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Messages - Vundaex

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1
Mods / Re: [0.96a] Tahlan Shipworks
« on: April 12, 2024, 03:57:45 PM »
The Caestus Metalican doesnt have an autofit template

2
Mods / Re: [0.97a] AI Tweaks
« on: April 11, 2024, 04:37:06 PM »
How do you use Fleet Cohesion AI?
Do you just leave your ships to do their thing without orders?

Can you also improve the escort behavior because it's a mess?

3
A piece of feedback: some of these weapons make a lot of noise, and it becomes tiring pretty quickly.
I'd really tone down the sound to make the experience more enjoyable.

4
General Discussion / Re: I don't understand the combat AI
« on: April 10, 2024, 05:22:11 PM »
Thank you for the explanation, that indeed makes a bit more sense.
But it feels more like players should learn how to deal with the quirks of the combat system rather than having something that feels more intuitive and satisfying.
I'm sure Starsector veterans are fine with the current system because they're used to it but clearly, it's an area of the game that I always felt was a bit lacking compared to other aspects.

Anyway, I'll stick to fast ships.

5
General Discussion / I don't understand the combat AI
« on: April 10, 2024, 04:15:24 PM »
Been playing for a while and after all this time, the ships' behavior is still puzzling me.

Escorting a ship still makes your ships extend far into the enemy line and die stupidly. I can't count how many times I've lost ships due to irrational behavior.
The enemy AI knows how to surround you because usually they can field way more ships than you, and your ships don't really know how to respond efficiently, and you quickly run out of command points (if your ships accept to follow your orders anyway).
"Hey, my ship is way out of position, come back! Why is it not listening? Ok it's gone."

Am I missing something? Is there a "Don't be stupid and listen" hullmod I didn't notice?

6
Modding / Re: [0.97a-RC11] Anomalous Armaments
« on: April 10, 2024, 09:44:36 AM »
That sounds like a great idea, gonna give it a try.

7
Modding / Re: [0.97a] Combat Background Enhanced v0.1
« on: April 10, 2024, 09:42:19 AM »
That looks freaking cool!

8
Looks great!

9
Modding / Re: What about the Superweapons mod?
« on: April 10, 2024, 09:33:45 AM »
You can still find it online with a little bit of research.

10
Mods / Re: [0.97a] Suitable Star Systems 2.2.8
« on: April 04, 2024, 12:49:53 PM »
Small mod update!

- Made it easier to identify the system that can be colonized by revealing all special structures and removing remnant presence.

That's pretty much it.

Thanks! Is it possible to add a gas planet specialized in volatiles?

11
Looks awesome!

12
Mods / Re: [0.97a] Customizable Star Systems (v2.1.0)
« on: April 03, 2024, 04:06:36 AM »
Hey there, I appreciate your mod a lot, even though modding systems directly is a lot more flexible, but it's really neat without needing to know much at all to use.

I was wondering if you had considered, or if it was possible, to tweak the setting to where you can set a flag for one of the systems to force your colony to spawn in it in if you choose "Own faction" via Nexerelin. Maybe automatically spawn it in the system if the flag for "teleportUponGeneration" is set to true and choose to start with your faction?
I am not sure if this would be simpler than just adding a completely new flag or such.

That's cool, thanks.
Are you planning to add a planet to mine volatiles as well?

13
Is there anything happening to being friend with remnants?

14
General Discussion / Re: How to get rid of those white flashes?
« on: April 01, 2024, 06:43:09 PM »
For the large ship explosion, you can deselect it under Settings -> Settings -> "Enable ship explosion screen whiteout".

I'm not sure about the colony menu flash, but it might be under the same menu, deselect "Enable UI noise overlay".

Thanks!

15
General Discussion / Re: How to get rid of those white flashes?
« on: April 01, 2024, 06:42:56 PM »
For the large ship explosion, you can deselect it under Settings -> Settings -> "Enable ship explosion screen whiteout".

I'm not sure about the colony menu flash, but it might be under the same menu, deselect "Enable UI noise overlay".

It might be that weird static effect that happens when opening certain UIs, like you're peering through the game through a TriPad and it's putting itself into focus.

If that's not what OP is talking about, then either try to disable the UI noise overlay. If that doesn't work, it sounds like a possible graphics issue.

How do I do that?

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