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 - PureTilt

Pages: 1 2 [3] 4
General Discussion / Re: i dont think OP ships should be nerfed
« on: June 08, 2021, 12:55:58 AM »
i hope u people know this was a shitpost lmfao
1. no
2. it was awful shitpost
3. not funny, didn't laugh
4. there was enough people who was 100% serious about what they said

General Discussion / Re: i dont think OP ships should be nerfed
« on: June 08, 2021, 12:22:46 AM »
Arguments for not nerfing so far: alex can nerf to much and now all dumb and boring
alex can do same with buffs and now all can solo Doritos
if alex somewhere somehow said "i probably gonna nerf HT" doesn't mean he gonna kill it he want all playstyle to be competitive and by asking to not nerf clear outliers you make that much more harder

Modding / Re: [0.9.1a] Hullmod Guide
« on: May 12, 2021, 11:54:23 AM »
How much of this is still applicable in 0.95a?

0.95a just add some new thing but didn't changed anything for Hmods so its satill applicable

Suggestions / Re: Make Commerce take two Industry Slots
« on: May 12, 2021, 11:52:49 AM »
Base commerce is fine but all upgrade make its way too good, so if you're going to nerf it nerf upgrades Dealmaker from +50% to +25% AI core form +25% income to -tariff on added market or some other fancy effect which not just +25% income, SP bonus can be left the same or also be fancy thing and not just more money

Mods / Re: [0.95a] Beyond The Sector - Endless Randomized Systems
« on: April 11, 2021, 07:05:51 AM »
nooo i just did almost the same thing, competition begins i guess.

Not sure if this fix can break anything, tested it on different ship with different Hmods looks like works fine, mb gona help you.

Derelict fleets can spawn with Derelict Contingent (possibly with other commander skills) while they have no skills listed under commanderSkills in their faction file.

Is I just don't understand how it should work, or it's indeed a bug?

Mods / Re: [0.95a] Ship Direction Marker 1.2.1
« on: April 03, 2021, 04:51:16 AM »
Hi! Your mod is fantastic and useful for me. It's exactly that more information leads to more victory.
May I post it on Fossic, which is a Chinese starsector forum?

And here is the address:

Sure just credit me

If you have elite helmsmanship when you hit 0 flux 0-flux boost briefly disappears.

Battle size set to 300 should be 400 with Star fortress but stays 300

Cant activate gate in Aztlan after completing quest, when quest was active i tried to scan this gate but hege fleet stopped me so i just scanned other gates, after completing quest i tried to activate it and it give me same message as if hege fleet still was there even tho hege fleet isn't there.

save file:

ConvertedFighterBay extends BaseHullMod instead of BaseLogisticsHullMod, so you can install it even if you have 2 logistical hullmods (its replaces last installed logistical hullmod)

Mods / Re: [0.9.1a] Volkov Industrial Conglomerate 1.1.0
« on: February 01, 2021, 03:03:33 PM »

save compatible, you gonna miss on system changes
Unleash devastating biological weapons on your enemies.

Change log
-OP reduced from 400 to 380
-Quantum lunge
--Fixed some interactions with stations (still a bit messed up because, duh, stations)
--Now instead of arcs deals damage in line as it should (still has additional arcs)
--Damage on secondary arcs reduced by 50%

Omni-lunge (VIC-A01 Xaphan, VIC-A33 Moloch, VIC-A58 Valafar):
-Added more visual effects

VIC-X14 Nybbas:
-Added Phase Field and Delicate Machinery hullmods
-DP reduced from 14 to 13

VIC-F04 Sonneilon:
-Now they can't interrupt their burst

All ships:
-Now engine glow changes color if Safety Overrides are installed

Vodyanoy Plasma Minigun:
-New firing sound

-Fixed the bug that caused more flux cost per shot
-Visual effects improved

"Shturm" Overhaul:
-Tier reduced from 3 to 1 (can buy it with lower rep)
-Cost reduced from 25000 credits to 5000 credits

VIC Brand Shield Emitter:
-Fixed speed penalty also been applied to 0 flux boost

PD Arc Emitter:
-Now unlocked from game start

Viral bombardment:
-Stability penalty from Extreme Viral Contamination (EVC) is now permanent
-Ground defense penalty multiplier reduced from x0.3 to x0.25
-Accessibility penalty increased from -25% to -45%
-Now has a fleet size penalty multiplier of x0.5
-Now reduces production quality by 45%
-Grow penalty increased from 10 to (2^(colony size))*25
-Now colonies with EVC can decrease in size if they hit 0% total growth while having negative growth rate
-If colony is size 2, it gets decivilizied the next time it decreases in size
-3 New industries to counteract effects of EVC

-New market themes, all thanks to psiklaw
-Heavy industries were removed from Phlegethon and Purgatory
-Some small fixes in dialogues and descriptions (nothing radical)

Mods / Re: [0.9.1a] Volkov Industrial Conglomerate 1.1.0
« on: January 21, 2021, 01:02:05 PM »
VIC 1.1.0a Hotfix
-Fixed CTD when trying to learn VIC "Fervor" Protocols hullmod

Mods / Re: [0.9.1a] Volkov Industrial Conglomerate 1.0.0
« on: December 30, 2020, 12:58:54 PM »
ayy lmao its me second author download MHM now

Pages: 1 2 [3] 4