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Messages - Spenz

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Mods / Re: [0.7.1a] Nexerelin v0.7+ (new beta available 2015-12-09)
« on: December 09, 2015, 10:21:16 PM »

  • Templar, Spire special fleet (invasion, strike, response) sizes smaller
This is a very good change, they are way too overpowered as they are atm

Personally I don't mind the Templar being overpowered, since that is what they are.  What was the huge issue was that they STARTED with an array of battlegroups so overwhelming that no navy forces in the beginning have any chance of protecting the supply convoys.  Furthermore, even the fleets with 5-7 archbishops still traveled very fast, thus they were tough to outrun, and they seem to have limitless CR, so you couldn't attrit them.

As for the patrols, the most glaring issue is that the Archbishop is far too common.  They are supposed to be the grand warships of the templar, but they are as common as Paladin's, at least in my game.  Paladin's are fairly easy to knock out if you can bait them into using their holy charge.  Archbishops are moving castles, and every assault on even just one of these monsters is like Omaha beach in space; ships dying left and right to clarents and that Tsar Bomb Priwan burst that only the bishop can produce.

I haven't tried the new patch yet so I will check them out again. Just don't nerf the Templars too much.  I like hard mode, I just didn't take well to suicide mode.

Mods / Re: [0.7.1a] Nexerelin v0.7+ (new beta available 2015-12-06)
« on: December 07, 2015, 10:02:07 PM »
Yep fixing the decaying rep bug would be nice.  The game is brutally hard enough as it is.  The Scy have a relatively easy start with cheap supplies and an accessible empty system, but the Templar are legion in my game for some reason.  Over 20 fleets, each with at least 1 archbishop (some have 7 archbishops!!!!!) are roaming around both in system and in hyperspace.  It makes it very difficult to expand when the Templar are steamrolling over every single faction. 

To be fair they were like this in my vanilla game, but not to this extent, and never with such powerful fleets.  Hard-mode indeed.  It's like Dark Souls in space.

Mods / Re: [0.6.2a] Hiigaran Descendants v1.1.0
« on: February 24, 2015, 07:07:23 AM »
28 hours till Homeworld:Remastered is released I think is what he means.

Mods / Re: [] The Mayorate v0.8.1 (updated 3/11/14)
« on: February 15, 2015, 05:10:29 AM »
7Zip....greatest compressed file software ever made.  Never leave home without it haha.

Mods / Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
« on: February 14, 2015, 02:41:17 AM »
Personally I don't think the Neutrino are OP, but even if they were, so what? Judging by the success of the Templar faction, OP is good and we could use more of it.  Besides, with the somewhat messed up economy the Neutrino have they might as well be Templar considering how hard it is to get their stuff.

Modding / Re: Gimp Problems
« on: February 09, 2015, 04:08:06 AM »
What is different about the cursor? 

Modding / Re: Gimp Problems
« on: February 08, 2015, 05:37:55 PM »
Well one more shot.  You could try pressing Ctrl+Shift+A, which is Select None in GIMP.  Other than that, I wouldn't know unless I saw the .dds myself.

Could you possibly upload the .dds file that started these issues? 

Modding / Re: Gimp Problems
« on: February 07, 2015, 10:32:25 PM »
Hah I was thinking the exact same thing about the layers.  I didn't think I would mention it, since I am kind of new to GIMP, but after opening a .dds myself just now, the .dds does have a lot of layers to it.  Good call.

Then again I'm not the one who is having the problem heh.

Modding / Re: Gimp Problems
« on: February 07, 2015, 05:37:45 PM »
So did you open up a new file and it stopped working, or did it stop working in the middle of editing a file?  Is it the same exact file that doesn't work or is it now all .dds files?

Also, does it have to be .dds?  Can you convert it to .png?  That seems like it would be easier to work with (This website can do that).  Also what version of GIMP do you have?  I am certain that opening .dds files with GIMP requires a plugin.  Maybe that plugin is the issue.  I dunno I'm kind of throwing things at the wall here to see what sticks.

General Discussion / Re: Are a Paladin's flux vents of any use?
« on: February 07, 2015, 03:43:01 PM »
The Paladin is a far better straight up combatant than the Archbishop unfortunately.  The Arch is soooooooo slow.  Even with full skills, AE's, and 2 nav points capped you won't even break 100 on the speedometer, and since you don't have Holy Charge you cannot kite or escape if things go south.  1 v 1 the Paladin can wreck the Arch no problem.

However, since the Archbishop is a capital ship, you can really pile on the caps and vents, and when you Priwen Burst that sucker, you can blast things right out of the map.  On the other hand, Priwen Bursting with a carrier....yeah unless you have templar fighters, your pilots are NOT going to be buying you any drinks after the battle (at least the ones that live).

Modding / Re: Gimp Problems
« on: February 07, 2015, 03:24:52 PM »
Did you try 'Select' -> 'All' in the top toolbar (CTRL-A)?  I do know that you can only draw in selected areas of an image.  Though I use GIMP to edit photos, I haven't used it for sprites so I dunno if it is a selection issue, but it's worth a try.

Mods / Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
« on: January 13, 2015, 12:26:54 PM »
Meh I'm not liking the balance changes all that much.

-Entopic Rangefinder bringing in a -50% recoil bonus instead of the range bonus?  Utterly worthless now.  It makes the early and mid games much harder than they have to be.  I fly tech ships.  I don't have recoil issues.  Instead I am forced to knife fight (tech ships dont do that too well) or wait till I get tech 7 and fit the targeting unit.  Why even make this change?  It puts energy weapons at a wild disadvantage due to the fact that ballistics will actually take advantage of the recoil bonus and outrange the energy weapons.

-All drop rates significantly reduced.  Killing fleets seems to be half as profitable as it used to be.

-Templar no longer drop templar flux cores (probably due to the nerfed drop rate) so there is no real reward to engage them.

-Boarding actions now seem to rarely, if ever, succeed.  And that is with docked boarding.  No matter how many Valks I have, my success rate on stand-off boarding is somewhere around 10%.  Didn't happen last patch.

-Bounties are WILDLY distributed.  I am getting 1 mil credit bounties mixed in with 10k credit bounties....and I am still in my starter Tempest.

-Bounties almost always have the Hegemony issuing them.  Everyone hates the Hegemony so if I want to actually do their bounties I cannot grind rep or trade with most everyone I actually want to deal with.  I hate flying Hegemony and Independent vessels.

I dunno if these changes are a result of me starting a brand new game with all the mods newly updated.  Most of these issues could be from the Templar update or the Imperium update.  I have no clue.  All I know is that the game is much harder than it was last patch, and I dunno if the changes to do so (especially the rangefinder skill) were even necessary.

Mods / Re: Neutrino Corp. (v. 1.8)[0.65.1a]
« on: January 09, 2015, 07:21:08 PM »
Eeeexcellent!  It is all falling into place.  Soon starsector will run as before and...

"0.65.2 has been released"



Mods / Re: [0.6.2a] Blackrock Drive Yards v0.6.6
« on: January 09, 2015, 07:18:49 PM »
yeah the .65 patch broke everything, then essentially salted the earth so that the old code could never take seed again.  Mod-makers are essentially having to rewrite things mods scratch, thus is why the mod races to play went from 20+ to.....7?

Mods / Re: [0.6.2a] Blackrock Drive Yards v0.6.6
« on: January 08, 2015, 05:32:02 PM »
You know what is really going to be funny though; by the time you are finished porting the mod to the new patch, the next patch will probably be released, breaking every mod all over again  :D

I would keep the old version for blackrock though.  Love your mod.

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