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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Messages - Johnny Cocas

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31
ty ^,^ the "murder wedges" have been a lot of fun so far

Thank you  ;D I'm glad to see you are enjoying it that much!

32
im having an issue with the mod. when i turn it on i get a pop up telling me prism freeport wasnt able to load properly. i tested it to see if scy nation was conflicting with it but still had an error with scy off. the error causes a crash regardless of setting it to random gen sector or not.

not really sure what to look for in the log file but maybe this image of the pop up will help.


This is a known error and it has been fixed, but the fix has not been released yet... I'll be releasing a new update asap to fix that and some other problems that have appeared since the release of SS 0.9.1a.

If you can't wait for the update (or a hotfix I should have released in the mean time) all you have to do is open the following file:
Code
Starsector/mods/FDS/data/config/prism/prism_ships_blacklist.csv
and replace the "hull_id" in the first line with "id".

33
I suppose it's fair that you'd want to move away from Star Wars, but once FDS is fully moved away from it, would you be opposed to the idea of someone taking all the old sprites from the earlier versions of the mod and making a new SW mod with those?

I've been asked that before, and I'll give you the same answer I have previously given:
That is not up to me, the sprites are not mine, and so you should be asking "MrDavidoff" for permission. Technically speaking, you could even create your own mod with the very same sprites right now if he gives you permission to use them, but it's up to you to decide whether that is something you want to do while I'm still using them or not, I guess...

34
This is an absolutely kickass mod. I'm a massive star wars fan and this is easily my favorite mod so far.
That said, though, I have a suggestion: add a structure or something that produces B1 and B2 battle droids that act like marines. B1s would be around half the cost of a marine (maybe less?) but would be half as effective, but the main draw would be that they don't take paychecks like marines do. B2s would be twice as effective as a marine, but would be twice the cost of one. Again, no paychecks.
Good ***, dude

Thanks for your support, and I'm glad you are enjoying my mod so much! :D
Unfortunately, following the Star Wars theme is something I don't want to do, and in several occasions I've made it clear that I'm trying to stay as far fromt he Star Wars universe as possible, with the only similarity being the shape of the ships. This is a slow transition, and the fact that many things in the mod are still "Star Wars" may cause some confusion to some...

There will be "Maintenence Bots" in the mod, which are currently still using the R2 droid sprite. They will be changed to a generic robot sprite at some point, just as the ships will be getting new sprites eventually, but due to my lack of drawing skills and time to practise this is something that will take some time and may push me further into looking for commissioned work...

That being said, I appreciate your suggestion, but that's something that I won't add to the game. Like I said, I'm trying to stay away from Star Wars, and adding alternatives to the marines is something that does not seem useful or necessary, it will only add complexity to something simple... Just think on how the game had several crew levels in the past and now there's only a single type of crew, I think the marines should remain as simple as possible as well.

35
None of the FDS ships I've played with can handle their weapon flux, even with full vents. I'm not sure if this mods weapons are very flux inefficient or the shops are terrible at venting. Great mod apart from that though, I'm really loving it!

Ahh yes, there's a reason for that... The ships (and weapons) were balanced against vanilla so the ships won't be overpowered, but there's a problem.... The ships have wayyyyy too many weapons, so the flux really adds up :P

So the issue is not with the weapons, the issue is with the ships that have too many weapons, but if I increase the flux capabilities of the ships they will become OP murdering wedges, and if I dont they will become overfluxed wedges... I will mess with the stats of the ships a bit and see how far I can go without making them too powerful, it'll take some testing but I'll see what I can do.


EDIT: I may be wrong with what I said, I'll try to take some time and analyse each ship again because they may actually be underpowered, unlike what I have thought up to now...  ::)

36
i hope this crash with Nexerelin is on the list of fixes,
workaround courtesy of Histidine : https://fractalsoftworks.com/forum/index.php?topic=9175.msg262827#msg262827

It is on the list of stuff to fix, yeah, but luckily I was searching for the bug on the wrong place and Histi had the courtesy of pointing me to the right direction! Next update will include the fix

37
Mods / Re: [0.9.1a] Nexerelin v0.9.4c "Mambo No. 9" (fixes 2019-09-11)
« on: September 17, 2019, 02:42:09 PM »
Well, abruptly changing a thing from "silently fails and ruins everything" to "will set you on fire and eat you alive" could have been better timed...
(although it needed to be done eventually, given that the issue was stealth-breaking something that affects other mods)

Fix for Prism NoClassDefFoundError bug

It's caused by the Fringe Defence Syndicate mod.

