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Messages - Malignity.

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1
Mods / Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
« on: May 20, 2021, 12:40:42 AM »
And the latest version breaks the game by causing all planets to become blank so you will want a non 3.2.1 version if you do decide to play until it gets fixed.
Well yeah it breaks the game its not compatible with SS 0.95a.
what does SS mean?

2
General Discussion / Re: Best Skill Tree 0.95
« on: May 12, 2021, 01:09:35 PM »


Quote
You need alpha admins, absolutely no reason to waste skills on colonies.
Only "downside" is that they attract expeditions and terrorists. You would get both without them anyway, unless you really bend over backwards to not make money.
Bribe with SP for extra convenience.

i see your point but personally i disagree

3
Mods / Re: [0.95a] Unknown Skies v0.43 (2021/03/27)
« on: May 12, 2021, 01:07:46 PM »
very nice @cirevam , thanks for posting it

5
yeah i looked it up and downloaded the latest (rc15?). so cheers for that mate!

edit.: installed rc15, issue persists.... dont tell me i need to start a new game? basically every colony i have is plagued by fricking pathers

6
whats rc12? and yeah, i triple checked.

7
General Discussion / Re: Best Skill Tree 0.95
« on: May 11, 2021, 02:57:48 PM »
if i want to have colonies im forced to do leadership and industry. gay

8
Mods / Re: [0.95a] Unknown Skies v0.43 (2021/03/27)
« on: May 11, 2021, 02:51:23 PM »
so are we not getting a change list/readme where every planet modifier this mod adds is listed? gay

9
Have a couple of planets with pather terrorism, had no luck finding the base supplying the cells. i remember in earlier versions it was possible to talk to a pather in the planets bar and pay him to disclose its location, but apparently thats not a thing anymore? or did i run into a bug? cheers.

10
General Discussion / Re: Impressions about skills in 0.9.5
« on: April 21, 2021, 02:55:01 AM »
i think colony skills are great to have and they are very useful. so to me personally it would be a shame if they were removed. but the way they are on the tree now is a real pain; i had to give up my t1 navigation (which is very helpful) to get a third colony skill

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General Discussion / Re: Impressions about skills in 0.9.5
« on: April 20, 2021, 06:14:56 AM »

Re: Capstone at 4
While I can see the reasoning (because I might do it too if I made a game, after getting tired of hyper-specialization that is encouraged in other games), this really hurts those who want colony skills.  In particular, getting Ground Operations is impossible without locking the player into an officer skills.  That really hurts.  Similarly, both Industry 5 skills work great together, but getting four unwanted skills after wrapping around is worse than three points in dead aptitude in previous release.


i very much agree!! very unsatisfying

12
General Discussion / any news on localization?
« on: April 20, 2021, 06:08:35 AM »
ive been reading this thread earlier : https://fractalsoftworks.com/forum/index.php?topic=9463.30 ; and i wonder if anything changed since then?

13
General Discussion / Re: Impressions about skills in 0.9.5
« on: April 20, 2021, 12:13:46 AM »
it should be possible to get atleast 3 of the 4 colony skills =( in the old patch colonies were much better.... now its very unprofitable to have 4+ colonies unless you use alot of alpha cores; and not everyone wants/can do that.... for example on my current playthrough im in cycle 212 and i spent alot of time exploring... havent found a single alpha cores despite actively searching for it, engaging remnant fleets etc etc etc.... now im at max administrators, and if i want to get more than 4 colonies i just have to find an alpha, respec my tree, or live with the stab pen i get when i govern more than those 2 colonies (or as i said respec my tree for more colonies instead of boni to already existing)

14
General Discussion / Re: Impressions about skills in 0.9.5
« on: April 19, 2021, 04:19:33 PM »
personally i liked the old system better now its very hard to get even just 3 of the 4 colony nodes at the same which extremly limits what you can do with your colonies. i dont like that you have to pick every alternative node in a tree to grab the second tier 5... overkill! have to spend 4 skillpoints on nodes i dont really want just for that one node i actually do want

15
Mods / Re: [0.95a] Combat Chatter v1.11.1 (update 2021-03-28)
« on: April 19, 2021, 01:34:02 PM »
hey histi, thanks for making this mod. its great

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