Fractal Softworks Forum

Please login or register.

Login with username, password and session length

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - canned Tomatoes

Pages: [1] 2
1
Mods / Re: [0.95.1a] Realistic Combat 1.8.0
« on: July 26, 2022, 10:48:14 AM »
I found that the Project Tafetta weapon from Tahlan shipwork completely freezes my game with this mod.
When I hit a ship on its armor with that weapon, it spawns an incredible amount of projectiles, which causes the crash.

It's a rare weapon so I don't think this is going to come up often in the game.
I tested this one in the for the greater Ludd mission with the Hammerhead in a simulation and it does this with this mod enabled every time and never without it.

2
General Discussion / Re: Multiplayer when?
« on: January 22, 2022, 02:32:53 AM »

3
General Discussion / Re: Zig is ridiculous
« on: January 21, 2022, 10:53:27 AM »
I wonder if AI Zigg's hullmod will ever be available for players. Without it Ziggy feels extremely boring.
I mean, if you know what you are doing you can edit the hullmod file to have the mod available.

But I agree with the decision to not make it available.
It makes a powerful and borderline broken ship even more so.
A phaseship with extremely powerful missile and fighter defenses that don't consume flux and which can also be used as fast long range missiles that ignore shields.
Stomping around for a bit with it is fun but it also gets boring fast.

As for my strategy, it's soaking the motes with capitals/cruisers and then pressure with beams, fighters and missiles.
It is a very tough fight because the Ziggurat has a very high burst damage loadout.


4
Mods / Re: [0.95a] Superweapons Arsenal v1.8a Big Changes!
« on: October 10, 2021, 02:52:38 PM »
That wouldn't work  well.

1. For lore reasons... since [REDACTED] is more  a post-collapse thing.

2. Many of the weapons wouldn't work well with an AI, for example the cluster torpedo you can just  suicide yourself with it. Or the railgun is just waste of flux if you shoot as soon enemy come in range (and this is exactly what the AI does).
It wouldn't work with the [REDACTED] getting general access to the weapons, I agree on that.
But that could be a pretty good way to implement special bounty fleets, that pop up every now and then, that carry those weapons.
You just need to find builds that don't crush the player fleet.

5
Mods / Re: [0.95a] Gacha S-Mods v1.3.0
« on: October 01, 2021, 03:10:35 AM »
As long as it doesn't crash, that's half the fun of true random mode ;)

(you can of course add it on your own copy, just add the hullmod ids as an entry to the relevant array in settings.json)
Already did so.
It's nicely implemented and easy to do.

6
Mods / Re: [0.95a] Gacha S-Mods v1.3.0
« on: September 30, 2021, 01:08:31 PM »
Could you add the autmated commands hullmods from this mod to the black list of mods that can't get randomly added?
https://fractalsoftworks.com/forum/index.php?topic=21576.0

They don't cause a crash as far as I can tell but they aren't ment to be built in.

7
Modding / Re: [0.9.1a] Star Wars 2020 v0.2.1
« on: September 08, 2020, 07:08:49 AM »
I tried your mod, and it's loud.

The weapon noise, with the many weapons and relatively high firerate drwons out everything.
After taking out the music and lowering the volume of the weapons, it was fun to stomp around for a bit, although the fighters were still making noises.

While I appreciate you wanting to recreate star wars, it doesn't really fit the way you are trying to implement it.
If you want some big ships to compare with as a benchmark, I would take Neutrinos Unsung for super battleshis, and the Matriarch carrier from Interstellar Imperium for a good upper limit when it comes to size.

Also, at least the bellator is a bit of a stick ship, with shields that are very far away from the hull at some points.
I would recommend seriously limiting the shield arc and turning it into frontal shields.

8
Mods / Re: [0.9.1a] Hiigaran Descendants v2.0.3
« on: October 01, 2019, 12:41:56 PM »
I dont know, its a big laser and in homeworld it was the mainstay of the battlecruiser class, though my memories from that game were from the complex mod which added a lot of lore friendly ships.

I believe that the laser needs to do good damage (not enough to destroy anything one shot unless they are frigates) but there needs to be a hueg drawback after using it , either forced to vent after using it as it basically uses all the flux and there is a hefty cooldown so the next shoot is far apart. I am not too kin on limited ammo for weapons as I like extended engagements.  But having to wait long times between shot, or shooting it forces you to vent your flux or disables all other weapons for a short period would do the trick .
The upside of scarce ammo would be that it can still be very powerful, like a torpedo weapon, with a decent fire rate(for a finisher type weapon). Compare that with some of the large missile weapons, they never really seem to run out during battle.
In addition, you can increase the ammunition with expanded magazines.
Although an upscaled tachyon lance with longer cooldown could also work.

