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Messages - megabot

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91
Mods / Re: [0.95a] Grand.Colonies 1.0.b - More Building Slots
« on: April 19, 2021, 03:43:50 PM »

i am only sad now that there is no donkey/dum dum emoji
anyways, thank you...i will go back to crawling into moloch's nest now...

92
Mods / Re: [0.95a] Grand.Colonies 1.0.b - More Building Slots
« on: April 19, 2021, 01:29:20 PM »
so umm...I do not know if it is just me but, if i try to press Q to change pages I just get sent into the command menu. I am currently not at the colony itself. is that Intended or..?

93
Suggestions / A way to disable(parts) of a few abilities
« on: April 18, 2021, 01:58:07 PM »
so I know it migt sound weird at first but hear me out

so, we all know that feeling of overpoweredness that we also enjoy, do we not? well, the best way to get it is to be a player in terms of controll, and abilities
however, ignoring the base game level limit, there is something that I really wish i would be able to do: and that is have every ability. however, there are two abilities that interfere with each other, namely field repairs and derelict contingent

right now the second is completely OP and if it gets patched, I do not mind. however, the thing is the two abilities crash pretty hard with each other. because one removes D mods while the other requires them

what I want is simple, and probably not a lot, and i talked too much in the rest of the post: I would like to be able to turn the ability to repair D mods either off entirely as I wish or have a way to say that a select amount of ships should not be repaired because I want the junk ships, both because of possibly OP mod combination with hazard mining incorporated and the ability and the reduced deployment recovery cost. else I basically definately hamper myself with it for the sake of some cheap instant repairs and the way to get both colony skills. thank you for your time and the great game

94
not sure if this qualifies as a bug or unintended behaviour but thought I'd report it just in case. a funny situation either way

"hey sir, there is this alpha AI core here trying to talk people into killing our station, and damn the reward he offers is quite hefty" shouldn't we like, do something?"

"nah, don't worry Pawn. the player needs us, he would never do such a thing. how else will they get their paragon blueprint? nowhere I say.  now get back to work, the drugs won't sell theselves"

*the worker, muttering under his breath as he went back to 'guard' the free port* "*** forgot industrial evolution and new raid mechanics combined with relief fleets...that will show them"

95
umm, sorry to ask but, was my comment noted? not to seem obnoxious but others got a reply but I did not, and I kinda would at least like to know if there is an actually reliable way to get them and for, say, pirates to get them, because they seem to suffer a lot from it, under other factions.

96
and also, it actually does reduce the output of the ship hulls. so i think for now it really should be removed from the mod untill reworked - bugfixing will take up time first anyways

97
hey, mate. since the last update with the ship components, something funny is happening, ya now? basically every faction, no matter how high tech now has a complete lack of those ship components because basically or literaly nobody(but possibly later the player) are producing it. you just reduced every ships quality by 30% across the line. please reconsider this...

98
Bug Reports & Support / Re: Supply Mission instantly "completed"
« on: April 17, 2021, 05:29:17 AM »
also random thing because I do not know a lot about this site, how do i stop getting "replies" even after I've read the reply to my comment on posts that are not mine(say i comment once on nexerelin, but it shows me everything all the time)
You might have hit notify (at top/bottom of thread) by mistake, hit unnotify to undo it:


If it's happening on every thread, go to Profile -> Modify Profile -> Notifications and Email

thing is, I have this with basically every post. in the setting the option to be notified of everything is turned off, and I have definately not missclicked on basically every post i replied to. so i do not know what causes it. also it shows as a "notify" option under every post, so it must be turned off

sorry in case I sound weird in this reply, i haven't slept well

99
Mods / Re: [0.9.1a] Volkov Industrial Conglomerate 1.2.0
« on: April 17, 2021, 05:23:36 AM »

I have used the capital ship, I mentioned in my post it required some skill and the AI can't handle it unless you have 2 or more working together.
As for Shturm, it may be great with practice, but unlike the similar safety overrides instead of doubling vents, it turns capacitors into vents, costing even more OP for the same benefit and meaning such a ship has such low flux cap that it's shields become useless, especially when it then reduces flux capacity and reduces shield efficiency, making it that much more fragile while nuking it's OP advantage. (With the new system for building it in, it still tanks your op, because it converts capacitors to vents.)

