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.

Topics - Spoorthuzad

Pages: [1] 2
1
General Discussion / The AI government has standards
« on: February 15, 2024, 10:46:21 AM »
Spoiler
[close]
(idk if this is a bug or not. This happened after a salvage trap triggered. Pretty funny though ;D)

2
Suggestions / Installing items away from colony
« on: May 08, 2023, 12:24:00 PM »
I'd like to be able to install an item on a colony without having to be present in person provided the colony stash has the relevant item in it.
I often put colony items in the stash on the colony's I intend to install them in but I'm always slightly peeved I can't order my colony workers to install the thing without having to oversee it personally.

This rewards planning ahead and prevents having to go all the way back to your colony just to install one or two items.

(Note: I'm not suggesting items in your fleet can be installed on your colony's without being present. Just the ones being placed in stashes on your planets.)

Thoughts?

3
Bug Reports & Support / Shuttle Service fleet turning pirate
« on: May 06, 2023, 08:35:04 AM »
Not sure if these fleets are supposed to turn pirate but I might be wrong.


4
Bug Reports & Support / Dialog continue loop
« on: March 30, 2021, 02:59:06 PM »
Not sure if this is reported already but;


https://imgur.com/a/GJ8wAa5


Pressing continue just creates a loop.
I have my Ziggurat stored on my planet elsewhere and not in my fleet so I'm not sure if that's what has caused this.


5
General Discussion / Colour segments on fleets (twitter)
« on: April 11, 2017, 10:14:40 AM »
Since people seem to post teaser tweets from Alex I figured I'd post this here:
Quote
Added a much-requested modding feature - secondary colors for fleet indicators. Number of segments is configurable.



Tweet

Looking pretty cool don't it?

6
Suggestions / Buying/selling supplies/fuel from/to fleets
« on: March 06, 2016, 11:16:09 AM »
Like the title says, I think it would be nice to be able to buy/sell supplies and fuel from/to certain trade fleets
Especially in hyperspace. it would be pretty nice to be able to buy fuel.

Thoughts?


Edit: Maybe also being able to buy/sell questionable cargo from/to smugglers.

7
Bug Reports & Support / Mudskipper mk2 sprite....
« on: February 27, 2016, 04:53:26 AM »
....has some stray pixels on the most top right and left, you will be able to see it when it is damaged.

Btw Excellent update! Really enjoy the new phase mechanics and new frigates  :D

8
Suggestions / out of fuel missiles...
« on: January 11, 2016, 07:08:37 AM »
... should either do no damage or reduced damage because they can and will kill friendlies in chaotic battles. especially the large swarmers (which are beast btw) end up sometimes killing friendlies after they flame out.
So I suggest either no damage or reduce it 50-75%
To be clear Im talking about missiles. Not rockets/torpedo's! The hammer/reapers and other strike weapons are fine since they act mostly as normal ballistic weapon. you can't really control missiles so punishing players for something out of their control kinda sucks.

9
Suggestions / Sub Factions
« on: December 29, 2015, 09:31:40 AM »
Instead of having 3 factions for the luddic church you could have 1 faction and 3 subfactions.

Example, Faction: Ludds - Subfactions: Luddic path / Luddic Church / Luddic knights.
But wait! there is more! What if we apply this to the pirates and independents!
Instead of the independents and pirates being one unified faction there could be subfactions that could quarrel with eachother. Not only will this solve te problem with the independents and pirates just being a faction. this will add alot of depth to diplomacy and relations.

every independent planet is a subfaction and every (maybe not every) piratestation is a subfaction with a maybe slightly different fleet composistion.
And this is just scratching the surface if you think about diplomacy.
Btw this is not only for the ludds, pirates and independent. every faction can have subfaction(s).

10
Bug Reports & Support / Stray pixels Falcon (D)
« on: December 12, 2015, 11:24:03 AM »
On the falcon (D) there are a few stray pixels between the two ballistic hardpoints on the front. you should be able to see them when you damage the front.

11
Modding / hauler "Fighter"
« on: December 11, 2015, 12:28:55 PM »
So i'm considering adding a dedicated cargo "fighter" squadron and would like to know if this is possible.
The vanilla fighters don't have cargo/fuel cappacity so im kinda wondering if it would work properly
I also want to add a hint "civilian" to that fighter so it doesnt engage in combat but again; I dont know if this is possible.

Im already going to work on a sprite anyway but if someone could tell me if this would work properly or not? That would be great.

edit: Also hullmods? I am pretty sure they will work because I have seen modded fighter with those but still. Would like it confirmed.
Thanks!

12
General Discussion / Friendly fire problem
« on: November 26, 2015, 07:25:28 AM »
A lot of times when I was helping a faction beat someone i've gotten negative rep most of the time because off friendly fire. Most of the times I feel like i've never hit my allies and when I did it was my pd hitting some allied ships when trying to hit some missiles. Just now i've accidently hit an allied burnout warthog two times with a pulselaser (he didn't die) and I lost two rep because of that!

Anyone else have this problem?

13
Modding / Dear faction modders!
« on: November 22, 2015, 12:54:38 PM »
So I want to edit the relationships with my faction towards other modded factions but I want to get the input of the modmakers to see if it makes sense lorewise etc.
If you don't know, my faction consists of a bunch of space zombies.

Before you decide the relation, here are some notes that are about the lore of the zombies

Spoiler
-The zombies aren't entirely mindless killing "machines". If a faction(or a specific person) decides to never engage them and try to make a bond/alliance with them thats possible. The zombies mostly act out of self preservation and since everyone is out to kill them they have to defend themselfs. (ofcourse not everyone knows that the zombies aren't mindless killing machines)

-Zombies will avoid engagement with enemies without any kind of organic matter (unless no other choice) for example robots or rock creatures (crystanite?) Because its a fight thats not profitable for them since they can't "reproduce"

-Zombies don't rely only on human (or other kind of alien flesh) to "reproduce". They can turn any organic matter into a flesh substance. no conflict needed.
[close]

Thought this was the easiest way to get to know the relation stances with the modded factions.
I default all modded factions on hostile untill you let me know if I should change it.
Let me know!
-edit: also would like to know a little backstory as to why you choose a specific relation. for example: we of the luddic church do not wish to be affiliated with these demonic beasts and will cleanse them from this galaxy : Vengefull
(dunno im kinda interested in that. not really needed though.)

(also this might be a good place to discuss relationships with other modded factions and not just mine. Feel free to do so)

edit: was kinda tired when i made this post so it might not make much sense....
tl;dr : Please post your faction relationships with my faction here...

14
Suggestions / Store excess fuel as cargo
« on: November 20, 2015, 12:31:42 PM »
So I sometimes end up salvaging a buttload of fuel but unable to store it since i've reached the limit of my fuel capacity while still having cargo space.
It would make sense to me to be able to store fuel in a cargo hold right?

two(three) options
-Mark a bunch of fuel to be stored in the cargo hold.
-Convert fuel to something else that you can store in the cargo hold?
-change nothing? (this idea might make fuel tankers useless since you can just buy cargo ships to store fuel)
Thoughts?



(Edit: changed "access" to "excess" because it was driving me crazy. Sorry. -Alex)

15
Bug Reports & Support / Losing marines against no resistance
« on: November 20, 2015, 08:25:57 AM »
(Not really a bug but more of a gameplay issue)
So just defeated a few ships and a hermes ship came back online with no crew alive.
I had some marines lying around and since there was no crew alive I expected nearly no casualties
7 marines died....
I can understand 1 death because something exploded or something but 7 is a little too much with no resistance at all.

Pages: [1] 2