Fractal Softworks Forum

Please login or register.

Login with username, password and session length

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Dadada

Pages: 1 ... 24 25 [26]
376
Mods / Re: [0.95.1a] ED Shipyard 2.5.0 (2022-07-22)
« on: August 03, 2022, 02:02:28 AM »
...blueprints discoverable for the ships in this mod?
Afaik yes.

377
Mods / Re: [0.95.1a] Exotica Technologies v1.0.12
« on: July 29, 2022, 10:45:18 AM »
@ciph
Markets (not sure if they need heavy industry for that) should have an option to visit the local branch of Exotica Technologies. Click Market (Planet, Station...), you will see the usual trade, visit bar options and so on, somewhere further down should be "visit local branch of Exotica Technologies" or something like that.

Edit: pic, random market without heavy industry

[attachment deleted by admin]

378
Mods / Re: [0.95.1a] ED Shipyard 2.5.0 (2022-07-22)
« on: July 29, 2022, 10:31:53 AM »
Yeah, Blue/XLU were my endgame logistics before I tried ED Shipyard, but with a low ship cap of 30-40 the slots are far more important than the logistics profile, Imo at least. Yeah, sure, it also depends on the setup, wolf pack tactics needs more ship slots than capital/cruiser spam. Cherry from United Aurora Federation has like 40k storage capacity... But less crew compartments than Newfoundland from ED.

In short: I think the Bernard is fine the way it is, why should such a super Tanker with 2 integrated OX be viable earlier? Reducing the supply/fuel/crew requirements would make a bunch of "smaller" tankers kinda obsolete, at least far earlier in the game than necessary since I classify the Bernard as an endgame logistics ship by being slot efficient. I don't remember the stats but I think the XLU Super/Dreadnought tanker has more fuel capacity? But it lacks the 2 integrated OX, so...

Well, at least the XLU logistics giants can fight (yeah, Newfoundland can too, Bernard has like 6 or so small slots spread over the ship so it can't Imo). :D But I'd rather not let my logistics ships fight, although the setup and philosophy of my fleet depends on my mood and the restrictions I set for the run.

379
Mods / Re: [0.95.1a] ED Shipyard 2.5.0 (2022-07-22)
« on: July 27, 2022, 04:32:19 PM »
Well, but just one Bernard is needed and it had like 10k or so fuel capacity in v2.41 with already inbuilt fuel tanks... One slot usage >> 4 slots. Endgame economic aspects are not that important, so...
Prometheus has like what, 3k without additional fuel tanks?

381
Mods / Re: [0.95.1a] Underworld 1.7.1
« on: July 20, 2022, 04:23:28 PM »
@nanocosm5203:
They need a market, and since they start on a Tritach market by being "affiliated"... So either the market is gone or Tri-Tachyon lost control of the market, I am not sure if they can spawn if the market is owned by someone else or if Tritach got completely wiped, I think (??) they still can spawn with another market owner despite their whole Tri-Tachyon shtick, but who knows... Sooo the cabal influence condition with their submarket may be gone.

The console commands mod allows you to add the Cabal influence to a market (planet, station) with the command: addcondition cabal_influence
https://fractalsoftworks.com/forum/index.php?topic=4106.0

[attachment deleted by admin]

Pages: 1 ... 24 25 [26]