Fractal Softworks Forum

Please login or register.

Login with username, password and session length

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Tigasboss

Pages: [1] 2
Mods / Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.5
« on: February 07, 2023, 03:12:35 PM »
show me your stolas builds, best i could come up with was autopulses and a rift beam.

Is there a way to make it work for conquered markets?
The menu does not appear for markets conquered via nexerelin, even with the npc market edit option and devmode.

General Discussion / Re: Low Tech problems
« on: January 20, 2023, 09:23:58 AM »
You should try getting one of these.

It becomes so stupid fat, and you dont even need to follow it exacly like it is, sprinkle the rest of your fleet with moras and dominators for support (if youre doing a pure low tech run) and a few frigates for flanking and you should be able to fight most vanilla fleets easily, including redacted if you have more than one of those onslaughts with an appropriate officer.

You should try to get at least 1 million credits before making a colony, just to be on the safe side.
The reason you don't find numbers on the colonies is because it depends on a lot of stuff.
First you have the hazard rating, then you have to choose which industry to build first and different industries have different upkeep costs and different profitability depending on what they produce. The upkeep cost is multiplied by a hazard rating, on a planet with a rating of 100% if for example you build an industry with a cost of 10k for monthly upkeep youll pay those 100%, if you settle on a 200% one youll pay 20k.
You also have the option to pay a hazard fee which is another money sinker but usually worth it if you have the money because it makes it so that the population grows faster.

Suggestions / Re: What could be done with Safety Overrides
« on: January 16, 2023, 05:38:46 PM »
I don't understand the hate for SO, this is a single player game, if you don't like a hullmod dont use it? Its not like npcs abuse it either, I haven't seen a non player SO hyperion or anything of the sort. I did like Alex's idea though, it makes SO more interactive and more of a choice, like a trumph card of sorts.

Mods / Re: [0.95.1a] Mayasuran Navy 8.3.8 RC3
« on: January 11, 2023, 06:14:25 PM »
Just wanted to say that this is my fav mod both lorewise and shipwise, it has great designs and i love the mayasurans rising up against the hegemonkeys. My only complaint is the fact that the Mokorran has a ballistic large mount instead of an energy one like his smaller brother Winghead :v. Besides that great mod!

Found another bug: It wont let me change the image or description of a planet i conquered, even with the option to change npc markets enabled (including with devmode). The button just doesnt appear.

An absolutely superb mod that finally lets me colonize Penelope's Star to my heart's content without being annoyed by the planet descriptions being off. Well done!

So far I have encountered only a single issue: the image I picked for one of my planets keeps getting reset. Just the one planet though. I think it's because the mod wants to prioritize using one of the pictures for a "mining" tagged world when I'm trying to get it to prioritize the fact that it's a lava world, but I'm not 100% sure what is causing the issue. I have manually set the picture a few times, only for it to swap to something else when I come back later or load my save.

Yes this is happening to me with my system on penelope's star with calypso and ithaca both of which i have terraformed to be terrans, which when choosing image have the tags of a barren and desert world respectively, so that might be why that happens. I put an image of a terran world, but the system identifies the planet as its previous type so it uses the image i chose before that corresponded to the planet's original type.

Great mod! Adds a lot of immersion to the game and will surely be one of the mods who will be always loaded every time i start a new game.
My only issue with it is that sometimes planet illustrations change back upon reloading, for example upon terraforming a barren planet and changing the image to a terran, upon exiting the game and loading it changes the image back to a barren planet. Might be because of the tags? those don't update as well.

Mods / Re: [0.95.1a] Tahlan Shipworks 0.8.666a
« on: November 13, 2022, 03:38:18 PM »
If i turn off the daemons for the play through can i turn them on later? The Legio will still be on, i just dont want them to steamroll through the core worlds before i get my own thing going on cause id like to have a late game challenge but not at the cost of the core worlds.
I know it says its only for that campaign in the settings but id like to make sure.

Mods / Re: [0.95.1a] Iron Shell 1.181
« on: November 11, 2022, 03:10:10 PM »
Is there a way to get Kim Quy's ship or something similar? I would love a Legion XIV with a missile autoforge.

Mods / Re: [0.95.1a] Iron Shell 1.181
« on: November 08, 2022, 07:32:44 PM »

sidenote, i'm pretty sure they are? you just have to use a storypoint to bluff and go 'oh, nah i'm not' or use connections?
the unstorypointable encounters

Dyou have to make a enemy of the hegemony in order to experience it

Yes if you steal something important from them someone shows up to catch you.

Mods / Re: [0.95.1a] Mayasuran Navy 8.3.8 RC2
« on: October 30, 2022, 04:48:19 PM »
what do you guys build on the Skysplitter (M)? It just feels inferior the regular one to me cause of the lack of high energy focus and the ammo system in the avenger. The regular one doesn't look as cool but it kills stuff way faster with 2 triple beam cannons.

The other variants have significantly better DPS capabilities thanks to high energy focus, but the M variant's built-in cannon is basically like two autopulse lasers in one, with significantly better flux stats. The M variant has lots of flux headroom and an astonishing amount of speed if you've got the ship ability skill.

Yea after putting some cryoflamers on it it works better.

Unrelated but can anyone produce a Victory (M)? When i put it on custom production it pays the money but it doesnt make the ship.
It works when i produce it via pirates or another faction, but not when i do it.

Mods / Re: [0.95.1a] Mayasuran Navy 8.3.8 RC2
« on: October 29, 2022, 12:29:03 PM »
what do you guys build on the Skysplitter (M)? It just feels inferior the regular one to me cause of the lack of high energy focus and the ammo system in the avenger. The regular one doesn't look as cool but it kills stuff way faster with 2 triple beam cannons.

I colonized a planet with mines but they still affect me even though it says the mines shouldn't explode if i owned the planet.
Im guessing this isnt intended.

i figured it out, if i colonize a planet while on a comission the mines will explode on me.
Resigning and restarting the comission fixes the problem.

Pages: [1] 2