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Starsector 0.97a is out! (02/02/24); New blog post: Anubis-class Cruiser (12/20/24)

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Messages - Speeda325

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1
Mods / Re: [0.95.1a] Content Unlocking Missions 1.12
« on: February 04, 2023, 04:54:47 AM »
do i need to get 100% mission completed for the mod or just that i completed it?
Also does completing missions effect a save game

2
Mods / Re: [0.95.1a] Diktat Enhancement 1.2.0e
« on: February 04, 2023, 03:05:18 AM »
how do i get rid of the lobster content?

3
first to get the Conquest out of the way, It should have the same hullmod as the luddic church capital ship-Vast hangers as it visually looks like that's what the 2 pronged design was for-speed firepower and the ability to store many fighters, making converted hangers quite good on it.

now the Sindrian Diktat. their ship versions are overall just worse by a lot, so I was thinking in keeping with Diktat philosophy:
All Diktat ships get an increased combat readiness/endurance due to training facilities onboard the ships, how this works is already explained but it actually makes perfect sense as far as the Diktat goes-As the guard of Sindria must be ready and prepared at all times the Supreme Executor has had all ships outfitted with onboard training facilities to improve the discipline of the crew, this however comes at the cost of gutting vital component areas and structural weakening of the ship (the base things that are already in the original diktat ships)

So Diktat ships get increased combat readiness/endurance but keep the original bad-points-so if the ships can survive long enough they will outlast all other ships making them a 'if we dont die right away we will win the war' kind of philosophy

Maybe even give the ships a increased accuracy rate due to the training of the crews
The exact buff stats idk-maybe 10-15%

4
Mods / Re: [0.95a] Reputation Decay 2.3
« on: September 22, 2021, 12:14:32 AM »
mod does not work with latest SS version.
i am using mods but idk if that's the reason

5
Mods / Re: [0.95a] Kazeron Navarchy v1.2
« on: September 21, 2021, 05:50:47 AM »
very nice mod.
some critiques, suggestions and ideas.

1. All PL ships have no downside at all (except for initial cost), almost all/most of the unique variants in vanilla (XIV) have a downside so in some cases you would want to take the standard option compered to the variant, with this mod if you see a PL you would want it regardless cause its just better, maybe it could have a downside of slight increase to maintenance/fuel. Lore reason could be something like this:
Some of the schematics for ship maintenance did not survive the collapse resulting in a % increase to maintenance/fuel use.

2. why is there a PL version of the Centurion just thinking cause in the ship desc it mentions they are mainly used by the Heg
3. if you plan to add PL fighters they should have adjusted OP

PS did not know there were XIV BP

6
Mods / Re: [0.9.5a] Stop Gap Measure - Ships for Vanilla (downgrade edition)
« on: September 21, 2021, 05:24:51 AM »
I have noticed the independents and others -PL maybe SD
have a fair amount of high tech ships especially the minas
I find it a bit weird that they have these high tech ships so often

7
Mods / Re: [0.95a] Kazeron Navarchy v1.2
« on: June 25, 2021, 03:23:17 AM »
judging from the description of the hullmod. i assume this is like the 14th battlegroup, such that they can't be constructed but salvaged. the text makes it a little ambiguous if that is the case, maybe adding a line that mentions that its a survivor or they cant be reproduced like the 14th Battlgroup.
it does imply that already mentioning "Pre-collapse" but it can be interpreted that Kazeron has Pre-collapse techniques that they still use

Also is this Vanilla friendly to the lore?

8
2 things.
1. this mod makes a duplicate of the enforcer with a slight change in 1 of the stats and no description.
2 the velite-PL frigate has Hoplite in the description even though there is no hoplite ship.

9
yeah that sounds like a good idea. it is anoying not being able to swap officer

10
Hi. the music running-dark is good but it plays to often. what about having it so when transponder is off or using the going dark ability it plays?
assuming that its not to hard to do. if so when what about having it play less frequently. or when in deep space. kinda weird having it play while beside jangala : )

11
Suggestions / Re: Fighters should repair/heal when below certian %
« on: April 30, 2020, 04:41:10 PM »
when fighters are destroyed the replacment rate goes down. go recover it it uses CR

12
Suggestions / Re: Pirates should extort the Player
« on: April 30, 2020, 04:40:19 PM »
yes

13
Suggestions / Re: Fighters should repair/heal when below certian %
« on: April 30, 2020, 01:09:23 PM »
true.
maybe just then if ships are recaled and there below a % they repair which would use less CR

14
like the title suggests. but maybe they could be shot down? if so then maybe having a light omni shield or something if they would be shootable
i don't see thy hey could not change ships. like if you take there's they move if there is one available or something but/or maybe only 1 time or something

15
Suggestions / Fighters should repair/heal when below certian %
« on: April 30, 2020, 12:22:37 PM »
fighter dont heal when there very low on armour/hull so they suicide. why don't they go back for repairs or try to when there near there mothership
cause its kind of weird that they don't given that bombers go back into the ship to rearm. fighter in general should do something kind of the same and it would use up less FRR / CR
think it would make a lot of sense. and it would make low tech fighters maybe die less when there recalled or below a certain % of armour and or hull

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