To fix it replace FDS/data/config/prism/prism_ships_blacklist.csv with this. Or open it yourself and change the first row from hull id to just id

Other mods may also have the same issue, but I haven't detected any that do, and I have most of them.

Ohh, well.... This is one of those nex changes I have missed :/
The fix will be uploaded in the next FDS update, and thanks for finding the issue, I was messing with the nex faction config file like crazy thinking that's where the issue was, it was the only place I spotted something different from the files in your mod  ::)

38
Suggestions / Re: The Problem of Energy Weapons
« on: September 08, 2019, 11:06:36 AM »
@ MesoTroniK:  It is not all theory-crafting.  I try some of this stuff in battles.  For beams, not exactly a medium double tactical laser, but I tried the six tactical lasers with Eagle.  (Basically the three medium beams without supplimental PD.)  Not terribly impressed.  Decent anti-armor, but not powerful enough to steamroll fights, and the flux load was not insignificant.  I would not expect a new 200 damage/flux, and even 150 is pushing it, due to better anti-armor than 2x75 (and tougher flux load), assuming continuous beam.  Meanwhile, something like phase lance has too much flux load (and very likely too effective if it had 1000 range out-of-the-box).  Does not help that some other things you consider overpowered, I consider perfectly fine or at least not unbalanced enough to be a problem.  Simply put, we will disagree on some of this stuff.

I'm sorry to tell you this, but MesoTroniK is right, and I agree with many (if not all) of the things he said in regards to balancing and game mechanics. I'd even reach as far as to tell you that you are yet another one of those players who would like to see a niche weapon boosted or simply wants weapons to be more powerful, but that is not how things work.... The game has a certain weapon balance and (most) modders try to add new content that is on-par with vanilla SS in terms of balance, otherwise faction mods would be an arms race to see who can make the most powerful gun (as in, the one with the highest stats). It is by no accident that the Heavy Mining Laser has been tweaked the way it was, always remember that.

Quote from: Grievous69
Also your big part of the post assumed that every single ship would have those beams and that they would crush anything. That's simply not true. Beam spam works if you have overwhelming numbers, but in campaign it's the opposite. It's easy to counter beam spam, unless the opposing fleet is full of weak frigates and fighters.
Agreed.

Alright, then answer me this as well:
Quote
- How do you counter a beam spam of long range Energy damage beams? Mind you I'm talking about the hypothetical medium sized beam.

As for Johnny's points...

Ohhh boy I feel like this is going to be good from that sentence alone heh ::)

In that case, that will go mostly to the short-ranged hard-flux, high damage, or EMP weapons for the high-tech ships.  Some are fine due to mounts that can use kinetics or special systems that can bypass shields, but others need Sabot spam, except Wolf who is screwed.

On midline ships, if my ship is short on OP, missiles are the first thing to go, closely followed by energy mounts not needed for PD.  On Conquest, the medium energy mount is either empty or has more burst PD.  On Sunder, if I use tachyon lance or plasma cannon, the energy mounts are empty because none of the weapons are good enough, and I need the OP to support the heavy weapon plus possible railguns.

You can equip whatever you want on your ships, I don't know what it has to do with what I said but ok...

Quote
Beams are perfectly accurate, but those continuous beams smaller than heavy are slow frigate killers.  Painfully slow if the frigate is shielded, and none of the beams are Graviton (but then Graviton will not crack armor fast enough).  An Eagle with six tac lasers against a group of frigates?  Eagle may kill one frigate, then needs to shake off the other four before they swarm and kill it.  Easier said than done.  I even tried them against fighters.  They do not kill as fast as shorter-ranged pulse lasers or phase lance.

First, Graviton Beams were never made to crack armor;
Second, tac lasers were never made to be used as main weapons meant to destroy enemy ships, they are meant to put some constant pressure on the enemy, just like a medium energy damage beam weapon could be used for, but if you want a single (or a pair of) continuous damage beam to be used as a main damage dealing tool capable of destroying an enemy ship you are entering the "overpowered" area of weapon balancing. The fact you can destroy a frigate with 6 tac lasers is enough to support my theory, because those can be massed quite easily as "support" weapons on all of the fleet's cruisers and capitals and use them to keep all frigates at bay.

