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Messages - Reshy

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31
Mods / Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
« on: December 01, 2022, 06:23:15 PM »
I wonder, is it possible to make it so that to create the AI Battlestation you need to have destroyed and salvaged a Remnant Nexus previously in addition to needing the skill?  I know you can do so with ship blue prints but not so much with infrastructure and structures.

Side Note:  If you create an AI Battlestation you probably should be given the blueprints for the Remnant fleets, as it's kinda weird that your station can produce the ships, but you cannot order them and instead have to salvage them from any still active remnant Nexus.

32
Mods / Re: [0.95.1a] Radiant Prototype
« on: December 01, 2022, 06:19:46 PM »
Not sure if this is a bug or a feature, but I noticed you start with the blueprints inherently, rather than finding them in the world (but you can still find blueprints of them).

33
Is there any way to get more info about the reputation hit on the embassy?  I sometimes see negative changes (like one from Tri-Tachyon) even though I hadn't interacted with Tri-Tachyon at all in the given month or prior month (was spending time buying ships and mucking with colonies).

34
I'll describe a user scenario and where I find the feature annoying, and where it is justified.

The most annoying one:
> Commissioned by Hegemony, with good track record, relations +50
> Hunt for pirates in Hegemony system, obviously trying to sneak up on them
Hegemony picket instantly zips at me (spawns on my head from hyperspace): "OY DO YOU HAVE A LOICENCE FOR GOING DARK M8?"
It makes sense that Hegemony wants to figure out what hides in the darkness, but reducing relations every bloody time ? It becomes annoying very fast.

Where above is OK:
If one is going Dark near any Hegemony assets as one might be smuggling something or approaching for sudden Blitzkrieg.

Suggestion:
Penalise player relations for being Dark only when near that faction assets (any orbital structure/planet)
It would make sense for player to be "plugged in" to the encrypted communications network of a certain faction when they have enough reputation thus causing faction to know who you are even if you are running dark.


Some thoughts about the current mechanic/design:
- there can be point made that Hegemony owns a certain sector and their word is the law - in this case what are we going to do about sectors that have assets across multiple factions ? It makes that much more sense to have the transponder rule be enforced depending on proximity to installations.
- the change would actually not impact old design as one would want to go dark only when approaching specific targets either to smuggle/hack/attack/dodge/hide, the change would only benefit the fun mechanic of sneaking/evading enemies without space-police ruining your OP.
- relation penalty thus could be increased, because approaching military-zone without identifying is a serious breach.
- players often forget to turn on transponders and this would happen more often if suggested feature would be implemented, this indicates that there is a problem with the whole transponder mechanic in itself, i am not sure what to say about this, right click icon to control transponder being ON/OFF by itself ? This actually makese sense, as there is no actual benefit of always running with transponder ON where it is not penalised therefore it can be turned OFF when leaving restricted zones and turned ON when approaching proximity zone, with added control to force ON or OFF.
- in reality we dont see special forces being stopped in middle of their operation by police because they are wearing balaclavas and "look funny".

Old thread but I do concur, there should also be other situations where they shouldn't bother with the transponder:  Your Fleet strength is so overwhelming that the patrol that asks cannot hope to even run away in time (so instead they just maintain contact as if you were hostile) and after you make a faction with a certain size or production output (diplomatic immunity).  It's really awkward when you get pestered as the most powerful faction in the sector about the transponders when your fleet could easily go and saturate bomb the core worlds in a single afternoon of idle button pushing.  There's upholding the law, and then there's risking annihilation over someone's head lights not being on.  Another thing is if you do attack them for being stupid enough to pester you while your transponder is on it causes a massive faction dip even though they don't know who you are (and if they did, they'd not be stupid enough to ask).

35
Mods / Re: [0.95.1a] Volkov Industrial Conglomerate 1.4.3
« on: November 28, 2022, 08:14:56 PM »
A thought, but with the faction being based heavily on Genetech, would there be space for like a genetically engineered pollution removing bacteria farm sort of structure?  Plastic eating bacteria have been found in nature, and the faction is heavily based off of genetic engineering around problems.

36
I wanted to ask but how does the rift generator work exactly?  It looks like it creates a portal to a new system and brings the planet with it, but I'm hesitant to relocate it away from the core of my worlds since I don't know if the portal remains in it's original position or not as while I would like a fast travel from one end of the galaxy to the other I don't wanna risk sending my planet into the unknown.


