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Yes, and I do not now how to fix it :(
The problem when ships stuck in one another is one of the main my mod's problem I do not know how to solve. if you know how to help it would be nice.
https://gyazo.com/e809ecba6614074eb62a58d571d4c3b8
I balanced them for battlestation. Maybe its better to lover the P output
https://i.gyazo.com/5f1324419a999fde88b2a8a0a051d022.png
I'm the poor lil thrusters and module stuck in there.
https://gyazo.com/e809ecba6614074eb62a58d571d4c3b8
And that huge behemoth is me after an hour, I didn't edit the stats I simply played with your mod via game, like normal and progressed that fast.
I also have the unlimited P mod which helps but yea, doesn't take long with people who make special resource generating blocks for factions.
(p.s. it was probaly desined to be op, but its a little op. the starter ship can destroy almost everything)
Still working on ballance. But some cannons like mass drivers designed to opose large ships, destroy shields fast and they will not work other way.
I can confirm that it is a strong mod considering I have a set of ships from a mod designed to be adass when huge and wowee they destroyed it with ease when I got one about 1/4 my size or maybe even a bit smaller. I also had many more guns than they did. Talk about efficiency, even when I'm super efficient with all my designs being almost all usage blocks and a low amount of armour which is probably a downfall against specific factions but that's just how I play these games and it works pretty well.
Great faction though!
move the mod to the top of the load order, that should fix any problems you have.
Solved
Blocks mostly ballanced with the starter factions: armor, shields, modules HP are mostly standart, thrusters power set that most basic ships designs would have enough mobility. Guns... every gun has its purpose and made to be effective in it. It would be a big text if I'll tell you why the bloks made that way they are. maybe some day
And their purpuse was more cosmetic than tuhe backbone of any strategy, so as i anderstand the best way to fix the problem is to lower their efitioncy minimum 4 times? jr change their form and size. I/ll think about it. Thx
Maybe I'm not designing the right ships though.
Coming from a Farmer main perspective, the economy is convienent and the kinetic weapons have a lot of punch. It's pretty balanced, though I would maybe half the amount of resources the two smaller blocks give you. It's currently just more effecient to have 10 small blocks than 1 huge one.
You need to find it in the game first, then push "Tab" to enter command mode, then when you see one of friendly ship push "3" with cursor on it, you get the design in your main slot. And yes you need an amount of P to use it. Or download fleet to your desktop and import it on a new slot in the start menu:
https://drive.google.com/open?id=18aPJmKPfqNo8wJT2weQE6ejwjw0eSYLe
(p.s. it was probaly desined to be op, but its a little op. the starter ship can destroy almost everything)
Still working on ballance. But some cannons like mass drivers designed to opose large ships, destroy shields fast and they will not work other way.
(p.s. it was probaly desined to be op, but its a little op. the starter ship can destroy almost everything)
For example. A 500, 800, 1300p stations, but with no factories, 1-4 auto defense turrets, and varied offensive armaments.
Perhaps the 500 is full of anti missle defense turrets and a shield meant to help support the defense of an area.
Perhaps the 800 has a basic shield 1-3 anti-missle defense turrets, an a few offensive turrets.
Perhaps the 1300 has either multiple small shields and deploys Missles, and Drones, or has a single larger shield and Lots of armor, and miniguns.
The idea is to have an inexpensive, small, and fast forming building that you can deploy out of your factories right before you enter a fight or to just seed an area to give it slightly better defenses. They can be varried in purposes for the faction you are fighting.