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61
Mods / Re: [0.95a] Scy V1.64rc6 (2021/05/02)
« on: September 06, 2021, 06:57:36 PM »
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I'll just mention that those hullmods are on the contrary very old and on the chopping block for getting removed next update (and possibly moved to Seeker or TaDA)

Aw, man. I really enjoyed the 50% supply cost mod. Would be nice to see it stay. Really helps with a lot of the big civilian ships, especially with the huge modded ones. Makes it actually worth having in some cases. As most of the time I go by capacity compared to supply use for maintenance. If it's not as effective as a Prometheus or Atlas, I rarely use it.

62
A couple comment on this and then I'll leave it alone as to not cause problems. First off:
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asking this question like this stated your opinion pretty clearly lol

I would have to disagree with this. I would have asked the same question in the case of something else that could be taken political. I tend not to state my opinions to people anymore. It has caused several issues among other games I've played. Most of the time I just try to avoid politics or things that can be taken as such. I am also not going through the mods page looking for something that could be taken like that just to be a ***, I just so happened to look at your mod, see the skins, and was prompted to ask a question.

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i have not added anything political

I'll have to agree to disagree on this, as it seems to be more of a matter of opinion. Personally I think representing LGBT and other groups like them tends to get political rather quickly. Note how I said it 'seems' political in my previous post. As long as it doesn't become like such, I have no quarrel.

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we are just here to enjoy blowing up some ships. (mainly filthy Tri-Tach ships)

Tri-Tachyon good. Hegemony bad. I want my AI cores, dang it.

However, I am pleased to see that politics was not the intention.

63
Mods / Re: [0.95a] Scy V1.64rc6 (2021/05/02)
« on: September 05, 2021, 06:30:16 PM »
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Just a question, I have noted that there are some new hull-mods, (e.g. the one that reduces maintainence) but even though I have learned them, they don't seem to be on the list.
What am I getting wrong?

It's easy to miss, but there are check boxes below the scroll box to check on and off certain designs of hull mods. If that is not the case, then I wouldn't know what is.

64
I just have one question. As a disclaimer, I am not trying to say it is right or wrong, and I will not state my opinion. I am also not trying to tell you what to or not to do. It is just a question.

Why would you feel the need to add LGBT ship skins? I do get that it's your mod and you choose what's represented, but it seems a little political in a place where politics seem out of place.

65
Mods / Re: [0.95a] Superweapons Arsenal v1.6 Some lore and stuff
« on: September 05, 2021, 01:34:57 PM »
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There's also a bunch of boss ships available at Prism, many of which could easily define your playthrough as well. In fact super weapons are much more rare than super ships.
I still don't mind them being there. Nobody is forcing me to buy any of them but I appreciate the option if I really want to go that way.

That is true, though I generally don't like buying the super ships either. I did buy many of the super weapons in my current playthrough, but I will likely not do that in later runs. It was primarily to find out what they did in the first place, as descriptions are not demonstrations. Not saying that you literally have to buy them when you do see them, it's just a little odd how easy it is (in the case you don't mind waiting around for a few market refreshes after you obtain the money) when it's supposed to be extremely rare. There have been a good few times where none of them are available at the freeport, so I'm not saying it's an issue. Just an opinion.

66
Mods / Re: [0.95a] Superweapons Arsenal v1.6 Some lore and stuff
« on: September 05, 2021, 01:00:49 PM »
So I have been using this mod for a good bit. First off, I must say I do enjoy them to an extent. They are balanced above other weapons as stated clearly in the OP. Not exactly a problem, but I do have 2 minor gripes about the mod. One more so than the other.

First one being, in my opinion, you shouldn't be able to just buy them at the prism freeport. Shouldn't even be an option. Save up enough money at the start, and some of these weapons can literally define your playthrough if you let it. No challenge in getting it, but rather just given to you because you saved up.

Second one is about a particular weapon. The Cluster Torpedo. I get the idea behind it, and it is a neat weapon to use. Holy f-ck though. Why? I literally annihilate an entire star fortress with a single hit. Sacrifices not considered, that is outright insane. Just field 1 or 2 gryphons with a heavy escort to get it/them in range and all of the sudden it's a dead fleet. One large Missile mount and you can tear through any fleet that's foolish enough to group up and looks at you funny.

That said, I do enjoy the weapons overall. They generally function different as compared to vanilla or even other modded weapons. Not entirely sure about the names of them, since one is a little redundant(the EM railgun, even though railguns are already electromagnetic...?). Hopefully more can be added, or different types. A melee weapon might be somewhat interesting, I think. Making ramming more fun. Still a fun mod anyway though.

