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Messages - Kissa-mies

Pages: [1]
1
Mods / Re: [0.8.1a] Ship/Weapon Pack 1.3.0
« on: August 06, 2017, 01:14:52 PM »
That's the Sporeship i think. You're not meant to be able to ever get it

2
ECCM only affects the ship it is installed on

3
Modding / [0.8.1a] Vanilla Balance Patch
« on: July 24, 2017, 12:09:31 PM »

VANILLA BALANCE PATCH


Makes simple balance changes to make the game more balanced overall


Works better with dynasector LINK : http://fractalsoftworks.com/forum/index.php?topic=11001.0

Works fine with other mods




DOWNLOAD : http://www.mediafire.com/file/p522bbogu7uv5i4/Vanilla+Balance+Patch.rar





PATCH NOTES


MISSILE

Sabot SRM (Single) - Firing Delay changed to 5s
Sabot SRM - Firing Delay changed to 5s

Sabot SRM Pod - Burst size changed to 2


Harpoon MRM (Single) - Firing Delay changed to 5s
Harpoon MRM - Firing Delay changed to 5s

Harpoon MRM Pod - Burst size changed to 2


Hammer-class Torpedo (Single) - Firing Delay changed to 3s
Hammer-class Torpedo - Firing Delay changed to 3s


Atropos-class Torpedo (Single) - Firing Delay changed to 3s
Atropos-class Torpedo Rack - Firing Delay changed to 3s


Pilum LRM Launcher - Has no ammo limit (similiar to salamanders), Increased speed to 175


Proximity Charge Launcher - Ammo increased to 40, OP reduced to 10


ENERGY


Heavy Burst Laser - Ammo increased to 8, Ammo regen increased to 0.8 / s
Guardian PD System - Ammo increased to 30, Ammo regen increased to 2 / s

Plasma Cannon - No longer autofires on fighters, AI also doesn't fire on fighters


BALLISTIC

Arbalest Autocannon - Flux efficiency increased to 1:1

Light Assault Gun - Per shot damage increased to 60, Same DPS
Assault Chaingun - Per shot damage increased to 100, Same DPS
Hephaestus Assault Gun - Per shot damage increased to 200, OP increased to 24, Same DPS


FIGHTERS

wasp Interceptor - Replacement time reduced to 3s

piranha Bomber - Now a wing of 4, Replacement time reduced to 10s

Mining Pod Wing - Now a wing of 6, Replacement time reduced to 8s


HULLMODS

Heavy Armor - OP cost reduced to 5,10,15,30


SHIPS

Afflictor - HP increased to 2000
Shade - HP increased to 2400
Harbinger - HP increased to 3600

Colossus Mk.II - Cost reduced to 30000
Colossus Mk.III - Now has 2 decks, OP increased to 70, Cost reduced to 30000



Remember to leave feedback & suggestions



4
Mods / Re: [0.8a] Safety Override for capital ships v1.0.1
« on: July 20, 2017, 04:17:02 PM »
thats one of the biggest ships in the game moving at 115 su, fast enough to easily flank an onslaught

5
Mods / Re: [0.8a] Safety Override for capital ships v1.0.1
« on: July 16, 2017, 12:59:49 PM »
My life is now complete, thank you HELMUT.


6
Mods / Re: [0.7.2a] Scy V1.1 (06/01/2017)
« on: January 17, 2017, 08:10:45 PM »
Do you have latest version of nexelerin?




7
Bug Reports & Support (modded) / Re: This bug happens over and over again
« on: January 08, 2017, 04:17:07 PM »
Do you have Elizalib, it's needed if you have Dassault on

8
General Discussion / Re: Starsector 2nd Fleet Building Tournament
« on: January 05, 2017, 07:09:48 PM »
yes there's going to be a recording after every stream.

9
Mods / Re: [0.7.2a] Ship/Weapon Pack 1.1.0
« on: September 17, 2016, 02:47:00 PM »
Quote
Hey Dark.Revenant, love your work man.

I gotta ask, is the Excelsior-class Phase Corvette in the current version meant to have -1250 for its cloak upkeep cost?

With the "Duel of the Century" mission, I get that using the Phase Shunt on asteroids and incoming munitions is a viable way of building up flux to charge the cannons, but as it stands, the limited number of charges for the shunt, coupled with the negative cloak upkeep cost, makes it near-impossible to accumulate flux fast enough to maintain survivability (let alone lethality), especially against nimble opponents with weapons that can one-shot you the instant they manage to phase-skim or teleport behind you.

I can understand if Fabrique Orbitale's poor attempts at reproducing an unorthodox phase/flux system is your way of balancing an otherwise overpowered ship, but together with the poor peak performance time and deployment/maintenance costs, I doubt the Excelsior would find a place in anyone's fleet outside of the mission.

I just changed the two missile slots to hybrids to balance it for campaign use. Its pretty damn strong but i think its still pretty balanced by ridiculous supply use & its still REALLY flimsy.

