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Messages - mkire

Pages: 1 ... 5 6 [7]
91
Mods / Re: Independent Defense Force v0.78
« on: April 05, 2012, 05:36:36 AM »
two of your frigates, used with a bit of skill can kill the hegemony defense fleet.

I did come close (20% hull) to losing one, but those missiles are hellaciously powerful, given they're infinite ammo, fast, and a volley of eighteen of them will kill any frigate or destroyer without shields.

I don't know what the multiphasic temporal shields are supposed to do, but i stripped them off in favor of just letting the shield work normally

92
Mods / Re: MassFarer - A Mass Effect mod for Starfarer, Version 0.01
« on: April 01, 2012, 09:23:29 PM »
the normandy either needs to be more maneuverable without hull-mods or needs more weapons/better turret arcs. The only reason i didn't die during my several attempts to fight anything was you stuck a pretty good shield on it.

93
Modding / Re: Fruit Ships Mod (Only one ship so far)!
« on: April 01, 2012, 07:23:46 PM »
i have extracted this to my mods folder, yet i cannot seem to activate it.

I think you're missing a 'mod_info.json' file

94
Suggestions / Re: Deleting Save Games
« on: April 01, 2012, 07:13:55 PM »
i hate having to type delete to get rid of saved games. I'd much rather have a 'are you sure you want to delete this' prompt with yes/no buttons.

@evil713 .50a was easy to get started. before i added a couple mods that let me get faster, more powerful ships that come armed already i went through ~40 games where my first fight ended with me getting blown up by a hound and starting a new game because if the starting ship didn't get me through my first fight, the replacement surely isn't going to.

95
Try it yourself, open up the weapon_data.csv, find the speed column and increase the initial/max speeds by whatever percentage you like.

I tried doubling missile speed only to get blown up by anything that had missiles. my next attempt simply made missiles have a higher launch speed, which fixed my problem of 'i rammed that hound and it still dodged getting hit with my harpoons'

96
Mods / Re: The Nomads (0.5.3)
« on: March 26, 2012, 09:42:51 PM »
i have to say i love the ultralight frigates. for their fleetpoints they outperform any fighter that doesn't come with a shield. Sure it's hard to get them and they suck up 16 people, but with a condor and elite crews i had three flights of them take down a medusa for me with no losses

97
Modding / Re: missiles
« on: March 22, 2012, 01:50:36 PM »
i found the csv thing on my own and tried doubling their speed. that made my original problem 'missiles are too slow and are pretty useless against anything faster than you' into 'missiles are overpowered'

my next attempt is going to bring back the original max speed of missiles, but give them a much higher launch speed. So if you've got them aimed right, all they need to do is minor course corrections and not die to PD in order to hit stuff.

also screw hounds and their 'i'm faster than you and i'm going to dodge everything you shoot at me until i get bored and leave because you have shields.'

98
Modding / missiles
« on: March 21, 2012, 11:03:14 AM »
so i've been playing for a while and i don't like that missiles can be outrun indefinitely/dodged. I decided to change that, but i can't figure out if a higher 'acc' number under the engine specs list will give me faster missiles or slower ones

99
what kind of weapons does the refuge fit?

100
Suggestions / suggestions
« on: February 25, 2012, 04:49:49 AM »
If possible, let me change weapon groupings (more specifically, whether they're linked or alternating) during battle.

a fragile frigate with a flight deck. bringing it into combat is a bad idea, but it lets you repair fighters at a reasonable speed out of combat and still move at frigate speeds.

if there's a penalty for having more crew than your ships need, a cargo item that extends the number of crew you can carry.

finally: If the speed penalties for large fleets are here to stay, please put them somewhere they can be modded.

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