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 - OperaWolf

Pages: [1] 2 3
1
Mods / Re: [0.97a] AdvancedGunneryControl 1.14.0 - Updated for 0.97a
« on: February 07, 2024, 03:01:29 AM »
Being the madman I am, I usually use defense weapons in an assault role and nsignificant missiles drawing fire from the enemy is very annoying (especially in the case of Heavy Machine Guns, because they are the only kinetic medium assault guns).
Could you please make a weapon group tag/option that works the opposite way as 'PD' currently does? (e.g. ignore fighters and missiles, fire only at ships)

This actually already exists. There's an option to force a weapon group to ignore missiles and another to ignore fighters. I use them semi-regularly to force certain PD groups to focus specific targets.

2
Modding / Re: [0.96][WIP] United Aurora Federation 0.74a1
« on: January 02, 2024, 12:30:04 AM »
Do research/science vessel have any use?

Most likely reduced supply use for surveying, improved fleet sensor range, and/or better salvage. Several mods have ships like that and they can be pretty handy.

3
Mods / Re: [0.96a] ScalarTech Solutions 0.9
« on: December 14, 2023, 12:28:45 AM »
Did a 100% ScalarTech only campaign a few weeks ago. Was absolutely awesome. Such pretty ships, and all the EMP was glorious.

4
Modding / Re: [0.96a][WIP] San Batavia Republic 0.1
« on: December 11, 2023, 03:00:10 AM »
First time noticing this one. Looks awesome already. Definitely going to be a faction I run in campaigns later on. Can't wait to see it shape up over time!

5
Mods / Re: [0.96a] Volkov Industrial Conglomerate 1.6.1b
« on: November 26, 2023, 06:57:34 AM »
1. Raum's XL weapon firing/reload animations are the new gold standard for me. Absolutely amazing work. I've always loved your asthetics and animations, and you really did an exceptional job with this one. When the XL missiles started to 3D print I was blown away.

2. I love the look. Very clean and deadly, the thruster animations are great, and you get what it's there for: it's a gun that floats. Very direct and to-the-point. Such a pretty ship

2. The two missile systems feel pretty underwhelming. The mines get killed by PD almost instantly, and anything that doesn't PD them just walks through with their shields up. Also, since it spreads wide and thin it never seems to have the density required to threaten anything. The kinetic missile circles around the target and hits somewhat 360° instead of focusing, and it takes such a long time to actually finish that the target just tanks it because the damage is really spread out or turns off its shields entirely and waits it out.

3. The ship system is pretty cool. I like being able to choose between long-range poking and close-range fighting.

4. It has a lot of problems keeping all of its guns up due to range issues. It really wants Ballistic Rangefinder but can't have it. You can pick weapons from other factions that close the gap a bit, but it's still kind of awkward.

5. The XL weapons feel kind of underwhelming. I'm not a math or mechanics person, so take that with a grain of salt. To me they're really amazing to look at, but don't really do enough to warrant the cost of the ship. You're paying a lot for that single gun, but it doesn't really match it's DP cost. It's fairly helpless against flankers, it isn't really a line ship, it isn't mobile, it isn't a dedicated carrier... It's a floating gun, but the gun is mostly just "okay", so the ship is mostly just "okay". I'm not sure if it would feel better if it was more of a generalized gun ship with an extra large mount or two to back up the XL, or more specialized by tuning the XL weapons somehow.

Overall: Gorgeous ship, amazing animations. XL missiles feel pretty weak. Could maybe use an innate modification that works like Ballistic Rangefinder. Might need a Large mount or two, but I'm not great at ship balance.

6
Mods / Re: [0.96a] Volkov Industrial Conglomerate 1.6.1a
« on: November 23, 2023, 10:09:45 PM »
VIC update? Oh yeah. Time for a new campaign.

7
Modding / Re: [0.96][WIP] United Aurora Federation 0.74a1
« on: November 21, 2023, 10:18:24 PM »
Blew up a hostile Purcellya the other day by detonating a minibreve the moment it launched it. Perfectly balanced, as all things should be.

Love the UAF, by the way. Thank you for all of the hard work.

8
Modding / Re: [0.96a] Order from the Boss -- a mod to micromanage ally.
« on: November 17, 2023, 12:20:39 AM »
From someone who appreciates good UI/user experience functions, A++ on the command scheme. Easy button hold to mouse-over + WASD for options is a fantastically clean solution.

9
Mods / Re: [0.96a] Iron Shell 1.1813ae
« on: November 08, 2023, 12:35:36 AM »
Iron Shell ships and weapons feel a bit stronger than vanilla, but not as OP as the UAF stuff, for example. The fleets they send out after you can be brutal though, with lots of S-Mods and good officers. The faction itself is mostly there to keep the Hegemony from getting ganged up on and destroyed in Nexerelin's faction wars.