There is also the problem of it being fun to use.
A drawback like driving up the flux of the ship up and forcing it to vent or disabling the weapons sounds more annoying than anything else.
So ammo or long cooldown sound like the best options.

I would recommend taking the SWP Yamato out for a test run to find out how the wave motion cannon feels like and then decide on it.

9
Mods / Re: [0.9.1a] Hiigaran Descendants v2.0.3
« on: October 01, 2019, 08:53:12 AM »
I am on 2.0.2 while you work out the quirks haha,ehm. I feel like the sajuuk kaar laser  weapon needs that extra umpf, but it should be a one hit wonder . so maybe you can make it so that firing it leaves your ship overcharged? but still if you hit the whole shot its enough to at least overcharge the enemy. and I think  you could implement other sprites from hw2 to keep the capital ships more awesome too , but that other idea the other person said about making the sajuuk kaar a unique ship sounds enticing. ( though I like my fleet of those), maybe you could make a standard battlecruiser from the hiigaran  but they lack the sajuuk khar, while leaving the unique one with sajuuk khar and extra stuff.

keep the good work.
Do you think an ammo limit would work?
Like the Yamato cannon of the Yamato IBB?
Depending on the power, it could be limited to 5 shots per battle, so it could be used in the right situation, but it can't be spammed to flat out win the battle.

10
Mods / Re: [0.9.1a] Ship/Weapon Pack 1.10.4
« on: September 11, 2019, 12:16:41 PM »
The cathedral is a great counter against mass fighters thanks to its mines and can spam 6 medium missiles, 2 large ones and the redeemer! And it has 4 fighters, so it is great at supporting a fleet.
Last but not least, the ship is an excellent logistical support for a large fleet or when you want to build up colonies.

Also, who would ever field that ship alone?
I mean, most big ships are getting wrecked if fielded on their own.
Play the mission "Sinking the Bismar" and see for yourself.

It already perfectly fulfills its role in the fleet.
If you want something with more dakka, go for the IBBs. There are some really nice ones that should be able to stomp most other ships in the game.

11
Modding / Re: Mod to prevent absurd pirate base spawning.
« on: August 19, 2019, 12:58:30 PM »
As a stop gap measure, you can use console commands to jump to such a system and then kill the pirate base the old fashioned way.

12
General Discussion / Re: How do you play the early game?
« on: August 03, 2019, 08:10:56 AM »
I tend to go for a quick cash infusion via piratebase bounty.
That's around 150k credits in one go.

Of course there is some luck involved, but if you can engage a lone pirate base that has only a single hangar module, it's like fighting a single Mora, that can't move and doesn't have a dampener field.
I recommend saving before committing to the fight.
Repeat that a few time while building up your fleet and you are good to go.

From that point I like to snowball into bounty hunting while starting up colonies, so I have enough money in the mid to late game to support my fleet.
Don't start your colonies too late or you are going to be constantly bleeding credits.

Also, keep enough supplies around for multiple encounters.
How much is enough?
You'll know when you run out.

13
So I downloaded this and stuck it in my mod folder but it doesn't seem to be working. Just hit level 50 and I'm capped out. Anyone seen that happen?
It works as you would expect for me.
As for troubleshooting
Version 1.1 of the mod? On the right Game version?
And you checked the box in the launcher?
Have you unzipped the downloaded file?
After all that, you could check with version checker if it is activated in your game.

And you could start a new character, use console commands and give yourself a lot of xp to see if SkilledUp works.
That is everything I can think of that might be wrong.

14
Modding / Re: [Request] Disable the damn warp storm
« on: January 23, 2019, 11:34:38 AM »
without ability safety procedures lvl3 completely impossible to move around the warp, I fly in a big fleet and I am almost thrown back, and I can't use the burn ability because of the small combat readiness.
Please! I do not need to listen your stories
How do you miraculously dissect the warp storm on your flotillas of tiny corvettes
just make a little mod - expel warp throwing
Please!
You could just use console commands.
For infinite fuel, repairs or to jump to a system if you are getting annoyed by the storms.
They take some time getting used to but you can easily train to catch them right (with unlimited resources).

15
Mods / Re: [0.8.1a] Omnifactory Rebooted 2.2.7
« on: November 05, 2018, 10:42:34 AM »
Good to hear you asked :)

Uh, well with SS 0.9a so soon and the fact it will 100% obsolete this mod... But hey your time, and your effort, and no I am not exaggerating that the vanilla manufacturing system will make the Omnifactory have no point at all.
You could change the abilities of the omnifactory a bit.
For example destructive scanning to create ship or weapon blueprints.
For a price, of course.

But the Omnifactory was always kind of a cheat option to make certain parts easier and blueprint collection could be just what might be annoying when hunting for one in particular.

Pages: [1] 2