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Messages - cardgame

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1
Mods / Re: [0.95.1a] Realistic Combat 1.14.1
« on: August 16, 2022, 01:50:26 PM »
This mod sounds absolutely bananas, can't wait to try it out.

I've been reading through the feedback, if PD is still a problem for non-PD targets, perhaps the kinetic damage could all be changed to fragmentation, which should still deal fine with most fighters and missiles?

Edit: also the weapon ranges really should have a lot more consideration, many weapons are nearly obsolete by their now relatively-much-shorter range, like the phase lance and tac laser. At least one weapon did not receive any adjustment at all, the 500 range IR laser mounted on the Gladius fighter.

edit: so this total conversion needs more conversion. but really does a good job at portraying the combat style of, say, The Expanse. Unfortunately, too much is happening at too great of speeds at too great of zoom levels for me to really understand a lot of it. I don't think it's a great fit for how *I* play Starsector.

2
Mods / Re: [0.95a] The Mayorate v1.1.0 (2021-11-25)
« on: December 10, 2021, 09:36:31 AM »
Thank you for the update, this was my absolute favorite faction during 0.91

3
Mods / Re: [0.95a] Roider Union - Expeditions - 1.3.6
« on: November 11, 2021, 07:47:50 PM »
Minor suggestion/idea: Roider Union modified Mule-class (without converting outright) with inbuilt 360 central-mount mining laser and mining pods.

4
Mods / Re: [0.95a] Ore Refinery v0.4 - 11/08/21
« on: November 11, 2021, 08:51:11 AM »
I think it must be the 'valued at 300 units' messing up the market prediction - because the base value is so high, 300 units worth is significantly lower price through wholesaling, than what is actually true of the market for smaller quantities. I'll try to find some more rares to test with.

5
Mods / Re: [0.95a] Ore Refinery v0.4 - 11/08/21
« on: November 10, 2021, 09:03:38 PM »
Something is wrong with the valuations in my game - the refined rare material, palladium, is only valued at 2k on the market tabs (F1). Interestingly, despite the most expensive market listing it for 2200, I was able to sell it on Cruor for 3k. Still, though, a far cry off from the value of the combined ores listed in the OP.

Platinum is working just fine. Love the concept and am having actual fun as a miner now.

6
General Discussion / Re: HAs it even happened to you?
« on: May 28, 2021, 01:48:25 PM »
I usually set myself different targets for different playthroughs, often using a different set of faction mods too.
That way if something important breaks and I have to abandon a run the next try isn't just trying to recreate that perfect moment from before.

this is the way

my next target is to play out a low-tech rebellion against the Core Worlds

7
Mods / Re: [0.95a] Logistics Notifications 1.3.3
« on: April 27, 2021, 12:14:02 PM »
Thanks! This looks good.

8
Is your post reflecting the current state of the mod or an update you're working on? Because I do have some thoughts on fighters, notably that because they are so damn numerous, if you don't have your own fleet of interceptors or PD drones, you get totally dunked on and there's nothing you can do about it. Not necessarily because fighters are OP but because the AI rolls around with ungodly numbers of them. Unpolished brute-force fix suggestion: give +25% more armor and hull strength to all ships by default. This would also help extend the combat a bit, as right now it feels pretty fast. Alternatively, buff some of the PD damage. Bombers are in a decent place, at least against other ships, but fighters, due to their swarm/encircle tactics, are nearly unstoppable, and a more severe threat than bombers usually are, since they will max your shield flux with their massive quantities of kinetic weapons, disable your engines, and are more agile and numerous. Alternatively, if you think fighters should be this strong, give bombers a small buff :) On a more positive note, I love the unique weapons in this mod, especially the dual bolter, so far my favorite.

9
I cannot freaking believe I haven't heard of or tried this mod before, it looks absolutely fantastic!

10
Mods / Re: [0.8.1a] Legacy of Arkgneisis 1.0
« on: October 07, 2018, 03:02:17 PM »
I really want to like these weapons, but my first impression is that they are very weak.

11
General Discussion / Re: The Wasp sucks
« on: September 16, 2018, 06:35:53 AM »
Well, that's literally the last thing Wasps were ever designed to do.

12
Mods / Re: [0.7.1a] The Mayorate v0.9.1 (updated 13/12/15)
« on: December 25, 2015, 05:31:06 PM »
Mayorate is hostile with Neutral, (as in, literally the "Neutral" faction), which causes them to attack and destroy such fleets as named bounties.  It's awkward warping into Rasht to see the Mayorate dog-piling a pirate bounty fleet.

I set the faction to be hostile to all factions by default, (this was a catch-all for other random mod factions), but this appears to have been a bad idea. Didn't realize there was a "neutral" faction and didn't manually catch that one.... whoops.

Yeah, I got a reputation penalty for not acting hostile to the Lion's Guard for some reason, even though the Mayorate and the Sindrian Diktat are on good terms right now. Coupled with "neutral" it dropped me from favorable to neutral and I can't access their military market anymore :(

13
Mods / Re: [0.7a] Interstellar Imperium v1.9.0
« on: November 29, 2015, 08:15:27 AM »
It might just be random, but yeah, supplies are 100-200 and fuel is 100-200 as well after I started a new game for II; two previous vanilla games had normal prices 50-100.

14
Is there a mirror for this mod? If not, can there be? Mediafire is a total prick recently, enter the captcha to authorize DL and it just takes me back to step 1, enter the captcha, or to a third party fishy site. In short I can't download this.

15
General Discussion / Re: What's the point of shield efficiency?
« on: April 25, 2015, 07:29:43 PM »
Hard flux removes the utility of dissipation, and shields absorbing damage is what gives them hard flux. The less efficient the shield is, the more flux it builds.

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