Quote
Ship turning speed can interfere with beam use.  If the weapon turns slowly enough, it cannot offset the ship's speed.  Tactical laser is fast, but not so fast as to always keep up with a fast turning ship.  I would expect a medium beam having Medium speed, unless it is a PD beam.  For a tactical laser to do its work, the ship should be as steady as possible (i.e., no sudden turns).

Yes, that is quite obvious, but you do know the beam will slow its turning when firing, right? If it didn't, the hypothetical medium beam I was discussing would be even more overpowered as it would be able to keep track of the enemy ships.
And again, if a weapon turns so slowly it is basically a stationary weapon, why even have it? It won't be fun to use, it won't be functional, and will only really have a use as a hardpoint for frigates or something similar... It is not even worth having such a weapon...

Quote
That is the point.  Instead of needing six or more tactical lasers just to burn a hole through armor and do more than tickle hull of one ship, you only need about three.  Six tactical lasers may be enough for anti-shield against frigates, but if I was interested in that, I would either get Graviton Beams instead or shoot them with hard-flux ballistics (or spam Sabots in case of high-tech ships).

I don't think you are understanding my point... I don't want a strong long range beam, the fact that I wouldn't even need that many of them in a fleet for them to wreak havoc is the main reason they are already strong enough. Personally, I favor specialised weaponry over all-purpose weapons, stuff that either deals Kinetic or HE damage will always be better regarded by me than a weapon that deals Energy damage because the specialised ones are fun, a lot more fun in fact, but the important thing to take note here is that tac lasers should not be used as a main damage dealing weapon, nor expected to be, and yet you use them as defense to justify the existance of a medium sized version of them...

Quote
Low enough to impractical.
Energy damage is not all that it is cracked up to be.  Not as long as the most difficult and rewarding fights are against Ordos with Radiants in them.  (Nearly anything else is weaker than full Ordos.)  It can be useful as anti-armor in a pinch, but unless it is overwhelming like plasma cannon, ships are better off with mostly kinetics plus enough anti-armor of some kind.  For some high-tech ships like Shrike and Aurora, that probably means Sabots and Expanded Missile Racks.  Wolf is out of luck.

Of course, I don't want a beam weapon that generates enough soft flux fast enough for it to render all weapons useless, and to make non-beam weapons useless all you had to do would be to make beams as strong as ballistic weapons. Why? Point and shoot, no brain needed, guarenteed results. If you want anti-armor as a high-tech faction you use burst weapons or weapons that fire projectiles, they have the damage to strip both the armor and the shields because they deal Energy damage, and again, that is why they have lower range.

Quote
The reason why I do not use beams on high-tech ships for non-PD purposes is they have low DPS and deal only soft flux, and most ships cannot fire enough to overcome dissipation.  The ships I am mostly likely to use beams as assault weapons are midline, and usually to compliment ballistics.

Precisely, it forces you to use a multitude of weapons to fulfill all roles, and that is exactly what you should want for this game. The moment you have a single beam weapon that can perform all roles equally you have a beam that rises above all other weapons, beam or not, in terms of usability and desirability, and no other weapon will ever be used. I don't want that, and most of the SS community doesn't want that either. Your opinion appears to be the opposite though, and that makes it much harder to speak about weapon balancing with you :P

39
Suggestions / Re: The Problem of Energy Weapons
« on: September 08, 2019, 05:43:22 AM »
@Johnny Cocas
Those are some pretty good arguments and you're right, that would be kinda crazy vs frigates. But you completely ignored that beam weapons have stats such as turn rate and flux cost. Just becuase people say "bigger tac laser basically" it doesn't mean it should be fast and low flux cost. Also your big part of the post assumed that every single ship would have those beams and that they would crush anything. That's simply not true. Beam spam works if you have overwhelming numbers, but in campaign it's the opposite. It's easy to counter beam spam, unless the opposing fleet is full of weak frigates and fighters.

