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Messages - Shad

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46
Mods / Re: [0.9a] Vesperon Combine 1.2.0 - 03/03/19
« on: September 23, 2019, 07:53:42 AM »
Yeah, I'm really looking forwards to this update too, haven't had the bar event drop for me either. Cycle 222, checked every independent world I came across, even did the same as other people and console commanded to every independent world in a single day.  Still haven't gotten it to drop. I have so much money and nothing to spend it on :( Wish there was a way to force it too. My previous save had it work fine, now it just won't spawn at all, which is a shame as I really liked this mechanic.

Don't suppose there's an easy line of code to change in the files to add that priority flag? I hope it's not just a mod conflict...

Not that I found. If you start a new game, agent will spawn with the initial spawns but then vanishes when he's supposed to be moving to another market, so if you want to guarantee it on next playthrough:

1. Pause game immediately after new game start.
2. Console command yourself 1 million money and 20 prisoners.
3. Repatriate prisoners at independent market for max standing.
4. Teleport between indy markets until you find the bar event.

47
Mods / Re: [0.9.1a] Outer Rim Alliance v0.86 (2019/07/01)
« on: September 23, 2019, 02:41:39 AM »
As I mentioned on discord, this is either an outdated version of the game (0.9.1 RC8) or an outdated version of the mod/overwriting the old mod folder instead of delete and extract. If you are certain it's not any of those, then a clean reinstall is in order, including deleting all mods.

everything is latest
What's the exact size of your ORA mod folder.

48
Mods / Re: [0.9.1a] Scy V1.57 (2019/09/04)
« on: September 20, 2019, 07:42:07 AM »
That's unfortunate, and you saw that happen against other faction fleets too? Or is it be an issue against Blackrock specifically.

I will look and follow the next time big Scy fleets go against another faction. That loss of 12 capitals to 4 cruisers just shocked me.

49
Mods / Re: [0.9.1a] Scy V1.57 (2019/09/04)
« on: September 20, 2019, 05:34:37 AM »
Not sure why, but Scy Fleets seem to do really really badly in auto-resolve.

For example this fleet:
Spoiler
[close]

Is facing off against Blackrock's 4 Antaeus cruisers, 4 destroyers and some frigates. You would think that with 12 capitals, they would win handily. But they get annihilated in auto-resolve, with BR not even losing a single ship.

If I actually join the battle, obviously that does not happen.

50
Mods / Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.1
« on: September 18, 2019, 03:01:25 PM »
More and more breakers, can they be eliminated from system with Lenze? https://i.imgur.com/RPl7wXn.png
You need to destroy the base, just like with regular redacted.

51
Mods / Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.1
« on: September 17, 2019, 03:44:03 AM »
I hope this does not offend anyone, but I am on the fence with this mod, can't decide should I use it. I already use "Legacy of Arkgneisis" and "Diable Avionics", but no Nex. Can someone give me pros/cons/something to help new player decide?

DME are high tech high mobility faction. Most of their ships are quite maneouverable, and are fairly fast. A lot of the ships go really well with hit-and-run tactics. They also have some really nice hybrid ships for exploration and their civilian ships can put up a fight in a pinch. Lots of fighters/drones and excellent dedicated carriers

The cons are low armor and shield coverage, meaning if you are surrounded, and do not escape, you will quickly go down. Also the built in system means most DME ships aren't really suited to long range sniping.

The new threat added to unexplored regions of space can be pro or con depening on how you feel about it.

52
Mods / Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.1
« on: September 15, 2019, 10:09:41 AM »
That 6B "surprise" was suprising. I assume it's impossible to capture due to its power? I tired getting one with console command, and felt I was playing the "arcade mode" mission.

Also do 6B blueprints (like 6B Tunguska) ever drop from Nikolaev/LaReole? I tried raiding them a few times, with no luck.

53
Mods / Re: [0.9.1a] Shadowyards Reconstruction Authority 0.8.7rc2(05/15/19)
« on: September 14, 2019, 08:39:14 AM »
OMG, Charybdis can tank with shields much more than More,
Well, duh. Mora is an armor-focused brick with literal invincibility, not a shield-based one.
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and it is faster than Herom with it's system
In other words, it's slower without the system. And Heron's system is much better for a carrier, since it buffs its wings damage.

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also Charybdis can do much more damage with it's large gun, and much bonuces of aditional ordnance.
It's hybrid carrier, so it has guns yes. All pure carriers have less OP than hybrids due to their potential. Case in point: the 45 OP Astral has 230 OP, the 40 OP Legion has 260 OP.

Compare Charybdis stats to an Apogee and you will see the stats are suddenly much less impressive. Even though Apogee is only 18 DP and not even considered that strong among crusers, the apogee has better armor, shield, and flux stats, and it has more guns. Charybdis is has some firepower to support the fleet, but head on, it's well below the firepower of a true cruiser.
 
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Charybdis is extremle overpowered for it's 25 deployment.
It's not. Your theorycrafting is full of mistakes.

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You all are really far from balancing.
Considering the very amusing ideas about the Cathedral in the other thread, I don't think the problem is on this end.

54
Mods / Re: [0.9.1a] Nexerelin v0.9.4c "Mambo No. 9" (fixes 2019-09-11)
« on: September 14, 2019, 04:44:18 AM »
I also agree that liming drops based on market size/stability is best.

Also, want to re-report an issue:

Noticed that Invasion fleets are a little too easily distracted. They will happily forget whatever they were doing a and chase a couple of pirate frigates. They try to get back to the mission, but as soon as the pirate frigate gets closer, they instnatly turn after it again. The fleet can spend months massing about instead of reaching their main objective. The only solution is to stay well away from the fleet, so it's abstracted, then it moves to the target properly.

