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Messages - mkire

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76
Mods / Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
« on: January 07, 2013, 08:43:12 PM »
is 16.5 compatible with the bugfix update?

77
A request for future updates: If possible can you make the refuge act like a carrier (Respond to rally carrier and not charge head-long into danger)

78
Mods / Re: Fleet Control Mod (v.98, .54a) Industry Skills for your empire!
« on: December 02, 2012, 08:16:31 PM »
Going to update. The unique modded contracts still won't be in, this flu makes thinking too difficult to program.
And I forgot everything I changed, should be mostly stuff that's been mentioned by you guys though.

@soldier, i was asking about the OX frigate, but i see where it is now.
The Poor Mining Station periodically produces mining drones and ox frigates over time.

Oh and someone asked earlier whats up with the Poor Mining Station. It's mostly just an alternative way to get Ore, as well as a place where your convoys will sell if nobody else likes you. If they don't like you, I believe you can still sell to them via convoys.

so i can safely pirate their stuff without worries?

As for the ox vs mining drones thing: Why not make drones the more powerful miners and keep the Ox as an easier to obtain and use miner?

Also a request: If it is possible, would you make Ox-miners act like civilian ships? (rally civilian ships and run away from danger)

79
Mods / Re: Fleet Control Mod (v.98, .54a) Industry Skills for your empire!
« on: December 01, 2012, 06:45:55 PM »
@soldier, i was asking about the OX frigate, but i see where it is now.

80
Mods / Re: Fleet Control Mod (v.98, .54a) Industry Skills for your empire!
« on: December 01, 2012, 06:36:40 PM »
would you please add a few mining ships to the station that sells the fleet storage/hq?

81
Mods / Re: Fleet Control Mod (v.90, .53.1a) Rewritten, much improved!
« on: November 12, 2012, 01:45:08 PM »
can i upgrade to this with a save game or will i need to start over?

82
Mining is the real way to get started for me now. there's a much smaller chance of getting blown up and having to start a new game because the respawn ships are trash when i can get income from something besides fighting.

83
Suggestions / Re: an assault order for ships
« on: November 07, 2012, 11:43:38 PM »
In the new (as yet unreleased) version:

Intercept: Can be set on any target, only draws fighters/frigates by default (but can have other ships direct-assigned to it), results in single-minded dedication to attacking the target. To a point, anyway - it won't be actively suicidal, but it'll attempt to attack that target if possible.

Engage: Can be set on any target larger than a frigate, draws all kinds of ships, not single-minded (will engage nearby targets of opportunity).


Bombers assigned to either will go for the specified target, w/o being distracted by nearby enemy ships.
oh. here i am complaining and you've already fixed my issue.

84
Suggestions / Re: an assault order for ships
« on: November 07, 2012, 09:39:03 PM »
Engage is everything. Part of the great AI that alex has made involves the ships being a little bit random, but it looks like alex is working on that.

no, i mean i can't place an engage order on frigates. I don't know if it can target destroyers or not, but if it can't i'd certainly want it to.

Yes, it might seem silly to order an entire fleet to engage a frigate, but there's been times where i wanted to and my only option was to direct order my fleet into doing that

85
Suggestions / Re: an assault order for ships
« on: November 07, 2012, 07:50:12 PM »
Isn't Engage limited to cruisers and capships? I want to be able to say 'all ships, kill that ____' and be able to target any enemy ship.

86
Suggestions / an assault order for ships
« on: November 07, 2012, 05:14:56 PM »
So there's been times when i wanted something dead badly enough that i wanted my entire fleet to ignore everything else in order to kill it. Currently the only way to obtain this effect is to hope i have enough command points to stick an attack order on it and then assign everything to the task of killing it.

from my admittedly ignorant perspective, it should be relatively easy to implement a 'all ships, attack this' order, given there's one for 'all ships, attack this location'

87
do i need anything if i want to go mining?

88
Mods / Re: [0.53.1a] Cobalt Arms & Private Security Co.
« on: November 01, 2012, 06:18:34 PM »
I haven't played since around .51, but i'm generally a believer in small wolf-packs of frigates and maybe a medusa or a dronot ( a fast moving destroyer sized carrier from the dead Positron faction mod) as a flagship.  Having a frigate-carrier is really awesome and i wish there were more of them. Downloaded.

89
if the stinger was the high-tech brawler like ship, it needs its flux capacity brought back up again. It can't fire the two antimatter blasters at the same time

90
Mods / Re: Independent Defense Force v0.78
« on: April 05, 2012, 04:52:19 PM »
it's really not even the ships themselves, though they're tough and have really high ord points, but the weapons that come with them. If i were using native weaponry i could not be able to take on the hegemony defense fleet and win with only two frigates

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