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Messages - megabot

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76
Good idea with the smart-mine idea, probably more traditionally a built-in missile launcher than a suicide fighter (these aren't Luddics ;) ), but I haven't messed around with weapons enough to see what is possible there.

i thought more of fighters because for one phase planes for fighters are easier to implement both in the p space thing with flux and targeting things that as an example have their shields down or not fully open (although i know the salamander is special in that it targets the engnes so weapons might do it as well). plus i quoted fighter(i believe, i forgot what i wrote to the exact " set) because it is more like the remnant ships in that it is just an aoutonomous thing, or steered from the actual ship remotely with the pilots sitting in front of a computer

77
so a small note/request, could you maybe add a feature that makes it so that if i have a planet in a system and give another planet to some other faction(hunting grounds, reviving dead factions) in the same system that they basically have no claim over any planet? they did not seem to act upon anything but so far the game says that the planets are probably are gonna die if i colonize them

78
sorry for asking, but can you maybe add a part like you did with industries for every possible to find item? i am not sure if the specialised systems fabricator is from this mod or another, and where to put it

79
Mods / Re: [0.95a] No Such Org - Phase ships and minor faction v0.3.0
« on: June 22, 2021, 01:38:27 PM »
also, to be honest, so far the carrier does not phase out to increase the rate of redeployment. they just do their thing and then die. so the AI has multiple ways of how it is unable to use it tbh



80

Quote
a carrier is also supposed to stay away which it both does not do(and dies)
Hmm, that is concerning, the Haunt isn't a combat carrier (it does not have the COMBAT tag), so it shouldn't be charging into battle. I assume you don't have a reckless captain or non-PD weapons on it? I'll see if I can recreate that.

Thank you for your feedback and insight. Hopefully my response lets you see where I'm coming from. :)

i didn't use a commander at all, that is the thing. i fought against a station I believe and...well tbh some phase ships handle quite badly in AI hands like the [redacted], tho that one is fearless i believe. usually on stations i have to go full assault because else nobody does *** but the carrier always died even before hand(also considering the station is always with shields maybe they aren't a good idea)

maybe a ridiculous idea, but what about a phase carrier that has fighters which are basically mines, aka. phase fighters with a self destruct module that damages enemies too? maybe make them smaller but faster and faster to trigger than the doom mines, with maybe more mines per hangar. just an idea tho

81
Mods / Re: [0.95a] No Such Org - Phase Ship and minor faction v0.3.0
« on: June 20, 2021, 02:11:26 PM »
so umm, if I may say something, I...to be honest i feel like the phase carriesrs(at least the 20 DP thicc one i tried) are really not viable. the thing about phase ships is it allows you to relocate quickly, vent soft flux in p space, have hit and run tactics in general and have some systems that make them quite powerful, from mines to overloading a ship. however the carriers seem to have none of that, as they stay away from the combat and this do not use the expensive phase coils while still at times being hunted down because they do not move away. and the phase fighters don't seem to be all that powerful either to be honest as they have no shielding and just randomly(from what it looks like) phase in and out to just quickly die to point defense and anything, really as they are just fighters

i have no idea if i do not "play it correctly" or if it needs changing and how it is possible to change it, but right now they are kind of a let down. so yeah. please prove me wrong if i am though, i kinda am interested in using them carriers

82
so i have a question: is it just me or is the phase carrier really underpowered? it only has one hangar, and costs 20 DP (in comparison that one carrier with  2 hangars has 10 Dp) a carrier is also supposed to stay away which it both does not do(and dies) while also not even having weapons to back up the phase ability. so i think maybe the way it works should be changed, considering i can install the phase fighters onto other ships as well(and that they arent't that good to begin with)

83
sorry for asking, but, what is the difference between the tyrant and the legion? i haven't played your mods yet and wonder if maybe i should considering how cool they seem to be

84
Mods / Re: [0.95a] Volkov Industrial Conglomerate 1.3.0
« on: June 07, 2021, 01:33:25 PM »
wooo! it finally happened!
now i only need to complete my current save though, ugh...
ooor...i could just...abandon everything like I always do...
hmmmmm...

anyways, thank you man! i was waiting for this

85
Mods / Re: [0.95a] Unusually Gullible Hullmods 0.2.0f
« on: June 07, 2021, 01:30:24 PM »
ok i know now after reading this that it is supposed to be only a mercenary hullmod thing but for one i can still find the blueprints(modspecs i think) of them for one, and second i want to use them in general too

i wanna see how a ziggurat behaves as a bascially temporal shell capital which can also cool down its temporal shell whenever while also having the motes too.

86
but it is not a big ship that would probably be able to actually beat it

87
Mods / Re: [0.95a] Commissioned Crews 1.999999gg
« on: June 04, 2021, 07:52:06 AM »
ok apparently the "last resort" option ended up working, but i wonder what happened

88
Mods / Re: [0.95a] Commissioned Crews 1.999999gg
« on: June 04, 2021, 07:50:54 AM »
so umm I do not know why or if maybe the hull mods are now hidden, but i cannot actually see any any hull mods. and the stats do not say anything either. i start with nexerelin's faction start so maybe it is that, but i for some reason have no hull mods added, even though the sound effect is there - and there is also no change in stats either

89
I'm sorry for asking, but is it normal that there is a super weak "super ship" that i get from the super ship option?

https://imgur.com/a/CsSY9G9

90
small thing about the wonders: you forgot a no, for no longer stacks

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