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Messages - Catscrath

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Trying this mod in a simulation and I was hoping all my weapons would fire on auto.

Unfortunately, the weapon group I have Selected only fires on manual, even though I ForceAF mode on in the "J" menu.  What am I missing here?

You need to set the weapon groups to auto in the weapon groups menu, in the refit hanger.

Mods / Re: [0.95.1a] Arsenal Expansion v1.5.5 - Housekeeping
« on: November 17, 2022, 09:50:23 PM »
How are the weapons and ships in this mod compared to vanilla?  Is it balanced pretty reasonably?
The [Redacted] are scary and the flourish is annoying to fight against. Other than that everything is either equal or a little below normal power level.

Mods / Re: [0.95.1a] Better Deserved S-Mods 1.54
« on: November 16, 2022, 09:00:40 PM »
A suggestion for the Heavy Armor mod: Since it's built in and (in theory) thus better designed to work with the ship then perhaps there could be a reduction in the maneuverability penalty to go with the reduction in protection?
Thing is Heavy Armour is already really good with it’s real downside being it’s OP cost. I remember in the early stages of this mod, building in heavy armour actually gave the ship a -5% speed penalty. It’s one of the stronger mods in the game.

Mods / Re: [0.95.1a] Better Deserved S-Mods 1.54
« on: November 13, 2022, 08:04:05 PM »
Hey, any chance of giving "shield shunt" s-mod buffs, atm the hullmod isn´t that good in vanilla as is.
I second this motion. Something like it’s armour increase set to 30% or 50% EMP resistance, because currently Shield Shunt is just begging the enemy to pepper your with torpedoes and missiles for the same amount of armour that armoured weapon mounts gives you.

Mods / Re: [0.95.1a] Nexerelin v0.10.5b "Sierra Nevada" (update 2022-09-17)
« on: November 11, 2022, 07:02:04 AM »
Not even sure if they are from this mod but… does N have any specific spawning locations? I would rather her spawn in my own base since I am pretty much going to take on everyone and conquer the sector in my current run. If N is not from this mod and anyone knows what mod she is from that would also be great. Hard to know what Is what with 90 some mods running around.

Is the Fighter control in the same files as this?

Sometimes you want your bombers keep around your Battlecarrier, not go off and die.
Unfortunately, fighter controls are not part of this mod. It would be a cool feature for sure, but I don't really want to add more new features to the mod.
Maybe it would be possible to make a ship mode that simply tells a ship to keep it's fighters on regroup. But then you would have to manually switch modes all the time.

Tried it out and it seems to work just as intended. Shots mostly get through, enough to still be effective and keep either their shields or armour protected. Taking out dominators front missiles has never been more satisfying~

Can there be a setting to only shoot when the shields are down, regardless of their flux, same goes for always firing on shields no matter what? I feel making the AI have to choose to flash shield or drop the all together would be a good tag, a tag that would have saved me in countless battles.
If I remember correctly, that was the very first implementation of those modes xD
I feel like that tag would be less useful than you think, but when I next get to working on the mod I can add it =)

industrial.evolution (link here), it's a hotbar ability
Thanks man!

I had a mod that let me split divisions but now that I redid all of my mods I can't seem to find it. Anyone remember what it was called?

Mods / Re: [0.95.1a] Arsenal Expansion v1.5.5 - Housekeeping
« on: November 05, 2022, 10:16:15 AM »
I haven't seen the 9th Battlegroup lose a single invasion against any vanilla faction. They own like 1/3rd of the map now. Whatever the ship composition is for their invasion fleets is OP.

Lol. Got the same problem as you there. Thought it was nexerelin at first and posted there. I think i'll disable there ability to spawn no matter what.

And there winning spree is extended to modded factions with a 4 out of 5 win rate.
Is there any way to disable them? They are way over the rest of the power wise then the other factions and just keep sat bombing everything

Found it! ae_settings.ini Set NoEyrie to true

Mods / Re: [0.95.1a] Combat Chatter v1.12 (update 2022-06-25)
« on: November 05, 2022, 05:52:37 AM »
"This is a cake walk."
"Alert! Alert! Hull breach!"

Can there be a setting to only shoot when the shields are down, regardless of their flux, same goes for always firing on shields no matter what? I feel making the AI have to choose to flash shield or drop the all together would be a good tag, a tag that would have saved me in countless battles.

Mods / Re: [0.95.1a] Custom Battle Music
« on: October 27, 2022, 03:06:26 PM »
We have quite the riddle here guys... We have multiple playlists but only one music? Has anyone else here gotten custom music in to work? I want to put in the new banger of darktide in.

Any intention to make the [REDACTED] a joinable faction? They have that rep that meets you and gives you their ships.

So I came across a really strange interaction. If you have guns set to avoid shields and they go up against a ship without shields (Like a hound) they will not fire until the enemy craft gets to a high flux level. This lets me get bullied by hound in an eradicator and just feels wrong.

Huh, that's weird, that shouldn't happen.
I just tested it and can't reproduce the issue. Did you possibly have some other tag on that prevented the weapon from firing? If not, could you maybe provide some additional details and/or a screenshot or two?
I don't know how to directly reproduce it either. I will keep playing and if I see it again I will take some screenshots. It may have just been an error setting up the guns on my end, but I will keep you updated on anything I find.

kind of hard to sift through the 300+ pages of comments, so i think it's fair to ask this, even if it's already been asked.

alliances. i'm in one. i use them primarily for the commissioned crew bonuses for my fleet. currently i'm in a 5-faction alliance (that includes me). there's another faction that i have a 97/100 status with, but they "dont trust my alliance", so they wont join. looking at their faction page, this faction has no relation with any of my alliance members, but that didnt seem to be an issue with the previous 3 factions i've recruited.

so i'm curious if this is a hard-cap to the amount of factions in an alliance, or is it just due to the AI faction not playing nice with the other AI factions?

i would assume there's no cap to how many factions can be in an alliance, but i could be wrong

Could be that the factions have beliefs that oppose the core beliefs of your alliance. If a faction is against the core ideology of an alliance they will not be able to join no matter how high their standing is with the members of said alliance.

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