10
General Discussion / Re: Is there a way to improve player combat AI?
« on: September 12, 2016, 10:37:45 AM »
I've always wanted to be able to set a stance for my fleet myself. This would also avoid AI sillyness since as a human you can make these decisions and not fail terribly. it would go something like :
Pursue (aggressive)
Search & destroy (steady)
Skirmish (cautious)
This wouldn't make personalities pointless either if you make it cost Command points. Or you could give it to your whole fleet in case of a pursuit or when fighting highly outnumbered.

11
Mods / Re: [0.7.2a] Scy V0.99e (10/04/2016)
« on: September 08, 2016, 08:42:26 AM »
I think my prism-freeport is broken. it seems to try to generate ships for sale that don't exist in my campaign.
The Prism boss-ship definition file in SCY is out of date.
I think the Nexerelin one works; you can try replacing SCY/data/config/prism/prism_boss_ships.csv with it (link; right click and Save Target As)

Actually that makes sense since the only time I saw this crash was when I wasn't playing with Nexerelin. Thanks for the help!

12
Mods / Re: [0.7.2a] Scy V0.99e (10/04/2016)
« on: September 06, 2016, 12:28:59 PM »
I think my prism-freeport is broken. it seems to try to generate ships for sale that don't exist in my campaign.


log1



4733795 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\SCY]
4774415 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Ship hull variant [ssp_boss_stheno_Hull] not found!
java.lang.RuntimeException: Ship hull variant [ssp_boss_stheno_Hull] not found!
   at com.fs.starfarer.loading.A.super(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.super(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.updateVariantIfNeeded(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.init(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.createFleetMember(Unknown Source)
   at data.scripts.campaign.submarkets.SCY_prismMarket.addShips(SCY_prismMarket.java:197)
   at data.scripts.campaign.submarkets.SCY_prismMarket.updateCargoPrePlayerInteractio n(SCY_prismMarket.java:84)
   at data.scripts.campaign.missions.SSP_MarketProcurementMissionCreator.doNearbyMark etsHave(SSP_MarketProcurementMissionCreator.java:85)
   at com.fs.starfarer.api.impl.campaign.missions.MarketProcurementMissionCreator.pic kMarket(MarketProcurementMissionCreator.java:371)
   at com.fs.starfarer.api.impl.campaign.missions.MarketProcurementMissionCreator.cre ateMission(MarketProcurementMissionCreator.java:106)
   at data.scripts.campaign.missions.SSP_MarketProcurementMissionCreator.advance(SSP_MarketProcurementMissionCreator.java:47)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)



log2



392557 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\SCY]
393347 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Ship hull variant [syndicate_asp_boss_copperhead_Hull] not found!
java.lang.RuntimeException: Ship hull variant [syndicate_asp_boss_copperhead_Hull] not found!
   at com.fs.starfarer.loading.A.super(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.super(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.updateVariantIfNeeded(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.init(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.createFleetMember(Unknown Source)
   at data.scripts.campaign.submarkets.SCY_prismMarket.addShips(SCY_prismMarket.java:197)
   at data.scripts.campaign.submarkets.SCY_prismMarket.updateCargoPrePlayerInteractio n(SCY_prismMarket.java:84)
   at data.scripts.campaign.missions.SSP_MarketProcurementMissionCreator.doNearbyMark etsHave(SSP_MarketProcurementMissionCreator.java:85)
   at com.fs.starfarer.api.impl.campaign.missions.MarketProcurementMissionCreator.pic kMarket(MarketProcurementMissionCreator.java:371)
   at com.fs.starfarer.api.impl.campaign.missions.MarketProcurementMissionCreator.cre ateMission(MarketProcurementMissionCreator.java:106)
   at data.scripts.campaign.missions.SSP_MarketProcurementMissionCreator.advance(SSP_MarketProcurementMissionCreator.java:47)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)





13
I think the problem is though that with 600 spacebucks per supply, it would be way too hard to expand. I never have seen sugh a high price for supplies in the 0.7+ universe. The highest I have seen was around 300 and that was an event. On my latest play 120 seems to be the highest with usual 50-60 ... now thats a galaxy I love :D
heh thats funny, in my current playthrough supplies are around 18c but fuel costs 250c which means moving around costs a fortune but blowing stuff up always makes a profit which is always fun.

14



Satan is a good guy after all?



15
Modding / [0.7a] Proteus sensor frigate mod.
« on: December 01, 2015, 12:52:22 PM »
So this is my first mod. Tried making a new ship and it turned out alright. i'll probably make more ships and combine them into one bigger mod, but for now I just want to see if this mod actually works for people.


Adds one new frigate : the Proteus


Pros
-great range
-good damage

Cons
-Poor health
-poor shields
-no armor
-easily overwhelmed



pic:




Post your thoughts and feedback, thanks ;)

DOWNLOAD : http://www.mediafire.com/download/sgh1zn34cs6lc03/Proteus+sensor+frigate.rar

PS: there's a new mission where you can test it out (testing)


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