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Messages - Cyber Von Cyberus

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1
Mods / Re: [0.96a] Unofficial New Game Plus 2.2.0 (2023/5/7)
« on: June 11, 2023, 08:37:41 AM »
Hello, I feel like the "Technological Revolution" OP increase scaling with your fleet's size is really problematic, after playing a bit with it I've found out that whenever I go out to scavenge and pick up new ships the game would suddenly remove stuff from my ships to account for the decrease in OP while I was in the middle of nowhere including important hullmods like safety overrides.

If you feel like that rule is too overpowered then go ahead and nerf the OP increase %, but please don't make it change with your fleet size, it is extremely annoying to have to refit your entire fleet whenever you pick up some ships after a battle.

2
Mods / Re: [0.95.1a] Iron Shell 1.181
« on: June 02, 2023, 01:35:41 PM »
No idea when its gonna update, but if that helps you can actually use the mod, besides the hullmods and hullmod bp's causing a crash if you hover your mouse over them the mod work perfectly fine - you can even get the hullmods into your ship if you want by editing the save file with notepad.

Only the tooltipmakerAPI need to be updated, alternatively if somehow the tooltip can be blocked to show up that also would fix the only problem the mod currently have, i cant make such hotfix sadly, since im not proficient in Java.
Oh thank you very much, that's a fairly easy issue to circumvent as long as you're fast enough to equip the hullmods.

3
spoilers on the haunted start option:
Spoiler
Felcesis is a lot of fun, but I noticed he never takes possession of capital ships, I'm guessing it's intentional. Although having a hardmode toggle in the settings file that allows him to do that would be funny.

Additionally is there perhaps a way to enable Felcesis' haunting in an already active save ? I'd love to have him keep haunting me, but I wish to try out some other starts too.
[close]

4
Mods / Re: [0.95.1a] Content Unlocking Missions
« on: August 12, 2022, 12:18:22 AM »
AFAIK special contacts work fine with Nex invasions, as long as the planet isn't destroyed they'll still be available although they'll remain aligned with their original faction of course.

5
Mods / Re: [0.95.1a] Gundam UC Mod v0.3.2 0080 Another QuickFix!
« on: August 09, 2022, 11:41:23 PM »
Hello there, I must say I'm fairly impressed with the mod so far, although at the moment I see two possible balance issues that bug me a little bit:

1. Luna and Gaia are almost completely undefended for colonies that have so many functioning industries and a nanoforge, it makes it an obvious target for a player looking for either the nanoforge or the planets themselves. Adding a battlestation should at least serve as a little bit of a deterrent.

2. The Lepanto-class missile frigate has the same OP, DP and firepower as a cruiser, yet it is classified as a frigate. I understand you did it to fit the lore but you should at the very least list it as a cruiser in the game files because currently it can equip hullmods at the same price as a frigate despite being as strong as cruiser in all other aspects which allows you to make some ridiculously strong builds with dozens of hullmods without even having to sacrifice some of your weapons.

I haven't used the Gundams and Zakus enough to comment on them, they seem waaay more fragile than the Armaa cataphracts, but they do also cost only 1 DP to deploy so I'm probably not using enough of them.

6
Mods / Re: [0.95.1a] Content Unlocking Missions
« on: August 09, 2022, 09:20:13 PM »
Capture Crew's captives are for some reason "ores" tier and will feed ore deficits and ore turn-in options such as Ibrahim's. Not intentional, but I don't think a fix is mandated at the moment.

Oh I see, that's understandable. Anyways keep up the good work.

7
Mods / Re: [0.95.1a] Content Unlocking Missions
« on: August 09, 2022, 08:12:08 PM »
Jesus Christ Ibrahim, what are you going to do to these people ?

Is this intended ? lol.

8
Ah, gracias. I'll try this mod out then.

9
So this mod also adds the 'Promise' questline ? Is it going to cause any incompabilities if I'm still using the arsenal expansion unnofficial 0.95 update ?

10
Modding / Re: [0.9.51a-RC6] United Aurora Federation 0.7.2a
« on: March 17, 2022, 01:36:16 AM »
They should also be neutral, just named Tourism Fleet or something, regardless of which faction they spawn from.
That way they'd only really be fighting pirates.
From what I've seen, hostile factions will attack each other. I've seen plenty of hegemony tourist fleets attack other hostile tourist fleet such as the Anarkis, Legio or League.

11
Modding / Re: [0.9.51a-RC6] United Aurora Federation 0.7.2a
« on: March 16, 2022, 10:16:55 AM »
So far I like this mod, it has some good potential. One thing that really annoys me though is Favonius, it keeps spewing out an unreasonable amount of tourist fleets from different factions and I always find 20 fleets full of buffalos and nebulas fighting eachother and massively slowing down the game. After finding that out I started always targeting and destroying that planet as my first priority.

Perhaps you could tone down the spawn rate of tourist fleets, or if you can't simply remove whatever industry or market condition Favonius has that makes those fleets spawn ?

12
Mods / Re: [0.95a] Kadur Remnant 3.2.3 - life support 2021-03-27
« on: March 01, 2022, 02:51:46 AM »
Loving this mod so far, the lore is cool and weapons are much more interesting than vanilla ones.

Is there a way for those of us who are bad and need to use AI pilots to prevent the Prophet from using its ability? I've only got one battleship and whenever it needs to retreat it chooses instead to die with honor.
The Prophet is just ultra agressive and absolutely terrible at retreating, back in 0.91 I got caught by a giant bounty hunter fleet and had to retreat my fleet to recover my CR, but the prophet was backing off so slowly I've had no other option than to pilot a cruiser I had kept in reserve to escort it super slowly back to the edge of the map, by the time it reached the zone  and I took control of it to force it to retreat we destroyed at least a third of the enemy fleet with just the two of us.

In summary if you want it to retreat set some cruisers and destroyers to escort it and take direct control of the ship.

13
Modding / Re: [0.95a] Ill-Advised Modifications 2 The Second One
« on: August 12, 2021, 05:35:24 AM »
Holy hell, I faced against the Atlas (L) and it was the most terrifying thing I've ever fought against.

14
Mods / Re: [0.95a-RC15] Planetary Shield: Access Control (1.4)
« on: July 28, 2021, 11:02:33 PM »
Strange, the link seems dead. No download happens upon clicking

15
Mods / Re: [0.9.1a] Neutrino Corp. (v. 1.86-RC3)
« on: July 28, 2021, 08:19:43 PM »
I will be taking over development with permission. This will involve making a new mod thread upon release. I will be completely overhauling the mod, which will take a long time, so no update is imminent. Please don’t distribute any hastily updated versions of the current mod for 0.95. Thanks
Thank you so much, I love Neutrino's aesthetics and mechanics, I'll be looking forward to it.

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