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Messages - Agile

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Mods / Re: [0.9.1a] Nexerelin v0.9.4c "Mambo No. 9" (fixes 2019-09-11)
« on: September 25, 2019, 09:24:45 AM »
Speaking of that, another related issue is if a faction successfully invades and takes over one of your colonies, you can just go to that colony and re-invade, and you nulled the entire purpose of the enemy invasion.

The fix I propose, that isn't too intensive (like having defense fleets hover for a long time), is that the "invade" option in military options is faded out, and when you hover over it, it reads "it is impossible to raid this colony; the current leaders of the colony have heavily fortified it due to unrest in the local region, and local patrols are upgraded to deal with a possible retaliation by the original owners. The traffic and defenses will die down in 365 days").

This fixes invasions not being a hassle at all, and makes spending money on a invasion fleet or invading the port of origin of the invasion fleet yourself a more preferable option than to just let your colony get taken over, since you will lose 12 months worth of income from it (and if it gives you 200k or more a month, thats a lot of income lost).

Its kinda weird that sat bombing a station is considering a hateful war crime enough to obliterate you from the entire galaxy.

But when you destroy the station normally (pirate bases) its essentially the same thing; any "civillians" on that station are all dead, yet your praised with reputation for "killing the evil pirates / luddites" while being given a huge cash lump sum.

While trade has some issues, I think its actually pretty well done, especially if you think of the fact that its more of an "after thought" by Alex since his main focus is combat.

It has risks (smuggling, pirates, etc) while being complicated enough that it feels like a living breathing world but not too complicated that it becomes trading simulator (stocks, exchanges, diplomatic issues, land value, indepth taxing, to name a few that would make it more complex but not necessarily more fun) instead of a combat game.

Simple but effective.

Suggestions / Re: Going dark should require a double press if your IFF is on
« on: September 23, 2019, 05:35:56 PM »
And while we're on that topic, your Transponder isn't automatically turned off when you Transverse jump or jump via a portal the normal way.

Modding / Re: [0.9.1a] Toad Superheavy Bomber
« on: September 23, 2019, 05:32:21 PM »
Doesn't look too powerful, all things considering, since its 30 OP and you only get 1 of them per 30 OP. Might be really powerful if used on a Atlas but Atlas is just powerful in general.

General Discussion / Re: Overrated (overpriced) ships
« on: September 23, 2019, 06:47:14 AM »
Yeah, it really boils down to "the AI isn't smart enough".

The player can take an Onslaught and destroy a Paragon by armor tanking, but the AI won't think of that; not even as a Reckless officer. Sometimes they do it out of sheer luck; they pull off a kamikaze run without being owned by torpedos and win the flux fight simply cause they can fire without shielding while their opponent is shielding and firing, but thats a "once in a blue moon AI moments" type deal.

Mods / Re: [0.9.1a] Nexerelin v0.9.4c "Mambo No. 9" (fixes 2019-09-11)
« on: September 23, 2019, 05:11:04 AM »
Hey! Sorry for the noob question, but how do you capture markets exactly? I didn't find any option to do so under miltary options or specical functions, well, there is an option to invade in military but its always greyed out with stations "Any orbital station and interfering fleets must be remoed before an invasion is possible", so how is it done? or can someone refer me to a tutorial page of the mod or something? I didnt find much information looking around.

Do exactly what it says. Remove all orbiting stations (orbital station, battlestation, or star fortress) with extreme firepower, as well as any troops orbiting the planet that isn't yours, then use marines to Invade the planet.

That or you can go to special actions and, if you have your own commissioned faction or you have your own faction itself, you can call in a fleet. Designate fleet points and how many marines you put in (try to put in more than the estimate of how many forces there will be in the system to defend) then click OK. It will spend a lot of credits but its worth it depending on what your raiding.

I'd be up for the military being an industry if we could do more with them. Producing protection to then be 'spent' among even far flung colonies, or enforcers to be dispatched to attack pirate/luddite bases for a large investment cost.

If I could have one high command, many military bases, and the rest patrol bases (for the fleets to operate out of like we do with way stations) then I feel like it could be a really cool way of keeping them an industry but making them less of a pain in the arse.