In other words, in exchange for making yourself even more vulnerable and tanking your OP, you get faster system recharge and dissipation... And maybe range, because it increases range up to a cap, and you can just instead get the integrated targetting system.
I prefer the other systems. Particularly shields.

I disagree with the shields part. mostly because of the system, so i can just escape as needed. also maye it's just me but I had quite a lot of OPs to spend, and everthying not in flux vents...well, could be invested in flux vents againn. maybe it's low OP weapons or fewer weapons than average for a capital? I do not know to be honest

100
so wait, I cannot use industrial evolution with nexerelin RN?

101
Mods / Re: [0.9.1a] Volkov Industrial Conglomerate 1.2.0
« on: April 16, 2021, 12:24:15 PM »
I feel like non of you use the VIC capital ship. it has such a high DPS that it can take on basically anything, shields covers both front and back(to a degree) when pointing to the side, shturm overhaul makes it have the flux for it, more charges(important for later) and while having the DPS of safety overrides it still has (part of) the range, namely 700 which is considerable compared to SO. just controll the shield, controll the useless kinetic missle weapon and let it auto fire onto everything in front. HE weapons destroy armor even though each shot is weak, for an absurd DPS that even destroys shields with ease, and if it actually comes to worst you can use the - now i talk about it - it's system

It's system allows it to jump trough anything(except a station, it gets stuck in those) damaging it with EMP/energy(or HE considering how much armor it strips) in the procces, with a pretty big damage to armor, though it does neglible damage to shields. it gets improved cooldown with shturm overhaul as well. what is it good for, listed?
-stripping armor
-attacking a ship's rear that do not have 360 shields
-quickly repositioning for:
--flanks
--escape
--killing those stray freighters that try to escape my greedy ass
-disabling weapons and engines

so really, while I would agree with some/most of you about it being underpowered if it was not for this subsystem, it just is so OP both on it's own and especially with a shturm overhauled ship. if you want to get the blueprint for it just be hostile to VIC and raid them with industrial evolution colonies with privateer bases. or raid them themselves, now you can get the blueprints. and also get even better subsystems. when it updates that is
I don't even use any other VIC ships tbh. anyways, that is my take. if u try it out, what do u say about it?

102
Mods / Re: [0.95a] Controllable Domain Mothership
« on: April 16, 2021, 11:57:27 AM »
"F tier *** for everything else"
true and funny

103
Bug Reports & Support / Re: Supply Mission instantly "completed"
« on: April 16, 2021, 04:14:34 AM »
also random thing because I do not know a lot about this site, how do i stop getting "replies" even after I've read the reply to my comment on posts that are not mine(say i comment once on nexerelin, but it shows me everything all the time)

104
Bug Reports & Support / Re: Supply Mission instantly "completed"
« on: April 16, 2021, 04:09:23 AM »
Thank you for the reports! The supply mission issue is fixed for the next build. Aware of the jump-points issue
well, that is good to hear! also thank you for your time and responding. i know it might seem a given but often is not
holding off on that until the bigger 0.95.1a release, which'll take longer to put out.
oh, so we are getting a new update eventually? if i may ask, do you have a timeframe for that? also, any already existing change log(for the upcomming update) in terms of possbile new features and balancing or will it be purely bugfixing
also, umm, a sugestion: how about making the skills that give the you abilities also improve said abilities(specifically transverse jump and neutrino detector) considering you will have both later on anyways and those are just, sort of, early acces to them

105
Mods / Re: [0.65.2a] Seeker v0.1 - Prototype (06/06/2015)
« on: April 14, 2021, 09:08:44 AM »
It will get worked on again, once Diable Avionics has reached the same "stable" sate as Scy Nation and Outer Rim Alliance, and the other half of Seeker is more advanced with all the required campaign scripts that will make this half easier to manage.

I see. well then, I'll wait. not like i can do anything else

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