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Tabletops posted:thank you! Kingdom of Terra are fun as hell but also probably not something you personally want to pilot. A lot of their ships are literally melee focused with various drills, punches, tailslams and other assorted nonsense. A lot of really inventive stuff that upsets how you normally would use ships or fight against them.
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# ? Apr 16, 2021 10:39 |
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OwlFancier posted:Something I saw on the forums that looks new and interesting: https://fractalsoftworks.com/forum/index.php?topic=20845.0 This sounds awesome. Will it work if dropped into an existing save? e: didn't read, apparently it does
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OwlFancier posted:Something I saw on the forums that looks new and interesting: https://fractalsoftworks.com/forum/index.php?topic=20845.0 Oh that’s great. That should get pulled into the base game that’s so good.
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I can see making new gimmicky mini-factions for use in that scenario becoming its own genre of mod; an exciting prospect to be sure.
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I really wish there was a way to move stellar shades, make it super involved and require you to tow them across the sector like a mothballed ship, but all the planets I find with them are dogshit so I never get to use them.
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I'm only now understanding the power of Cryosleepers, but I've already colonized two systems of two planets each so If I wanted to colonize the 3 inhabitable worlds system with a cryo sleeper in-system I'd have to get on with AI cores or do some modding ![]()
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Okay; if you guys have downloaded Shadowyards already, the current release has a crash in one ship system that I'm not gonna do a full release to fix, so here's a patch for it: https://github.com/MShadowy/shadowyards/releases/download/0.9.5-rc3/drop-contents-into-jars.zip
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Xerxes17 posted:I'm only now understanding the power of Cryosleepers, but I've already colonized two systems of two planets each so If I wanted to colonize the 3 inhabitable worlds system with a cryo sleeper in-system I'd have to get on with AI cores or do some modding They have a radius of 10 light years now, so it doesn’t have to be in-system.
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aaaaaaAAAAAHHHHHH Dammit! All these good mods getting updated and I haven't yet finished the main plot line! Slow down! Or maybe, speed up so I can choke my system with mods for my next run.
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I'm still mucking around in vanilla honestly. I usually go a couple playthroughs. First is always high tech and then second I pick as much low tech junk as I can before slowly my fleet somehow ends up high tech again like my first one. This patch has been absolute fire. I like the idea of contacts though I dunno if we should need story points to suspend talking to them. I feel like it's just something you should be able to organise in priority yourself depending on where you're at in the game. Current story has strong hints you'll be able to branch out further on how you solve missions depending on your choice of allies, opponents and your methods. I went hard on my marine force but a lot of battles seem like you've the potential to intimidate or persuade out of. OwlFancier posted:Something I saw on the forums that looks new and interesting: https://fractalsoftworks.com/forum/index.php?topic=20845.0 Definitely keeping an eye on mods like this. We've had some incredible faction mods but more gameplay/storyline styled mods would be amazing and I suspect this patch might be the one that makes that easier. ErKeL fucked around with this message at 19:18 on Apr 15, 2021 |
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ErKeL posted:I like the idea of contacts though I dunno if we should need story points to suspend talking to them. I feel like it's just something you should be able to organise in priority yourself depending on where you're at in the game. Not sure if you realise this but it's only a story point if you want to keep them around for later, you can delete them for free at any time.
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Vengarr posted:They have a radius of 10 light years now, so it doesn’t have to be in-system. They degrade in usefulness over that 10 light years. at 9.5 it was basically worthless. A bonus of .03% pop growth or some such.
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AtillatheBum posted:I think I hit the ultimate jackpot of systems, 9 planets including a terran world with +1 farming and organics(and no transplutonics), a desert world, a volcanic with both ultrarich ores, and a gas giant with +2 volatiles. The crowning jewel is a cryosleeper in-system and a hypershunt within range. Holy gently caress. I think the only obvious thing it's missing is an airless world for improved refining and fuel production. What is the system, tho.
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OwlFancier posted:Something I saw on the forums that looks new and interesting: https://fractalsoftworks.com/forum/index.php?topic=20845.0 This is a much more appealing end game to me than Nexrelin I must say, very neat.
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TescoBag posted:Anyone know if there is a mod out to reduce/remove all the skill limitations? If you mean the ones with diminishing returns after 180 DP etc., there's this. If you mean the skill tree, you can raise the maximum level or ignore all requirements. I haven't tried the latter though.
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Fat Samurai posted:I'm going to need a seed and a list of mods, because holy poo poo is my game full of 250% hazard worlds. No mods were installed when I generated the character so should be good to go with any vanilla install. Seed is AN-3739777297336870176 This seed has a ton of good systems right near the core worlds too, off the top of my head there's a desert+arid system with some decent secondary planets and a gate, a 2x jungle world system with 1 extra planet, and a system with 1 jungle planet but a ton of great secondary planets with a domain comm relay in-system and another hypershunt nearby. Infidelicious posted:What is the system, tho. Star Type:Yellow Direction from Core:South East System Name:Alpha Estrelya AtillatheBum fucked around with this message at 23:44 on Apr 15, 2021 |
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I had the full Rosenritter fleet and blueprints. Great fun and a bit OP, right up until the Doritos fight where they were easily picked off.
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OwlFancier posted:Something I saw on the forums that looks new and interesting: https://fractalsoftworks.com/forum/index.php?topic=20845.0 First one I tried was about 7 fleets of REDACTED all in a big pile which I could definitely not handle with my fleet Also anyone know why a gate in my system keeps saying "there's a hegemony fleet interfering" even though there's no one nearby?
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LegoMan posted:Also anyone know why a gate in my system keeps saying "there's a hegemony fleet interfering" even though there's no one nearby? Known bug, to be fixed in RC13 whenever they get done building it. And yeah, there's an RC13 in the works per David on the official forums in a post I can't be arsed to dig up.
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# ? Apr 16, 2021 10:39 |
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I think that basically the obstacles they set up for scanning gates during the later stage of the plot do not get properly cleared unless you do it during the plot, so if you're like me and go scan a bunch in the middle of nowhere instead, it deletes the fleets but doesn't reset the dialogue for the core world gates. Also yes the random system roller is apparently tuned for super lategame content.
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