Side note:  Friendly watch towers have the same text as hostile ones.
Your planet is moved into a random system in your chosen direction within a covered range. So you kinda can predict where your planet will be somewhat depending from relative system placement - just check the distance between neigbouring systems and yours to see what systems are potentially eligible. While at the original location there will be torn open a new jump point.
Alright, so if I wanted to, I could (given time and luck) effectively create a way to fast travel from one side of the core to the other, skipping the high fuel costs?

37
Mods / Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
« on: November 28, 2022, 09:34:27 AM »
Dunno if this is something that can be changed, but if a modded space station is abandons it loses all it's traits if you attempt to rehabilitate it again, this includes things like Resource Deposits for more mining-style stations.  There any way to fix that?

38
Mods / Re: [0.95.1a] Nexerelin v0.10.5b "Sierra Nevada" (update 2022-09-17)
« on: November 27, 2022, 09:03:17 PM »
I noticed an issue but it seems like for invasions the game isn't properly calculating if it's outmatched or not.  An invasion fleet with 3 flotillas was labeled outmatched against a 400% fleet power fleet, but the actual ships were able to easily beat the fleets using the auto-resolve mechanic.  That indicates to me that the fleets aren't being calculated accurately.  I also noticed that invasion fleets similarly are always "evenly matched" even when it's overwhelming in advantage, and it's basically impossible to see an invasion fleet spawn that's not powerful enough to actually invade a planet (of like a few dozen invasions that happened of my planets, only one was unsuccessful without player intervention).

EDIT:  I also noticed, but if a colony gets Decivilized none of the factions seem interested in trying to recolonize it.

39
Mods / Re: [0.95.1a] Tahlan Shipworks 0.8.666a
« on: November 26, 2022, 08:55:48 PM »


I think the sector has had enough of the Legios Infernalis, and just after I befriended them.

40
I wanted to ask but how does the rift generator work exactly?  It looks like it creates a portal to a new system and brings the planet with it, but I'm hesitant to relocate it away from the core of my worlds since I don't know if the portal remains in it's original position or not as while I would like a fast travel from one end of the galaxy to the other I don't wanna risk sending my planet into the unknown.


Side note:  Friendly watch towers have the same text as hostile ones.

41
Mods / Re: [0.95.1a] Blue - Extratential Lanestate Union (0.8.1a-RC2) Mod
« on: November 24, 2022, 08:45:50 PM »
This might be intentional or might be a bug, but it seems like if the arms separate on the Anthracite the hull is treated as if it was heavily damaged even if the arms are still in tact.  The arms will also fly off if the ship is deployed below 90% hull, leading to the arms flying off at 600 speed into the infinite vastness of space.


A request also could it be possible to get a small energy (or full hybrid) version of the Diaboleite for the memes? 

42
Modding / Re: [0.95.1a] Guardian Prototype 1.3
« on: November 21, 2022, 06:44:52 PM »
Is it possible to get a version that makes the guardian drop the blue prints when defeated, ditto for the other special ships?

43
Mods / Re: [0.9.5a] Hiigaran Descendants v2.0.4/v5
« on: November 21, 2022, 04:54:26 AM »
A suggestion, but I think the Hiigaran space station and mining station should have some built in hull mods that make their more logistic-based roles more viable.  Surveying Equipment for the Mining Station and High Resolution Sensors/Salvage Gantry (Hiigarans were known for their tendency to run off with people's ships) and Advanced Ground Support Package.  Since they're space stations, you could consider giving them a Advanced Targeting Core to give them a quasi space station "Targeting Supercomputer" effect.

44
Mods / Re: [0.95.1a] Tahlan Shipworks 0.8.666a
« on: November 11, 2022, 03:24:17 AM »
The Legios are absurdly overtuned, like they spawn fleets faster than they can be destroyed and even with massive attrition they somehow materialize highly skilled commanders from the nether.  Just for a lark I used cheats just to see the extent of how many fleets they'd spawn before running out or letting me bombard their planets.   The answer was 48 pages of salvaged ships.  I'm not sure how you're expected to beat them legitimately, much less while running Nexelin, it just doesn't work with how the combat readiness system works.  Your ships literally cannot regain CR fast enough to keep up with how quickly new ships materialize.  While I get it's a boss faction, they should be beatable, but a combination of extremely overtuned hulls and the sheer amount of fleets that are spawned make it pretty unusable.


I also am going to assume this is a bug, but they'll complain about your transponders.

45
Mods / Re: [0.95.1a] Nexerelin v0.10.5b "Sierra Nevada" (update 2022-09-17)
« on: November 11, 2022, 03:19:20 AM »
Might be a bug or maybe not, but if you disrupt the military actions of a planet or station they can still launch vengeance fleets through their off screen dark matter.

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