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Messages - Phalamy

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1
The drop rate of this mods colony items seems a bit too high. I got like 10 Simulation Engines and Neurocognitioning Compounds

2
Mods / Re: [0.97a] The Knights of Ludd
« on: April 11, 2024, 11:20:51 AM »
Quick question, is there currently any way to legitimately obtain any of the 3 special cores?
I can see they have item icons etc but I imagine those may just be like Omegas, which technically exists as an item but isn't obtainable normally

3
Mods / Re: [0.97a] Too Much Information 0.98a BETA
« on: April 08, 2024, 07:09:13 AM »
Hey i got an issue.
Using F1, F2 and F3 with the Hullmod tooltips just doesn't work for me.
Whenever I press or hold any button, not just those, while hovering over a tooltip it just disappears for a moment.
Hold them until it reappears and the contents should have changed. Provided there is anything for them to change to.

It doesn't, it just disappears and then it reopens the same tooltip because i'm still hovering over it with my mouse. It does this with every tooltip and every button, not just this mods. Idk why.

4
Mods / Re: [0.97a] The Knights of Ludd
« on: April 08, 2024, 07:00:09 AM »
I've noticed a small problem. I have to assume the special *Redacted* ships use the standard remnant weapon pool in addition to their own weapons. And this causes a bit of a compatibility issue.
Since there is some mods that inject their weapons into the Remnant weapon pool like HMI, for some reason whatever system picks which weapons a ship uses, almost ALWAYS picks the large weapons from those other mods instead of the *Redacted* ships own ones.

I have cleared out 2 full dark pulsar systems and not gotten a SINGLE Nanten Disassembler.

5
Mods / Re: [0.97a] Too Much Information 0.98a BETA
« on: April 07, 2024, 07:03:13 AM »
Hey i got an issue.
Using F1, F2 and F3 with the Hullmod tooltips just doesn't work for me.
Whenever I press or hold any button, not just those, while hovering over a tooltip it just disappears for a moment.

6
Modding / Re: [0.97][WIP] United Aurora Federation 0.75c ( Hotfix 3 )
« on: April 05, 2024, 05:55:44 AM »
For some reason absolutely no Keycards are dropping for me.
I am 20 cycles in and have killed over 45000 deployment points worth of ships and haven't seen a single one all game. Absolutely nothing.

7
Wish the Automated Shipyard had some unique ships to pay out, with how much flare it has.

8
Mods / Re: [0.97a] Ashes of The Domain
« on: March 25, 2024, 04:23:37 PM »
Two Questions

1. How do i do anything with a Planetary Tether? I'd imagine theres something you can do with it besides use it as any abandoned station.

2. Is there a way to use the Cryosleeper in the System you found it in? I'm only getting the option to send it to a different system
Ignore the second one, turns out i downloaded the mod an hour before the new update that fixed this was released

9
Mods / Re: [0.97a] Orbital Manipulation and Maintenance 0.8.1
« on: March 24, 2024, 02:31:27 PM »
You should reeeeally make it so missiles fired by a ships uplink drones can't hit their mothership. Because of how the drones tend to be positioned, any missile spinning out will 99% of the time instantly hit the mothership.

10
Mods / Re: [0.96a] Terraforming and Station Construction (v8.4.4)
« on: June 20, 2023, 01:04:00 PM »
Hey does the CHAMELEON still remove Luddic path cells from your planets if you have an Alpha Ai core installed into it?

11
Modding / Re: [0.96a-RC8] Truly Automated Ships v1.2.4
« on: June 14, 2023, 03:48:01 PM »

Interesting, can you DM me on Discord? I'm LizardToby on there

Got it

12
Modding / Re: [0.96a-RC8] Truly Automated Ships v1.2.4
« on: June 11, 2023, 01:07:07 PM »
I'm having a bit of an odd problem.
I am not at the max automated ship points but its already penalising me.

Can add a screenshot of all the ai ships i currently have in my fleet if that helps.

13
Mods / Re: [0.96.a] Realistic Combat 1.25.2
« on: June 10, 2023, 08:32:14 AM »
Also High Scatter Amplifier does not appear to work and Advanced Optics appears to be locked to 0 range increase.

14
Mods / Re: [0.96.a] Realistic Combat 1.25.2
« on: June 10, 2023, 05:11:47 AM »
Hey. Big old problem with the beam nerf.

While i agree continual beams needed a nerf, pulse beams were already quite bad.

Now pulse beams like Tachyon Lances are absolutely worthless.
A radiant with 5 tachyon lances can't even kill a single dominator.
I've tested it multiple times. The Radiant lost every round.
The Radiant literally runs out of Sabots because the Tachyon lances are so bad at dealing damage.

Meanwhile a Radiant with 5 high intensity lasers can still solo paragons with absolute ease.

15
Mods / Re: [0.96.a] Realistic Combat 1.25.1
« on: June 05, 2023, 07:08:37 AM »
Also 2 things relating to the character skills.
1. are you gonna add elite versions to the skills you've changed?
Its kinda awkward still being able to make them elite but it not having any elite effect.

And 2, i feel like the effect for the Training skills could use some work. Just a combat readiness boost seems a bit boring.
And its extremely rough that Missile weapon Training only has the combat readiness buff while still being a max tier skill. Its just anticlimatic and it forces a player to invest 7 skill points JUST to get the effect on a ship with all 3 weapon mount types. Thats half the default max level entirely invested to make 1 skill work. Honestly
If you want to stick with the combat readieness thing, i suggest just putting Missile weapon Training as a level 1 skill with the rest and replacing it with one that actually makes sense to be max tier.

(Also built in weapons are basically always considered universal weapon mounts. Thereby you automatically need all 3 training skills to get the skills effect on any ship with built in weapons.

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