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Messages - xucthclu

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16
Mods / Re: [0.9.1a] Vayra's Sector 3.1.1 - GHOSTIER SHIPS 2019-12-06
« on: December 21, 2019, 05:19:47 AM »
Ugh, so I turned off the Colonial Competitor factions (on the account of having quite enough factions in my game, I do not need any more) in the settings file, but this still came up, when it shouldn't.

Spoiler
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17
Mods / Re: [0.9.1a] ED Shipyard 1.9.9 (updated 15/12/2019)
« on: December 20, 2019, 02:13:22 PM »
So, I found this. The description seems wrong.

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18
Modding / Re: [0.9.1] Improved Stock enemy Loadouts v0.2
« on: December 19, 2019, 10:21:19 PM »
Uhh, I'm quite sure that Core Variants are not supposed to be made with Loadout Design taken into account, that's how you get stuff like this:

Spoiler
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19
General Discussion / Re: Bad experience with Luddite Path and Pirates
« on: December 19, 2019, 08:44:18 PM »
Uh, Plantissue, the "long slog to build rep with pirates" can be done in the exploration/trading phase by taking quests from pirates long before you set up a colony. Also, exploration is basically the best way of finding all sorts of rare goodies if you've maxxed out salvaging.

20
Mods / Re: [0.9.1a] Tahlan Shipworks 0.3.11 - Thar be Legio guns
« on: December 19, 2019, 10:48:26 AM »
This has been pointed out before. Basically, it seems that in general giving the AI ships with Burn Drive is not a great idea, as the AI seems to use it quite recklessly.

I have a LI Castella in my fleet (piloted by a steady officer) that spends most fights flying towards the biggest enemy ship, then proceeds to repeatedly ram them with its burn drive until they or it are destroyed.

While this is hilarious and great fun to watch, I did want to check if this is intended behavior or some issue the AI has with the ship ability. I have it fitted for ranged support, only its PD weapons have less than 1000 range.

21
Aight. Another question (I know I've tons of them, but I just try to make things as clear as possible to me all the while trying out different mods and making a list of which to keep and which not).

Does Nex prevent pirate or luddic path bases from spawning once all their colonies are destroyed? I was quite certain Nex didn't do this, but in another thread over at General Discussions, someone mentioned that it does, so I'd like to clear that up.

22
General Discussion / Re: Bad experience with Luddite Path and Pirates
« on: December 19, 2019, 10:42:20 AM »
Are you sure that you don't also have Vayras Sector? Because iirc it was VS that did that, not Nex.

This is pretty much the reason why I installed the Nexerelin mod ( https://fractalsoftworks.com/forum/index.php?topic=9175.0 ) . Both Pirates and Luddic Path stay dead the moment you either destroy or conquer all their core planets/bases and stop being an unstoppable zombie horde. I warmly recommend it in the next campaign you play since it requires a new save.

23
Something I noticed. Some NPC colonies seem to not max out their industries. They will have 3/4 or even 2/4 industries at times and not seem too keen on building any more. Is this intentional?

24
General Discussion / Re: Bad experience with Luddite Path and Pirates
« on: December 19, 2019, 02:09:32 AM »
This is why I keep telling people that, especially if you have Nexerelin, get friendly with pirates, so you do not have to worry about them. Though, iirc Vayras Sector mod adds a fix of removing pirate and luddic path base spawns when they are exterminated entirely, I've yet to try that mod again and see if I don't end up having issues with it.

25
Mods / Re: [0.9.1a] Vayra's Sector 3.1.1 - GHOSTIER SHIPS 2019-12-06
« on: December 19, 2019, 01:58:27 AM »
Has the issue with Gates Awakened been fixed? I'm thinking of redownloading Vayras Sector for my next playthrough.

26
Mods / Re: [0.9.1a] Kadur Remnant v3.0.4 - Caliph Cleanup 2019-08-29
« on: December 16, 2019, 01:26:43 PM »
Kadur appears to have Vast Ruins, but it doesn't let me build tech-mining on it.

27
Oh, thanks, I tweaked my setting to drop blueprints once per month.

I think definitely for ground, but the space ones were probably superior. Still, whenever they tried to inspect that planet, they have always failed, and then, suddenly, they managed to get all 13 cores, which seemed very odd.

28
Mods / Re: [0.9.1a] Ship/Weapon Pack 1.10.4
« on: December 14, 2019, 11:59:21 PM »
Which mod are the Uranium and Crown class ships from?

29
Suggestions / Re: Skulduggery - fifth aptitute
« on: December 14, 2019, 03:24:33 PM »
Early game it seems nice, but by late game 80% of it all seems entirely obsolete.

30
Mods / Re: [0.9.1a] Ship/Weapon Pack 1.10.4
« on: December 14, 2019, 03:23:08 PM »
I had a similar issue with Vayras Sector prompting me to delete it (though I plan to play around with it next playthrough) - the added d-mods combined with the vanilla ones caused some ridiculous scenarios. Namely, recovering an atlas freighter that had 0 cargo capacity. Then, after a while, I got a prometheus with 0 crew capacity whilst requiring skeleton crew and I think it had 0 fuel capacity as well, which just *** me off enough to delete the mod.

As for SWP, if you also have Nexerelin, it can sometimes be cheaper to not recover the IBB ship, but to buy it from Prism Freeport later on. You can also tweak the settings to make Prism Freeport sell IBB ships regardless of IBB mission progression, as well as a tweak that lets you keep buying the same ships even if you bought one or recovered one.

All in all, sure, some of these IBB ships are nice, but, considering that you generally fight a full-on overpowered fleet with the IBB ships ALWAYS having loadouts that require more OP than they actually have, the whole IBB thing seems like just an endgame activity to me. By the time I can safel get those ships, I probably no longer need them, if I have a fleet that can handle its bounty, and it being weaker than what I have to fight is also a bit of a letdown.

Though, as I get, they are strong in terms of being strong for their DP value, so I guess there's that, but still.

I'm sure you're already aware of this, but the new d-mods Vayra's Sector now adds to the game make auto-recovered IBBs really, really bad. You might want to consider reducing how many d-mods an auto-recovered IBB ship gets slapped on it.

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