10
For the people asking to migrate the menu to the refit screen -- this isn't possible without reflection, which is finicky, brittle, and would require me to essentially scrap the entire mod and write it again from scratch. Probably not happening.

I figured it was easier to build a path option in a station menu than add a new UI function to the refit screen. Just repeating what I posted earlier, but honestly I like having to dock to do it. Adding an S-Mod seems like a pretty intensive operation, lore-wise.

11
Quote from: float
Ok, upon further thought here’s two options:

1. Make the DP penalty apply to all extra s-mods, regardless of source. This would affect both player and NPC fleets.

2. Make the DP penalty apply only to extra s-mods explicitly added in the build-in interface of this mod. This would also remove the penalty from NPC fleets.

For the sake of consistency, I don’t want separate behavior for player and NPC fleets. Let me know if you have any strong feelings in either direction.

My vote is for option 2. I like the penalty for going "over the limit" within the mod's structure (i.e., buying S-Mods with xp), but reserving the special nature of extra S-Mods gained via other means. I feel those are edge cases and should retain their rewarding nature without being penalized.

Quote from: Stopple
The UI to add/remove is clunky.  I don't know which ships qualify when choosing my ship, I can only check one ship at a time, the ship selector popup is not showing any relevant qualifying info on hover.. I have to dig through layers of text to check everything.  It's costing me a lot of clicks in a secondary menu to get the job done.

It is clunky. Wishlist would be the mini fleet screen it already does with a hover tooltip for each ship displaying current xp, then each mod on the ship with xp cost to upgrade, with color coding (red or grey text for can't build in, green if you can, for example). How reasonable any of that is, I have no idea. It's just a wish list.

Quote from: Stopple
Also, I often enjoy pimping out a larger cargo ship with built in insulated engines or other mods.  Not really going to happen here as my cargo vessels never see combat.  That's a pretty big hit, unless I am missing something.

Mentioned before, but for completeness, civilian/unarmed ships get xp. I wind up with some seriously tricked out logistics vessels in my playthroughs using this mod.

Quote from: Stopple
Also would have been nice to remove the mod without crashing the save.  I'm now being held hostage in one of my runs.  :o

You can leave it in and not use it without much fuss. If I recall you can still use story points to build in mods on the refit screen like normal. Might be wrong there, though; haven't checked and I'm not near my computer.

Quote from: Stopple
Anyway, if you could somehow move the UI to the ship loadout screen, maybe give alerts when a specific ship qualifies for an S-Mod they have installed.. dunno.  Could be improved bigly.

Alerts would be convenient. Starship Legends adds alerts to the "Important" tab of the Intel screen when a ship can swap reputation traits. It's pretty nice. Having the same with getting enough to build in an S-Mod would be nice, though you'd likely get alert spam if you swapped the mods on a ship with enough xp on it.

Adding it to the refit screen would be neutral for me. I like it fine as an additional section on stations instead of being able to do it anywhere, any time.

12
Modding / Re: [0.96a-RC10] Enhanced Sprites v. 0.08 + Hull Livery
« on: October 23, 2023, 12:43:21 AM »
This is cool enough that it should be a vanilla thing. I always enjoy customizing how my stuff looks in games; character portraits add enjoyment to the campaign for me, why not paint schemes too?

13
Mods / Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.8a
« on: October 07, 2023, 10:44:59 AM »
Great to hear the mod is continuing. I really love adding a few VIC ships to my fleet, and the Fragmentation damage from the railguns is really welcome; they make great finishers. Also they like allying with Diable a lot, which feels pretty on-brand and makes for a nice southern alliance situation.

14
I actually second a toggle option to make pets immortal. It's a fluffy feel-good kind of suspension of disbelief, but it would be appreciated if it's possible. I think the dream would be no pet aging and no death notice (or maybe a "Salty the space crab escapes with the last life pod" note) if(when) the ship explodes. I don't think re-adding the pet to your inventory would be feasible to ask for, though it'd be cool.

That said, the death notes are awesome. Putting a swearing space crab into a ship and knowing its final words as it exploded were likely incredibly rude is oddly satisfying.

15
Mods / Re: [0.95.1a] WhichTMI 1.0.2
« on: April 19, 2023, 12:13:17 AM »
Just off the top of my head, it can show you the base spread values of a weapon which lets you decide if you need to put in Armored Weapon Mounts or slot it into a hard point to aid accuracy.

Pages: [1] 2 3