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Messages - Sutopia

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1
Mods / Re: [0.95a] [Hullmod] Modern Carriers 1.6.1a
« on: November 19, 2021, 09:12:51 AM »
hello
May I ask promission for translate this mod into chinese and put it into https://www.fossic.org ?
And can i decompile the java file to translate combat UI (like CarrierLoadBalance) and description(like SwarmCarrierCore) , or i just change hull_mods.csv?
https://www.fossic.org/forum.php?mod=viewthread&tid=2955&extra=page%3D1

I do not plan to update it until 0.95 localization is completed.

2
Mods / Re: [0.95a] [Hullmod] Modern Carriers 1.6.1a
« on: October 11, 2021, 10:31:44 PM »
Hey,

I like the idea of this mod but it feels like a lot of thhese mods are broken.

If I use ace carrier core with flux entanglement then I can beat a paragon with a 12 DP carrier that has a fighter with 360 shield coverage.

The targeting datalink idea is also cool but feels super broken at it's current values. I can have xyphos sniping enemy ships from so far away

Or care about whatever broken mod providing 360 degree shielded fighters. Vanilla fighters have at most 180 omni at 1.0 terrible efficiency.

Datalink is broken with what? Can you be more specific? I wouldn't think 1800 range Xyphos on a capital is unreasonable since that's the capital gun range. You'll need ITU to provide the bonus to make it any useful and those all take up OPs.


3
Suggestions / Re: Feedback from a New Player
« on: August 06, 2021, 12:13:42 PM »
Hello, and welcome.

About slow move toggle, you can actually just go dark. Slow down is mainly used in claimed systems to prevent asteroid impact while having transponder on.

Jump points actually lists distance to planets and stars. Or, just choose the planet and the game auto pilot will figure out which jump point to take.

Combat bullet time is the whole point of the phase ships.

I do believe all hostile missiles and entities have a red box. Ballistic projectiles don’t because they will friendly fire in most circumstances thus you want to avoid them anyways.

4
You can also just add them to your fleet with Console Commands, although I can't imagine anything good happening if more than one station is deployed to a battle.
Station is hard coded to spawn in the center of the map iirc.
That said two stations will simply collide into each other and starsector ramming physics is not the best in the world...

6
General Discussion / Re: So whats next ?
« on: August 05, 2021, 03:01:26 PM »
Are you talking about minor version (0.95.1) or major(0.96+)?
The minor version focuses on tweaks according to feedbacks, please refer to recent blog posts;
The major probably will add more lore and maybe new mechanics including colony overhaul.

7
General Discussion / Too many ideas
« on: August 04, 2021, 08:53:35 PM »
Have too many ideas, don't have enough time.
Help me decide which should I make first. Just for priority.
  • A fighter AI library - State machine with customizable interrupt and pre-made formation class for grab-n-go users
  • A mini faction mod - Bizarre combat effects but unimpressive visual effects because I can't sprite
  • A campaign content mod  - Our path shall cross

8
Suggestions / A pop-up when fleet-wide skill effect changes
« on: August 04, 2021, 08:39:09 PM »
I think it would be nice if the game notifies player about it.
Occasions:
  • Player leaving fleet window
  • After salvaging
  • After battle
Just like many tutorial-ish pop-ups, player may choose not to show it again or keep the notification.

9
I don't think player fit provides much content given how low frequency defensive battles happen let alone the frequency personally defending.

idk how ur game is going but im getting invaded by every faction every month. i see a lot of my station
I am in cycle 232 and I have yet to see my station for once.


well every game is different and having the stations for "just in case" would be cool

am i the only one who wants to travel the systems with my *totallynotamobiledeathstar* fighting waves of onslaughts and other mobile stations?

besides all of that, the idea i had was less about actual mobile battlestations and just mobile smaller stations.

in my mind, you could AT MOST have a mobile station at tier two, and thed be prohibitively expensive fuel wise, meaning you would pretty much use them as an invasion platform in a particularly troublesome system.  once you conquer one of the colonies there, you would more or less just store it there once you get the station of that world up and running

you could also just change the values and make it actually feasible (less OP and perhaps remove some of the hullmods that give it so much range, and almost definitely remove the mods that remove carrier readiness penalties, or perhaps just nerf those.  i say just nerf those, like built in lesser versions)

anyway i think that would be cool

Then that’s more of a super dreadnought than a station you’re asking for.
MSM should fulfill your needs.

10
General Discussion / Re: Captured drone ships and CR level
« on: August 04, 2021, 02:39:08 PM »
The numbers and percentages are a bit vague, what they actually do.

this is a fairly common problem with the game's recent design iterations; things are phrased in ways that are mathematically accurate how to the algorithm that makes the thing work in the code is, but is nonsense to the player & completely fails to give a concise & accurate measure of what to expect

The description is fairly concise and accurate.
The part confusing player is the skill effect reduces when you have more ships and player is not immediately notified about it.

11
General Discussion / Re: Captured drone ships and CR level
« on: August 04, 2021, 02:34:57 PM »
Thanks for the information. I've got both those first skills, but the max CR is still stuck at 17%, this ship has no de-mods at all as well, so I'm probably missing something?
The skill itself should have stated how much CR it provided.
It’s -30% base + automated ship skill + officer skill + crew training
Tldr don’t bring a lot of them

12
Suggestions / Re: add blacklist option for stuff on doctrine&blueprints
« on: August 04, 2021, 11:18:00 AM »
I think it will make things a bit clearer by adding another display to show the prioritized ships for each fleet role so the player can know which of those are currently missing.
From what I understand as long as you have one ship set prioritized for each role the faction will not make stray ships at all.

13
What does the mutablestats’s get entity return in the damage API?

14
I don't think player fit provides much content given how low frequency defensive battles happen let alone the frequency personally defending.

idk how ur game is going but im getting invaded by every faction every month. i see a lot of my station
I am in cycle 232 and I have yet to see my station for once.

15
I think what OP wants is to swap out the mining blasters, not stations on engines.

The loadout doesn't matter at all if you don't personally participate in battle;
Prioritize whatever weapon you want it mounted with and slap in an alpha core would be sufficient if you were to participate.

Station is already doing much more than they cost and I don't think player fit provides much content given how low frequency defensive battles happen let alone the frequency personally defending.

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