Allow me to disagree, and here's why...
- A beam with 1k range or more has a large enough range for it to be able to still turn and manage to hit the enemy ship, even if it has a low turning rate.
- There's always the ship turning speed to compensate for low weapon turning rate.
- You don't need an entire fleet to beam spam a long range beam because you wouldn't even need that many of them to be effective.
- How do you counter a beam spam of long range Energy damage beams? Mind you I'm talking about the hypothetical medium sized beam.
- Having this hypothetical beam weapon with a high enough flux cost for it to be "balanced" would render it unusable and useless, thus not even justifying the need for one or its existance.
- a single ship with a HIL can kill you if you down your shields if you are on a destroyer or anything smaller than that, because that is a large HE damage beam, now imagine a single ship with two or three beams that deal energy damage... It won't care if you have your shields up or not, it will simply fire away and kill both your shields and then the hull. Sure, it generates soft flux, but it generates flux, and it wouldn't be a low amount of it!
- I assume many ships will use the beam because people use whatever weapon is good, whatever weapon performs as the player wants. Will you use a flak cannon to murder capitals? I bet you won't, and the reason is the weapon is not effective doing that job. Beams, on the other hand, unless they are lances and/or fire in bursts, are effective against everything, the only thing stopping people from using anything but beams on all high-tech ships is that beams are situational right now, they either deal kinetic, HE or EMP damage (not considering the small beams) and thus are not effective to destroy an enemy ship on their own, they need something else to strip the shields and/or armor first, and that is why there are burst energy weapons or energy projectile weapons, and of course, they have lower range because of the fact that they are effective against everything. You create an energy damage medium beam that acts as an enlargened tac laser and I can bet whatever you want that it WILL be used, abused, stacked, spammed, and it will melt everything in their path 100% of the times, it may very well even kill low tech ships and factinos completely, as they will either be murdered by them or not used because there are better things to use...

40
Suggestions / Re: The Problem of Energy Weapons
« on: September 08, 2019, 03:30:57 AM »
In regards to the original topic, the idea of a medium mounted long range energy weapon must be handled with care as not to be overpowered. Medium weapon mounts are arguably the most commonly used weapon mounts for most ships in order to deal damage, as many don't even have large mounts, so a medium weapon will be something that will be used very frequently.
That being said, ballistic weapons have a lead in terms of range in the medium slots area, with many coming close to the 1k mark, but that doesnt make them overpowered.... The energy mounted weapons that exist in vanilla are quite powerful, dealing a lot of damage and many of them dealing EMP damage at the same time, that makes them extremely dangerous, and so having a shorter range on them means you won't be able to siege enemy ships easily. This is even worse for Beam weapons.... You can dodge a projectile, usually the stronger more damaging projectiles are slow, just so you have a chance to dodge them; beams on the other hand are instant hits, they will stick with you for as long as the ship firing them has enough flux or remains alive. This sort of constant pressure made by beams turns them into annoyance machines that deal pressure but are not quite damaging, otherwise beam spam would be a valid (and top tier) meta, so good nobody would even play mid or low tech ships because beams would be king. The way to deal with beam weapons is to either make them weak (since they are a constant/permanent way of dealing damage, no matter how low it is), or give them something special that makes them unable to fill that role.
The way I see it you have three options when it comes to making a beam weapon:
- Damage
- Range
- Usability
These three make a triangle and you must pick an area of that triangle, you can't have all 3 maxed out. If you want damage you must reduce its range and/or change its usability, by either making the damage specialised (ie. Graviton Beam (Kinetic), HIL (HE), Ion Beam (EMP)), making the weapon fire in bursts (like a lance), or if you want to be creative, make its accuracy unreliable at long ranges.
What this means is that a damage dealing long range energy weapon must have a drawback, a very big one or a number of them, because energy weapons deal equal damage to both shields and hull, this is why most energy mounted mediums have lower range except (once again) the specialised ones.

And I'm not even taking into account the fact that beam weapons are frigate killers... A beam that sticks with the frigate until it explodes? Surely we need one of those as they do not sound overpowered... *laughs in sarcasm*
Overfluxing the enemy with constant beam damage is a big no, sustained fire weapons are not supposed to be able to start firing and maul down the enemy to pieces, sustained fire weapons are supposed to maintain a constant pressure on the enemy and force it to keep some range or vent, and those are the ones that usually deal less damage even though they have higher ranges (ie. graviton beam). No, a couple of graviton beams won't be able to force the enemy to vent or overflux, and if they did, they would be overpowered no matter how you see it.

But what about the tac lasers?
Well, tbh I can't decide where to put them in the range of under-to-overpowered, but I use them frequently on most of my ships and they always perform as expected: Long range annoyances that deal constant damage. Are they OP? Maybe a little bit, but there are so many other reliable ways to deal damage to an enemy ship that I often remove them completely and only install them on support ships to maintain the pressure on the enemy and will rather equip PD weapons on the small mounts for all other ships. The tac laser is an energy mounted energy damage weapon, it is not a specialised weapon and yet it has 1k range, as a small weapon... A medium mounted tac laser with medium mount stats would be a nightmare, nothing would ever come close to a ship equipped with 4 of those and a fleet of ships with that sort of weapon would be hand down unbeatable, beam weapons can not have long range and energy damage on the same sentence, the tac laser is the exception because the damage is so low it may be somewhat neglectable, but from medium mounts and up you simply can't do it, just as you can't make a small mounted beam with twice the power of the tac laser... If the tac laser is on the edge of being OP anything over it is well, over that line heh.

