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Messages - Tyrgalon

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Modding / Re: [0.97a-RC11] Better Vanilla Hullmods v0.8.0 (2024.03.30)
« on: April 12, 2024, 09:27:46 AM »
Any chance of changing the vanilla (?) blast doors S-mod effect into something that is more usefull for armour/hull tanking?
The current one just reduces crew casualties even further and I feel that it is just never worth s-modding atm.

In a now outdated mod (better deserved s-mods) the bonus was this, tho maybe these numbers are too strong:

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Mods / Re: [0.97a] prv Starworks v28.3 (2024-03-11)
« on: March 27, 2024, 10:41:16 AM »
PRV stations seem rather overtuned Imho.

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Mods / Re: [0.96a] Amazigh's Ship Foundry v1.1.0
« on: March 21, 2024, 04:24:54 PM »
Hey, any plans on updating your mods for 0,97? :)

4
Btw noticed the Locomotives total mass from all modules is 6,4k while the Fishkill and Junk jave 8k, the loco could maybe use a increase considering how massive it is supposed to be?

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Mods / Re: [0.95.1a] Hazard Mining Incorporated (Compatibility Ed., 0.3.4k)
« on: December 05, 2022, 12:42:38 AM »
Locomotive central hull could really use a base flux dissipation increase, the base value is VERY low considering the amount of mounts it has.

That's the main thing keeping it vaguely balanced, and it's true for virtually all junkers; they struggle to use every weapon mount well, and you'll need to make a compromise somewhere, even if you have lots of extra OP from d-mods. You are not going to go all out, all the time.

Atm the locomotives central hull is insanely overfluxed even with cheap OD and flux weapons + max vents, d-mods do nothing to fix this.
It has only 450 base dissipation with 3 large, 8 medium and 8 small mounts.
It also has less OD than the herakles for example even tho it has more mounts and 2 bays.
Its a good ship overall but the central hull could use a check regarding some of its stats.

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Mods / Re: [0.95.1a] Seeker - Unidentified Contact 0.51rc2 (2022/01/18)
« on: December 05, 2022, 12:40:06 AM »
Any chance of the "lucky strike" start that gives you some plague bearer ships to unlock plague bearer blueprints etc at some point? from my understanding it just gives you 2 plague bearer ships and some weapons at the start atm.

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Mods / Re: [0.95.1a] Hazard Mining Incorporated (Compatibility Ed., 0.3.4k)
« on: December 02, 2022, 11:31:00 AM »
Locomotive central hull could really use a base flux dissipation increase, the base value is VERY low considering the amount of mounts it has.

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Mods / Re: [0.95.1a] Better Deserved S-Mods 1.54
« on: November 09, 2022, 04:13:21 AM »
Hey, any chance of giving "shield shunt" s-mod buffs, atm the hullmod isn´t that good in vanilla as is.

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Mods / Re: [0.95.1a] Hazard Mining Incorporated (Compatibility Ed., 0.3.4k)
« on: November 08, 2022, 05:33:05 PM »
Damn, that is very unfortunate :(

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Mods / Re: [0.95.1a] Hazard Mining Incorporated (Compatibility Ed., 0.3.4k)
« on: November 07, 2022, 08:55:10 PM »
Hey, weapons like the gauss cannon, mark IX and railgun for example can be put in composite slots, but atm the remnant versions from this mod cant, any chance of changing that? :)

11

A planet having all its demand met will be stronger, but at some point the only thing that will help is more/bigger planets and more industry.

Requested colony expeditions IIRC always go to the player, but you can go to the resulting planet and transfer it to your faction.

I actually got a couple of big hauls of resources and just dumped it all on my comission factions capital even if it payed less, they pretty soon after started actually actively doing things so feeding a strugling faction resources to buff its economy actually works :D

And thanks for the colony info.

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If you mean the player faction specifically, it generally doesn't do much on its own, that's what you're for.
If it's a commissioning faction, depends on things like their economic production (for generating invasion fleets; this part also relies on having enemies to begin with) and whether they're set to launch colony expeditions. Which faction were you working with?

Comissioning, roider union and mayasura.
I guess they both start of pretty weak with only 1 planet and so the more established factions just have a much easier time to start expanding and both these factions can easily get kinda screwed and left weak and vulnerable then yeah.

Can I for example support them economically by selling them everything I find and fulfilling planet requirements or such to boost them?
Also if I request a colonization mission from them it says its a "player" mission, does that mean I would gain that planet or would it colonize it for the comissioned faction?

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In two games the faction I am with just does not seem to like expanding, meanwhile other factions are grabbing stuff left and right, any idea why this might be?

And is there any way I can help them to actually start doing something usefull?

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Mods / Re: [0.95a] Tahlan Shipworks 0.7.4 - Hammerheadererer
« on: October 07, 2021, 07:16:08 AM »
Any particular reason why the Nibelung fast battleship has a base burn speed of 7?
This seems rather slow considering its in battle speed is faster than some battlecruisers that have a burn speed of 8.

It's an old ship with an old engine system probably.

Sure, just feels a bit counter intuitive considering there are newer ships that are slow in battle and hyperspace while the nibelung is fast in battle and slow in hyperspace.
Makes it hard to fit into a fleet of otherwise mostly fast ships, since upping the burn speed costs a whopping 40 OP that you just cant afford that well on a military ship, especially one that doesn´t have the greatest flux values (I think, not that experienced in the game) :/

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Mods / Re: [0.95a] Tahlan Shipworks 0.7.4 - Hammerheadererer
« on: October 04, 2021, 08:12:38 AM »
Any particular reason why the Nibelung fast battleship has a base burn speed of 7?
This seems rather slow considering its in battle speed is faster than some battlecruisers that have a burn speed of 8.

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