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Messages - nukularpower

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16
Mods / Re: [0.95.1a] prv Starworks v24.1 (2022-09-10)
« on: September 12, 2022, 04:01:41 AM »
i dont find agni to be too bad.  Gotta have decent anti armor but they run away quickly once you get some of them down

17
Mods / Re: [0.95.1a] Custom Battle Music
« on: June 24, 2022, 09:00:05 PM »
This is great, thanks for it!   I dont mind the unlicenced music, stay away haters

18
Mods / Re: [0.95.1a] Content Unlocking Missions
« on: June 18, 2022, 07:33:23 PM »
This is a really cool idea.   It's not to my taste that the rewards are hidden/spoilered though, personally - you are unlocking them, why does it need to be a further secret?    I guess another reason to explore is ok but if I'm working for it, I dont want to work more after, if that makes sense.

Anyways, looking forward to seeing it expanded - mod missions?  I know there are some that already unlock stuff

19
Mods / Re: [0.95.1a] Mayasuran Navy 8.3.6
« on: May 31, 2022, 09:01:07 AM »
Looking forward to the update - that ship looks nifty!

20
Mods / Re: [0.95.1a] Exotica Technologies v1.0.1
« on: May 29, 2022, 03:05:32 AM »
would it work to remove ES and install this or would that break a save?

21
Mods / Re: [0.95.1a] Superweapons Arsenal v2.3 Total Annihilation
« on: May 16, 2022, 07:30:53 PM »
Maybe I'm weird for wanting this, but would it be possible to have these (rarely) spawn on enemy fleets, even if unrecoverable?   In fact, preferably unrecoverable

I konw there are a few bounties that have them but those are very few and very far between.  Also just imo but I like the current drop/spawn rate, the rarity makes them feel special imo

22
I dig the new sprites.  Very cool

23
Mods / Re: [0.95.1a] Iron Shell 1.16
« on: May 16, 2022, 01:10:25 AM »
I vote for more inspections

24
New sprites look great!   The fronts and bacs especially -. Not sure how it could be adjusted but the "necks" feel a bit flat.  Overall looking good though!

25
There is loot in the inventory of the "station". Took me a while to notice it since I never bother to look normally

26
Mods / Re: [0.95.1a] Tahlan Shipworks 0.8.4
« on: May 08, 2022, 08:07:46 PM »
I feel like I see a different Legio than everyone else.   I have played many games with Tahlan and in all of them I've just ignored legio.   They usually get killed by other in factions in my games, in fact.  I do not feel compelled to play any particular way because they exist because I've never seen them do anything (in hundreds of hours) besides get crushed, though in my current game they are doing alright since they allied with Arkgneisis or w/e

Just saying

27
Modding / Re: [0.95.1a] The Sunrider
« on: May 05, 2022, 03:36:48 PM »
Using the newest version of this, the main cannon (vangaurd cannon, I think?)  does not do any damage to enemies :/

The ship is still pretty badass without it, so whatev, but just wanted to mention it

28
Blog Posts / Re: Uniquifying the Factions, Part 2
« on: May 04, 2022, 10:56:14 PM »
Just a random thought, but as someone who can't play with mods anymore, I don't understand why new ships seem to be added so conservatively - I came back to this game after many years away and could hardly see a difference in the ship roster (without mods, as I said.) 

I'd really like to see more unique ships all around - one battleship is great and all, but thats like, a drop of water to me!

Regarding the SD, I'd much rather see a focus on a doctrinal insistence on certain tactics/loadouts rather than "flashy but useless."   Solar shielding?   meh.   I'm thinking more like the Empire in Star Wars with its focus on crappy Ties and big guns, etc - unique systems and that sort of thing maybe.   I don't know, this is a neat idea I guess, but it seems pretty boring all in all.   

Last note in regards to the Orion Drive, my introduction to the concept was the book Anathem by Neil Stephenson - highly recommend :)

29
Fair enough if you gotta commit.  Just sucks cuz that skill is too good to not take for the other ships I use (not into commitments, just ask my ex!)  Which means no sideline junkers.

But oh well.  Such is life

30
Hey, love the mod, but there is a problem, I think.   The vanilla skill that clears dmods in the industry line is stupidly OP.  It doesn't take long for it to strip all dmods, which not only goes against the other capstone that reduces DP based on dmods, but also messes with the Junker trait here.

I read somewhere that skill may get nerfed, and I hope that happens.  In the meantime, as a suggestion, would it be possible to get a blank hullmod that stops it from removing dmods on the ship it's applied to? 

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