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Messages - Zr0Potential

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76
Oh yeah I just realized that I haven't seen any S-Modded enemy fleets in a long while too, even in Nex Vengeance Fleets

Hope you find a workaround or follow vcuaoiwk's solution

77
Might I suggest, if finding the renames hard to really differentiate between the effects, to combine them instead (ex: Skilled PD Gunners = +Range +Damage, Inept = vice versa)?
Traits only have one effect, in order to keep things simple and clean.  Changing that would require a rewrite of a lot of code. The file where traits are defined would have to be redesigned as well.  Not a bad idea, but not something I can afford the time to do.

Ahh I see, understandable yeah, better distinct names it is then  ;D

78
Happy to help, and yes I found the opposite traits ship in the animated storyteller bar event for a wanted fleet leader
Thanks!  That will reduce the area I need to search by quite a bit.

Although... now that I've checked it seems that you may have fallen victim to the too-similar trait names I came up with the same way as antsh.  Oblivious PD gunners isn't actually the opposite of Skilled PD gunners.  Vigilant/Oblivious PD gunners affects the range of PD weapons, while Skilled/Inept PD gunners affects PD damage.  I didn't even realize they weren't opposites at first, so maybe it's time to consider renaming some of the traits to be a bit less confusing/conflationary.

Ah I see, might be a good consideration to rename them then since it feels kinda weird having a ship known for having Vigilant whilst Inept PD Gunners (at least imo).
 
Might I suggest, if finding the renames hard to really differentiate between the effects, to combine them instead (ex: Skilled PD Gunners = +Range +Damage, Inept = vice versa)?

79
Also is there a blacklist check opposite traits because I found a ship with both Oblivious PD Gunners and Skilled PD Gunners (unfortunately I didn't take a screenshot of it)
That's not supposed to be possible without the use of console commands.  I'll try to figure out how it might happen.  Do you remember how you found the ship?  As in, was it a famous flagship/derelict from a bar event, one of your own ships, etc?

Happy to help, and yes I found the opposite traits ship in the animated storyteller bar event for a wanted fleet leader

80
Hello, big fan of your mod, really adds a layer of Role Playing with building up your reputation over the cycles

Just wanted to report a missing space and that the "ty" in "loyalty" should also be yellow in the attached pic (I don't know how to embed pictures)

Also is there a blacklist check opposite traits because I found a ship with both Oblivious PD Gunners and Skilled PD Gunners (unfortunately I didn't take a screenshot of it)

[attachment deleted by admin]

81
Mods / Re: [0.95.1a] Better Colonies 1.73
« on: August 01, 2022, 04:44:33 AM »
Just a suggestion:

Maybe a dialogue option with the colony governor to expel Luddic population/dismantle Luddic shrine for a massive rep hit with the Luddic Church (and maybe Path) or maybe even provoking a war for "liberating the oppressed Luddic faithful in your colony"? (Can maybe also use story points to prevent war declaration or even halve the rep hit?)
hmm not sure how I would access the colony governor without nex auto-generating them. I'll have to see how to implement it for non-nex users?

Oh yeah I didn't even realize those colony characters were added by Nex, been using it for so long it feels like vanilla

Hope you can find a solution for the non-nex users tho

82
Mods / Re: [0.95.1a] Better Colonies 1.73
« on: July 29, 2022, 05:51:47 PM »
Hey :)
Is there no way to remove the Luddic Shrine from a colony (even with Console Commands ?) because running a high-tech run and putting the shrine by mistake on my main colony hurts a bit with a Rebellion per day :'(
Apart from this, love the mod, continue ! :D

Just a suggestion:

Maybe a dialogue option with the colony governor to expel Luddic population/dismantle Luddic shrine for a massive rep hit with the Luddic Church (and maybe Path) or maybe even provoking a war for "liberating the oppressed Luddic faithful in your colony"? (Can maybe also use story points to prevent war declaration or even halve the rep hit?)

