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Messages - Havoc

Pages: [1] 2 3 ... 6
1
Mods / Re: [0.95a] Mayasuran Navy 8.3.5 RC2
« on: November 19, 2021, 01:16:43 PM »
is eccm and rocket  skill working with plasmabombs from mako frigate?
the additional rockets hull mod works

2
General Discussion / Re: Dun Scaith loadout?
« on: November 19, 2021, 12:28:59 PM »
'I have tested similar loadout with mjolnir on front
not happy yet, because I have no carriers, so my dun scaith was also antifighter with devastator before

I will buy 2-3 carrier and test again


btw. which carrier system is for what?(
heron(targeting field?)->kinetic bomber
astral(recall device)->bomber
drover(reserve depl.)->fighter or kopesh

edit: have now heron(M) with 3 wings  kopesh(M) and Vic carrier with 4x thunders(not sure if thunders are good for that ship)

3
General Discussion / Re: Dun Scaith loadout?
« on: November 15, 2021, 10:16:52 AM »
here it is:
now with storm needlers and my actual fleet are 10 Glimmer 50%CR with gammas

edit: the 2 guns on center slots are dual railgun GH I think, something medium ballistics with 1100 range

4
General Discussion / Dun Scaith loadout?
« on: November 14, 2021, 11:04:03 AM »
hi, I need some tips for a good Dun Scaith loadout
 have some mods
{"enabledMods": [
  "pantera_ANewLevel25",
  "lw_autosave",
  "better_deserving_smods",
  "CaptainsLog",
  "chatter",
  "timid_commissioned_hull_mods",
  "lw_console",
  "diyplanets",
  "DetailedCombatResults",
  "diableavionics",
  "dynamictariffs",
  "sun_fuel_siphoning",
  "IndEvo",
  "lw_lazylib",
  "MagicLib",
  "Mayasuran Navy",
  "more_hullmods",
  "nexerelin",
  "TAR",
  "roider",
  "sanguinary_autonomist_defectors",
  "sun_starship_legends",
  "timid_supply_forging",
  "tahlan",
  "Terraforming and Station Construction",
  "vic",
  "vayrashippack",
  "shaderLib"
]}


actually only 4x Mark IX Autocannon , 2x Devastator, the one of right side is more to the front
2x Xyphos fighters,
4x dmod :/
1 smod, repairs for hull repair with better smod mod
Reinforced Bulkheads
Auxiliary Thrusters
aggressive ai pilot

I need an loadout vs Ordos and Hegemony :D

other ships in my fleet are ~6x Glimmer (playing as Marasuyan, so +10%cr, I hope)
and other ships are frigates like 1 Scarab, 1 Mako bomber (flagship), Tiburo, Omen

my skills are mixed
a bit blue for automated ships , a bit green for wolf tactics

next point will be for removing 1 dmod each month

not so much credits, ~70k each month (pirates -+0, so friendly, but no bounty hunting because of that)
have only 2 money making colonies, and 2 for more fleet with hot planet, no atmosphere

5
Mods / Re: [0.95a] Roider Union 1.2.2
« on: October 24, 2021, 10:28:01 AM »
on my actual run, i'm playing roider (+ full industrial path + a bit blue tech tree)
smelter/forge ship would be nice

are any of the roider ships capable of farming ordos? maybe the one with timeshell +hmg?
I have a lot of other faction ships, all selffound, like Dun Scaith and Traumtanzer, but even small ordos are problematic

6
Mods / Re: [0.95a] Better Deserved S-Mods 1.2
« on: October 11, 2021, 10:58:07 AM »
hi, is there a way to activate the mod on running game? (I have zero s-mods at the moment, but some ai fleet has)
Is there something like an export function with console commands or something like that?

I just need my ships, some captains, a bit of money and my tech... at least some of it

7
hi, do Í need a colony for supply vpc?
I have the vpc but no nanoforge yet, will it work also on a ship, or space storage?

8
hi, is it possible to reset the stats?
I've tried the mothballing for 10,20, and 30 days+, still had all perks and quirks

I have
24% faster overload duration

10% durability
-5% speed( I would like to remove this, or all)

If the mothball reset would work, would I get the same perks on next legends "levelup"?
my first perk was faster overload recovery


9
thanks, can play now
solved.