67
I don't particularly have an issue with BP drop rates, simply because you don't always have the choice of the same exact ships near the end. You don't always have the ships you like using by the end, so you have to use other things. It would also be pointless to raid factions for blueprints if you can just find every single one in the wild. Also the random people in the dockside bar that can net you some blueprints is also rather helpful.

However, I do have a bit of a gripe with the items. I have found a single coronal tap, a ton of synchrotron cores, and really not much else except maybe 4 things for the other industries. I don't even know what goes on heavy batteries or patrol HQ. The only reason I know there is an item for it is because there's an option. I have cleaned out my entire sector of the things immediately available without tech-mining every ruins I found. Not really an issue though, just a mild complaint of sorts. Seeing as it doesn't make or break a colony to have or not have those things.

68
Bug Reports & Support / Re: Game crash from pirate bounties
« on: April 06, 2021, 07:09:35 AM »
Okay. I didn't realize the game had a new patch out. Thanks for pointing it out.

69
Bug Reports & Support / Game crash from pirate bounties
« on: April 05, 2021, 06:53:01 PM »
Each time I get a system bounty quest from a contact that's outside the core worlds, the game will immediately crash upon one of the pirate fleets coming into contact with my fleet at all. Took a screenshot of the error message if it helps. I'm not sure if it would have anything to do with mods, but it might be worth noting. Though I have not had any issues with mods at all. It may also be worth pointing out that the fleets that do cause my game to crash do not always have modded ships.

[attachment deleted by admin]

70
I have a bit of a minor issue with the way this mod is with one of the IBB missions from the ship/weapon pack. Specifically the Odin class. I went on a whole rant of sorts about it in that thread, but I was told to post it here instead. Basically though, the Odin class is deceitful with how good it is when you fight it as compared to when you actually get it. One of the bigger issues I had with it is that the Odin had a Hurricane MIRV launcher on it when I was fighting it, and the autofit loadout was showing a Hurricane MIRV launcher, but it only has 2 medium missile spots. And the OP the ship has when you get it is 319 with the skill for +10% OP. However, to fit everything it had on it when you fight it, you would need 435 OP.
That aside, I do like the mod. It's nice to have another faction running around with different ships. Except I personally find some of the tunes associated with them a bit odd. Not out of place though.

71
Mods / Re: [0.9.1a] Ship/Weapon Pack 1.10.1
« on: June 03, 2019, 10:10:16 PM »
I have a bit of a gripe about this mod. Specifically the IBB part of it. For reference, I have the Shadowyards mod installed, because that's the example I'll be using.
So when I was going through the IBB missions, I noticed that the unique ships I got from these missions weren't able to fit everything that the autofit slot had on it. In the case of the Salamander, it only had 2 more points. I found that a bit odd, but oh well. 2 points don't matter too much. Especially not on a small ship. So I keep doing more to see what other unique ships there even are. Pretty neat ships, but I keep running into the same exact thing. They do not have sufficient OP to fit everything they had on it when I was fighting it. However, it was always by just a small amount, so I didn't care. They still did good for what they were. Do note, I did have the +10% OP skill at this point as well. However, when I got to one IBB mission for the Odin-class, I noticed that the ship had a large missile on it, but no large missile mount... After defeating it and restoring it, I looked at what the autofit had on it. Sure enough, it had no large missile slot, yet it had a Hurricane MIRV mounted on it when I had to fight it. When I salvaged this ship, it had 319 OP with the +10% skill. I calculated that in order to fit everything that it had on it when I was fighting it, it would need to have 435 OP. In order to even kill the fleet, I needed Blueprints of ships that were better than it. At that point, I might as well just keep using the better ships... If I had the version of it that I was fighting, it would likely be worth using, due to the high OP. I can understand giving them a few extra OP to fit a slightly better weapon to make it a bit more challenging for the player. Make it so the player has to sacrifice a bit if they want the better weapon, or make due with a different one, but putting a weapon that you can not possibly have on it just for the CPU. Why? And the huge gap in OP. I had really high expectations for that ship, and it turns out if I want even close to what the CPU had on it, I would have to put 0 vents and capacitors on it. At that point, it would have a harder time sustaining said weapons. So what would be the point? I don't particularly mind that it doesn't seem like a really great ship or even can really compete at all with the higher up capital ships, but don't make it seem like it may be able to when I'm fighting it just to have it shot down when I actually get the thing. I don't want totally OP ships that are better than the Paragon, but I just want to fight exactly what I can have. Not something with +100 OP to be difficult.

That aside, I do like the mod as a whole. More ships makes the game feel a bit better. Makes it so you don't end up finding the same ship Blueprints in a relatively short amount of time and playing the same way every time because you have the same stuff every time. Instead you have to raid factions to get what you want. The ships don't particularly feel out of place, either.
So yeah... Overall, good job on the mod. Just the one complaint about the IBB....

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