83
Mods / Re: [0.95.1a] Exotica Technologies v1.0.3
« on: June 01, 2022, 06:48:59 PM »
Imho another mod (ExtraSystemReloaded) was and still is better than this one. In this mod, those resources that you spend on upgrades do not provide any significant benefits, or they are questionable. Apparently this is the so-called "balance", the question - what's the point?

Bruh the OP is the dev for ExtraSystemsReloaded too

The difference between the mods is Exotica is balanced with drawbacks while with ESR you can build super OP ships with enough resources (which is to say more fun imo)

Personally I'm more interested on being fun in sake of balance like ESR do

84
Mods / Re: [0.95.1a] Exotica Technologies v1.0.2
« on: May 30, 2022, 04:31:54 AM »
Yeah I'm probably migrating for the chance to loot enemy ships upgrade parts, really adds to the experience

And I really want bombers to get -4 discount since they're generally more expensive than fighters

85
Mods / Re: [0.95.1a] Exotica Technologies v1.0.2
« on: May 30, 2022, 12:32:18 AM »
Did you improve what the Alpha Subcore gives you?

As I recall the results over in ES were rather lackluster for requiring an Alpha Core.

i think reducing the op cost of all weapons on a ship is a fairly big improvement already (which is what it used to do)

but now it also increases bandwidth, which is directly tied to how much upgrades you can install, so there's that

Shame, I was looking forward for it to be buffed

Could you at least put the OP cost reduction to be configurable in the exotics.json just like the other augments?

86
Mods / Re: [0.95.1a] Exotica Technologies v1.0.1
« on: May 29, 2022, 09:44:52 PM »
Congrats on the new release, though I have to say I'm more fond of Extra Systems so if I may ask will it still be supported?

i do not want to maintain two versions, nor do i want to support a mod that has a reputation of being incredibly unbalanced

Tis a shame, but fair enough

Good luck with the future of this mod

exotica is extremely modular so if you want to make a mod that adds the upgrades you want, you can feel free to do it

Thanks, believe me I would if I could bro

I couldn't figure out how to "recompile" a .java to save my life  :'(

87
A little heads up you might want to look for a replacement name for the Apex since it'll be used for a new [REDACTED] ship according to the last blog post

Thanks for the heads up I'm definitely bad noticing these names conflicts.

Nah bro technically it's not a naming conflict yet, dw about it  ;D

88
Mods / Re: [0.95.1a] Exotica Technologies v1.0.1
« on: May 29, 2022, 08:55:15 AM »
Congrats on the new release, though I have to say I'm more fond of Extra Systems so if I may ask will it still be supported?

i do not want to maintain two versions, nor do i want to support a mod that has a reputation of being incredibly unbalanced

Tis a shame, but fair enough

Good luck with the future of this mod

89
Mods / Re: [0.95.1a] Exotica Technologies v1.0.1
« on: May 28, 2022, 11:57:42 PM »
Congrats on the new release, though I have to say I'm more fond of Extra Systems so if I may ask will it still be supported?

90
why did Apex lose its TPC for large energy mount? i kinda liked how it filled a niche in the modiverse of a TPC on something that isnt strictly lowtech.

Tbh, I do love the idea too. However I think it would make more sense that it's integrated in a more "salvaged-looking" ship than the Apex (which would require strong manufacturing and technological capability).

Just as a side note, I have around 4 new ships coming in out of the scratchbuilding workshop. I've been a bit unsettled by the last blog from Alex, as the game seems to be taking a direction away from the "crumbling industrial/technological" setting inspired from Battletech. I might want to reconsider the way I develop the mod to insist on this ramshackle aspect of the game I enjoyed in older versions.

Nice to see this mod still being supported, more of a fan of the previous Apex too

A little heads up you might want to look for a replacement name for the Apex since it'll be used for a new [REDACTED] ship according to the last blog post

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