Fractal Softworks Forum

Please login or register.

Login with username, password and session length

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - PainProjection

Pages: 1 [2] 3 4 5
16
Just discovered that mod, sounds really cool and probably will create whole new nomad-like strat, now i am wondering how forging would work on ships with multiple modules?

17
Mods / Re: [0.9.1a] Ship/Weapon Pack 1.10.5
« on: May 12, 2020, 01:12:23 PM »
I found my ship, lucifer and pretty sure it's my ship, but there is no hullmod that we're speaking of.

Yeah, i got lucifer (boss Doom, from LaCROIX IBB right?) to my collection and was able to check it in my save file, you are right, there is no hidden hullmods. Well... i don't know what causes your malfunctions then. Just made a guess based on similar situation with different ship.

18
Mods / Re: [0.9.1a] Ship/Weapon Pack 1.10.5
« on: May 12, 2020, 06:08:59 AM »
Hey Revenant, can i point on 1 ship and 1 weapon from your mods what needs some nerfs? Are you open for suggestions or it would be waste of time?

19
Mods / Re: [0.9.1a] Ship/Weapon Pack 1.10.5
« on: May 10, 2020, 04:34:43 AM »
Ctrl+f'd entire save file, couldn't find safetyremoval or IllAdvised modifications, still the malfuncions are happening.

ugh... search for the name of your ship, not the freaking hullmod dude, don't forget to give it unique name, since default ones have tendency to appear on multiple ships.

20
Mods / Re: [0.9.1a] Ship/Weapon Pack 1.10.5
« on: May 09, 2020, 06:55:01 PM »
Yes! I knew it. Go to the save file, open it with any text redactor, then find there your ship (give it unique name ingame, press ctrl+f in text redactor and write it there) and go to the part with hullmods. I find this:

<hM z="111634">
<st>phasefield</st>
<st>delicate</st>
<st>safetyremoval</st>
<st>rcsw_secondwave</st>
<st>efficiency_overhaul</st>
<st>solar_shielding</st>
<st>fluxdistributor</st>
<st>hardened_subsystems</st>
</hM>
<pM z="111635">
<st>rcsw_secondwave</st>
</pM>

So here is a safety removal, what didn't showup ingame
Spoiler
[close]
.

I bet you will find Ill-modifications there. You might even delete this string if you don't like it, but check description of lucifer it says - "somehow work". I think thats was intentionaly made unremovable by restoration in docks, because this is an extremely modded prototype after all.


21
Mods / Re: [0.9.1a] Ship/Weapon Pack 1.10.5
« on: May 09, 2020, 06:27:45 PM »
Okay so I finally get a lucifer, but sometimes it get malfunctions and turn off the phasing, despite combat readiness is not at critical level or any d-mods, I assume it has something to do with the ship.

Any way to get rid of that?


That might be a hidden Ill-Modifications hullmod. I seen this before on "Saluki" from ED's shipyard mod - it has hidden safety override hullmod, but without perfomance time debuff, so it literally always moves with 0-flux boost, no matter what.

22
Mods / Re: [0.9.1a] ED Shipyard 1.9.9a (updated 20/12/2019)
« on: May 08, 2020, 06:52:55 AM »
Hi Ed,

I enjoy playing with the new ships / weapons you've added.
I've enjoyed using the new anti-carrier weapons you've added to bully ships.

I do think the new grapeshot family of weapons may be a bit overtuned however, specifically the post hit frag damage.

I'm seeing around 1K-2K hull damage per shot every 2-3 seconds,with 60-80 decently fast rounds that can't be PD'ed down.
I was tearing down a onslaught ~25 shots of the heavy, and ~13 shots of the mega grapeshots.

Yeah, small graple guns is okay...ish, but medium and heavy a bit devastating even for ammo dependent weapon (same mod adds drones what can restock your ammo lol).

I think the best solution would be copying mechanic from Vindicator's built-in unique weapon which is splits in to few submissions with lesser damage, but make them ricochete if they hit the shield.

23


Try this one. Works pretty nice, now i understand why Magnablasters was nerfed from 1200range to 1000, it makes no sence on other ships, but wurgandal can reach targets up to ~2240Units with them if "Tyrant Eye" is active. You may use this as base for your own loadout. Maybe you don't need solar shielding like me. Maybe integrated targeting unit on core is unnessesary, i am still not sure. Same for shield modules, i don't really know what would be better - max vents or capacitors.

My only complain is weak hangars, you just don't have a single spare ordnance point for any fighters, as you can see there is not enough energy to even constantly fire from 1 magnablaster and this thing also had to spam mines, so thats why i equipped just mining pods. This slightly ruin atmosphere of "super high tech world eater", but at least they do their work - protect the ship. It would be nice if his hangars recieve a buff from 50 base ordnance points to 70 (77 with +10% from skill) which will be enough to put at least 5 Pug-Class Gunboats in each bay (they 3 OP each and added by this mod, same for magnablasters, they just made for this thing)

Edit: Looks like it is a good idea to enhance shield modules a little bit with "extreme modifications" hull mod from S&W Pack, still WIP

24
Uhhhh, i got 1 question, i had your mod for like 3 months, never found the Wurgandal once in my 1k hours of gameplay so i decided to spawn it using a command code, i was surprised with how "shet" it was, i can literally do 10 times more efforts with a Paragon equipped with random weapons, consider some serious rework of the ship as it's completely useless outside of planetary support.

