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Messages - thebrownlord

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Mods / Re: [0.9.1a] Coherent Watermelon's Ship Pack (CWSP) - 1.0
« on: July 10, 2020, 09:46:11 PM »
Okay this is obviously asking a lot of you but an entire Watermelon-based faction would be pretty sick. Could be worth consideration.

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late game you just get spammed over and over by pirates, pathers and all the other factions

I found that Nexerelin (or maybe it's Vayra's sector that does it?) helps a lot with that, by virtue of being able to annihilate pirates and pathers alike in the mid-late game. Most pirate bases have a ground defense level of like 200 or so, so you can pop them one by one with ease. It's a worthy investment as you can also transfer the markets to get reputation with X faction, ally with said faction and then reap all the benefits.

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Mods / Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
« on: June 16, 2020, 11:16:16 AM »
The only thing, stopping me to do it - is 12 building slots cap. I believe, I am not alone. But it is not the problem you are able to solve. Just waiting for next SS update and constantly praying.
Pretty sure it's a bug or something, but you can very easily bump up the cap if you have enough money by buying and queuing stuff before you hit the maximum amount. You will not see the effects it has in the colony info or be able to add AI cores (unless it's moved to be in the first 12 structures/industries), but if you go into the colony menu and hover over it, you'll see all the extra structures you've added. Funnily enough, stellar reflectors are the exact thing I did this with for the first time, didn't even realize there was a structure cap since I had just added the mod midway into my first playthrough.

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