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Messages - Big Bee

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46
Suggestions / Re: AI Frigates happily blocking friendly fire
« on: November 26, 2022, 04:53:40 AM »
Oh yeah I always have my destroyers get in front of my cruisers. Like noo, I don't want your 2 medium anti-shield balistics attacking the overloaded battlecruiser I want the 2 large anti-armour ballistics!!

47
General Discussion / Re: Why do fighters in the setting still use pilots?
« on: November 21, 2022, 04:53:14 AM »
I think it's cause most of the ships and fighters were NOT designed post-collapse. Back when carriers with autofactories were originally made, the Domain was still around and population issues were not that relevant. Some fighters ARE uncrewed though, but those are mostly simple mining drones or high-tech stuff.

The bigger worlds have millions or tens of millions (or hundreds of millions in Chicomoztoc) so with how many ships are being used canonically (a single Paragon for example is much more significant in lore than in-game where task forces can just have several), I doubt it's that much of a problem.

Also, people piloting fighters is cool. Like in Star Wars when they attacked the Death Star, I guess.

48
I'm quite annoyed that allied fleets don't seem to help against artillery stations. I used an abillity from another mod to call a fleet to help me but if I engage the station it's just my fleet vs the station and the defender fleet...

49
Mods / Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
« on: November 21, 2022, 03:28:29 AM »
Spoiler
You will probably be reasonably happy with the end result!
[close]

Spoiler
I fixed up the ?????? cruiser, and found a ??? frigate since. Are these ever supposed to get proper names? I thought they'd get them after getting restored but they still only have question marks instead of a name. I even visited ARS systems to see if there was an event in the bar or something. I even found an arguably more mysterious ship which did have a name.
[close]

They have proper names alright, Just not ones that will appear in game until LoA 2.0, whenever I get back to working on that.

There's also a lot more of them:

Oh sick, can't wait! I can't believe I waited this long to give this mod a proper try. I'm definitely very eager to learn more about the different "Initiatives".

50
Yeah honestly it's really annoying.

There have been many times I looked at a pirate fleet and went "I can probably win with my better-outfitted ships despite being outnumbered!" only to come to the sudden realization that I can very much not win despite being outnumbered because the DP balance made me twice as disadvantaged as before.

51
Suggestions / Re: Militarized sub system needs a rework.
« on: November 20, 2022, 05:17:00 AM »
Honestly the only reason I use it is to not have to deal with the increased maintenance from Expanded Cargo Holds or Auxiliary Fuel Tanks, as well as  to remove the sensor debuff. Mostly the maintenance though.

52
Mods / Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
« on: November 19, 2022, 05:47:33 PM »
Spoiler
You will probably be reasonably happy with the end result!
[close]

Spoiler
I fixed up the ?????? cruiser, and found a ??? frigate since. Are these ever supposed to get proper names? I thought they'd get them after getting restored but they still only have question marks instead of a name. I even visited ARS systems to see if there was an event in the bar or something. I even found an arguably more mysterious ship which did have a name.
[close]

53
Mods / Re: [0.95.1a] Tahlan Shipworks 0.8.666a
« on: November 19, 2022, 11:08:35 AM »
When starting as a Knights Errant I noticed that my Enforcer(GH) had the Forced Overdrive Hullmod installed. Is there any way to get the blueprint for this hullmod in the game? Stellar Networks doesn't list it in the market query for hullmods, so I assume it cannot be bought?
First time I see this hullmod so I am wondering if it is starting ship only maybe.

I'm pretty sure I found it in some ruins or an orbital lab/station or something.

54
Mods / Re: Pearson Exotronics
« on: November 18, 2022, 11:54:16 AM »
Ladies and gentlemen, we are back

Whoah! This mod hasn't been up to date since before I started playing. Can't wait to finally give it a try!

55
General Discussion / Re: What is your prefered piloted ship type?
« on: November 17, 2022, 08:14:56 AM »
I hate the ''tank controls'' with a passion so I rarely pilot ships manually at all.

I tried some fast frigates like HMI's Marlin with mouse-rotation mode, which made things a bit easier but it was still quite awkward to adjust to pressing left to go right cause I'm facing south.

But then, I gave the Infernal Machine start from Underworld a try. An upgraded IM (and to a lesser extent, the weaker Infernus) is really fun for me. It's slow as hell but it is tanky (I gave it Shield Shunt), has a Burn Drive and does not need to turn that much, as it mainly relies on one huge built-in turret that can rotate like, 270 degrees or so? So I gave it Advanced Turret Gyros and charged into enemy capitals while unloading the whole clip of the main gun, which is usually enough to cripple them or at least force them to back off until the ammo recovers.

I'm planning on trying to manually pilot big heavy capitals after this. Anything that doesn't need me to turn much. Having a big turret with good coverage definitely helps when it takes 2 hours to turn around though.

56
Modding Resources / Re: [0.95.1a] LunaLib 1.0.0
« on: November 17, 2022, 08:03:46 AM »
Oh hell yeah! I can't wait to see how mods will end up using it.

More UI based stuff is definitely nice.

57
Mods / Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
« on: November 15, 2022, 03:02:03 PM »
It's less that it's specifically set that way, and more that that's just how vanilla treats hulls with 'built-in' d-mods. Similarly, if you recover a pather hull with ill-advised modifications, Hull Restoration will never restore it to pristine state.

I see, thank you. Gonna have to spend the credits then...

58
Mods / Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
« on: November 15, 2022, 02:19:24 PM »
Hey, I found a
Spoiler
?????-class Derelict Cruiser
[close]
full of D-mods. I got Hull Restoration so fixing up cool derelicts is usually no problem, but after having it mothballed in my fleet, it still has the same number of D-mods.

Is this ship specifically set/coded to ignore Hull Restoration and force you to use other ways to repair it? If so, then that's a little annoying...

59
Discussions / Re: My mods dont appear in the launcher
« on: November 13, 2022, 05:14:45 AM »
If you unzip a folder, you get 2 options.

One is "extract here", which places the contents of the zip file into the folder the zip file was in. For example, I downloaded SCY_1.65rc1 and clicked "extract here", which made a folder called "SCY". That is the folder I need to put in the mod folder for it to work.

The other is "extract to [name of the zip file]". This makes a folder with the same name as the zip file, and puts the zip's contents in it. For example, I downloaded SCY_1.65rc1.zip. I clicked ''extract to SCY_1.65rc1'', which made a folder called "SCY_1.65rc1", which contained the "SCY" folder. I need to put that folder in the mod folder, not "SCY_1.65rc1".

Basically, just open the folder you have inside your starsector "mods" folder. Does it have a bunch of folders and files in it, like "data", "graphics" or "mod_info.json"? If so, then that's the folder you want. Does it have one other folder in it that has the mod's name? That's the wrong one, get the folder inside it instead.

60
Suggestions / Re: Classification changes to fighters and ships
« on: November 09, 2022, 11:02:21 AM »
I suppose some sort of QoL improvement can be made with color-coded frames and/or fonts. It might not even need a legend, since the association between color and size might come to the player naturally.

I think ideally any change to differentiate them should rely on more than just colour, for the sake of colourblind people.

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