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Messages - envenger

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Mods / Re: [0.95a] Kadur Remnant 3.2.3 - life support 2021-03-27
« on: July 06, 2021, 09:40:04 AM »
I accidentally re-read the description of the ships and suddenly realized that the author of the mod probably made a super-heavy ship not only as part of the lore of the Kadur faction. Is it possible to find this ship - my agents do not see it in the lists of the Kadur fleet and I have not seen any hints in the game about the existence of such a ship. I need some kind of quest for it?

I think its a part of a quest that comes with Vayra's Sector.

2
Mods / Re: [0.95a] Iron Shell 0.09z
« on: July 01, 2021, 01:52:44 PM »
These are the most beautiful looking ships i have seen so far.

3
Mods / Re: [0.95a] Osiris Alliance v1.0
« on: June 29, 2021, 08:07:11 AM »
Congratulation on releasing your mod.
The ship designs are unique.

I want to give some feedback on some spirts.
A few ships seem to have a level of detail missing. The white parts of your bigger ships need some more detail. The railing with the large mounts of Hexagon and Osiris also could work some improvement. Also i am not sure about the reflection on the ORB.



4
about Civilian Ships and  their unique use in and outside of Combat.

I don't know man, that sounds like what an alien about to take over the Persian sector would say. Also the ships do look a bit suspicious.

5
Mods / Re: [0.95a] Diable Avionics 2.62 (2021/03/27)
« on: June 25, 2021, 03:04:26 PM »
the nerf to the Pandemonium "is" harsh, yes it was Overpowered but now with 2 less heavy slots and around ~60 less OP the ship should not be called a dreadnought anymore, i believe it should retain it's original OP value since it was never tanky in the first place.
i hope you consider a buff in the near future.
+keep up the good work! Luv the skins :)

Agreed on this, the Pandemonium needs a buff.

6
I really like the unique looking ships, Have not tried facing them yet.

But is there any reason this mod is not in the mod index? I missed that they exists if i hadn't read the forums.

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Mods / Re: [0.95a] Volkov Industrial Conglomerate 1.3.2
« on: June 17, 2021, 10:22:41 AM »
If it's possible, maybe give them in-house bioweapon missiles that do negligible damage, but lower the enemy's CR if they impact armor or hull. Don't think I've ever seen a weapon that does that, makes sense in their lore, and might give their agile but fragile ships a better chance if the enemy's accuracy goes down and they start running into malfunctions. You'd have to balance the ammo and effect so they're not too strong though and find a way to make them not work against automated ships.

It can even kill crew making attrition fights with them hard and you take even taking on a few smaller ships of them more serious.

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Mods / Re: [0.95a] Volkov Industrial Conglomerate 1.3.2
« on: June 17, 2021, 06:24:06 AM »
Love the evil looking ships and the theme of the mod.

This mod kind of screams endgame crisis.
I imagine there can be a late game event where this mod does a hostile takeover, over Hegemony and creates its new monster faction virus bombing everything. There would be splinter hegemony states here and there which it would invade first then go over the rampaging over the sector.

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Don't worry, working on the art, probably will completely redo the onslaught-looking ship
The third Conquest variant has a spinal railgun, yes.

Have you switched the gun in the conquest to make it a forward facing ship rather than broad side? I really like ships with a long range railguns.

Do you have any estimate for finishing the mod? I want to start a new play through soon probably after Vayra's sector is out. Want to play this as the main mod for it.
Also can I suggest having a ship ability where the ship loses its movement but gains attack range. It might be something that would suit this mod.

Really like the new ship now with its side firing weapons and the art style, but there is a bit of extra detail which your smaller ships have that your larger ships is missing.

10
Hi Histidine!

You were faster. I recently played a game with the previous Nex version, and after conquering Eventide from the Persean League (they captured it from the Hegemony), I asked, why shouldn't I conquer the whole Hegemony, just for fun.