Hint: Nerexelin was updated recently with very cool feature - "procure ship" by agents. Currently this is the only reliable way of getting ships like Wurgandal.

Edit: Just sat for few hours trying different loadouts. Man... it actually pretty strong ship. I mean ok for 200 maintenance cost, but as single unit this thing probably have top 1 damage output in my entire modpack. Try magnablasters, not tachyon lances or something like that.

25
Can i see some footage what they send to you? Or it was some sort of a private screen demo in discord? At least screenshot of good loadout for this ship, seems like i missed something very important. I remember when i played with this mod i already had some pirate falcons in my fleet, so i really wanted to test this beast, but then, for me, it looks significantly worse.

My falcons was something like: 4 annihilator pods, 2 small annihilators, expanded missle racks and safety override. Rocket barrage super fast attack cruiser, used for heavy high explosive suppression. So you can now imagine my dissapointment when i tried this thing and realised what i just cannot achieve same perfomance with dual heavy blasters on your version.

There is IBB bouty with unique red falcon, which also uses 2 medium energy slots, it is good even with 9 D-mods lol, so i expected something similar to this. Not that powerful, but you get the idea.

26
p.s. i am not an active mod user, i remember what it caused crashes on save attempt, so i decide to delete it since unsatisfactory usedmemory/contentadded ratio, just seen update and wondering about this one ship which is seems interesting on paper but appear pretty underpowered in game

27
I meant what i can't see where it unbalanced and make an example of "what can be considered as overpowered".

Pirate Falcon is better for that role of super fast strike cruiser. It has 90units of base speed + 50 from maneuvering jets + 50 from 0-flux bonus and with helmsman ship it have 200+ units speed spikes. It also have 2 medium rockets and 2 medium composites which can also be a rocket so you most likely gonna utilise 0-flux boost unless you cannot dodge certain projectiles so you have to absorb them with shield. Again maneuvering jets gives you a lot more versatility since it allows you to use this extra 50units of speed to sideways or even backwards movement. Falcon (P) can easely kite larger ships, flank them and get back for recharge.

However, plasma burn require you to turn your ship, so it mostly can be used for pursue, but not kite.
Also to utilise shortrange heavy blasters you need: speed(check), strong shield (dmg/flux efficient, high capacity) and enormous flux regeneration (at least 1000+) which is not the case for TX011. His stats, as far as i remember, pretty average for light cruiser. To utilise rockets from Falcon (P) you don't even need integrated targeting unit, only expanded missle racks. Rockets already had long range, they don't need flux. At the end of the day 2 mounts are composite, so you can place heavy needlers there for shield suppression and pair them with typhoon torpedoes.

Suggestion? swap Plasma burn from Odyssey to Plasma Jets from Aurora And if you don't want to add some more ordnance points at least mirror built-in hullmods from pirate Falcon (unstable injector, augmeted drive field). Maybe add even some more (auxillary thrusters, expanded missle racks). Because how much it had? I can't remember... 80? 90? this is so little.

28
Is there some backgroud story about Falcon-TX011 ? i see him added in changelogs and then nerfed, unfortinately seems like i tried this thing only after nerf, so i am unaware what is wrong with it except right now it is complete *** because even vanilla Falcon (P) just better in every way.

Mainly because there is no decent long range medium energy weapons in this game even with ton of installed mods. There are few decent ones, but not a single one what can be called "Main Gun". Maybe heavy blasters but they are way way WAY to flux greedy and most of the ships not able to use them.

But most importantly Falcon (P) have better ship system. As far as i remember Falcon-TX011 instead of maneuvering jets had plasma burn from odyssey which again just widens the gap between these ships.

Also Falcon (P) had preinstalled augmented drive field and unstable injectors with plenty of spare ordnance points(125). TX011 can't fit anything. It's just a really weak ship. Love design, but why it so overnerfed?
Did you ever try Lodium from high tech armada? This is a *** OP ship what can annihilate capital after capital with his dual heavy blasters. It is super fast, have extremely strong shield and godlike flux stats. Lodium is a cruiser, like all these falcons, but it performs better than most capitals in game, even with mods.

So again, my question is - whats wrong with Falcon-TX011?

29
I was thinking... is it good or bad idea to make confing somehow compatible to new versions? Is it would be better if new added parameters will go to the bottom of .ini file so user can just copypaste top section from his older .ini/add bottom part to his old confing and use this for replacement. Just idea. it's up to you man. As i said i really don't want to go through all of this again, because i changed quite a bit of parameters, but barely remember what exactly i did so to properly update i should compare them side by side on my screen and manually check everything. Just imagine that pain.

30
Hi, thanks for trying out the mod. By any chance are you using the regular Notepad application to edit the file? I thought it looked relatively clean, but I have been using Notepad++ when judging my formatting (which has the added benefit of giving comments a different font color), so YMMV if you're using a different app. In any case, I'll work on adjusting that, thank you for the feedback.

Oh well.. thats probably me then. This is how it looks with default windows tools. I mean it's nice from coding perspective, i understand why each parameter spaced so much from left side of a page. Also this text just to dence if you know what i mean. I guess there is just so many things what you can configure, which is nice, but makes things a bit too hard to read. Thats why i suggested more empty strings between paragraphs or even some dividing lines. Anyway, i guess thats my bad in first place, never used to "nonvanilla" text redactors lol. 

Pages: 1 [2] 3 4 5