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Messages - Chronosfear

Pages: 1 ... 12 13 [14]
196
Mods / Re: Project Valkyrie V0.96 [0.54a - Vanilla Balanced]
« on: January 05, 2013, 04:32:12 PM »
Well i can wait :)
Just owned it with my Mk.III in the Sim, char focused on combat and tech makes big ships OP :)

Movie : http://www.youtube.com/watch?v=XMrzBxBjFsU&feature=youtu.be

Not really a boss :P

Edit : Quick movie added ^^

197
Mods / Re: Project Valkyrie V0.96 [0.54a - Vanilla Balanced]
« on: January 05, 2013, 04:14:25 PM »
Ok ..
I personally dislike the sound effect of the "LR Heavy Flak Cannon" , i think it doesen´t fit in well atm. :)
but thats just me :)

Now , I´m going to get that Mk.IV :) ..

keep on the great work.



198
Mods / Re: Project Valkyrie V0.96 [0.54a - Vanilla Balanced]
« on: January 05, 2013, 07:02:15 AM »
Vatican Mk.III is awesome ship, captured one. Can’t wait to get my hands onto those Mk.IV
Will the Mk.IV have some "Heavy Siege Cannon"?

personal favorite ship of your mod is the "Nirvana Heavy Cruiser"

great and fun mod.
Thank you.






199
Suggestions / Re: Leadership Skill - Wolfpack (Fighters)
« on: December 07, 2012, 05:30:16 AM »
+1 and I like "Wolf pack"

Could be put into the leadership tree which lacks good "passives" ( better maintenance-crew on decks )

200
Mods / Re: Fleet Control Mod (v.90, .53.1a) Rewritten, much improved!
« on: November 18, 2012, 10:03:14 AM »
Yep, just fell over it , too

Would say it´s a "beta feature" since in the previous versions they had zero value.

.... well yes it´s a bug i would aggree  ;D

201
Suggestions / Re: relationship bar
« on: October 18, 2012, 01:01:10 PM »
-snip-
How about we wait for Alex to finish the Officer features before getting on to in-game politics. At the moment its not a concern, and I'd also like to note that its rather easy to keep track of a mere three factions besides, unless you maintain more than a few saves.

It´s not a "want it in the next version" ..
Just throwing my ideas in, how i could be handled.
Alex can go with whatever he thinks it fits best.
all ideas in those forums can be picked up , ignored or whatever.
That´s what a suggestion is for i would say.

202
Suggestions / Re: relationship bar
« on: October 18, 2012, 07:18:16 AM »
remove the text which says "friendly,neutral, hostile"
and replace it with a bar "<-Red-White-Green->" the data in the file stays as a number of +-1000 , just showing it as a graph.
doing actions against/for the specific faction will move a marker left or right.

so +1 from me ;) and i would like to add :

Also it should be possible to get back to neutral or friendly by killing enemies of that faction.
Killing Pirates would not change your relation towards Tri-Tachyon or Hegemony but maybe change it for the mercs and vice versa for example.
In the current state it isn´t possible to change your relation without a mod or modifying your save game.

Maybe also hostile faction stations will increase prices or in the if you got a really bad reputation they refuse to let you dock, while on the other side a friendly reputation would grant a small discount on their ships and equipment or access to restricted ships and equipment.
+-1000 , for every 100 points in any direction 1% discount/increased prices, at +-500 acces to restricted gear/refuse docking

Chronosfear 
                             

203
Suggestions / Re: Attack/Defend - The influence of fleetsettings
« on: October 06, 2012, 03:57:25 PM »
But with large battles you can't predict what would happen. So, it would be really frustrating that you can win but because some rule you lose. And how you would explain why some of your ships do not engage in fight to kill beat down enemy?

