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Messages - Corelious

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1
Mods / Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
« on: February 22, 2023, 10:57:51 AM »
... How do I build any of the space stations?  I cannot for the life of me figure it out.

2
Mods / Re: [0.95.1a] Magellan Protectorate v1.5a - Big update.
« on: February 05, 2023, 06:51:21 AM »
This is what I've taken to doing - if I want to start as a BCR officer, I get a small group of BCR ships at the start. I also did the same with the TMC.  Didn't notice the increased cargo space and improved drive field for the great magellan box.  That's baller.

3
Mods / Re: [0.95.1a] Magellan Protectorate v1.5a - Big update.
« on: February 04, 2023, 07:05:31 PM »
I can turn their market spawns back on - but until they actually have fleet spawning and missions associated with them, what we have now is a stopgap to keep the hulls available at all. They're meant to be a reward for the first half of the story missions, not something you just buy.

None of what he said dude tracks as being snotty dude.  Not even slightly.  People keep bringing up the BCR spawn issue because you literally said right after the last big release that you could patch it so it showed up in market again. I am guessing that is where people are getting tripped up.  Either way - turning them off for thematic reasons long before said thematic being present is a sure way to confuse people, especially when you don't put it in the patch notes that you're doing it. It's also going to create a ton of questions when you say you implemented TMC faction skins (in the first few lines of patch notes) but then don't specify they aren't in game outside of console - these few things have created a lot of the questions you've been squashing and getting frustrated with. I am not trying to be rude, but I am absolutely giving you push back here.

4
Mods / Re: [0.95.1a] Magellan Protectorate v1.5a - Big update.
« on: January 30, 2023, 05:53:22 PM »
Neither set of ships are completed yet, so for now it's best to think of them as an easter egg - the alternative is that I take them out entirely until they're done. TMC stuff is moving forward in the dev version, at least; that's a lot closer to final now.

I'll take a look at BCR stopgap availability. There may not be a graceful way to handle that right now.

I do love the BCR - but if there is no stop gap so be it.  I like the way you described them as one off rewards for the campaign.  I also... after posting this found where you discussed the yellowtails, so I look forward to that.  Describing them as an easter egg for now... that works for me. I am just now tinkering with the console.  So maybe I create a custom start or something like that for a run through.  I look forward to what you have in store for us in the next update.

5
Mods / Re: [0.95.1a] Magellan Protectorate v1.5a - Big update.
« on: January 30, 2023, 05:38:38 PM »
No BCR variants spawning in market or as wrecks - 10+ full runs since last post.  Anyone know how to adjust the settings to allow them to spawn?  Dug through the files and didn't see a blue print for them either.  Anyone find the Tichel Concern's variants?

On another note - anyone notice the over all market quality of Magellan starting system take a dive? Weapons don't seem to be as in plentiful stock - old thought that I sat on for a long time.

6
Mods / Re: [0.95.1a] Luddic Enhancement Mod 1.2.5l
« on: October 12, 2022, 07:56:03 PM »
Best way to counter the massive IED is with a phase ship that baits it.

I do this regularly and cause it to wipe out half it's own fleet.

7
Mods / Re: [0.95.1a] Magellan Protectorate v1.5a - Big update.
« on: October 12, 2022, 07:54:15 PM »
If nothing else, the Collars will show up in Nex raid and invasion fleets occasionally. I see BCR Poreys in such fleets... not regularly, but often enough that it's noticeable.

So for example, pre update runs I didn't always see BCR ships until several months in. But they were in markets occasionally and there were usually a few in the existing faction fleets.

Sky Tigers have always had their fleets, and exceptionally rarely showed up in market.

Post update, sky tiger fleets still remain but NO BCR fleets or ships in fleets or in market after about 5 years in game. So my point is something seems out of wack - BCR isn't rare its just gone. No market. Not ships in fleets. Nothing.

And I've checked because I thought about the transponder off trick.  It's either sky tigers or baseline Magellan ships. If I understood code better I'd dig around more and try to figure it out but I don't so I can't help beyond saying "hey, after having done 100+ runs as your faction I'm noticing a problem post update". (100 is probably an understatement because I really love Magellan and how it plays compared to any other faction). 

8
Mods / Re: [0.95.1a] Magellan Protectorate v1.5a - Big update.
« on: October 12, 2022, 08:53:24 AM »
What carrier changes?  I must have missed that - though from what I've experienced so far the existing carriers weren't changed in this update.  He added a drone wing to the Leveller Pollard which I thought was fun, though I'd like to see the hull mod bonus for being built in added (though... that might be another mod that adds those that I am forgetting right now).

The skytiger and yellowtail edgar's have locked down fighter wings. in fact i think magellan ships have more built in wings than they have modular wings overall.

Ah! So they were!  I stand corrected.

9
Mods / Re: [0.95.1a] Magellan Protectorate v1.5a - Big update.
« on: October 12, 2022, 03:45:34 AM »
BCR nor Sky Tigers spawn in the ship markets anymore.  I haven't seen a single one for sale with this run after the new update - is this a bug or intentional?

10
Mods / Re: [0.95.1a] Magellan Protectorate v1.5a - Big update.
« on: October 11, 2022, 11:58:15 AM »
I did love the sides of the original sprite - and boss if you're reading, it would be super cool if we could still get that model for a unique variant of the Mazian.
Nah. I don't really enjoy this trend of trying to preserve crappy old content just because someone had an emotional response to it; the present version of the ship is the one I'm actually happy with.
[/quote]

Not sure what trend you're referring to - but a no is a no.  New model is growing on me anyway.

