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Messages - vorpal+5

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31
General Discussion / Re: Colony basics
« on: January 26, 2024, 07:01:00 AM »
It seems like a lot of work, as if the dev would not want us to follow this path  ;D

32
General Discussion / Re: Colony basics
« on: January 26, 2024, 05:13:26 AM »
Ok, so if I get rid of the Hegemony, I can plug alpha core there and there?

33
Hi Histidine, and thanks again for your mod!

Why is the "Create Special Taskgroup" restricted to a planet belonging to a faction with a commission? It seems like a "utility" feature for me, so why not add it too to your worlds?

34
Mods / Re: [0.96a] LOST_SECTOR - Exploration and Quest content
« on: January 26, 2024, 03:01:02 AM »
Is it intended that even a friendly faction will have its artillery prevent surveying a planet? The completionist in me complains completely!

35
General Discussion / Re: Is there a Pirate-king playthrough?
« on: January 26, 2024, 02:09:09 AM »
I don't think Nexerelin adds quests, or if it does not for a pirate playthrough.

36
General Discussion / Is there a Pirate-king playthrough?
« on: January 26, 2024, 12:42:32 AM »
I'm curious whether the base game or some mods cater to this, with specific quests. Or is it just a matter of being hostile with everyone except the pirates. Are there any special gameplay features, perhaps around Pirate stations you could set up yourself, or ordering mighty pirating raids, and such?

38
General Discussion / Re: Colony basics
« on: January 24, 2024, 06:51:03 AM »
Thanks, I realized indeed that as many things are exponential in the game, a need of 7 is probably ten time lower than a need of 8 and vice versa.

Now my next question is, can I spam colonies, even if they are not very productive? I know I can only administer directly 2, so what will happen if I'm way over the limit? Dire penalties to the point each loses money? The initial population can generate a few thousands, so it's not nothing plus it's a fuel stop for my fleet (I play with a far too vast universe, can't help)

39
General Discussion / Re: Colony basics
« on: January 23, 2024, 10:52:05 PM »
I was checking one of the core world, and something I don't get ...
Producing 7 supplies (Orbital Work with Pristine Nanoforge and a +1 bonus), in need of 8 (High Command).
yet it says the colony is profitably exporting 7 supplies. That's weird?

Sorry I can't manage to grab the screenshot with the tooltip active

40
General Discussion / Re: Transponder ON in the midst of a battle?
« on: January 23, 2024, 01:04:36 PM »
Except I'm not a civilian, I'm a mercenary with a commission and I have helped the regular forces defeat their foe.

Listen, I'll stop discussing the subject, it seems obvious no one but me sees a problem, so that's on me.

41
Modding / A mod providing more controls on the battlefield
« on: January 23, 2024, 01:02:08 PM »
Hi gents,
I'm in search of a mod that gives more possibilities on the battlefield, either additional commands or perhaps hullmods giving roles to ships (I know there was one, but it is years old).
And also a mod changing how the current orders and arrows are displayed, it's very difficult to read large battles.

Thanks in advance!

42
General Discussion / Re: Sorry but transponder just does not make sense
« on: January 23, 2024, 12:41:44 AM »
Indeed, but that's not how it works in the real world. You can and should IFF, but that's not a general omnidirectional broadcast!

43
Mods / Re: [0.96a] Realistic Combat 1.37.2
« on: January 23, 2024, 12:15:15 AM »
Oh, I see, it makes sense. I would have preferred long-range missiles, but I'll give your mod another try, keeping your comments in mind. What's good is that it can be added or removed dynamically! I've examined how you expanded the battlefield, but it appears you introduced specific variables, probably used in your own functions. I was actually aiming to increase the default battlefield size in vanilla. Is there an easy solution?

44
Mods / Re: [0.96a] Hiver Swarm - V1.10 - 11/01/23
« on: January 23, 2024, 12:11:59 AM »
Ah yes, DWU instead, not DW2, silly me. Still, many appreciate your good work!

@Dazs, it's ok, I'll try to learn the forms and shapes, don't waste hours on that, if you already retouched them 4 times. I guess it's very much "YMMV" for many people and someone might ask for something else.

45
General Discussion / Sorry but transponder just does not make sense
« on: January 22, 2024, 10:21:45 PM »
As in "Hello baddies, I'm there!"

Returning to the subject, being forced to set transponder ON on a patrolled system, with a pirate base presence is not logical. I'm a mercenary group, why do I want to broadcast my position to pirates?
I had previously the issue with being caught by Hegemony with which I had a commission, while fighting several battles with them against a third party. It's nonsensical too.

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