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Messages - Admiral_hipper112

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wheres the DME mod is gone cant find it

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Modding / Re: What happened to the Dassault-Mikoyan Engineering Mod?
« on: September 29, 2023, 12:55:08 PM »
shame liked the flow of the mod as well as the ships and weapons tho and having my laptop just formatted the old version of his mod is now forever lost

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Mods / Re: [0.9.5] Va11 Hall-A Portrait Pack
« on: April 25, 2023, 12:20:35 AM »
more anime themed portraits? installed immediately

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General Discussion / Re: Penelope's Star, ye olde faithful
« on: November 26, 2022, 11:01:09 AM »
Only actually Colonized 1 gas giant in Penelope's Star As an Outpost and Volatile/Fuel Station For my fleet just me being paranoid and me spamming Colonies and putting evey single Alpha core (even tho I only have 2) as administrator in case the hegemony invades me to death

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Well different strike craft are good at different things, and also act in different ways.

Most interceptor and fighter only carriers will assign their strike craft to escort friendlies rather then attacking enemy ships which can reduce their ability to take down enemy ships. So issuing fighter strike orders on enemy ships can make your carriers send out their craft to strike enemy ships more often.

Fighters like broadswords are pretty great at taking down enemy shields and putting down flares to distract PD. But you might need fighters with energy weapons or he weapons to deal with their armour. Bombers are pretty good at doing what they need to, they go out and strike enemy targets. Escorting them with a fighter that has flares can increase their chances of hitting enemy ships without being intercepted with point defence.

Frigates like the Tempest are generally just really good ships and can easily punch above their weight, destroyers like the Enforcer can tough out most battles with their armour and decent package of ballistic weapons and small missiles.

In battle with carrier heavy fleets I'll order my carriers to rally to a point on the map behind a capture point, and then order my gunboats to rally to a point ahead of a capture point to try and keep them ahead of the carriers when they try to drift into firing range as the silly beasts tend to.

Carriers aren't as strong as they used to be but I'm still getting effective results from carriers. If you want to bite the cost putting converted hangers on your destroyers can let you pump out far more fighters then you might be expecting. Watch the enemy formation and where the battle flows and try to assign fighter strikes on opportune targets. Getting your carrier fleet to focus on a few targets at once can help you concentrate your fire-power into a more effective form.

For station battles I'll often assign my carriers to points just outside of the range of the station and then order the station to be fighter striked so that the carriers will focus on bombarding the station over and over. Without solid gunboats it can be hard to make much early progress but there is no greater feeling in the world then having a dozen torpedoes rip a station section apart!

Thanks for the Advice!! Will definitely try this tactic soon

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so ive been focusing on making carrier fleets on my faction just love bombing an onslaught or a paragon from a distance away while my frigates and destroyers keep me safe from enemy frigates that target my carriers yet i find some of my carriers lacking in firepower on prolonged fights as i watch 1 by 1 my frigate and destroyer guards get targeted and blown up can yall share or advice me on how to make a good carrier fleet?

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Mods / Re: [0.9.1a] Blackrock Drive Yards
« on: August 30, 2022, 08:04:10 AM »
Since this question keeps coming up and since I still can't work on the mod, I took some time to think about it today. I'm ok with independent compatibility patches, provided:

- Any such update should be made available with the understanding that I do not explicitly endorse it beforehand, and without the expectation of me vetting it before or after it gets uploaded
- It should have its own version number for clarity in case of any future, fork-induced, bug reporting complexity

Hope that makes sense. I don't want this to become an excuse to force the mod out of hiatus (eg. requiring my direct involvement and oversight) which is why I am taking this hands-off approach. There might be an official stopgap update at some point in the future too, but again, nothing has been locked in that this point, so this is what I'll do for now.

This is nice to hear and I think a sensible approach.
Well, for anyone that wants to play with Blackrock in 0.95.1a I'll put the link to my patched version here:
https://drive.google.com/file/d/1vGXPTcAC1sFiwphizRN9TE-8hNU7h1wK/view?usp=sharing
It basically plays and functions the same as in 0.9.1a, just that it now works for 0.95.1a
I gave it its own, somewhat arbitrary version number, so that should cause no trouble.
It also needs GraphicsLib, MagicLib and LazyLib just like before.

basedddddd thanks for making the patch can finally play this in the current ver havent seen this mod and im lookin forward to the ships that'll make me bully the hegemony even more

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Mods / Re: [0.95.1a] Terraforming and Station Construction (v8.1.4)
« on: July 19, 2022, 11:09:27 AM »
What's the gene lab for? Built one on a Terran world that's got a pollution debuff and it's been almost 2 game months not doing anything I thought the gene lab was for cleaning the pollution on the planet and adding the lobster buff I only have a farm industry on that planet and it's size is 4 what am I doing wrong? How can I make the gene lab work help me pls

You can't add lobsters to a Terran world. Regarding the pollution condition, can you upload a screenshot of the colony management screen and the Genelab tooltip?

Ah so the lobster stuff is only for water world types aight regarding the Pollution debuff imma take a SS of the colony management screen

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Mods / Re: [0.95.1a] Terraforming and Station Construction (v8.1.4)
« on: July 19, 2022, 10:50:11 AM »
What's the gene lab for? Built one on a Terran world that's got a pollution debuff and it's been almost 2 game months not doing anything I thought the gene lab was for cleaning the pollution on the planet and adding the lobster buff I only have a farm industry on that planet and it's size is 4 what am I doing wrong? How can I make the gene lab work help me pls

10
So I'm 3 Games years in I'm in the middle of the stories progress got 2 colonies making my 2 paragon fleet afloat those 2 colonies both have Alpha Cores I've read bout em and they're actually pretty Op in Being a Ship Captain as well as a Colony administrator what I want to know is that do they go rouge the second you pull em out or do they go rouge if you just leave em on your own. Like randomly rebel making my Colony (That took 9 months making it a decent planet) Into a Toilet Bowl been reading the wiki and kinda watch sseths Video bout starsector (which was the reason why I bought the game in the first place) and it looked like alpha cores rebel now I'm kinda scared removing em or leaving my Colonies alone for a long time I just need confirmation that they don't rebel if you leave em it's already making me paranoid well other than Pathers making my Life miserable and Hegemony ai inspections that are easily bribed I can say Alpha cores as admins are already worth cus of the buffs they give on my Colonies

11
I can't use the download link it always shows that "You don't have access to this repository" and I've already made like 2 accounts to just get the mod ngl the mod looks hella great but I can't download using the link for some reason a

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