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Messages - Rauschkind

Pages: [1] 2 3 ... 12
1
Modding Resources / Re: [0.95.1a] GraphicsLib 1.6.1
« on: October 02, 2022, 12:21:16 PM »
enabling this mod will get my game stuck at 100% loading bar progress with 0% processor load and ~3gb or ram allocated in taskmanager.
i did tweak my games configuration files to use more memory.
i did not attempt anything to resolve this issue (aside of disabling the mod)

2
Blog Posts / Re: Skill Changes, Part 2
« on: July 17, 2021, 07:13:06 AM »

With s-mods being able to be removed by respec-ing BotB on and off, it would be nice if there was another easier way to remove s-mods, especially from unique or limited ships like Ziggurat.

Might be worth adding that as an option at some point, yeah.


so the inflexibility of s-mods is meant as a balancing factor. but how much of a balancing factor is it, really? i would argue not at all, the inflexibility does not change performance, but just makes it less convinient to use. the price is high, as it discourages experimentation as it puts a very high price tag on failed experiments, and inconvinience itself is hardly ever a good thing.

there are more issues: its generally best  to use s-mods on the most expensive mods and so s-mod usefulness scales a lot with the price of the mods its used on, so its effect is variable which i would think is not optimal.

i like the idea of adding a permanent cost on ships, but i do not like this sysem all that much. why not replace it? like, maybe let me spend s-points to increase op and/or maybe max vents to elite my ships for story points.

of couse, this might (proabably would) again break overdrives, but id argue that this is merely an indicator for overdrives themself still being problematic.

3
Blog Posts / Re: Skill Changes, Part 2
« on: July 16, 2021, 11:04:43 AM »
i enjoyed reading the blog post, sounds like great improvements are comming. very exiting.

one thought i had was that i really do not care so much about safe game compatiblity. its a pre-release game anyway, i think most of us expect that any upgrade might break an older game. i mean, yeah. its nice to have, but id generally would appriciate another piece of progress then safe game compatiblity where i would most likely start a new game after major changes anyhow.

4
Suggestions / Re: Optional tank controls in combat
« on: May 02, 2021, 09:35:41 AM »
but its a spaceship, not a tank.
with thrusters where would be no revesing thrust direction with reversed forward/backward thrust.

5
Suggestions / Re: Tempest Nerf Options
« on: May 02, 2021, 09:32:27 AM »
If everything is equivalent, then why bother using anything different?
of course, the opposite is true as well. if one is just plain better then everything else, why bother using anything else?

6
Suggestions / Re: Tempest Nerf Options
« on: May 02, 2021, 09:30:40 AM »
tempest is quite strong, but also quite squishy. so nerf has hit it really hard too because it does not have a lot of op but benefits greatly from a lot of tank modules.

at 8 dp the only reason to pick it over the medusa at 12 is the fact that it is a frigate.
dunno. certainly one of the better frigates but i dont think to the point where it becomes a problem because it outclasses everything else.

7
Suggestions / please add a sanity check for kallichore archive mission
« on: April 26, 2021, 01:56:39 PM »
as the title reads.

not having fun right now and for the last 30 minutes.
trying to use cheats now. this is stupid.

8
General Discussion / Re: Fury & Champion loadout discussion
« on: April 26, 2021, 01:34:34 PM »
this is what i use:

champion:

plasma cannon
cyclone reaper torps
two heavy needlers
4 ir pulse laser (all front)

hardened shields (s-mod)
integrated targeting unit (smod)
stabilized shields

20 cap, 30 vents

fury:

2 heavy blaster
2 antimatter blaster

hardened shields (s-mod)
hardened subsystems (s-mod)
safety overrides
shield conversion - front

0 cap 23 vents

probably possible to come up with more effective fits, but so far they work quite well for me.
rip s-mod safety overrides. so plasma cannon champion was a beast.

the fury i use as player ship, most of my fleets are champoins and so medusas


9
Suggestions / Re: add more variety to story mission target systems
« on: April 26, 2021, 01:25:55 PM »
ups, i did write north east. i meant north west. north-north west actually. its always the same region of the map for me about 30lj away from the science station. (always as in: in all the 5 rounds i played long enough to unlock gate travle, virtually all missions have been in this region and almost all the missions will take place in the same system in a given playthrough)
i remember one mission that broke the rule and send me to a system east at only ~15lj. but that was the one exeption in maybe 40?50? missions.
now, im not very good at stochastics but i would think this has a fairly high sigma not to be a coincidence.

10
Suggestions / add more variety to story mission target systems
« on: April 26, 2021, 11:05:17 AM »
the academy missions always take me to the same system very close together, always north-east of the map.
this is pretty borring and rather unsatisfying. it feels like im just wasting my fuel running these missions as i cant combine them with exploration. so i try to do as few missions for them as possible.

i think it was more fun if the missions would target different systems.

11
so i want to kill a bounty fleet, but when i approach it it shows me its in combat with a lumen frigate and neither side trusts me.
however: there is no other fleet adjecant to the bounty fleet and its "battle" never finishes.

also: why cant i opt to kill them both?
nvm, phantom fleet showed up and both sides drifted together, the combat then resolved. still a bit odd.

12
General Discussion / Re: did luddic path cells got changed with r15?
« on: April 26, 2021, 10:10:29 AM »
Pather cells get +4 interest if you install a colony item (soil enricher, the drone-thing you put in heavy batteries, that sort of stuff) or +8 for a few specific ones. In RC 12 this mechanic was thoroughly bugged and didn't work, but it got fixed in RC 14.

ah, that must be it then. thank you and everyone else who replied here.

13
General Discussion / did luddic path cells got changed with r15?
« on: April 26, 2021, 09:59:58 AM »
so im fairly new to the game, however, in my previous game i only got cells when i installed ai cores and  interest usually was shown 10 ai administration 1 something something - this was with size 6 planets.

however, now rather new size 4 colony attracts cells:
4 framing
4 heavy batteries.

like: dafuq? i thought they where ai and high tech haters? whats wrong with farming now? and why is it so much higher then in the previous version?

is this a bug or is something else going on?

in any case i dont like this. because at it is now i cant prevent then anyway. could just put in whatever penality they give as base demod and not bother with the mecanic.

14
Suggestions / Re: Radiant should be 60 DP
« on: April 25, 2021, 06:40:04 PM »
well. many players seem to hit a hard wall when facing late game fleets with multiple radiants so i very much think that increasing the dp would be fine for remnant fleets too.
i think difficulty scaling should be done in a different way then having one utterly overpowerd (or undervalued) end game menance.
i think it was much better to have a more consistent difficulty level across the game and i would think it was much better if this could be tuned to player preference and ability.
ammount of officers in enemy fleets was an obvious screw to tune it. it already has the options hidden in the settings file it just would have to be made aviable as ingame setting.

so while just increasing radiants dp as a stand alone change might not be ideal, i think it could be very beneficial if combined with better and more granular difficulty settings.
after all, the settings we do have now are entirely economically. once a player has figured out how to make money (which is not very hard at all) they become mostly meaningless.

15
yeah, this happens if you do not scan all the core gates before you return to the academy during the mission to scan 6 gates.
only way to fix this without loading an earlier save game was save game editing, devmode wont do it.

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