It was your decision in the first place putting your heavy ships in the 2nd line.
And if it could get a tough fight, select "defend" the enemy wouldn´t flee a fight he thinks he can win, too.
My ships in the 2nd line would only include damaged ships and freighters/tankers to reduce the amount of "work" you might have bye clicking the ship, clicking retreat for example.
Which can get very annoying sometimes.
I don´t think a frighter should be near the frontlines in the firstplace, so on an full out attack they would just fall back just before the battle starts.

204
Suggestions / Re: Attack/Defend - The influence of fleetsettings
« on: October 06, 2012, 02:39:06 PM »
Hmmm but what if you choose to Attack and opponent destroy all of your 1st row ships and he is left with some good as dead ship. You wouldn't be able to call out your 2nd row ships and you would lose. Right?


Yes that would be like this as it would happen to the AI-Fleets ,too.
This would force you to think about your decision.
And using allways "defend" wouldn´t work to because at some point the enemy fleet would just flee without a fight.
I think it would put in some strategic part before you go in with weapons hot.


205
Suggestions / Attack/Defend - The influence of fleetsettings
« on: October 06, 2012, 05:24:48 AM »
First words : I´m not native English :) I´m sorry for any grammar or other errors in this text.
                -> if you have a better idea for naming this post i would chance it. i couldn´t get something short and fitting :(

Haven´t seen any real difference between those 2 yet.
Except if your fleet is fleeing and the other defending fleeing doesn't get your ships damaged.

So i was thinking about something:

1. In your Fleet screen you can define your fleet like 1st line and 2nd line.

2. in small battles only Ships in the 1st line will be available

3. in normal battles it depends on what you´ve chosen
    -> full attack : only 1st row is available
    -> defend : 2nd row is available
    -> AI would set their 1st and 2nd line

4. Ships in the 2nd row will be destroyed or captured like it happens in normal battles if you loose or the AI had chosen to attack and lost.

5. Why i would like to see it?
    -> 2nd row would fit for damaged ships or civilian ships like cargo vessels which i otherwise have to put on retreat in small battles by hand
    -> choosing defend gives you a bit more firepower or at least some ships which can take a hit or two to save the day .. hopefully ...

5.So but why don´t we say that it cost something to put a ship in your 2nd line.
    -> for example a "price" could be 2 command points for every ship in 2nd line up to your normal maximum ( 10 i think it is atm ) which will be not avaible in battles then.
        -> so lets say you put 5 ships in your 2nd line, you now would have to hope that your fleet performs well without your orders until a node in battle is captured.

what do you guys think about?
oh and don´t be to harsh ;)
thank you.

greetings
Chronosfear

206
Hi,
using this Mod with Uomoz's Corvus.

Awesome ...
maybe a bit OP if you use the projectile weapons of the ISF


anyway
I love the style of the scrappers it´s fits the vanilla style of Starfarer so well

thank you.

207
Ugh, sorry guys. Been a little low on time, I'll fix it asap

Glad you´re back :)
take any time you need.
RL should stay a top priority  ;D

I think those "permanent" fleets chewing energy like hell because i had an + of about 300 energy in my HQ.
But Storage didn´t increase that much.
Then at least some small patrols startet spawning again.
I thought it was supposed that the need some ore for fuel. Energy would fit better on the other hand :)
so maybe set ore, fuel, supplies and crew as a one time need and energy as a per day need if possible.
Also this could be used as some sort of fleetmaxium.
At least a personal one 8)

I would like to see tradefleets for energy as my storage is filling slowly and i don´t want to check my station every now and then
or when do they start to dumb that into a black hole ?  ;)

Oh and another bug. Fleets trading supplies turn into Marinetraders after a run ( only 1 fleet remains as a trader for supplies )

Thanks again.
Chronosfear

208
great mod , I love it but i have some  issues. :(

even with enough resources the spawn of my permanent fleets stops.
some have already spawned and got destroyed.
now there is none left

not getting marines ftom barracks but I think I receive them from the veteran & elite pilots training camp including the pilots. even when removing the barracks this keeps happening.

i confirm the bug with the miningfleet


thanks for the time you put into this one.



 

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