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31
Mods / Re: [0.95a] Diable Avionics 2.63RC5 (2021/09/27)
« on: November 06, 2021, 11:57:11 PM »
I cant seem to enable this skin, says its for a different version of the game.

Open the skin folder, then open mod_info, and then change "gameversion" to the current one, and it should work fine. That's what I ended up doing with mine.

32
Just got done with the HVBs for the super weapons. I don't know what to think of the recover rate. I don't often use the MX Gauss Cannon, but that's the one that I was able to recover 5 from. Not too terribly bothered that I was only able to recover 1 Tartarus LRM since I found 2 when exploring anyway. However, it was bothersome when I couldn't get any Devastator Lances or the shield things. Only got 1 Plasma storm.

Anyway, that's just how my luck went. The bounties were still very welcome, but somewhat challenging. Looking forward to seeing more.
Recovery is random, it's unaffected by rarity as far as i understand.
Edit: what do you think about the HVB fleet size ?

Fleet size is pretty on-par with the other HVBs(which is to say a bigger fleet than you can get without costing yourself a ton). I did notice that they tended to stick to vanilla ships though, which isn't an issue. I ran through them again and they did end up using a few ships from mods here and there, but it was rather sparse. Especially when it came to the capital ships, which does make sense.
Also I wasn't saying it was the mod's fault for the recovery thing. Like I said, it's just how my luck goes sometimes. Either way, I found a use for them. Still worth doing each of them at the end of the day.

Overall, the bounties are pretty fun.

33
Just got done with the HVBs for the super weapons. I don't know what to think of the recover rate. I don't often use the MX Gauss Cannon, but that's the one that I was able to recover 5 from. Not too terribly bothered that I was only able to recover 1 Tartarus LRM since I found 2 when exploring anyway. However, it was bothersome when I couldn't get any Devastator Lances or the shield things. Only got 1 Plasma storm.

Anyway, that's just how my luck went. The bounties were still very welcome, but somewhat challenging. Looking forward to seeing more.

34
I noticed something odd with the Quetzalcoatl and the segments. The hullmod that disallows you from putting converted hangers on the segments doesn't work if you simply build in converted hanger. While expensive in SP, this doesn't seem quite right when done. Not sure if it has been pointed out or not or if it's a big enough issue to fix, but it's here nonetheless.

35
Installed this mod plus all sub-mods for a new type of theme to add to my playthrough, and I must say I do enjoy the added exploration elements. Although they spawn in the same spots every time, and you only get surprised by something once. Either way, I do think it's very interesting. However, as with all things... Issues. Specifically pertaining to the DomRes ships.

First off, the Outworks(DomRes) and the Bastillon(DomRes): The Targeting Supercomputer. Literally just this. I do not mind fighting them, as they have no shields and it makes them actually useful for some amount of time as compared to just showing up and getting killed in .2 seconds if you focus on them. The Main issue I have with them is when you salvage them, since you can do that in vanilla now with a skill. Now is when things get a little dumb. Now you can also slap on ITU and throw in any old AI core and give it gunnery implants, and the range is rivaling even orbital stations. Field even one of these along with your PD-heavy destroyer or frigate(or whatever you want to use at that point), have the Outworks/Bastillon defend your ship, chill out way far away, and the station is going to go down eventually(huge emphasis on eventually depending on the weapon or number of ships). 0 effort required, and it's too far away for your CR timer to even start going down. I'm honestly not sure how this would be "fixed" without simply not allowing you to get those in particular or removing Targeting Supercomputer.

Secondly, and probably a little more of a bug than feedback(spoiler-ish warning for those who would rather find some things for themselves):
Spoiler
The Guardian Stations. Interesting enough to fight, though they do go down pretty easy with the right setup, but they don't seem to go down all the way. Ever. There is a single module on them that I can't ever reach. I do always tend to use beam weapons and very few area damage weapons like torpedoes, so maybe those would reach it. I didn't see anybody else having this issue in the last few pages, so maybe it's just me? It is specifically the small missile section with 2 Sabot SRM pods. None of my beams reached it. I ended up having to console command kill that particular segment on each of the stations.
[close]

Overall I am enjoying the mod. Although, Fang Society seems a little garbage. Draco isn't so bad since they have shields. Fang gets murdered first in my playthroughs with Nex(mostly by the AI). No shields means no them. Focus on HE damage, and they don't last. Basically anything that can mount the High Intensity laser and use its shield can kill at least most of a fleet.

36
Since Bounties Expanded isn't actually on the forums yet, I'll ask here: Does it allow you to do the Bounties normally exclusive from VS? It has been mentioned 2 times, so I'm rather curious.

Based on what @Schaf-Unschaf said, it sounds like it might?