But to be fair that might also be leading way more of the way of a 4x-lite kinda game rather then the usual battle simulator. But at least defensively a player that produces 'protection' could then spend it where ever it is needed.

It would make sense if the description for "High Command" actually was what HC did; aka having a High Command means a large fleet and maybe two medium fleets as escorts go to nearby systems you control and guard the hyperspace around it.

General Discussion / Re: Market Volatility, mods changed it?
« on: September 22, 2019, 02:26:57 PM »
Depends what mods you run.

If you have Nexerelin, 1000 + credit shortages for heavy armaments are very common due to invasions, and raids that take out space ports.

You can also create shortages by taking out convoys and smugglers, which do the same thing except you essentially get goods for free (except for the supplies cost in recovery and some fuel).

A real gamer move is to commission with a faction, and disable your factions enemy space ports, then invade and take over the market. Then you can shuttle goods there as the space port is disabled, making you mad cash as they will constantly want goods till the space port is re-enabled.

General Discussion / Re: Npc and Remnants relation
« on: September 22, 2019, 02:24:35 PM »
Technically if you managed to get to non-hostile relations with remnants they would stop attacking you, just like any other faction.  Had this happen in a Nex game, but even there I think it was a bug.

I've heard that NPC patrol captains with high relations ignore contraband or something, but it's so niche a thing that I don't even know how to confirm it.

This is not a bug.

By default, Tri Tachyon is Neutral (0) reputation with all remnant forces. There's even a special dialogue option if you speak to remnants when you have neutral or above reputation with them; you are considered a "Tri Tachyon operator" to them.

You can get this benefit if you commission with Tri Tachyon as you inherit your commissioned factions reputation.

This is the big secret to colonizing in the rim; if you commission with Tri Tachyon, and find a high beacon system, you can colonize there and the remnants will kill all pirates / enemy factions that enter. Double points if you setup your base near the Remnant Nexus, as enemies will gravitate towards it and get owned.

Core worlds in general need a lot more improvements.

All of them should have military bases (considering its been constant war after war, and it doesn't make sense that the core worlds have survived unmolested without military base), and all of them should, at minimum, have a orbital station, if not a battle station.

That a general stability and accessibility boost that only core worlds get; maybe if it was made into a condition that only core worlds get? Which would make sense since the people there have survived through the collapse of entire gate system, multiple galactic wars (AI wars), and now constant cold and active wars against other factions. They've survived and thrived so a little pirate activity shouldn't phase them, etc.

But that'd require the rehauling of a lot of core mechanics, so it'll stay a dream of mine.

High command gives one extra Large fleet and I believe one or two extra medium fleets once your colony reaches around 6 or 7.

While that might not seem like much, if you chain this with 2 other planets, thats enough to defeat 99.9% of expeditions and high level pirate raids.

The other 0.01% is when they send max strength fleets at you; aka "very strong" and "3-4 fleets" type scenarios.

Mods / Re: [0.9.1a] Commissioned Crews 1.1
« on: September 21, 2019, 10:46:16 PM »
Tri-tech commission being a lower version Optics upgrade, or a general range boost / damage boost for energy weapons only would be cool.

General Discussion / Re: Colony Questions
« on: September 20, 2019, 05:50:45 AM »
Every colony has a population center, which is on the far left.

When your colony starts growing (growth rate is near the Free Port option and is in percentage, for example, 5% in green with no negative sign near it means its growing by 5%), you can check the population center and under it will be a blue bar and a percent under it.

For example, the blue bar might be half way across the picture at the bottom of the population center and say "50%".

Once it gets near 99%, a day or two (depending on population size) later it grows to the next colony level and the bar disappears till you start growing more population again.

Modding / Re: [0.9.1a] Langly's Terraforming
« on: September 20, 2019, 05:45:11 AM »
I didn't know I needed this in my life until I saw it.

Question though, does this mean you have to spend 2.5 million on a planet EVERY single time you remove a hazard on it or do you just buy the building itself for 2.5 million then upgrade it for lower cost?

If its the former, the mods not that worth it unless your super late game and have nothing to do.

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