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Messages - Deageon

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Not sure what's up but I found a BP for the Curvy Laser as a large synergy weapon and I'm also fighting REDACTED fleets with it. It's uh, a little scary to say the least.
Intended. Have fun :)

Modding / Re: The Possibility of Harpoons
« on: March 04, 2022, 02:56:26 PM »
Armaa's special pirate mech has a harpoon launcher that reels in the ship and also constantly zaps the enemy for like, 3-4 seconds.

I gotta say, that VF-25 looks cool as ***, even if you say it's slapdash and cobbled together, man.

Modding / Re: No fighters that grant 'ground support'?
« on: January 11, 2022, 09:46:12 PM »
Legacy of Arkgnesis notes that most of it's fighters can be used as atmospheric craft, for fighter superiority or in gunship roles. When you have them loaded up on a carrier, that ship gets a 0-op hullmod that adds some ground support stats.

Mods / Re: [0.95.1a] Everybody Loves KoC
« on: December 30, 2021, 11:37:58 AM »
Okay, so, does this mod add "Explorarium" to Chitagupta in the Naraka system? Because if so, that's a hilariously major conflict with Iron Shell that wasn't listed at all, which would be appreciated for future reference.

Mods / Re: [0.95a] Kyeltziv Technocracy [1.1]
« on: December 08, 2021, 02:15:40 PM »
Good to see the shield wideness got a tiny bit buffed, seemed like the ships were barely being covered previously. Thanks!

Modding / Re: [0.95a] Of Ludd and Lions
« on: November 19, 2021, 07:09:24 PM »
bruh is THAT why i've only seen those fuckers use heralds. lol

I'm gonna throw this on in my next playthrough and see how it feels to encounter these guys, but do they operate like remnants in that they have certain outskirt systems marked with beacons to tell players where the danger is? Also, perhaps they could drop loot and such to help reward players, not /too/ much but y'know, profit motivates.

Mods / Re: [0.95a] Gacha S-Mods v1.3.1
« on: November 08, 2021, 10:27:45 PM »
Okay, for some ungodly reason, despite me having set "GachaSMods_allowStandardSMods" to true, I'm still unable to actually use normal s-mods at all. Any idea what's up with that?

Not the biggest fan of the 50% additional slash to the droprate of Superweapons, even with the 3 HVBs available. While I'd get perhaps, two or three superweapons per playthrough, I've gotten a grand total of none despite doing a lot of exploring.

I'd recommend looking at the prv/rust belt mod if you need more inspiration or help with the coding for the ore-smelting stuff, one of the ships in that faction mod smelts ores.
There was also another mod that had a similar hullmod based set-up, but I can't remember it at this second.

The fluff's ship one is because of a missing undescore I believe. And yes, BE reloads your HVBs, and I had at least one of your HVBs pop up perfectly normal being the two-fighter bay carrier.

Okay, so I want to point out that this mod crashes if you try to use it with the new "Bounties Expanded" mod from the discord, which is slowly gaining the functions of Vayra's Sector (including HVBs)
This is because I believe the portrait for "Lady Mississippi" is bugged, 'cause the name for it in the excel sheet has an excess space before the underscore, causing a crash.

ED Shipyards also has dog-themed names you should check against, but I like the look of the ships!

Modding / Re: [0.95a] Of Ludd and Lions
« on: October 10, 2021, 06:34:32 PM »
You uhhh, might want to...discuss the whole modifying Luddic Enhancement's ships thing with Alfonzo, given that having Holy Ludd on rn causes a crash with the new update. Just saying.

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