It took me less than a year, and I managed to put down the rebellions by the end of 213. I have to mention, that I had around 12 mil credits at the start, but aside from Eventide, no passive income. I had 8 Conquests, just with one S-mod each, and only level 1  and 2 officers, and less than 25 ships in total. I'm far from being a good pilot, and I had very bad relations with the other factions. So being able to conquer the Hegemony so easily was very immersion breaking, especially that I had to fend off not just Hegemony counterattacks, but also TT, League, and Diktat attacks as well. 

I started the attack at the beginning of 212 (with Eventide) and finished in 213. I had a profitable economy by 214. That's totally unbelievable.

So, to sum up, I'm very glad you made these new changes, however, I fear, that only the conquest part gets harder, not the holding part.
I don't know, maybe after playing with the new version, I could give you more feedback.

I have the same experience with the game, once I have 20 good ships, its easy for me to conquer half the sector without any negative effects.
I mean if it was that easy, wouldn't the hegemony that technically has far more resources than me already done it?

11
Don't worry, working on the art, probably will completely redo the onslaught-looking ship
The third Conquest variant has a spinal railgun, yes.

Have you switched the gun in the conquest to make it a forward facing ship rather than broad side? I really like ships with a long range railguns.

Do you have any estimate for finishing the mod? I want to start a new play through soon probably after Vayra's sector is out. Want to play this as the main mod for it.
Also can I suggest having a ship ability where the ship loses its movement but gains attack range. It might be something that would suit this mod.

12
I really like the idea of a faction having. long range firepower, combat endurance, and sustained ordnance barrages.
I really like the play style to sit behind and defend and slowly bring down smaller ships of opponent or put a lot of pressure to break the bigger ships one by 1.

Although i feel the faction needs a bit more expanding before playing it. Also the art needs a bit more work, the ships don't look 3d like in some parts and might need some bumps.

Also those pirate capitals and the conquest's look great, dose the 3rd conquest have a weapon in the center?



13
Mods / Re: [0.9.5] Coherent Watermelon's Ship Pack (CWSP)
« on: June 03, 2021, 04:48:15 AM »
update time

-----1.2-----

SWITCHED OVER TO GITHUB PRAISE BE

-added several new ships
   - Alsophis Fighter
   - Hunter-class Anti-Phase Frigate
   - Illuminant-class Supercruiser (planned to be a bounty, currently just a very high end cruiser)
   - Elapid Gunship/Heavy CAS
-added built ins for all related vessels
-added them to the spawning and mission
-changed the sprite for the Aristaeus! LET'S GOOOO
-changed the Phantasm's name to Eryx, increased OP cost by 1 due to strength relative to broadsword
-did minor rebalances to certain things, notably some fighters
-changed some descriptions slightly to read off better
-added descriptions to fighter weapons

and a lot more i didn't document. what a shame.

I have been waiting for this update for some time.
I had heard that this mod had anti-phase ships but never got to use them.

14
Mods / Re: [0.95a] Magellan Protectorate v1.0a - Release!
« on: June 01, 2021, 11:24:07 PM »
I really like the ship designs, they are a lot different from vanilla yet when you put them side by side, they kind of blend with vanilla stuff.

15
Mods / Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.18a
« on: June 01, 2021, 11:20:56 PM »
Oh my god don't do that.

That's like saying you're waiting for someone to fix the car so you can go get groceries, and the engine's out on the shop floor being rebuilt from scratch. The timeline is months, plural, and I offer no guarantees as to timescale there either; I'm effectively respriting most of the mod, doing major mechanical overhauls, and somewhere in there at least starting on some simple repeating missions.

The less people hinge their own plans on whatever I'm doing here, the better I'll feel, really. You can go enjoy my new package of bad ideas over here, when that releases (soon).

That's good to know about the time line. I had never used the mod i have always heard about the blade breakers from the discord but didn't knew it was a part of it.
I guess i will try your other mod until this 1 comes out.

Any particular reason you are respriting most of your mod? The design/shading went good with vanilla with a unique twist.

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