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Author Topic: [0.96a-RC10] Missing ships mod 1.0.3 9/12/23  (Read 382620 times)

Qipchak

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Re: [0.95a-RC12] Missing ships mod
« Reply #210 on: May 25, 2021, 11:31:07 AM »

I would really like a LowTech Supercapital or Hightech one (although the one special ship you get feels like one). Or maybe a ship in the 100 DP range.

I used the Nagato mainly for colony defence. When there are 3 enemy capital fleets trying to saturation bomb your worlds, they come really handy. Did you thought about giving the Heavy Mjollnir some more unique effect? I copied the Hellbore Particle effect and just coloured it blue. Looks really nice, maybe a bit to big i dont know.
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beyondfubar

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Re: [0.95a-RC12] Missing ships mod
« Reply #211 on: May 25, 2021, 02:12:37 PM »

Finally!

I've been looking for this mod for a while, I couldn't remember the name!  Now only one mod I can't remember or find.. Some mod that lets you build a ship that has three different parts, that are actually individual ships themselves, and provide it with engines and shields. Well I'm 50% done anyway!
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Warnoise

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Re: [0.95a-RC12] Missing ships mod
« Reply #212 on: May 28, 2021, 05:36:37 AM »

I think there is a problem with the Colossus (A), despite being a civilian ship, it always gets deployed by the AI in battles with officer like a regular military ship
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shpooky

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Re: [0.95a-RC12] Missing ships mod
« Reply #213 on: June 07, 2021, 03:56:55 PM »

there is already a Muddskippermk3 that another mod adds that has more op and costs less deployment points that another mod adds fyi
« Last Edit: June 07, 2021, 04:53:36 PM by shpooky »
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sproutprinceps

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Re: [0.95a-RC12] Missing ships mod
« Reply #214 on: June 10, 2021, 04:27:03 AM »

I love playing with the ships especially when I get my hand on Nagato, though if the heavy mjolnir cannon sprite can be update it would be the best.
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Wakarimast

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Re: [0.95a-RC12] Missing ships mod
« Reply #215 on: June 28, 2021, 03:40:54 AM »

I played more 200 hours and cant find Nagato blueprints. Any help please? :'(
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ltyd0619

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Re: [0.95a-RC12] Missing ships mod
« Reply #216 on: July 06, 2021, 08:52:35 AM »

Encounter a Luddic fleet with two Ragnaroks and some other ships. Once I defected all other ships, Ragnaroks will try to engage, but actually no ship was sent into battle. So a dead loop happened: engage -> no Ragnarok is send to battlefield -> auto win -> enemy still try to engage.
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nocluewhatimdoing

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Re: [0.95a-RC12] Missing ships mod
« Reply #217 on: July 23, 2021, 05:33:31 AM »

Yo could you sort the files so they're actually legible
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nocluewhatimdoing

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Re: [0.95a-RC12] Missing ships mod
« Reply #218 on: July 23, 2021, 01:52:43 PM »

Crash whenever I save

[attachment deleted by admin]
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Alex

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Re: [0.95a-RC12] Missing ships mod
« Reply #219 on: July 23, 2021, 02:39:48 PM »

See here for details about the crash; I don't think this mod is a likely culprit, but may be worth a quick look at the linked post anyway just to check if you happen to be doing something along those lines.
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Weftin

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Re: [0.95a-RC12] Missing ships mod
« Reply #220 on: August 06, 2021, 05:55:00 AM »

the staple class seems to be insanely rare, after using the console commands mod to refresh markets for awhile, it only spawned in one market once after 30+ market updates. Is that intentional or is something funky going on with my game?

Helldiver

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Re: [0.95a-RC12] Missing ships mod
« Reply #221 on: August 25, 2021, 03:01:15 PM »

Some of the LP refits look gorgeous. I'm interested in the Expedition rework, any teasers of it yet?
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Afflictor bean plushie that glows purple when you squeeze it
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6chad.noirlee9

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Re: [0.95a-RC12] Missing ships mod
« Reply #222 on: August 29, 2021, 05:35:59 AM »

i know you said youre not planning anymore ships, however, i really wish youd take some time to make a hegemony dreadnaught, and a pirate dreadnaught., and some sort of high tech mobile battlestation.  seems a bit unfair that the persean league gets all the love!
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edit: edit: maybe were just falling with style LOL.  make a bubble, make the space in front of it smaller and just fall forward

Astralon

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Re: [0.95a-RC12] Missing ships mod
« Reply #223 on: August 30, 2021, 05:22:55 PM »

the staple class seems to be insanely rare, after using the console commands mod to refresh markets for awhile, it only spawned in one market once after 30+ market updates. Is that intentional or is something funky going on with my game?

I found a few mercenary fleets with them as their flagships, they're not too uncommon.
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Hexxod

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Re: [0.95a-RC12] Missing ships mod
« Reply #224 on: August 30, 2021, 06:55:03 PM »

Encounter a Luddic fleet with two Ragnaroks and some other ships. Once I defected all other ships, Ragnaroks will try to engage, but actually no ship was sent into battle. So a dead loop happened: engage -> no Ragnarok is send to battlefield -> auto win -> enemy still try to engage.

Bit late on this, but the game has a battle size setting to limit the amount of ships in combat. The total amount of points are split between both fleets, with a bonus to the larger fleet (Caps at a 60:40 split.

Assuming I'm looking at the right bit, the Ragnarok uses... Well, all of the points. I'm assuming that fleet points in the ships csv equals its deployment value, which puts this ship at 200 fleet points. You'll need to have your battle size maxed out in order for the Ragnarok to be deployable.
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