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 1 
 on: Today at 07:41:09 AM 
Started by CapnHector - Last post by CapnHector
...while 1 engages the remaining Atlas Mk. II (10 Hyperion frigate fleet vs. Pirate Armada, Full assault order on, Enemy fleet defeated and fleeing).

I was unsure whether this is a bug or not, but it seems absurd enough to be counted as one. Mods: Nexerelin and Starship Legends, to my knowledge these do not affect the AI

Screenshots


[close]

Why chase fleeing fighters at all, when they are no longer independent ships and destroying them doesn't matter at all?

 2 
 on: Today at 07:39:13 AM 
Started by michail - Last post by Justinx931
idk if i fiddled with something but the only hullmod enemies seem to have is safety overrides.

 3 
 on: Today at 07:12:26 AM 
Started by xSevenG7x - Last post by Raxos149
Apologies since we already discussed this... but i am having issues getting oversized missile ordinance to work.

From what I understand, it ought to allow me to mount LARGE missile weapons in medium or small missile mounts.

On my VIC Apollyon, I have 4 medium missile mounts. When I install the oversized missile ordinance... I am not able to mount large weapons on a medium mount.

Should this be working or have I totally missed my understanding of what this ought to do?

 4 
 on: Today at 06:32:24 AM 
Started by FasterThanSleepyfish - Last post by E_G_G
The Calvacade is still refered to as the pelican in the codex.

also I know that the accordant and the Union are based off of the federation fleet ships from ftl, but i'd kinda like to know which ones respectivley, as both sprites could work for each. also what was the inspiration for the resolute? it doesn't look remotely like anything from ftl (asthetics aside).

last thing, I think it would be kinda cool to have admrial tully be a character you can interact with on scaria. it doesn't have to be much, just a name and/or portrait.

Overall this is my favorite faction mod, outshining the UAF, Scalar tech tolutions, Diable Avionincs, and all the others. The Emerillion/Magnellion is really fun to use.

 5 
 on: Today at 06:27:50 AM 
Started by Kaysaar - Last post by Kaysaar
DISCLAIMER IMPORTANT:
Next update is around the corner, new commodity is nearly setted, Electronics industry already implemented. But as much as i tried that update won't be save compatible, because i need to add industries to factions before sector generation ends, not after it. So i will release next patch in next week two, so you can end your playthroughs. As recompensation i want to add more industries that would be dependent on new commodity to somehow make do for not being save compatible

 6 
 on: Today at 06:26:39 AM 
Started by Kaysaar - Last post by Kaysaar
DISCLAIMER IMPORTANT:
Next update is around the corner, new commodity is nearly setted, Electronics industry already implemented. But as much as i tried that update won't be save compatible, because i need to add industries to factions before sector generation ends, not after it. So i will release next patch in next week two, so you can end your playthroughs. As recompensation i want to add more industries that would be dependent on new commodity

 7 
 on: Today at 06:24:31 AM 
Started by Kaysaar - Last post by Kaysaar
Hi, in recent patch when I build a vanilla waystation its accessibility bonus become 50% instead of 10% which is equal to the Bureau of Logistic upgrade. Wouldn't that just make the upgrade redundant or is it just an unintended bug?

Apart from that I really like new industries, especially underworld district. Thanks for the mod!
It is a bug that i fixed actually and will be relesing with new patch but thanks for report ^^

 8 
 on: Today at 06:09:28 AM 
Started by Knight Chase - Last post by Killsode
I've had the strangest bug with trying to build a vishnu. I managed to get a blueprint for it and set it to build, but after many many months seeing it still eating 175k worth of construction i realized it was ever finishing. I just watched the "effort put into uncompleted projects" go from about 850,000/900,000 to 175,000/900,000...
I dont even know where i would go to report this, is this a problem with the ship, or is it a problem with high ticket ships!?

 9 
 on: Today at 05:42:13 AM 
Started by Deshara - Last post by WilliamOrozco
Can you explain more about this?

 10 
 on: Today at 05:10:17 AM 
Started by ctuncks - Last post by ctuncks
ARRUS Hullmods 0.5

-Added 3 new hullmods:
  • Decoherence Inhibitor: Increases base range of energy weapons by 200 up to threshold of 700/800/900/1000 depending on hullsize.
  • Ballistic Regulator: Increases base range of ballistic weapons by 200 (300 for Capitals) up to threshold of 700/800/900/1000 depending on hullsize, reduces base range past the threshold by 200/300/400/600 down to the threshold.
  • Missile L.A.M (Launch Assistance Module(s)): Increases the range (Not base range) of missiles by 800/900/1100/1300 up to a threshold of 2000/2100/2300/2500 depending on hullsize.

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