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Messages - Stormy Fairweather

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136
>Play with mods that buff enemy
>oh noes is enemy harder?
I think we need some Alpha AI core working on this problem boss.
Lets just hope that Hegemony will not send their AI inspection fleet here.

i gave you the benefit of the doubt and assumed you were being flippant. now i see you are just a ***.

ive been playing with that mod since .91, it was the RELATIVE increase in difficulty i was asking about. ***.

137
is it possible to have mercenaries needing credits instead of story points to renew contracts, WITHOUT removing the need to spend a point to hire em?
yes all in the settings
you can change their wage and how long contract last and how much sp points is refunded

but not the cost for extending contracts, or any way to convert that to credits that i could find. to be clear; i want to spend a story point to hire a merc, but keep them after the contract expires with only credits.

138
General Discussion / Re: Super-mobilty on capital ships is annoying
« on: June 02, 2021, 03:23:58 AM »
i been getting my ass kicked by em too. but i like it. without em there would be no end game challenge.

my biggest problem is i use starship legends so not only are [redacted] SIGNIFICANTLY stronger, but my ships also accumulate penalties for suffering hull damage. and i have yet to take out a fleet with a radiant without suffering some losses.

139
i tweaked the base modifier from 0.5 to 0.7 so it was still possible to get some buffs with some hull damage. but yeah, most fleets have insane bonuses. saw one with 40% more shields, like 30 more damage/range, with the only penalty being about -10% armor, which those ships give zero *** about.

shoulda scoped a few for a better pic before posting...

140
Mods / Re: [0.95a] Kadur Remnant 3.2.3 - life support 2021-03-27
« on: June 02, 2021, 12:18:55 AM »
aight, i'll see if i can plug it in. i have nex, but kinda disabled all the expansion/random factions stuff. irks me when planets i aint surveyed yet get taken over XD

141
Mods / Re: [0.95a] Kadur Remnant 3.2.3 - life support 2021-03-27
« on: June 01, 2021, 11:57:56 PM »
probably a stupid question... but this mod requires a fresh save, no?

142
is it possible to have mercenaries needing credits instead of story points to renew contracts, WITHOUT removing the need to spend a point to hire em?

143
Mods / Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
« on: June 01, 2021, 10:42:24 PM »
never realized just how much i relied on unique ships from this mod, until i played a game without it. think my entire fleet usually ends up comprised of em, no matter how many other ship mods i have installed

144
Just git gut boys.

the starship legends mod i mentioned gives those fleets pretty significant bonuses, more than you get from it even when yer fleet isnt earning penalties for sub-par performance. also, isnt matter of winning, is a matter of not losing ships (which in addition to racking up d-mods will give your ship reputation penalties as well as insubordinate crews further weakening yer fleet). i know yer being flippant, but this mod turns em from deadly to nuclear XD



edit - this was just a quick example, most [redacted] fleets actually have bigger bonuses.

145
Bug Reports & Support (modded) / Re: Combat speed up glitch
« on: June 01, 2021, 08:33:49 PM »
never thought to try. the zigg. ive deleted the rest of that mods functionality, so cant try to speed up/slow down things. but i will try to toggle bullet time next it happens. like i said, only seen it three times, so it is pretty rare

146
nah, think i prefer to muddle through this on my own. like the challenge.

although, i did just clue in to the MASSIVE buffs starship legends gives enemy fleets on top of the buffs they already had.

147
yeah, my radiant could 1v1 a paragon in the simulator without even taking hull damage. good to have it verified, was worried i turned stupid XD. guess i need to adjust my tactics

edit - tbh, i really like it. end game felt too easy before. but damn, is it brutal trying to maintain a functioning fleet, especially with the best mod out there (starship legends) making my fleet weaker if i dont manage clean sweeps.

148
i remember their fleets were always tough, but even packing the zigg, a paragon, and my own radiant i cant take out a 2 star fleet with their own radiant without losses. their ships feel like rocks to my fleet of twigs.

149
General Discussion / Re: Why do my ships never vent?
« on: June 01, 2021, 04:03:43 PM »
Oh, I forgot a couple of things  @Stormy_Fairweather !

1)Stacking hullmods like Hardened Shields, Solar Shielding and Resistant Flux conduits just to name three instead of investing Ordinance Points into Capacitors will mean the ship will have less maximum flux capacity, which is really going to help the AI choosing to vent!

Now, threse 3 Hullmods are worth 60 ordinance Points in total on a Capital ship and only one of them is expensive enough to warrant imtegration via spending a story point, but they really, REALLY help in massively slowing hard flux build up and making venting a lot faster overall. I would consider investing into all three of them on either cruisers and capitals that have a lot of Ordinance Points for their class, like the Aurora or the Onslaught or the Paragon/Odissey!

2)Good medium to long range point defence will give a bigger window for the AI to vent. Some incoming Pilums sitting but outside Machinegun/Vulcan range can very well jeopardize the AI's attempts to vent. It's not all that necessary on most destroyers and cruisers, but anything generally too slow to properly disengage and vent should have good enough PD to carve itself a "safe haven" in which to vent!

thanks for the tips. kinda feel that ships should just vent when they hit like 97% regardless of how many enemies are about (least if they have shields). wonder if this could me made into a mod...

150
Mods / Re: [0.95a] Reputation Decay 2.3
« on: June 01, 2021, 03:58:31 PM »
damn, man XD, yer awesome.

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