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Messages - Starareo

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46
Is there a reason why my civilian ships always get more negative traits than usual? I obviously don't send them into combat, but I am running Ruthless Sector.

47
Thanks for the clarification, love the mod.

48
I'm currently modifying some my ruthless sector settings for the new update, just had some questions. Under # Ship Reputation Tiers #, what does "effectMult" modify? Also, how does the whole famous flagship and derelict bar event chance section work? Thanks.

49
Nessie is from Tahlan and yeah I agree, worst phase ship by far. Makes sense with its design and origin though. So far, the AI's been pretty good at using the Scylla, although its pretty slow imo for a phase cruiser.

50
Thanks for the advice, in my current playthrough, I've only been able to afford cruisers so far. Charybdis is fantastic, will probably feature in all my future fleets combining various mod ships. I always tend to prioritize vents before capacitors and some irrelevant mounts anyways. How do you like the phase cruiser? I can absolutely destroy an Onslaught with it, but no telling how the AI handles it.

51
So I've finally started a SRA playthrough, and have some questions. Is SRA designed as more of a missile/carrier focus? Lot of missile weapons and comparatively few medium energy weapon, the ones that do exist are great though. Which weapons do you guys prefer and which fighters are the best? I'm probably just gonna make a fleet of Tartarus' and Charybdis', throw in the capitals also.

52
Mods / Re: [0.9.1a] Tahlan Shipworks 0.3.7c - Ready broadsides!
« on: September 30, 2019, 07:45:31 PM »
Don't know if this has been pointed out yet, but I just got the Project Kaze BP and it includes the Cuchulainn in it.

53
Mods / Re: [0.9.1a] Interstellar Imperium 2.1.1
« on: September 17, 2019, 09:12:37 AM »
How good is the AI at controlling an Adamas class?

Update: Turns out its pretty *** good in my opinion

54
Mods / Re: [0.9.1a] Interstellar Imperium 2.1.1
« on: September 15, 2019, 07:35:47 PM »
Can't wait, how good is the battlecarrier capital?

55
Mods / Re: [0.9.1a] Interstellar Imperium 2.1.1
« on: September 15, 2019, 06:36:14 PM »
As someone who just started a playthrough as the Imperium, I don't think the targeting package nerf matters too much when my Caesar class is deleting ships before I even see them lmao.

56
Mods / Re: [0.9.1a] Shadowyards Reconstruction Authority 0.8.7rc2(05/15/19)
« on: September 10, 2019, 11:46:10 AM »
Thanks, that clarifies a ton for me. Is the medical facility worth it for the growth in your opinion? I modded the base game a little bit to get more industries faster so I'd probably have to revert that.

57
Mods / Re: [0.9.1a] Shadowyards Reconstruction Authority 0.8.7rc2(05/15/19)
« on: September 10, 2019, 08:01:11 AM »
So most of the industries are pretty new, but does the modular factory offer any benefit versus heavy industry? Also, how good is the AI at handling the ships with keeping distance in such because I've been doing some testing in the simulation with my very assault focused capital and its melting the Mimir at least. Also no one's buying my solar capacitors but that just may be because I installed the mod onto a save and the faction doesn't even really exist yet lol.

58
Mods / Re: [0.9.1a] Diable Avionics 2.04 (2019/05/14)
« on: September 04, 2019, 06:04:15 PM »
Rare drop from exploration, or you can get them from raiding Diable planets and stations.

59
Anyone have experience with the Yukikaze and Korikaze AI? As in, does the AI know to stick them relatively close together for bonuses?

60
Oh god, I hope I can find one if possible, its got like 40 more OP than the base model.

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