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16
Trying to the lost empire these days, funny design i think, but there are some problems IMHO.

Im really confused since I attacked a heavy industry belongs to derelict then got the blueprint of guardian, have to say it is really strange thing that derelict owns such an op ship between their junks,  is this a bug?

17
You can get a strength estimate by placing one or more agents on the planet involved (when the sum of agent levels is 3 or more, the colors of the "? ? ?" text will indicate if one side is stronger; at level 5 you can see the actual numbers).
If people find this mechanic annoying I may remove it though.

That's cool, I never try to place an agent to the planet that breaks rebellion, thank you for your help!

18
Really enjoy the new version.

I'm glad to see the rebellion event come back in this way. Since i try it yesterday, the event always confused me, in both my faction and others, so i just want to ask if it is possible to add words in Intel to describe the strength of rebellion, may similar to the describtion of invasion force such as "the invasion's space forces are evenly matched "? :)

19
General Discussion / Re: Good Combo of Ship Mods?
« on: February 07, 2020, 04:50:23 AM »
Also, how difficult is it to delete a faction from the game but keep all their ship blueprints for yourself?

Example, I'm interested in the ships from Dassault-Mikoyan and Diable Avionics but only for my exclusive use. Is there an easy way to do this?

I think you can use Nexerelin and then ban these factions in game start. Blueprints are still available for you to explore ruins and research stations.

20
This mod is good enough anyway, I really enjoy what it look when the fleet is enter drive jump, can the waves followed with hyperdrive be more Conspicuous when I open it with sustained burn? :)

21
I have a question, can a function allow me to automatic pay the money to stop other factions' invade? It's too frequent since I open the brawl mode, extremely disturb me especially when I have a large number autonomy colonies ::)

22
General Discussion / Re: Mod for removing environment leveling
« on: November 30, 2019, 12:32:00 AM »
I always set the battle size in 200 when I was tired of Grand fleet, then I will keep a smaller fleet and pilot a destroyer, the bounty is not the only target, I will spend more time on hostile facion, to hunt their trade fleets, or patrols( I use starship legend so that I can get some benefit from this action). Of course, aviod the huge fleet by higher Burn speed. You can try it ;)

23
Mods / Re: [0.9.1a] Shadowyards Reconstruction Authority 0.9rc1(10/20/19)
« on: November 29, 2019, 05:19:13 PM »
I get a brand new Delphi and ready to pilot it by myself, but I found the system - GAT seems not show it's all functions in the bottom left as it's description, is it normal  ???

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24
Mods / Re: [0.9.1a] Vayra's Sector 3.1 - GHOST SHIPS 2019-11-22
« on: November 24, 2019, 08:08:48 AM »
I come here again :)

I have played this mod for almost three weeks, found religion on the Persean Democratic People's Revolutionary Council, thank you again for your hard work! But this time I just want to talk about the hullmod of People's armada, which extremely increase the RC ships anti-EMP ability without any price. It make my confuse that I can't find any reason to support me use Dominator.

Dominator(RG), and other RC ships are no fear of engine&weapon outline any more for nearly 4 * durability and quicker repair speed. This is a little weird in my opinion, if it is possible to use some debuff to limit, or increase the RC ships deployment point? :-\

25
Mods / Re: [0.9.1a] Vayra's Sector 3.1 - GHOST SHIPS 2019-11-22
« on: November 22, 2019, 05:54:12 PM »
I enjoy this mod! For funny design of these special factions and different faction-target bounties. :)

But there is a small problem for me, the stormhawk republic's UI color is too dark to recognize, if it can be changed a little?

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26

Some more questions:
- how is the invasion fleet size calculated ?
- how can i build a defending fleet that match this invasion fleet size ?
- If i destroy, let's say, 3-4 ennemy fleets, does it do something ? (reducing the size of the invasion force for the next time for example).

you have that right to arrange a defending fleet at 0.81, which seems to be removed now.
Additionally, open the brawl mod can offer a defending fleet in sometimes, but not always, every colony under attack may do this.

27

Some more questions:
- how is the invasion fleet size calculated ?
- how can i build a defending fleet that match this invasion fleet size ?
- If i destroy, let's say, 3-4 ennemy fleets, does it do something ? (reducing the size of the invasion force for the next time for example).

If my remember rightly, you have that right to arrange a defending fleet at 0.81, which seems to be removed now.

Other questions, I'm not sure, but the invasion fleet size may have some random effect, you know, math.random(). Had to say I never did an exactly test about fight against invasion fleets, this is all my guess, sinking their transport may be effective. I'm sorry for my imprecise answer, you can turn to others.

28
General Discussion / Re: Raids make little sense
« on: November 08, 2019, 04:37:59 PM »
I still say we should get back boarding...trough the use of boarding torpedoes/shuttles (a weapon? Special ability or a ship? As a special fighter wing?). You'll have to overload the ship or somehow tie up the point defense, or else the boarding craft would be ripped to shreads.
A interesting thought, really. It once come to my mind several months ago, but that may be a little amusing, ::) to tie a bunch of marines and sent out? It sounds crazy in this Sector.

29
Oh, for no reasons, I remember the scense that a huge trade fleet of Hegemony be devastated by several cabal frigates. ;D

30
General Discussion / Trivial Detail of Skill System
« on: November 07, 2019, 08:51:50 PM »
Well, it seems that skill system will changed completely in next version, I just post this before it looks outdated. :D



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