11
Mods / Re: [0.95.1a] Magellan Protectorate v1.5a - Big update.
« on: October 10, 2022, 06:24:11 AM »
Been looking at the new changes & additions in SCVE (no time for a proper run because I'm busy making my own stuff), and the new things seem p cool but the changes to old stuff are frankly bizarre imo, esp. the changes to the shieldless ships & subfaction carriers.

re : shieldless ships - the thing that sticks out the most here is the complete lack of active defensive options, that makes the ships really boring to play as (imo), because your only really viable option is to hide at long range and plink away at the enemy w/ mag drivers & abuse their onhit to slowly work through their hull.
This is especially prominent on the mazian, if you use the torch drive to get into close range your armour and hull will just get absolutely shredded by any missiles / shorter range high DPS weapons that the enemy has, in a basic test (standard mazian vs sim onslaught) it lost all armour on both sides in seconds, before retreating to max range and plinking at the onslaught with mag drivers for a full 5 minutes, eventually killing it w/ the onhits, the most boring way possible.
If I was to offer a solution I'd say to copy vanilla; give them some kinda right-click damper (or equivalent) so they can shrug off especially high burst and get into range w/o getting immediately shredded by stuff that they currently just can't counter at all. 

though heh, you've finally found a way to make the thumper useful! (also the mazian's new sprite looks wierd, those extra armour blocks are really poorly integrated into the rest of the hull & could definitely do with a second pass)

re : carrier changes - these are the most bizarre part of the update, they've just made the ships less interesting to use & forced each one into one specific role with minimal build potential for no apparent reason, not got much more to say about them other than that.

also re: skins of skins, they're not really supported by the game, can't remember where it was but safarijohn tried it for a roider ship & alex said as much.

(and finally sorry if this isn't the most coherent, I've never been good at getting my thoughts down in longer posts, you know my @ on discord if you want me to maybe give a better explanation of my thoughts there)

and the poor shockfires...

What carrier changes?  I must have missed that - though from what I've experienced so far the existing carriers weren't changed in this update.  He added a drone wing to the Leveller Pollard which I thought was fun, though I'd like to see the hull mod bonus for being built in added (though... that might be another mod that adds those that I am forgetting right now).

I dig the skins, the only problem I've ran into with them is that they don't all show up in the codex.  Which isn't a game breaking issue - just a minor irk.

The armor issue - I like the concept.  I made the Mazian work by stacking bulkheads and the other main hull upgrade mod.  Damage reduction to hull and reduced explosive damage.  They tank pretty well as well when you couple them with the elite skill that offers hull regen and increases the base armor damage reduction.  There are other skills you have to partner with as well, but there's a lot of options to really stack damage reduction.  Though the remaining problem I think is that the damage reduction might be too LOW on the armor.  A bump from 25% on the Mazian to 35-40% might solve this without removing it's torch drive.  I like the idea of the armor ability you mentioned, but then we are left with an incredibly slow capital that takes most the battle to get to the front line.

But ultimately I understand why he nerfed the armor damage reduction so as to prevent 7500 armor from being OP as hell.  I like where he's going with this, and while it might need some refining it's a good direction.  As for the sprite on the Mazian, maybe the side armor could use a brush up - I think this is more of an issue of it being okay and not great... which isn't a complaint because all the sprite changes he did look amazing, this would be more of an exception to that rule. I did love the sides of the original sprite - and boss if you're reading, it would be super cool if we could still get that model for a unique variant of the Mazian.  Maybe make it unique with shields, faster, and the original turret layout (a bounty maybe?  or a rare upgrade?).

12
Mods / Re: [0.95.1a] Magellan Protectorate v1.5a - Big update.
« on: October 08, 2022, 03:05:07 PM »
Are there campaign missions?  If so, how do I find them?
There aren't yet, no. When they're in, I'll have a guide in the Story Missions spoiler tag on the main post about where to go, what to do, and how to get started, as well as (tastefully hidden) explications of how much content there is to find (so you don't run yourself ragged trying to Find The Next Step after you complete it).

Okay - awesome!

13
Mods / Re: [0.95.1a] Magellan Protectorate v1.5a - Big update.
« on: October 08, 2022, 03:03:31 PM »
Hey the Nan, Musa, and GoForth do not appear in the codex - spent about 30 minutes looking for them.

14
Mods / Re: [0.95.1a] Magellan Protectorate v1.5a - Big update.
« on: October 08, 2022, 08:42:16 AM »
Are there campaign missions?  If so, how do I find them?

15
Mods / Re: [0.95.1a] Magellan Protectorate v1.5a - Big update.
« on: October 08, 2022, 06:01:05 AM »
I have returned after my initial ITS GLORIOUS comment.

I immediately underestimated the Herd.  They are mean, insane and GLORIOUS.

New guns? GLORIOUS.

New ships?  GLORIOUS.

New planets? GLORIOUS.

MAD SPACE MEN WITH INSANE GUNS AND A DISLIKE FOR SHIELDS AND AN APPRECIATION FOR GREEN WHAT THE HECK JUST HIT MY SHIP GUNS? GLOOOOOOOOOOOOORIOOOOOUUUUUS

*proceeds to lose mind, drooling and babbling my way into madness*

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