Invasion fleets should just outright ignore anything with less than say, half of their FP, of the fleet and just move to their objective.

55
Mods / Re: [0.9.1a] Ship/Weapon Pack 1.10.4
« on: September 14, 2019, 01:37:17 AM »
Just finished last IBB mission. Wow, what a ride. In my case the hardest bounty was not the last one though, it was El Psi. Had to hit and retreat with Odysseys until most of his fleet was gone, then finished him off. And Hot Potato was ridiculously fun!
El Psi is widely accepted as the hardest bounty (to do without major losses) due to the ability of the ship to melt your captitals in seconds. The final bounty by contrast is just "regular" (though stronger) capitals.

What........ I beat el psi on 1k battlesize while only losing 2 ships.... an Eos and a shrike.. and my fleet was only around 15 ships large
Bigger battlesize is easier as:
1. IBB unique ships spawn over the regular deployment limits.
2. It's easier to focus firepower with more ships.

56
Mods / Re: [0.9.1a] Ship/Weapon Pack 1.10.4
« on: September 13, 2019, 03:42:18 PM »
Just finished last IBB mission. Wow, what a ride. In my case the hardest bounty was not the last one though, it was El Psi. Had to hit and retreat with Odysseys until most of his fleet was gone, then finished him off. And Hot Potato was ridiculously fun!
El Psi is widely accepted as the hardest bounty (to do without major losses) due to the ability of the ship to melt your captitals in seconds. The final bounty by contrast is just "regular" (though stronger) capitals.

57
Mods / Re: [0.9.1a] Nexerelin v0.9.4c "Mambo No. 9" (fixes 2019-09-11)
« on: September 13, 2019, 03:39:41 PM »
I think permanent "mega" fleets are possible in every core world. Just use the code that Named Bounties use except make it so that every major factions Core World has a "Admiral" that is in the Military tab, and Admirals get a capital ship with 10 level 20 officers and all capitals / carriers.

Just spit balling ideas.
I expect those fleets will just get whittled down by random battles long before the player has anything to do with them
Make them Dickerson-sized fleets.

58
Mods / Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.0a
« on: September 13, 2019, 03:37:19 PM »
Got the blueprint on the third raid. Is the Jeanne d'Arc only supposed to have one large mount? Lack of symmetry threw me off for a second.

Yep, that's by design. It makes for some interesting outfitting choices.
While on subject of symmetry is the Sparrowhawk supposed to be slightly asymmetrical? The right fighter bay is slightly longer than the left.

59
Mods / Re: [0.9.1a] Shadowyards Reconstruction Authority 0.8.7rc2(05/15/19)
« on: September 13, 2019, 11:32:10 AM »
I'm a little sad that most of the other mods I've tried have not been as balanced to vanilla as yours seems to be
Balanced to vanilla, are you serious man? Okey, for example, look, some vanilla cruiser size carriers for 20 deployment: and Yardie cruiser carrier for 25 deployment:
Well yes of course.
20 DP and 25 DP is not the same. It means you can get 5 Herons/Moras for the price of 4 Charybdis. So a much better ratio of fighter wings/DP

And Charybdis stats aren't really better. Sure, Mora has poor flux stats, but's it's a has medium missile slots, and small ballistic slots. And it can tank a capital ship  with its armor and system. It needs no flux to operate. Charybdis appears to have goods stats with 540 dissipation, before you realise it has front locked shield and it needs a whooping 378 flux to raise. So you need to either accept having a shields that is only situational despite good paper stats or invest into Stabilised Shields, Extended Shields and max vents just to be able to use it.

Also Charybdis has the worst system: a brief speed boost. Where Mora gets brief invincibility and Heron gets damage buffs for its wings. Charybdis needs to stick into the fight for it to make up for that. And the exclusive energy wepon loadout eats a lot of flux. Not to mention hybrid ships do less well due to more officer skill requirements.

So Charybdis is fine. It's not too strong, but it's a fun ship to use.

60
Mods / Re: [0.9.1a] Ship/Weapon Pack 1.10.4
« on: September 11, 2019, 09:06:42 AM »
1) Do you know that it's modules have cruiser's bonus of weapon range from targeting cores, it is very bad, some other capital ship can hit it, when Cathedral's weapon range do not reaches that target and can not confront it whith it's guns, why you made so?
Also, notice that for 85 deployment pts it gives just one capital ECM rating, that gives more range advantage for enemy.
Well, yes. The Cathedral is powerful enough, capital-grade ITU would make it completely broken. Cathedral has a reloading long range missle system built in, it has 4 hangar bays, it has mine strike built in, it has a lot of slots for long long-range missile pressure. It doesn't need extra long range bonuses.

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2) When modules are shielded by main module, they use their armor system, so they just use it for nothing, it is not good.
This is so minor, it's basically irrelevant. But this is more an AI problem.

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3) So, as you see, for better offensive player should use paragon or other similar ship with capital range, and as result more ECM bonus.
Depends for what. If you want to tachyon beam everything, then yes, Paragon is the way to go. The paragon does not have all these support mods built in though. It does not have the carrier capacity either.

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4) So, Cathedral is utility ship, it is your goal? You can create one offensive modification without surveying equipment, operation center, sensors, salvage gantry, but with capital range, and i think, built in ECM module can be good.
Then it would become yet another capital giant beam machine. Like there's a shortage of those in other mods.

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