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Messages - Maethendias

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1
yes
yes
YES
ANYTHING but fandom

2
Mods / Re: [0.97a] Terraforming and Station Construction (v9.0.6)
« on: March 14, 2024, 11:45:08 PM »
"tries to terraform"

"this world cant be terraformed"



just shows again the bad timeline that we have this one instead of diy

seriously wtf is the point of this mod when it doesnt do what it advertises to be doing

and why is this one being maintained why the acutal terraforming mod isnt... sigh

3
Mods / Re: [0.97a] Hazard Mining Incorporated (Thumper Ed., 0.3.7b)
« on: March 14, 2024, 12:29:33 PM »
yeeeeeeah, looking at it closer, remnand lasers are acutally completly useless now


ai wise, the turret fires on things outside its range

the fact that its a capacitor laser hampers their usefullness compared to normal burst pd (they are essentially burst pd with worse stats than normal lasers, significantly so)

i mean hell, they have 5 damage compared to 75 pd lasers...

also again, the ai consistently fires them outside of the laser range, WASTING their charges, which is really bad since htey are built for burst and have annoyingly bad reloading

you DEFINETLY screwed something up with their stats

lr pd laser ESPECIALLY (5 damage wth) but the normal remnant pd laser is also just completly useless compared to vanilla options...

4
Mods / Re: [0.97a] Carter's Freetraders - V 1.9.5 - 03/02/24
« on: March 13, 2024, 03:54:36 AM »
is it just me or are their fighters QUITE overtuned?
and thats an understatement

5
Mods / Re: [0.97a] Hazard Mining Incorporated (Thumper Ed., 0.3.7b)
« on: March 11, 2024, 12:26:00 PM »
the rework to remnand lr pd kinda broke them, especially their range

6
Mods / Re: [0.97a] Ship/Weapon Pack 1.15.1
« on: March 11, 2024, 08:51:50 AM »
"extreme modification"
am i the only one that thinks this is just absolutely awefull mechanically?

like what is the point of s modding ships when it literally just turns you into a glorified d mod junker instead?

especially when it becomes permanent, it doesnt make sense conceptually

7
Mods / Re: [0.97a] Roider Union 2.0.7, performance bug
« on: March 10, 2024, 09:06:06 AM »
I found when using your mod in my modlist i could feel a big performance hit when interacting with planets, like 3 sec delay when pressing the button to enter the market or when salvaging wreks.

Just wanted to post it here if it is unknown or something else.

I checked every single mod in the list and it was only your mod that made it happen. not sure if it is a bug when the mod is loaded standalone or if it some kind of interaction with another mod, modlist is attached to this message:

yup can confirm, have the same issue

it starts out with a small but noticable lag when opening any menu (including intel screen, planet menus, dialogues and battle screens), but it also seems to be affected by a memory leak and gets PROGRESSIVELY WORSE the longer the current game is played, to the point where it can take 10 seconds to open the intel screen

this only happens when adding roider union and its lib to the list

which is a shame cause i like the roiders, but this is like, not playable

8
Modding / Re: [0.97][WIP] United Aurora Federation 0.75c ( Hotfix 3 )
« on: March 09, 2024, 10:52:55 AM »
i have the same issue with other mods, and considering the situation with diable i was worried too... but it seems to really be just a false pos

9
Mods / Re: [0.97a] Terraforming and Station Construction (v9.0.5)
« on: March 09, 2024, 07:26:04 AM »
indeed it seemed my downloads were just fucky because of cache issues... and considering the timing with diable ye got kinda worried

tho ye, its good

10
Mods / Re: [0.97a] Terraforming and Station Construction (v9.0.5)
« on: March 09, 2024, 12:07:47 AM »
reliably detects a trojan on this file...


and considering the recent diable situation... id rather not

11
Mods / Re: [0.97a] Diable Avionics-Joestar edition v2.9.0
« on: March 08, 2024, 11:38:31 PM »
thank you for your work, was QUITE the suprise today to open my updated modfolder and have a trojan alarm go off...


what a mess dude

i assume the skin mods still work?

12
i mean you say that... but my 3 overdriven brilliants that smash through entire fleets and get catapulted around the map say otherwise

13
ramming with high tech ships which shield tank

youd be suprised what a reckless officer on an overdriven aurora can do to bully fleets
or brilliants for that matter, they dash all over the place now XD

14
General Discussion / Re: Colony Threat event
« on: November 10, 2023, 01:03:53 AM »
it feels really wierd to sit ontop of kantas den, have it tac bombed and raided to hell, disrupted their space port for almost 2 years.... and being completly unable to strongarm the pirate faction to p-ss off

the fact that this little would be warlord can just sit there and think shes a big shot is probably one of the biggest examples of why the hostile activity system feels... off...


it is EXTREMLY gamey, in a game known for its sandbox

when im rolling up to a pirate station that raids my fortified system, sitting in orbit with 3 deadnaughts and the station king just sits there demanding money from ME im just like.... DO YOU SEE WHAT IM CURRENTLY POINTING AT YOU? lmfao

They should pay ME for not utterly annihilating them, im the warlord here :y

15
Mods / Re: [0.96a] Ashes of The Domain
« on: November 08, 2023, 11:32:15 AM »
some of the advanced industries seem to need some tuning

polymers especially come to mind....having a terran planet with normal organics makes them produce only 2 on a 6 size colony... which seems kinda off considering how you need 4 at LEAST to keep the respective production chains running, not to mention 6 for the pre collapse industries... which seems impossible

unless bores still work with those upgrades?

which would be kinda wierd considering these buildings are more about refining waste products than.... direct ressource extraction

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