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Messages - Kobura

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1
General Discussion / Re: A list of myths and misconceptions
« on: October 24, 2021, 12:44:55 AM »
A hyperspace storm will knock you a little off course.

2
Mods / Re: [0.95a] Terraforming and Station Construction (v7.1.3)
« on: October 24, 2021, 12:44:25 AM »
You need to install a EUTECK in the genelab to start terraforming. If you don't want to spend time exploring to acquire one, use the console command addspecial boggled_euteck to get one instantly!

Outstanding, thanks for clarifying! May I suggest making the mod guide a bit more explicit on this? The "you can even install..." bit made me think that the EUTECK was a magical shortcut a la GECK, rather than a requirement for the sling and mirrors to start terraforming. Maybe a straightforward "To terraform desert planets, you need: 1) gene lab w/ EUTECK and orbital mirrors on target planet, and 2) Ismara's Sling on another planet in the same system."

Also, the in-game description of the sling makes it sound like you can start shooting ice with just the sling--it mentions the same-system restriction, but not that the sling does nothing without the other requirements fulfilled.

Thanks again for a terrific mod--it's remarkably well-balanced and adds a fun dimension to the game!

Quoting for newbies. Don't know how long I had the Sling before I found this post. Off to the reaches of Perseus!

3
General Discussion / Re: Shooting past friendlies
« on: October 23, 2021, 02:50:29 AM »
Deadfire torpedoes never do, fighter or otherwise

4
Mods / Re: [0.95a] SpeedUp 0.7.1
« on: October 14, 2021, 07:27:11 AM »
When I'm in-battle looking at a ship with F, if it's not my own flagship, using SpeedUp kicks me back to the tactical map (but it does work correctly there). Is this intended?

5
Mods / Re: [0.95a] Adjustable Skill Thresholds 1.1.0
« on: October 14, 2021, 07:23:25 AM »
Bless you.

6
Modding / Re: [0.95a] Neutrino Detector Mk.II, a false positive remover
« on: October 14, 2021, 07:22:03 AM »
Why isn't this in the mod index?

7
General Discussion / Re: Shooting past friendlies
« on: October 13, 2021, 02:12:53 PM »
I just observed SCC to be correct again. As long as their engine is on, no matter if their guidance is active at the moment, they do not strike friendlies. Reaper torpedos even straight from the tubes will strike an ally.

Well there we have it. I assume fighter munitions operate the same way, bringing a whole new life to the Atrophos for me.

8
General Discussion / Re: Shooting past friendlies
« on: October 13, 2021, 10:31:19 AM »
(As a side-aside, does Unstable Injectors also reduce missile range? I assume it does since Energy and Ballistic isn't specified, but that's also 'one of those things')

9
General Discussion / Re: Shooting past friendlies
« on: October 13, 2021, 10:26:52 AM »
SCC I seem to have accidentally observed that while fiddling with a forward mounted Locust. Even well outside of guidance range, as long as the engine was burning the missile passed over my allies.

This is supremely useful and important knowledge I had no idea of before and will dramatically change how I use missiles (and missile-oriented ships, which otherwise are often substantially less able to survive exposure). If there's some sort of 'newbie knowledge base' I would strongly suggest putting this combination of factors in there as it is not intuitive.

10
General Discussion / Shooting past friendlies
« on: October 13, 2021, 09:57:11 AM »
So, I'm playing with bringing a Gryphon in a relatively fresh game, but I've observed multiple different conflicting interactions between frigates+, fighters, missles, mines/dumb bombs, torpedos, and the like. Obviously the Gryphon really has no business getting line of sight to the enemy.
What weapons can be fired through friendly lines? If my observations are correct, friendly and enemy fighters can overlap ships until they're dead or immobilized (this makes lore sense), but what about missiles? If they're active and guided, can they also fly through friendlies? This matters for the difference of putting Atropos versus Ludd's Mallet or the Big Red Grim Reaper on the front facers. Maybe Salamanders or Locusts? And if I'm correct, when do, say, Squall or Hurricanes become unguided and thereby no longer able to track through friendlies?

Or am I misguided (lolpuns) entirely?

11
General Discussion / Re: Help me find Scylla Coureuse please
« on: October 13, 2021, 09:50:25 AM »
What was the last few items you've done? I'll try to help guide you to the next step without just ruining it :)

Remember that the bars hold plenty of rumors...

12
Mods / Re: [0.95a] Terraforming and Station Construction (v7.1.3)
« on: October 13, 2021, 08:51:26 AM »
Structures with cost-benefit only run afoul of my liking because of the 12 structure limit. Otherwise it's an ideal system. Boggled, consider recommending Grand Colonies alongside this to remedy. I agree with Farya, I played in the .91a with your TASC and the current less-powerful system is more well suited to the game, but having say, Domes and Reflectors and CHAMELEON and a Gene Lab (since I've now spent all that money on getting the hazard down enough to make it worth it) and... now I have no room for the Light Industry and Commerce I wanted on the system in the first place, if I'm keeping Heavy Batteries as well as a Patrol HQ...

13
General Discussion / Re: Do people use Hyperion without Safety Override?
« on: October 13, 2021, 08:42:23 AM »
Again, I'm still not at the end game, but I just haven't had a problem with a non-SO Hyperion. Maybe I'll feel differently later. People complain about having to vent, my question is, are you waiting for the cracks to form before exploiting them? Or jumping into fights a frigate (no matter how silly-broken) shouldn't be caught in? It's pretty rare I get caught and can't withdraw enough to jump out.

14
Suggestions / Re: Simple Hyperspace routs
« on: October 13, 2021, 08:38:20 AM »
I'm almost a hundred hours into an RC15 and haven't seen a slipstream, are they implemented?

15
Having it provide a smaller bonus when manned by an officer is a great idea, and should be implemented, imo. But, much smaller. Too many command points would turn it into an RTS, which is explicitly not what was desired.

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