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Messages - NoTalkofLowTech

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1
Mods / Re: [0.95a] DIY Planets - Terraforming and more!
« on: September 24, 2022, 02:26:49 PM »
I seem to not be able to find any N-brane Oscillators in my current game run. I have at least one or two of everything else, just not the Oscillator, which kinda sucks cause it's awesome, and I have a lot of high gravity worlds.

If there is any advice I appreciate it, or is this a random pull not being nice?

Just luck man, I got a ton of Atmospheric Mineralizer and Stellar Reflector Core on my last run when I've been looking for Tectonic Attenuator  :'(

Oh yeah I have a ton of those as well. I was just wondering if it was just me or if I could adjust the drop rate.

2
Mods / Re: [0.95.1a] Everybody Loves KoC
« on: September 22, 2022, 06:31:00 PM »
oooh, are we getting nex faction integration?

3
Mods / Re: [0.95a] DIY Planets - Terraforming and more!
« on: September 22, 2022, 06:27:55 PM »
I seem to not be able to find any N-brane Oscillators in my current game run. I have at least one or two of everything else, just not the Oscillator, which kinda sucks cause it's awesome, and I have a lot of high gravity worlds.

If there is any advice I appreciate it, or is this a random pull not being nice?

4
I noticed in my current game when markets increase in size the AI doesn’t add more industries very much… if at all, some of the colonies do but the core worlds do not. I captured Lost Acropolis and it only had one of three industries.

Though I do run several mods, so I’m not sure if that’s what is interfering.

5
Mods / Re: [0.95a] DIY Planets - Terraforming and more!
« on: August 18, 2022, 06:41:59 PM »
Thank you, that was the answer I was looking for;

and I think it works, but once it starts building you install the core and upon completion it removes the condition and the building. At least that’s what happened on my irradiated planet when I tested it. Same version.

6
Mods / Re: [0.95.1a] Everybody Loves KoC
« on: August 16, 2022, 07:26:46 PM »
I noticed that as well, I just see it as a market opportunity to get rich.

7
Mods / Re: [0.95a] Fluff's Ship Pack 0.2.3
« on: August 11, 2022, 06:19:18 PM »
Feedback on Custodian; it’s a bit slow for a high tech ship which makes sense with its defensive nature, but it is a bit fragile, might be the low armor or flux value, in battles my custodian would often be the only casualty, despite attracting little heavy attention.

8
Mods / Re: [0.95.1a] Everybody Loves KoC
« on: August 10, 2022, 06:26:39 PM »
Cool, Ty!!

9
Mods / Re: [0.95.1a] Everybody Loves KoC
« on: August 08, 2022, 07:09:05 PM »
Suggestion for future; make the factions participate in diplomacy and alliance when active with Nex. Would be cool to see an all corporation alliance between these two and TT

10
Mods / Re: [0.95a] Adjusted Sector
« on: August 04, 2022, 03:27:04 PM »
I have had a few maps where systems are almost stacked on top of each other, is that a problem with my configs?

11
Mods / Re: [0.95a] DIY Planets - Terraforming and more!
« on: August 02, 2022, 07:15:06 PM »
Money is a resource, and time is a commodity.

Also that doesn’t actually answer the question.

12
Mods / Re: [0.95a] DIY Planets - Terraforming and more!
« on: August 01, 2022, 05:06:59 AM »
Is the genesis a salvaged hull, or a blueprint? because if i can mass manufacture entire planets from asteroid belts, wooo!

13
Mods / Re: [0.95a] Osiris Alliance v2.6
« on: July 31, 2022, 02:33:38 PM »
Hey all, I believe the mod seems to work just as it is with the new game update 0.95.1. I won't bother with a quick update unless someone gets crashes.

I'll use some time to check some balance stuff and a bit new content before doing a true update.

I am hopelessly addicted to vanilla aesthetics, is there any way I can get Power Jinx R&D ships seperately?

I think you can start the game without the mod, then turn it on midway to get most of the PJ ships to spawn without the OA planets and faction. (The capitals don't spawn in markets tho as no other faction than OA has them available)

I have been thinking if it's worth to separate them to their own mod or not. I have received a few queries. I haven't made up my mind on this regard yet. Whatever I decide will take a lot of time to do and I'm not willing to guarantee anything coming soon in this regard. It should be pretty easy to break the ships apart to their own mod, if you know how the mod files work.

I second seperating them out, the Osiris ships are interesting but not my personal aesthetic in gam, but the wedge ships look awesome and I want them. I will make a fleet of wedges lol

14
Mods / Re: [0.95.1a] prv Starworks v23 (2022-07-09)
« on: July 31, 2022, 01:05:04 PM »
do blueprints exist of the old ship versions with the hulls unpainted? I'm not a fan of the pink and green on the blue. Orange looks cool but still.

15
Suggestions / Re: Slipstream Improvements
« on: July 31, 2022, 12:29:00 PM »
Having a few fixed slipstreams that don't fade could be interesting, but probably limit it to a small handful, having that random space weather is n interesting if cursed wrench in travel plans.

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