37
Mods / Re: Cebby Ship Pack [V 1.1.1]
« on: October 27, 2021, 09:02:29 PM »
is there ever going to be a version without the little fursona creature on the midline hulls?

I would like to second this question.

Edit: I didn't want to double post, so I'm just going to edit this. Most of the blueprints don't work. The only ones that let me build it are the Paradusa and the Epitome Carrier. Missile variant didn't work, and none of the midline hulls worked. I found one of the midline hull blueprints normally while exploring, then found out that I wasn't able to build it. After this, I Console commanded all the blueprints to see if any of them worked at all, only to discover what I have described.

38
Mods / Re: [0.95a] Weftin's Ship Pack
« on: October 27, 2021, 09:00:53 PM »
These ships look very interesting. While I have not been playing this game for long enough to recognize them from the original creator, it is always interesting to see old things brought back from the dead. Looking forward to using it whenever I get around to another playthrough.

Also, is there any particular reason you decided to name all or most of them after WW2 UK tanks?

39
I see the bounties require Vayra's sector. Would it be possible to have a few that don't? I personally don't use that mod, but I'm not sure how many people do. I just use Nex and SWP and call it good. I like the idea of having bounties that give the weapons, but why have that locked behind a different mod? I'm also not a modder, so I'm unaware if using that mod's framework would make it easier or something.
This mod runs with/without Vayra's sector, there are no dependencies and you will never get a crash because of it, if you have decided to run Vayra's sector (bootleg version) which can be found on SS Discord you will get my bounties to spawn.

I'm aware the mod runs without Vayra's Sector, I was talking about the bounties. I would enjoy being able to do the bounties without having to install VS.

40
I see the bounties require Vayra's sector. Would it be possible to have a few that don't? I personally don't use that mod, but I'm not sure how many people do. I just use Nex and SWP and call it good. I like the idea of having bounties that give the weapons, but why have that locked behind a different mod? I'm also not a modder, so I'm unaware if using that mod's framework would make it easier or something.

41
Mods / Re: [0.95a] Superweapons Arsenal v1.9a Light Show
« on: October 21, 2021, 02:23:50 PM »
So I was abusing testing out how the EM railgun works with SWP's nightwalker when time is at a standstill, and it's worse than when time is simply sped up. If you can activate Chrono boost, shoot, and then phase cloak right when the projectile makes contact with the ship you want deleted, it does just that. Deletes. I've had it rack up millions of damage. Though this does cause massive amounts of lag and an occasional crash. Basically anything that can slow time and equip it can abuse that weapon though.

42
while exploring i found some "experimental" ship blueprints. Can anyone explain me how to produce and make them part of my fleet?
Leaving those blueprints in "hull deconstructor"  is not working. i must be doing something wrong

thanx in advance

Those are not blueprints, they are forge templates. As the mod author did not explain it in the OP, I'm sure it was not intended for you to just be told some of the things, so I will just say this for now: Try a different type of ruins. There are several, not just the one. Each have a different function, some having to do with forge templates. If the author wants to tell you outright, I'm sure he will(or somebody who cares less about spoiling what was blurred out in the OP). Until then, have fun exploring/colonizing!

43
Mods / Re: [0.95a] Superweapons Arsenal v1.9a Light Show
« on: October 19, 2021, 09:05:24 AM »
I found a bit of an odd interaction with the EM Railgun(because it's my favorite and I use it as often as I can) and ships that can slow time. It does WAY too much damage. I do use several mods, but only one of which has a ship that can both slow time flow and mount the EM Railgun now that it's only Ballistic. When the time flow is slowed, it seems to de exponential damage. Destroying 2 segments from a station when angled properly or nuking a capital ship with a single shot. Whereas normally it would take about 3-4 because shields and such. I did multiple tests and it seems to be consistent.

44
Mods / Re: [0.95a] Ship Catalogue/Variant Editor v1.4.0
« on: October 12, 2021, 05:43:09 PM »
This mod is very nice. I always like finding hidden variants(or hidden ships entirely) or just knowing how many variants there are in each mod. Also being able to test anything with whatever loadout you want.

+1 to my must-have mod list.

45
Mods / Re: [0.95a] Better Deserved S-Mods 1.2
« on: October 11, 2021, 05:36:49 PM »
Was a little bummed that some hullmods don't have have bonuses, but oh well. Possibly updates later? That would be awesome.

The reason certain mods don't have build-in bonuses, and Heavy Armor even has a penalty, is because those mods are already the go-to build-in options due to their greater OP saving and general utility (i.e. Heavy Armor, Hardened Shields and ITU on almost everything)

That's actually what I figured. Not complaining by any means.

I do have a question though. Is there any chance that this mod could include hull mods from other mods? With permission, of course.

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