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Messages - Taverius

Pages: [1] 2 3 ... 31
1
Mods / Re: [0.9.1a] Neutrino Corp. (v. 1.86-RC3)
« on: October 04, 2022, 06:47:03 PM »
Happily with that attitude i've suddenly stopped caring!

2
Mods / Re: [0.9.1a] Neutrino Corp. (v. 1.86-RC3)
« on: October 04, 2022, 08:09:58 AM »
I think the Unsung and the other capital next to it - I forget the name now - are too greebled and should be smoothed out a bit.

I understand that NC being early days FF art is too smooth for vanilla, but this is too far the other way.

Also the new asymmetrical ship right of the Lorentz, something about it just doesn't look finished.

3
Mods / Re: [0.95.1a] ScalarTech Solutions 0.8.5
« on: October 03, 2022, 06:28:42 PM »
Did a faction run with STS.

Not really my kind of playstyle, but pretty fun overall and I'll be keeping it around in the universe.

Some quick notes:
  • Its a little weird how you have 3 frigates in the 4-5 point range and one that's a 10.
  • I would have enjoyed the cruisers more if there was one with a mobility system. The limit release on one of them gives you speed but the cooldown is long enough you can't really use it tactically.
  • I never found a single blueprint, am I supposed to get them from contacts, or not at all?

4
Mods / Re: Machina Void Shipyards v. 0.57
« on: October 03, 2022, 04:49:47 PM »
Haven't played as the faction yet, but I did land at one of the markets several times as it was friendly and close to the area i was exploring.

I like the music, but it feels a bit too loud?

5
Mods / Re: [0.95.1] Yunru Core +
« on: September 30, 2022, 07:47:54 AM »
Code
192171 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Ship hull spec [yunru_go_arrowhead_xiv] not found!
java.lang.RuntimeException: Ship hull spec [yunru_go_arrowhead_xiv] not found!
at com.fs.starfarer.loading.oO0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
at com.fs.starfarer.settings.StarfarerSettings$1.getHullSpec(Unknown Source)
at com.fs.starfarer.api.impl.campaign.CoreLifecyclePluginImpl.verifyFactionData(CoreLifecyclePluginImpl.java:446)
at com.fs.starfarer.api.impl.campaign.CoreLifecyclePluginImpl.verifyFactionData(CoreLifecyclePluginImpl.java:440)
at com.fs.starfarer.api.impl.campaign.CoreLifecyclePluginImpl.onGameLoad(CoreLifecyclePluginImpl.java:425)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.menuItemSelected(Unknown Source)
at com.fs.starfarer.title.ooOO.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.OoO0.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.oooO.Ò00000(Unknown Source)
at com.fs.starfarer.ui.oooO.processInput(Unknown Source)
at com.fs.starfarer.ui.V.o00000(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:748)

6
Thanks, I'll try that.

I went with 0.75 and no fleet adjustment. Let's see how that goes :)

7
I don't really understand the INI file.

What I want to do:

  • Make positive traits more likely. None of my ships have more than 1 positive to go with the negative.
  • Make traits weaker overall.

Halp?

8
Suggestions / Re: Hullmod Codex, anniversary edition
« on: September 25, 2022, 12:36:20 PM »
Its something I've been wanting for as long as I've been playing, and I did ask about it not long after in 2013, so I've learned patience  8)

9
Suggestions / Hullmod Codex, anniversary edition
« on: September 25, 2022, 12:15:07 PM »
Every few years someone has to bring this up, it is THE LAW.

This time its my turn.

As we don't have access to all the Hull Mods from the start it would be nice to add them to the codex. Even as a seasoned player I had to think about what some of them do and new players won't stand a chance. It's not nice to skill all the way to get some hullmod, only to find out it's not what you were looking for.

Good point. I'll have to do that.

Can you make it for the 10-year anniversary of the first suggestion I could find, Alex?  ;)

10
Modding / Re: Quacken's Portrait Pack v1.0
« on: September 25, 2022, 10:15:22 AM »
Nice work!

11
Mods / Re: [0.9.1a] Blackrock Drive Yards
« on: September 24, 2022, 07:33:53 AM »
Aww yisss, thanks for the unofficial patches, early game is just not the same without shrimp shenanigans  :)

12
Mods / Re: [0.9.1a] Ship/Weapon Pack 1.10.4
« on: September 08, 2019, 08:04:49 AM »
Suddenly I wish we had a more modern forum software so that I can block people.

13
Mods / Re: [0.9.1a] Nexerelin v0.9.4b "Mambo No. 9" (update 2019-09-07)
« on: September 08, 2019, 01:50:29 AM »
Jeb could pull off that landing.

14
Mods / Re: [0.9.1a] Diable Avionics 2.04 (2019/05/14)
« on: September 07, 2019, 03:11:03 AM »
I love how they go 'donk' and spin!

15
@Cycerin I'm not sure 2 small missile slots warrant the Cetonia having a full double the daily supply use of a Tarsus at 6/day vs 3, and a 50% fuel/ly surcharge on top.

Its actually weaker, defensively - better shields, but they're front-locked and thus useless in the only combat it will see, and the rest of the stats mainly balance out; better flux cap but weaker dissipation, better armor but weaker hull, the only standout is the speed which doesn't fully make up for the useless shields.

A mule is 7/day, and a Cetonia is pretty significantly weaker. Feels more like a 4 or a 5.

Edit: New asura is fun but its such a toy that its hard to justify keeping it around. I guess that balances the absurd damage output!

Still kinda ... ugh, there's no cruiser I really feel that does the 'line cruiser' thing well, the heavy is kinda meh. Yeah you have a large slot but it has to get close to use all those smalls anyway, really unsatisfying to build & use, I mean except when you press F, that's always fun. And the knight is still this sorta useful but wishy-washy thing that's on the slow side and with little range and poor flux. Its a strange world when a nevermore is the best line cruiser.

A man can get bored of spamming shard cannons on EVERY. SINGLE. SMALL SLOT. you know?

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