10
hi,
my first try on nexerelin

Code
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java.lang.NullPointerException
at com.fs.starfarer.campaign.CampaignState.getZoomFactor(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleetMemberView.renderWeapons(Unknown Source)
at com.fs.starfarer.ui.A.B.super(Unknown Source)
at com.fs.starfarer.ui.A.B.Ò00000(Unknown Source)
at com.fs.starfarer.campaign.ui.D.o00000(Unknown Source)
at com.fs.starfarer.ui.newnew.renderImpl(Unknown Source)
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at com.fs.starfarer.ui.Q.render(Unknown Source)
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at com.fs.starfarer.ui.Q.render(Unknown Source)
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at com.fs.starfarer.ui.Q.render(Unknown Source)
at com.fs.starfarer.ui.oO00.renderImpl(Unknown Source)
at com.fs.starfarer.campaign.ui.supersuper.renderImpl(Unknown Source)
at com.fs.starfarer.ui.Q.render(Unknown Source)
at com.fs.starfarer.ui.oO00.renderImpl(Unknown Source)
at com.fs.starfarer.ui.Q.render(Unknown Source)
at com.fs.starfarer.ui.Oo0o$Oo.renderImpl(Unknown Source)
at com.fs.starfarer.ui.Q.render(Unknown Source)
at com.fs.starfarer.ui.oO00.renderImpl(Unknown Source)
at com.fs.starfarer.ui.Oo0o.renderImpl(Unknown Source)
at com.fs.starfarer.ui.Q.render(Unknown Source)
at com.fs.starfarer.ui.oO00.renderImpl(Unknown Source)
at com.fs.starfarer.ui.newui.O0oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.renderImpl(Unknown Source)
at com.fs.starfarer.ui.Q.render(Unknown Source)
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at com.fs.starfarer.ui.newui.for.renderImpl(Unknown Source)
at com.fs.starfarer.ui.newui.Stringsuper.renderImpl(Unknown Source)
at com.fs.starfarer.ui.Q.render(Unknown Source)
at com.fs.starfarer.ui.oO00.renderImpl(Unknown Source)
at com.fs.starfarer.ui.Q.render(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.render(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)

mods deactivated(only needed are on like lazylibs)
I would like to have nex+vayra+marasuyan

11
General Discussion / Re: looking for a ship
« on: May 15, 2021, 05:28:18 AM »
I have tested some mods and ships
 Mayasuran Navy Hammerhead(M) is quite good
gave him heavy armor and collapsed cargo for even more armor

3 Light Needler+2 Assault Chainguns

the only problem is SO cost^^

maybe I should step back to .95RC12 ;)

Argentavis +Converted Hangar is also interessting

12
General Discussion / Re: looking for a ship
« on: May 11, 2021, 04:06:41 AM »
A cruiser with base speed >200 would not be balanced. Maybe SO aurora with systems expertise has an average speed somewhere up there.
maybe 200 is too much
I mean something like Hammerhead, 90base+50 zeroflux+SO+ injector = ~200 for melee
or less speed for HVD, but still faster than a brick
I would keep .91 SO Hammerhead as flagship, if it would have the survivability from Eagle and speed from Hammerhead

@ Vanshilar
is the Gorgon an new ship? have Ship&weapon pack 1.12 on my old PC with starsector 0.91, cant find Gorgon in the shipslist, do you mean Gargolye?

I will try also the other ships like Starlight Aurora

Hyperion is also nice, but I can not handle Teleport, AI pilot is much better
maybe I should try that, or scarab

hardflux with energy is also ok
I just like Assault Chainguns on engines, maybe I could switch to the op emp weapons ;)

13
General Discussion / Re: looking for a ship
« on: May 10, 2021, 10:16:28 AM »
no, i just mean the speed >200

14
General Discussion / looking for a ship
« on: May 10, 2021, 09:52:52 AM »
Hi, im looking for a flagship(flying myself)
which should have "my" moving speed

something like SO hammerhead speed, but more tanky, maybe more weapons, (&higher price)
like eagle, but faster
no phase flagship(on this play through)
at least some ballistic slots
mods are ok, just started testing it(have vayras shippack)
system:something usefull, so more dmg or speed, not flares

15
General Discussion / Re: [0.95a] Some decent ship loadouts
« on: May 05, 2021, 03:57:03 AM »
any good loadout for Enforcer?

I have something like:
max vents
2 hvd,1 flak
4 anni
heavy armor
aux thrusters
expanded missile racks

also not sure with centurion(do not use in actual fleet)

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