And like some people have mentioned before, people may not even be considering the fact that a weapon that is good agaisnt capitals and cruisers will murder frigates and destroyers, but if it can't reliably overflux or damage large ships it is considered to be a bad weapon. This is wrong on so many levels, and this happens due to the current game's meta, favouring large hulking ships in a fleet that can take hits while murdering everything else. If a weapon can damage a capital ship, it will easily kill a frigate, so making more medium mounted energy weapons that can easily outrange the low range burst weapons that frigates and destroyers may be equipping in order to deal with the capitals is not the ideal way to go, and will further push the game into the capital ship meta we currently have...

Games like Battlestar Galactica Online have a feature that has always triggered me to some extent... Basically, ships have a "dodge" stat, meaning a ship has a chance of completely dodging an incoming projectile given the stat is high enough and/or the enemy has no weapon accuracy stat. But the games are different, in BSGO you simply click the target and fire, all projectiles follow the enemy regardless the direction, but here's the thing.... In Starsector you can't simply click and fire, you have to aim, shoot, and hope the enemy doesn't dodge the projectile... That is, unless you are using a beam weapon... And that is my point, you can't have high damage beam weapons with high range as well, they will be OP and it doesn't matter what people may say. The fact is that is you create a long range energy beam weapon EVERYBODY will start using them because all other weapons will start to be overwhelmed by it, fighters, frigates and to some extend, destroyers as well, will all disappear from the battles because they won't be able to deal enough damage to the enemy before they all die, that is if they can even reach the enemy... The game would become dull and boring, it would turn into a simple DPS/flux battle to see which fleet has the most beams and can fire them more effectively...

TL:DR: Long range medium beams with energy damage get a massive no if they are simply a resized tac laser...

41
Modding / Re: Thoughts on making a complete modpack and/or mod wiki?
« on: September 04, 2019, 08:14:52 PM »
Let's take another game with a fairly reasonable modding community as an example: Rimworld.
There is a mod pack that is quite well known, and there's a reason for that... Despite merging several mods, like mod packs usually do, it also makes several of them compatible with each other, some of them frequently conflicting and impossible/very hard to use simultaneously, and often even releases compatibility updates for the mods included in the modpack before the original mod owners do, or even to the point where they maintain dead mods just so they can remain in the modpack. That is a MASSIVE amount of work, and as a former rimworld modder I admire the amount of work they have put into merging mods and changing some of the mods to their liking, but here's the thing... This modpack is being maintained by several members of the modding community, many of them are like a cornerstone of the Rimworld community and comparable to the best Starsector modders in terms of popularity and knowledge, that specific modpack is NOT a one-man project, far from it, and most (if not all) of the other modpacks for that game are simply a compilation of mods into a single folder, or something as simple as a Steam workshop collection.

Doing a modpack for Starsector would require you to maintain the mods to some extent, given that the mod owners (or their licenses) give you permission to change their code or even repackage their creations, and again, why would this be a useful thing to have? People can pick the mods they want quite easily, and make the game exactly as they want, this is not like Rimworld where you can have a modpack built for medieval themes or for futuristic worlds, this is a game where you pick which factions you want and install utility mods I'd you see necessary or worth the space they take, packaging most mods into a single modpack would be the best way to turn a computer into a toaster, or at the very least you'd have to keep it minimal, which once again, begs the question to 'is this useful at all?'.

Between the technical issues, licensing issues, and the need(lessness) to have a modpack in this game this idea seems to be in a really bad spot, the only real usage I can see for a modpack is to have some sort of a "quickstarter utility pack" that adds all the library and most utility mods in a single install, to either throw in all possible dependencies, library or QoL mods available as easily as possible, but even that is questionable, for most of the reasons stated before by other users...

