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Messages - Deageon

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Mods / Re: [0.95.1a-RC6] The Xhan Empire, version 2.5 Gramada
« on: March 19, 2023, 10:16:07 AM »
THE TUBE AND Pharrek DP cost downturn? Holy ***, it's Christmas! Glad you're still kicking, this is still one of the mods I can never do without.

Mods / Re: [0.95.1a-RC6] The Xhan Empire, version 2.4 Thousand Eyes
« on: March 17, 2023, 10:20:32 AM »
An interesting mod so far but what the hell is up with the mind control ships they are literally untouchable I got jumped by one at the far end of the sector and it mind controlled my fleet. It could not be harmed. How do you /kill/ it?

Haven't done it personally, but I feel like a chaff force of "disposable" frigates for it to focus it's mind control on would likely help your other ships last longer. Plus, it can't directly take control of a ship you pilot yourself, it just overloads you for a bit. Hit it with a superfrigate or something.

Mods / Re: [0.95.1a] Magellan Protectorate v1.5a - Big update.
« on: October 12, 2022, 10:09:31 PM »
Also, the Musa/Nan appear to be unable to be brought back to Classic-spec unless one is using the over time D-mod removal skill (at least, I think that's why one of my Nans turned classic). And the Phillips (D) doesn't have the Civilian-grade hullmod, but I assume that's more because weird skin-bugginess than anything else.

Mods / Re: [0.95.1a] Magellan Protectorate v1.5a - Big update.
« on: October 12, 2022, 08:52:09 PM »
I'm gonna be honest, it does feel like the massive armor spike isn't entirely worth it when slapped with the 25% damage reduction maximum. Like, okay, maybe when you're dealing with capital scale? Sure. But the Graff [Herd] seems to steadily get whittled down fast as all hell, even with as much armor and hull layered onto it from hullmods as possible.

After role-playing as a pure Brighton loyalist for a couple of weeks, here are some of my thoughts:

1. As stated, the Brighton is a desperate polity: "a weakling polity". It has been a frustrating experience moving from mid-game to late-game stage, and it has been a mixture of a love-hate relationship. I love it because they grow so slow; I'm constantly buying more crews and supplies because my ship gets blown up a lot (maybe I'm just a terrible captain). Yet, there is satisfaction in seeing progression while constantly resisting the temptation to pick up stronger and faster ships from other factions. I hate it because the AI is terrible with using missile. So during the late game - fighting the Remnants in large groups, it has been a rough experience. Not to mention they outspeed and outmaneuver most of my ships. Making progression against the Remnant base has come to a halt.

Perhaps include a larger cargo + civilian ship into the list? At one point, I was running 3 Colossus (BRV) to keep up the supplies cargo space, and it takes up the 30 ships limit. The Nubula (BRV) is fine for the early game, but I feel like we need a bigger crew ship for the mid to late game. After one or two big fights, I'm constantly under-crew. Going back to base re-crew has been a very tedious experience. Is Junk meant to fill in that role? This would lead to my next thought.

2. I don't understand the lore well enough. HMI constantly declares war on the Brighton. Is it just bad lucks? Or are we meant to compete against each other? Cause I noticed they are on the far west region and I'm on the east side, and they are willing to travel that far to fight over my territories. I tried politicking with them, and there are all these random events that make them flip 180 on us.

3. I'm running the skill: Derelict Operations. It's pretty cool to field a Radiant (BRV) for 35 deployment points. But both of HMI's Junker and Rapid Repair System hull-mods... oh the temptation. If I could get some clarification between the relationship of HMI and Brighton, I feel like it would brighten our role-play future.

4. I saw you included 4 new Remnant ships, but any chance will we see the BRV version of them?

5. Since the Brighton is packed with missile slots, will we see a BRV faction missile? Perhaps include built-in extra missile hullmod for some of the BRV ships?

By the way, you have done an outstanding job with the ship models and details. These factions really feel like they are part of the original game.

1. The Junk is a super-logistics ship. Terrible burn speed and fuel use for good stats otherwise for fuel, cargo, and crew holding.

2. HMI isn't really related at all to Brighton, though Brighton IS related to a special system added by HMI in the outer areas of the sector.

Not sure what's up but I found a BP for the Curvy Laser as a large synergy weapon and I'm also fighting REDACTED fleets with it. It's uh, a little scary to say the least.
Intended. Have fun :)

Modding / Re: The Possibility of Harpoons
« on: March 04, 2022, 02:56:26 PM »
Armaa's special pirate mech has a harpoon launcher that reels in the ship and also constantly zaps the enemy for like, 3-4 seconds.

I gotta say, that VF-25 looks cool as ***, even if you say it's slapdash and cobbled together, man.

Modding / Re: No fighters that grant 'ground support'?
« on: January 11, 2022, 09:46:12 PM »
Legacy of Arkgnesis notes that most of it's fighters can be used as atmospheric craft, for fighter superiority or in gunship roles. When you have them loaded up on a carrier, that ship gets a 0-op hullmod that adds some ground support stats.

Mods / Re: [0.95.1a] Everybody Loves KoC
« on: December 30, 2021, 11:37:58 AM »
Okay, so, does this mod add "Explorarium" to Chitagupta in the Naraka system? Because if so, that's a hilariously major conflict with Iron Shell that wasn't listed at all, which would be appreciated for future reference.

Mods / Re: [0.95a] Kyeltziv Technocracy [1.1]
« on: December 08, 2021, 02:15:40 PM »
Good to see the shield wideness got a tiny bit buffed, seemed like the ships were barely being covered previously. Thanks!

Modding / Re: [0.95a] Of Ludd and Lions
« on: November 19, 2021, 07:09:24 PM »
bruh is THAT why i've only seen those fuckers use heralds. lol

I'm gonna throw this on in my next playthrough and see how it feels to encounter these guys, but do they operate like remnants in that they have certain outskirt systems marked with beacons to tell players where the danger is? Also, perhaps they could drop loot and such to help reward players, not /too/ much but y'know, profit motivates.

Mods / Re: [0.95a] Gacha S-Mods v1.3.1
« on: November 08, 2021, 10:27:45 PM »
Okay, for some ungodly reason, despite me having set "GachaSMods_allowStandardSMods" to true, I'm still unable to actually use normal s-mods at all. Any idea what's up with that?

Not the biggest fan of the 50% additional slash to the droprate of Superweapons, even with the 3 HVBs available. While I'd get perhaps, two or three superweapons per playthrough, I've gotten a grand total of none despite doing a lot of exploring.

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