, you win.

43
Mods / Re: [0.7.1a] Combat Chatter v1.1b (hotfix 2015-12-25)
« on: December 29, 2015, 09:24:56 PM »
I enjoy flavor-chatter above the ships in the battle ("Drive me closer!  I want to hit them with my sword!"), but I think it would be nice to have the "battle notifications" be limited to important information only.

44
Partly because I haven't played the game since commissions were introduced, and I'd like to experience them without having to shackle myself to another faction - but mainly, the idea of getting paid a small "bounty" on any fleet hostile to the faction, regardless of location, appealed to me.  It make fighting in non-bounty areas less of a waste, help sustain your income while fighting to take over a market, and give you at least a small benefit when deliberately seeking out fights with another faction (while trying to capture ships from that faction, for example).

But you're right, thanks to the benefits of the player faction in Nexerelin those things aren't a big deal.

45
I have a couple questions about how commissions work with Nexerelin.  If you are independent and accept a commission with a faction, if you capture a market does it start the player's faction or does it now belong to the faction you have a commission with?  Can the player faction offer commissions?
It belongs to the player's faction (followers), and no.

A minor note on this:

* Starting skill points 6 -> 4 (match vanilla/SS+)

It seems you only changed the text message. You are still giving out 6 skill points:

NGCAddSkillPoints 6
Yeah, I noticed that a few hours after the release :(
It's a minor bug though, so fixing it will just have to wait for next version.
Thanks for the answers, and I don't think anyone is worried about starting with 2 extra skill points. =)

Are allowing the player faction to appear on the factions screen and letting it issue commissions feasible future features?  I like the player faction because it draws from a wide mix of ships and weapons, but I'd like the benefits of having a commission as well.

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