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Messages - Inventor Raccoon

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If I remember correctly, even non-bomber fighters will return to a carrier to rearm if they're equipped with ammo-limited weapons.

I saw that there is a mission editor on the forums, does that not make it easy to add new quests?
The mission editor is for the missions you access via the main menu (the one-off battles). There was talk of a tool to help quest creation but as far as I'm aware nothing has been done on that, so everything is just made "by hand", so to speak.

I noticed the lack of missions in the mod section and thought that that might be something I could contribute, would you be up for a collaboration? I got the impression that you intend to add more than a few missions with this mod and I'd love to help with that.
I appreciate the sentiment but at the moment I'm not looking to collaborate on this mod except for small bits of code and for art.

There’s one unique building that you can construct on any colony established within the same system as... uh... a special kind of fiercely guarded derelict, let’s say. No attached quest, you just have to find it while exploring. That’s the only special building aside from the one you’ve found.

Pirates automatically and irreversibly learn blueprints you sell on the black market. In the future... don't unless you like a challenge.


My usual build. Picks up what I think are essential leadership, technology and industry skills, plus the most important colony skills and a couple of player-ship buffs (I went with the relatively safe options of better shields, more shield damage, some faster movement and more accuracy/range, since I like piloting faster shielded ships and leaving the big armor tanks to my officers)

Mods / Re: [0.9.1a] Arsenal Expansion v1.5.3g - Systems
« on: August 14, 2019, 12:23:58 PM »
In this version, no, there isn't any benefit to refusing the ship. It's just there in case you don't want it for whatever reason (e.g you're playing a themed faction run)

Modding / Re: Capital Phase Ships
« on: August 13, 2019, 07:06:55 PM »
Asura isn't a phase ship anymore, and the Morpheus is more of a super-destroyer.

General Discussion / Re: Missions Proximity
« on: August 13, 2019, 04:38:05 PM »
Missions being on the rim encourages exploration. Most mission types are about equally viable and almost all scale with the player. A single Dram half-loaded with fuel will get you anywhere in the sector and back in the early game, and that's something you can obtain in less than sixty seconds of gameplay from the campaign's start.
Why are you being patronising and antagonistic in your replies, out of interest? It's a bit of a turn off to a new player to be faced with a community which is so elitist and unwelcome.
It's most likely your own incredibly patronizing behavior.
I think the concept you are looking for is memorising solutions to puzzles. Strategy games and puzzle games are different from one another.
Mission destination is reliant on RNG. If you've missed that, I doubt you play the game at all.
Especially from a new player who seems to refuse to pick up what the game puts down, these are pretty patronizing statements, enough to doubt that you're really willing to entertain a real discussion.

Old versions of SS did have a more in-depth economy, and it caused serious performance problems when you started adding more and more markets. Compare that to the current economy, which can handle any number of markets with no performance impact.

Mods / Re: [0.9.1a] Arsenal Expansion v1.5.3g - Systems
« on: August 13, 2019, 11:48:11 AM »
How come the Ninth battlegroup isn't displayed in the factions' list?
Also is it compatible with Nexerelin? It doesn't seem to interact with any of the other factions. Love the ships and extra stuff tho!

Currently commanding my fleet from [redacted]'s ship, using the unboardable boardables mod to take control and fix more [redacted] ships- Your mod makes this Lore Friendly even!
Intel thing is a holdover from when they spawned in random systems, they'll be visible in intel in the next AE update (whenever that is). They don't participate in Nexerelin intentionally - it doesn't make sense for their lore as isolationists (although you can still give them markets I've heard, funnily enough)

If armor-focused ships are being penalized too harshly, maybe high-armor ships should have the penalties for taking hull damage reduced, with "high-armor" being defined relative to the ship's size - a 450 armor Brawler wouldn't lose as much rating from hull damage as a 150 armor Wolf, but the 1000 armor Odyssey would still be penalized heavily because it's lightly-armored for a capital ship. This is sort of a thing (armor protects hull, after all) but a light-armor ship taking hull damage is usually from being overwhelmed or from a mistake like a torpedo impact, while high-armor ships use it to tank on the regular.

I installed quite a few mods, but was this the one that added the quest that begins with you sharing war stories with other pilots, then they tell you about a run down ship in a random system and it's called "a promise" or something?

Because if so, do you have an explanation for why it spawned in the center of a sun?
That would be Arsenal Expansion, my mod. I'll investigate.

Fighter weapons are usually assigned in the .variant file rather than being built into the hull itself.

Modding / Re: Making the Legion XIV variant accessible
« on: August 08, 2019, 08:30:33 PM »
You'll need to add a role for it in default_ship_roles.json.

Blog Posts / Re: Skills and Story Points
« on: August 08, 2019, 12:13:12 PM »
The scaling bonus effectively means that any given fleet composition (assuming it has carriers) is affected equally by taking the skill, rather than it being more powerful the more carriers you have like the current fleet-wide carrier skill.

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