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 - grinningsphinx

Pages: 1 [2] 3 4 ... 21
16
P9 disabler shields are a little too good.

17
Mods / Re: [0.95.1a] Musashi Manufactorum Ship and Weapon Packs 1.2.5
« on: January 24, 2022, 06:39:41 PM »
I meant to say that without the ATC, the ships are just average.. Fairly fast in a straight line, but turn like slugs unmodded. The medium furi is 13, but there are several medium weapons that go 15 plus. Notably Telums and bladebreaker stuff. Some of the medium energies go up to 16, and stuff like the the thrush missiles and a bunch of other medium missiles are 14+.

Anyway, simulation isnt a good way to judge ship system adjustments. A great dueling ship will often be wrecked in a fleet battle. If youre going to use simulator, a good judge of where youre at is using Higaran Saajuk-Khar and just record how long it takes you to die and how much damage you were able to inflict. After mucho investment and farming blueprints, i do have some ships that can win with max lvl captains, just using AI...but thats not a normal metric by any stretch.


18
Mods / Re: [0.95.1a] Musashi Manufactorum Ship and Weapon Packs 1.2.5
« on: January 21, 2022, 10:18:54 PM »
Im gonna keep the mod and the ships the way they are for...Removing the targeting core would suddenly turn them into just-another-ship that id never bother with. The Musashi BP isnt all that common to begin with either lol. I play with a lot of faction and hullmod mods and the intention to balance against Vanilla is kinda misguided considering no one i know just runs one mod in a vacuum. Were all playing faction mods to increase variety and everyone knows that some factions are stronger then others on a per ship basis. Nex already does a decent job keeping things in balance with the vanilla factions(for the most part). By the time you can build a whole fleet and the weapons, youve kinda already won unless youre going for the super high end bounties or take on fortress Remnant systems.


19
Mods / Re: [0.95.1a] Hiver Swarm - V0.6 - 01/19/22
« on: January 21, 2022, 01:43:04 PM »
Oh I am always open to suggestions, some of the best parts of my mods are from players who suggested an idea. In the naming conventions of this mod I try to keep it in an insect theme but yea the weapon names aren't all that and Collaboration is great in my opinion, let's hear em!

kk working on it. The heavy drone is pretty good with some additional hull mods for fighter support.

20
Mods / Re: [0.95.1a] Hiver Swarm - V0.6 - 01/19/22
« on: January 19, 2022, 07:37:13 PM »
Okay to submit new hiver weapon names?

21
New game..can send screen shot of the error.

Also, I think the big guns need code to ignore fighters, because facing these ships is zero challenge when you can neuter them with swarms of drone fighters.

22
Mods / Re: [0.95.1a] Hiver Swarm - V0.45 - 01/15/22
« on: January 16, 2022, 11:45:44 AM »
Just as a heads up, it doesnt look like biological hull is working in the simulator. l let the ship sit for 5 mins, and it never repaired about 7025.

Edit..AH okay....so it started to work when i went below 50% of its maximum hullpoints...and then will only repair you up to half of your starting.  Might want to include that in the descrip for BH.

23
Mods / Re: [0.95.1a] Hiver Swarm - V0.45 - 01/15/22
« on: January 16, 2022, 08:59:26 AM »
Well I was thinking a solo flight wing. I'll go with all three weapons and stick in that 10-20 OP range you suggest depending on how buff it is. As to size, I generally struggle with that, I have redone several ships because what looked good in the editor, well no so much in game. Scorpifly is great and I now dub him as such :) 

Now on to making a drone tender. I do not have anything in that vein on deck that is Hiveresque so that may take a minute to make a new ship. I may reimagine the Calopteryx as they are both winged species of hiver. I know I get a lot of flak on discord because not all the ships are one note the same and that is on purpose because the Hivers in SOTS are a blend of races that bonded together. IDK, I have tomorrow off from work I'll come up with something I'm sure.

dont worry about discord lol...lots of great people there but some are rabid. If you do remake the Calo, please make it a variant. Im using the standard one as a strike carrier with zero range drone turrets to cover PD.

24
Good mod. Also need it for officers

officers cap out at 8, and once you  mentor them(which you should be doing if only for selection purposes), they gain xp at crazy rates. Theres only 8 slots for skill icons anyway. After that, youll have to venture out into the wildlands to find better offices with more skills elited.

25
Mods / Re: [0.95.1] Yunru Core +
« on: January 15, 2022, 09:34:30 PM »
Is there a section with changelogs?
Sadly no, I don't keep a changelog as I make changes, and I don't have the memory for it afterwards.


np:)  As of the last slightly better techmining, ive received nothing to storage in the last 3 game months.. reverting to previous version. I prefered the one with less weapons, as weapons are the least of my needs tbh.



26
Mods / Re: [0.95.1] Yunru Core +
« on: January 15, 2022, 09:32:09 PM »
Is there a section with changelogs?
Sadly no, I don't keep a changelog as I make changes, and I don't have the memory for it afterwards.


np:)  As of the last slightly better techmining, ive received nothing to storage in the last 3 game months.. reverting to previous version.

27
I remember those ultra heavy autocannons very fondly lol...

28
Mods / Re: [0.95.1a] Hiver Swarm - V0.45 - 01/15/22
« on: January 15, 2022, 06:13:22 PM »
I had this guy laying around in my unused asset folder. I touched him up and resized it to just under a frigate. May still be a bit too big but the smaller I go the worse the rez gets. So, not the best resolution but I thing he'll do. I am thinking a mix of a Spitter and a Mirv and maybe a Twin PD but that may be too much (hidden of course) with no shield but a tough hull and armor. Thoughts?



He's an art asset from spiral arms so all credit goes to Tecris, the spriter who made the little guy. :)

Scorpifly looks good. Best not to go to small, because i can barely see the gnawler etc as is lol. Possible to get biological hull as fighter systems? Not really sure how much itll help them out since fighters usually just get blasted on the opening pass, but cant hurt.  Stuff at 10-20 OP generally have 2 to 3 weapons, 1 system and usually some kinda hull mod.  Past 20 and its usually some kind of specialized thing with low fighters per wing.

29
Mods / Re: [0.95.1a] Hiver Swarm - V0.45 - 01/15/22
« on: January 15, 2022, 01:12:58 PM »
Well I did look over my fighters and realized the Katydid was underpowered so I changed the weapons and increased the flux so it could maintain it's shield AND fire weapons. They really do not have a dedicated drone carrier so I could think about that. As to beefing up their fighter lineup, I do have a low tech advanced drone, practically a mini-frigate, in my other mod JYD so I could do something similar but high tech. Tell you what, I'll design one and you come up with a insect related name to call it. Deal?

No problem:)

30
after realizing DA didnt have printing support, i dived into the config and added the ships myself, it was honestly surprisingly easy... but i noticed something in the base config... the ziggurat... thats an alluring thought. if i understand the AI-core descriptions correctly, i should be able to get 3 charges easily... and possibly even 4 prints... i have to try this

Would you mind describing your method of adding ships to printing?

Pages: 1 [2] 3 4 ... 21