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Messages - Terethall

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My understanding is that d-mods and quantity of ships have an outsized impact compared to size of ships -- and compared to real battles, d-mods aren't so bad at all and size of ships is king, so that's kind of counter-intuitive. And I don't think the auto-resolve logic considers at all how the composition would fare in a real battle, e.g. warships vs. carriers vs. phase ships. I'm not sure if aggression impacts it, or how much importance the game affords to officers.

General Discussion / Re: Tactical laser vs PD laser
« on: June 23, 2020, 12:16:15 PM »
Out of curiosity, is there a situation where IPDAI is really worth the OP cost? I've never found it useful and have basically stopped experimenting with it.

General Discussion / Re: Cursed builds
« on: June 22, 2020, 02:15:19 PM »
When you got few weapons / Odyssey

This build demonstrated a fundamental misunderstanding, or a willful ignorance, of flux dissipation and opportunity cost when it was posted on the subreddit, and it continues to do so now.

Suggestions / Re: AI core requests and relationships
« on: June 21, 2020, 05:53:58 PM »
I'd love a way to get on the REDACTED's good side that didn't involve commissioning with Tri-Tachyon.
Wait -- there's a way to get on their good side, and it somehow involved TT commision? I have commissioned with TT before but never found a way to get rep with [redacted]...

Fan Media & Fiction / Re: The Lore Corner
« on: June 21, 2020, 05:41:47 PM »
How to they prevent bombardment anyway??
Presumably, as you surmised, they could adjust their orbit, and although saturation bombardment only takes an instant for the player, I think it's fair to assume it might take a few days -- a long enough time in geostationary orbit over target locations that the orbital station could come disrupt the process.

Suggestions / Re: For the sake of astronomical justice.
« on: June 20, 2020, 12:54:47 PM »
I can see wanting the transitive property to apply to sizes, even if the relative sizing is off, among the color/size classes the game presents. Ditto for a "mass" factor that prevents heavier objects from orbiting lighter ones.

General Discussion / Re: running away while mining
« on: June 19, 2020, 10:54:58 AM »
I haven't done much mining but I think the not being able to run away is the point. It's risk-reward. Don't mine in a dangerous place if you can't defend yourself.

there are only two situations where you'd want to fire an officer

1. personality doesn't line up with skills/intended role of the officer (cautious personality on a frontline ship/aggressive or reckless on a support ship)
2. you have mods installed and the officer's portrait is some straight-up weeb ***, eject that ****er into space
3. Personality: Timid

General Discussion / Re: List of immersive mods
« on: June 15, 2020, 10:23:10 PM »
...some of them also have portraits / music / decorations that ruins the immersion.
For example... Space centurion with space brush helmets
Humans LARPed as the Western Roman Empire for almost 1500 years after it fell. Who's to say it won't come back into fashion 1500 years hence? :P

Mods / Re: [0.9.1a] Safety Override for capital ships v1.0.1
« on: June 15, 2020, 07:19:49 PM »
I'd like to second LightningJC's post. Considering that the primary reason I think anyone would want this mod is to put it on the Prometheus MkII, I really think having this as default behavior is crucial. I've recommended this mod to people who want more out of Pirate/Pather playthroughs and having to say "oh yeah, but it won't actually work on the ships you'd most want it to work on, also it breaks every other civilian ship's ability to use SO with MS, unless you feel like fiddling around in the code" is a real mood-killer. Especially for a mod that both claims to be updated for 0.9.1a and is on the mod index. This mod is necessary for Prometheus and Atlas MkII imo and it's wonderful that you made it; I just really want it to work.

Bug Reports & Support (modded) / Re: Prism freeport
« on: June 15, 2020, 07:02:39 PM »
"professional staff"

The modders aka junior developers are a credit to the game, for sure.

I got two my first time playing as well. I actually figured it was intentional, to teach the player that they aren't unique, and to encourage exploring what else you could do with the extra one.

Mods / Re: [0.9.1a] Ship/Weapon Pack 1.10.5
« on: June 14, 2020, 02:13:15 PM »
I don't know why you assume it is intended, Mondaymonkey. :) Strikes me as unintentional.

Modding / Re: [0.9.1a] Advanced Hullmods
« on: June 14, 2020, 12:57:36 PM »
75% of unstable injector with 0% of the range penalty is busted. Do AI use these mods? It's not as big of a deal if it's just up the the player to abstain.
You should be able to remove offending mods by deleting their row in the .csv and their .java file in data/hullmods, and deleting their graphic in graphics/hullmods, in the mod folder. The mod directory is tiny and easy to navigate to find these files. Personally, I just like this mod for the Solar Shielding change, the Augmented Drive Field options, and the Logistics Capacity Increase mod which I think is a cool idea. The rest aren't my cup of tea for various reasons so I removed them.

Suggestions / Re: Debris Field Improvements
« on: June 12, 2020, 11:50:15 AM »
Dynamic (that is, created as a result of battle or salvage) debris fields already disappear after a while, no? Looking at the code, they're supposed to.
They do -- I think the idea is to have the static ones disappear too after being exhausted, rather than having them stick around but with an indicator. Unless they continue to have some use after exhaustion...

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