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Messages - Vensalir

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16
Beautiful ships, can't wait to play around with them.

17
Modding / Re: Do you use level cap increase mods?
« on: April 19, 2021, 05:06:46 AM »
Yes, for two reasons :

1) The first one is that some skills are, in my opinion, mandatory regardless of your build. This automatically reduces your choices in picking other skills.

2) With the new system, you are often forced to pick skills that are either useless for what you are doing or only very marginally useful.

A hard level cap means not being able to pick a lot of the skills you would want because you are forced to spend some points on either unmissable or useless skills.

18
Mods / Re: [0.95a] Mayasuran Navy 8.3.3
« on: April 07, 2021, 08:59:57 AM »
I've got a new faction in the works called the SHOGUNATE. Mayasura will be put on pause for a while until I finish this, but I'll keep updating if there's any further bugs.

Spoiler
[close]

Looking forward to it, those ships look amazing.

19
Modding / Re: [0.9.1a] Better Neutrino Detector Mod
« on: March 31, 2021, 12:01:05 PM »
I really like this mod and it's been firmly on my mod list since its release. It makes exploring large systems so less frustrating.

I don't know if the mod author is interested in updating it, but I apparently managed to get it working on 0.95 simply by editing the mod_info.json file. So far, the game seems to run fine even with this very crude approach and the skill works as it does in 0.91a.

20
Modding / Re: [0.9.1a] The Persean Navy
« on: January 10, 2021, 03:21:45 PM »
These look really nice ; the stripes are especially cool and thematic in my opinion.

Can't wait to try them out in my new playthrough.

21
Mods / Re: [0.9.1a] The Star Federation (Based on FTL) - v0.5
« on: September 16, 2020, 09:28:04 AM »
Very nice, beautiful looking ships there.

22
Modding / Re: [0.9.1a] Another random SWP
« on: August 03, 2020, 06:06:57 AM »
Looks fun !

I love how the Graf Spee's turret layout mimics the one of the actual ship. And the single-barrel Mjolnir looks very interesting.

23
Mods / Re: [0.9.1a] Nexerelin v0.9.3b (fixes 2019-08-17)
« on: August 23, 2019, 01:32:01 AM »

One of the most interesting aspects of Nex for me is the possibility to have custom starts. The Blade Breaker one from DME is especially interesting for me as I like the extra challenge of mostly hostile NPC factions but with a strong starting ship.

That said, would it be possible for me to change the starting ship assigned to that custom start ? Specifically, when you pick the "super ship" option, you start with a Sparrowhawk, whereas I'd rather have a Black Lancer. Is there a file I can modify to make it possible ?
Dassault-Mikoyan Engineering/data/config/exerelinFactionConfig/the_deserter.json
At the bottom you have the following:
Code: json
    "startShipsSolo":["istl_starsylph_deserter_test"],
    "startShipsCombatSmall":["istl_slammer_std"],
    "startShipsCarrierSmall":["istl_curse_proto_test"],
    "startShipsSuper":["istl_stormkestrel_proto_test"],
Change the specified variants to whatever you like. You can look in the mod's data/variants folder for a list.


Thanks a lot, much appreciated !

24
Mods / Re: [0.9.1a] Nexerelin v0.9.3b (fixes 2019-08-17)
« on: August 22, 2019, 01:05:27 PM »
I'm really enjoying the mod so far. If you play with many modded factions, the galaxy quickly becomes a very lively place indeed.

I would like to ask a question, though. I'm not entirely sure whether I should post here or on the DME page, but I'll try here first.

One of the most interesting aspects of Nex for me is the possibility to have custom starts. The Blade Breaker one from DME is especially interesting for me as I like the extra challenge of mostly hostile NPC factions but with a strong starting ship.

That said, would it be possible for me to change the starting ship assigned to that custom start ? Specifically, when you pick the "super ship" option, you start with a Sparrowhawk, whereas I'd rather have a Black Lancer. Is there a file I can modify to make it possible ?

25
Mods / Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9e
« on: February 12, 2019, 03:59:59 PM »
You can find them in DME black markets. They're not terribly common, but they do pop up every now and then. If you stick around their systems you're bound to find them eventually. Or you can get a commission with them and get access to even more goodies.

26
Mods / Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9e
« on: February 12, 2019, 03:09:23 PM »
I'm not a terribly experienced player, but I feel that the best counter to the Wolf are high burst damage weapons, possibly with very fast projectiles. The Antimatter blaster and Omni blaster are very effective at this. Heavy blasters are possibly even better.

DME also has a medium sized heavy laser that packs a huge wallop and has zero travel time, that works really well for me. Just bait them it, take the damage and then smack them in the face. They will either overload or get a ton of damage.

27
Bug Reports & Support / [0.9a] Excessive (?) fleets respawn bug
« on: November 19, 2018, 04:28:50 PM »
I think I found a bug with the respawn rate of Luddic Path fleets at one of their bases.

Simply put, there are always a number of substantial fleets (mostly called Holy Armada) stationed at a Luddic Path outpost, and their number never seems to decrease, no matter how many I kill. I usually go in, kill a fleet or two, wait a few days in system to restore my CR and another fleet of equal strength is always there guarding the station.

Is this an intended feature ? It seems like the respawn rate is way too high for it to be balanced.

I also found some strange issues with derelict ships ; I can usually salvage Nebula-class transports from fleets that didn't have them in the first place, and I once found 2 Legion [XIV] battlecarriers in one system.

Beautiful update despite these tiny issues, though, I'm having oodles of fun with it.


28
General Discussion / Re: Do-nothing AI.
« on: October 12, 2018, 12:00:26 PM »
I must say that I, too, find the AI a bit annoying on frigates. As it has already been said, it behaves reasonably well in medium and large encounters, but in small ones it is way too passive in my opinion. Also, the AI's tendency to keep the distance in reverse until CR runs out is a bit aggravating, especially when there is only one enemy ship standing. It's clear victory is impossible, why doesn't it retreat ?

I think it should be a little more daring, and perhaps try more diverse tactics. For instance, a less-capable frigate could try for strafing passes instead of going for a head-on slugging match.


29
Mods / Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
« on: May 26, 2014, 07:42:52 AM »
Love the idea of a corvette-ish ship ! Great news indeed  :)

30
Mods / Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
« on: May 25, 2014, 03:37:15 PM »
Beautiful sprites as always  :)

In one of your posts you mentioned the idea of adding new UIN fighters, did you have any specific role in mind ? Personally I find the existing ones are great against low-tech fighters thanks to their frag-based damage output, but somehow lack the punch to attack frigates or capitals. I think a bomber would be a good addition.

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