42
I was recently poking through all of my downloaded mods while trying to track down a sector generation issue and noticed that several of the mods (including this one) have a condition_gen_data.csv file that still uses the old 0.9a format. In the Starsector 0.9.1a release, the condition_gen_data.csv file was updated with several renamed column headers and a new cat_hab5 column. Obviously, I didn't expect that file to be up-to-date since your mod hasn't been officially updated for version 0.9.1a yet, but I just wanted to give you a heads up for if/when you do release an updated version.

Ohh my...
Thank you for the heads up, I'll fix that as soon as possible, and will surely be fixed by the time I release a 0.9.1 compatible update!  :)

43
Hello, love the mod, its in all my playthrus now. Where does one find the terror?

Hello there!

Thanks! I hope you are truly enjoying my mod :D

The Terror may be found in rare ship blueprints, or very, VERY rarely in a fleet. I made its chance of appearing on an AI fleet very low on purpose, as it is a quite powerful ship (let's not discuss the use of the Singularity Generator on the Terror for starters, heh), so good luck finding one! ;D

44
In response to the Singularity Gen being too common, IIRC There was the Interdictor class ISD so you could have an interdiction ability for in battle which sends out a pulse or was a "blob" which cant be stopped\blocked that where it "detonates" it creates a large slow effect. There is also Tractor Beam as a Ability that would Freeze a ship in place based on ship size.

These are just some ideas after reading the comments.

Huhh? What does it have to do with the Singularity Generator being too common? :p

Also, you should check out the Atonement cruiser, it already has an aoe slow effect, and multiple implementations of the tractor beam already exist in other mods as well, whether my mod will have one or not will depend on it being considered a good addition to the mod.

45
I confess my love for this mod before, but after not playing for quite while i return! And man, i still love this mod with all my heart! Why? Because Johnny is pretty fly for a wedge guy! Serious i being playing with 2 ships recently, first my new favorite ship in the game, The Retaliation Class! Oh Boy, the first time ambush a fast moving frigate in a freaking cruiser was magical, i feel like, i feel like....yeahh....

...snipped image...

There is no bigger praize a Star Was fan can give. The second ship, is my new Flag, Bigger, Meaner, Slower...   The Hatred BB, Again, the feeling of using the Singularity Gen is just, shock and awe.
Heh, glad you like it :D
But... are you referring to the Suffering BB? The Hatred is the one with the fighter bays, the Suffering is the one known to be the original ship to possess the ability to jump in the battlefield.

1) This mod still need a big, full on dedicated CV. The Shame is, just not up for the task by itself, it needs only one big CV, cruiser or capital, but not both.
Humm, yes.... That is on my to-do bucket, right next to designing new ship sprites (and by consequence, new ships). I'm planning on having new ships and fit each ship into a certain role, instead of having ships just for the sake of having them.

2) The Sing Gen is too common, all the Cruisers have it, it makes less special, and man, this should be special! For me, CA level and up with this ability should not even be "buildable"  (Blueprintable) on your Colony, only captured.
Half the cruisers have it, but you are right, too many of them have the system. So far this has been me poking with a stick at the hornet's nest to see what will feel like the right amount of ships with it, imo I'd like to see one ship of each type have the generator, especially with the changes I am making to the system's AI.

3) Other than Hydra Guided, PD Blasters and Light Autoblasters, all the FDS are locked behind some shadow, i just cant get them anyware, and i loooked. So far i got 1 Heavy Autpblaster in a Bounty, and a few Daggers and Lances from Exploration, but not even one FDS weapon on the black market around the sector, and i looked. There is anyway to make them a little bit more prevalent?  To show up in markets? Pretty Please?
That is strange... I'll take a look into it. It may be related to most weapons being tied to several relation levels towards the FDS faction, only two or three weapons are allowed to be in the "free market", but its worth a tweak nevertheless.

4) This is just another praise, i love the simple, 3 OP, PD Blasters, i just love the pew pew. Well done. My Energy version of the vulcan, i have in every ship that doesn't use higher level PDs XD
I like it too! It's not powerful, nor that effective, hence the 3 OP cost, but somehow it always feels good to have them.... More pew pew I guess heheh.

5( I'm would love to see splinter factions from FDS with different doutrines on the same base Hulls, more guns? Less amor? More Armor? Less guns? More LPCs? Phase Cruisers? Less guns, bigger guns? Just want more Wedges in my life. xD
That is a possibility, yes. The FDS is (will be?) a paramilitary/scientist heavy faction, lore wise, so eventually a more military-focused subfaction may appear, but that's something to think of AFTER I build the new ship roster, which will be in a decade or two at this rate :/

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