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Messages - Deageon

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Modding / Re: [0.96a] Epitaph Frost
« on: September 21, 2023, 08:11:58 PM »
Did all the Greeny Boys ships get hit with a minor nerf bat or was it just the boxy frig, cause they all seem a little nuts given the 300% armor regen thing.

Mods / Re: [0.95a] Kadur Remnant 3.2.3 - life support 2021-03-27
« on: September 21, 2023, 08:09:41 PM »
So, I tried the fix mentioned, but a good chunk of the Kadur missions (1 2 3 and 6) still don't work at all. Any way to unfuck these myself?

Modding / Re: [0.96a] Epitaph Frost
« on: September 13, 2023, 02:15:37 PM »
alright, having finally encountered some of these bastards, they're ... a little bit overtuned. like, getting focused by half my fleet and the boxy frig is barely getting scratched level of overtuned. Still very cool to fight, but whew, *** they're tough little ***.

Modding / Re: [0.96a] Epitaph Frost
« on: September 02, 2023, 03:53:03 PM »
sick! they look pretty cool, would like to have more encounters with them when i get back into the game. also, the flourescence ship's description seems to have been halfway deleted.

Modding / Re: [0.96a] Epitaph Frost
« on: August 30, 2023, 05:05:12 PM »
how rare are the greenish ships that can pop up in REDACTED fleets, anyway? same goes with their weapons, do they always come fully kitted out with those?

Mods / Re: [0.96a] LOST_SECTOR - Exploration and quest content
« on: August 06, 2023, 07:23:28 PM »
Does this mod happen to add a "??? Cache" to a random proc-gen system with a trail of derelict ships leading to it, way out in the fringes?

Mods / Re: Thog's Domain (THG) - More Explorarium Drones
« on: July 24, 2023, 01:17:32 PM »
good mod, download it NOW!!!

:) it has nice fighters to be attacked with when you fight derelicts.

Modding / Re: [0.96a-RC10] Yoshgramm-wen Yards v1.0.1e
« on: July 14, 2023, 06:41:21 AM »
I do have to say, the small missile CMPG or whatever seems a ... taaaaaad bit overtuned. In terms of sheer burst amount coupled with the damage each missile does. While the short range does help, they are pretty usable as just close in strike weapons to very good effect, especially when you've got say multiple of them mounted.

Modding / Re: [0.96a-RC10] Yoshgramm-wen Yards
« on: July 06, 2023, 01:55:50 PM »
Well, it does give them a bit of a Signalis vibe, at least without the fuckin horror aspect lmao.

Modding / Re: [0.96a-RC10] Yoshgramm-wen Yards
« on: July 04, 2023, 08:05:10 AM »
Looks quite interesting to me, will have to load this up and see how the ships and fighters play personally. Certainly curious about the mystery fighter.

Mods / Re: [0.96a] Emergent Threats v0.1.1
« on: June 27, 2023, 08:59:33 AM »
Yeaaaah, the amount of LG ships popping up does seem a tad bit overtuned.

Mods / Re: [0.96a] Roider Union - Expeditions - 1.4.6
« on: June 25, 2023, 04:50:35 PM »
To my knowledge, the tech expeditions do NOT gobble up any proc-gen stuff. Each system that an expedition is going to, has a bunch of smaller caches and random ships spawned for them to loot. Which, well, you can try to beat them to those caches and loot them first!

Mods / Re: [0.96a] Emergent Threats v0.1.1
« on: June 25, 2023, 03:42:07 PM »
Another question, are we supposed to be unable to acquire the Mimesis (P) from the White Whale bounty? I know there's a lot of RNG involved, but I was only able to storypoint salvage the Mimesis and none of the other two P variants.

Edit: I'm blind, didn't notice the BP, ignore this.

Mods / Re: [0.96a] Emergent Threats v0.1.1
« on: June 22, 2023, 04:07:02 PM »
Is it possible for us to acquire the one-per-ship hullmods at all? For use on our own rem ships.

Mods / Re: [0.96a] Emergent Threats v0.1.0
« on: June 19, 2023, 11:37:30 AM »
I would probably suggest tamping down the availability of LG ships a smidgen. Though, I don't know how fine of a control you can have over that part.

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