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 - FreonRu

Pages: 1 2 3 [4] 5 6 ... 9
46
Suggestions / Re: Use the new event system for Tech-Mining
« on: November 29, 2022, 11:11:19 AM »
I really like the above idea, but I dare to add one more, let's say in addition to. it doesn't contradict the idea.

In my few years of playing Starsector, I've only built this building a handful of times. Because it does not bring constant profit, the ruins are quickly exhausted and the building itself (industry) can be sold. The proposal is to make a special upgrade for this building - an "interstellar research team" - which will once a month send a research fleet to systems in which the player has already found ruins (but has not established a colony) - and within a month the research fleet will excavate there, and then they will return to their home system and send all the finds they find. Due to the fact that such an industry is very expensive - you need ships, fuel, supplies, a research group - it is most logical for this building to occupy two industry cells at once.

47
Its godlike!

48
Are there any plans to add more special items for the added industries and structures? For example for Restoration Docks, Privateer Base, etc.
Yeah, when I get ideas on what to do with them :P

Thank you, looking forward to new unique items.

49
Mods / Re: [0.95.1a] Amazigh's Ship Foundry v0.8
« on: November 12, 2022, 08:10:47 AM »
Will the modification support the version checker? This feature is simply necessary in order not to miss updates.
I don't plan on it to be honest.

It's a pity, I don't always check for updates on the form and therefore skipped a few updates of this mod.

But these are all trifles.
Thank you for the unusual pack of ships.
Good luck and creative success.

50
General Discussion / Question about the marines
« on: November 07, 2022, 10:19:38 AM »
Hello.

Commanders and captains, a question about the marines - what are their uses? Only raids on planets (for stealing any items) and completing quests (for the same theft / freeing hostages / destroying industries or structures)? Or is there some other way to use them that I don't know about yet?

Please tell me, are there any modifications that expand the scope of the marines? For example, cleaning up abandoned ships from wild fauna / mutated people / cannibals in order to search for rare items (something like cleaning up space hulks from the Warhammer 40,000 universe).

51
Mods / Re: [0.95.1a] Seafood Shipworks 0.0.7f minor fixes
« on: November 06, 2022, 02:58:05 AM »
Good day.
The ships from this modification fit amazingly into the ships from the main game. Thanks a lot.

Will more ships be added? Will there be version checker support?

Thanks in advance for your reply.

52
Mods / Re: [0.95.1a] Unknown Skies v0.43 (2021/03/27)
« on: November 06, 2022, 02:52:47 AM »
Good day.
Are you planning further development and support for the modification? For a long time there was no news.

53
Mods / Re: [0.95.1a] Amazigh's Ship Foundry v0.7
« on: November 06, 2022, 02:49:58 AM »
Good day.
Will the modification support the version checker? This feature is simply necessary in order not to miss updates.

Thanks in advance.

54
Good day.
I can't imagine the game without this modification. Modification looks very organic. Thanks a lot.

Are there any plans to add more special items for the added industries and structures? For example for Restoration Docks, Privateer Base, etc.

Joke receiving 9999 pcs. "volcano" after the delivery of relic components appreciated, it was unexpected, but very pleasant.

55
Mods / Re: [0.95.1a] Special Hullmod Upgrades v1.2 - New Update!
« on: November 06, 2022, 02:01:02 AM »
Good day.
A good idea for a mod, I really liked that it became possible to use unused special items (artifacts of the domain era), as well as artificial intelligence cores.

A couple of questions:
1 Are you planning to cooperate with modifications that add special items? For example with industrial evolution?
2 Are you planning to use artificial intelligence cores only with an increase in the cost of deploying a ship? It seems that the player already pays for installing the core in the ship (meaning the cost of the core itself, which will now be part of the ship). How about installing a core without increasing the cost of deploying a ship - for example when using history points to fully integrate such a modification or using only half the power of the core. Or give the player a choice of negative consequences when installing the core: "cost of deploying a ship" or "increased cost of upkeep and maintenance."

Thank you very much for the modification, it solves the problem of meaningless storage of unused items

56
Mods / Re: [0.95.1a] Arkships V1.4
« on: October 25, 2022, 07:43:23 AM »
Im currently working on another mod that will ultimately have the Arkship merged in to it, and the method at how it travels will be different, which shouldnt cause any FPS issues at all anymore, compared to the approach with the particles before.
Sorry that there isnt a fix for those issues, but they should be resolved once i release the new mod, but thats still going to take some time.

The news of a new mod that integrates with the archship is intriguing.
Can you give a little more details?

57
General Discussion / Re: Skills and the Major problem with them.
« on: October 23, 2022, 02:08:50 PM »
This argument really gets brought up every single day I feel. And every time someone quickly explains how that makes for a boring change. Sure let's remove all sacrifices, Power trip simulator 2022.

My fault, before writing the post I did not read the entire thread of discussions.

58
General Discussion / Re: Skills and the Major problem with them.
« on: October 23, 2022, 01:37:37 PM »
Small idea.  Now there is no opportunity to fully develop combat and non-combat skills - the captain becomes either a good admiral of his fleet or an excellent captain of his ship - something in between these two extremes does not receive advantages. 

Maybe if we had two independent skill trees - combat and non-combat, and the player would receive skill points for each of these branches - then this would solve this dilemma.

59
General Discussion / Re: Cruiser-class ship with a built-in fighter bay
« on: October 23, 2022, 12:06:18 PM »
Thank you very much for the answers, I did not expect such a discussion in this thread.  Prometheus Mk 2 fits the description - two built-in bays for fighters, 30 points for deployment.  Now it will seem to many that I am nitpicking ... but let's add a little lore component - Prometheus Mk 2 is a rough alteration of an excellent tanker - it was designed for a specific purpose - to carry fuel.  In my opinion, such an alteration was forced due to a shortage of ships in the game world, and the result is obvious - the performance of the ship is far from the combat characteristics of ships designed specifically for combat purposes. 

I am sure that the engineers in the game world thought about the fact that cruisers also need support - interceptors in the hangar would fit this role just fine.  Before the Odyssey, the engineers of the game world somehow thought of it - this is an excellent ship that combines the ability to attack on its own and support with fighters / interceptors.  To simplify completely, I hope to find a ship very similar in essence to the Odyssey, only in the "cruiser" class.

60
Author, thank you very much for the modification. I feel this modification is a full-fledged part of the main game. Modification greatly facilitates the search for everything you need.

Pages: 1 2 3 [4] 5 6 ... 9