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Starsector 0.9.1a is out! (05/10/19); Updated the Forum Rules and Guidelines (02/29/20); Blog post: GIF Roundup (04/11/20)

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Messages - Inventor Raccoon

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1
General Discussion / Re: The new high tech light cruiser - Fury
« on: April 28, 2020, 04:50:18 PM »
Ill-Advised Modifications gets removed on restore just like any other D-mod, and is just about the only thing that stops those ships from being nightmarish SO murder-machines, because they're not terribly threatening when their guns permanently short out 2 seconds into a volley.

2
-snip-
Thanks for your thoughts! An interesting read, I like to hear people's experiences with battle objectives that are a bit more consequential than vanilla's.

I do hope to expand on the Tactical Expansion module before the quest modules launch, though there are aspects that are waiting for 0.10 (or whatever the next update is) or are limited by the resources I have (as can be seen by the current emplacements, which are rather hastily put together placeholders).


... and, uh, because my last intentional post got deleted alongside an unintentional one, a general re-announcement: the latest version of Prerelease 7 is now free from the unending-battle issue people have mentioned before.

3
Hi, a quick announcement that I've updated the download for prerelease 7 with a version that has fixed a few major issues (namely, one crash-on-combat-start and a bug where battles against Remnants would not end).

4
The Ninth Battlegroup is currently part of Arsenal Expansion, not this mod.

5
Hi, everyone. I've been working on some non-quest features lately and I thought I'd update the prerelease with the changes.

The main new feature is that battles in certain contexts can now see derelicts spawn pre-placed on the battlefield. For example, fights in Remnant systems will feature the aftermath of the Hegemony/Knights of Ludd sweeps, while core worlds fights near debris fields will have wrecks from old battles between in-system factions.

There's also general improvements to battle objectives and outposts. In addition, I've now included a fronsec_settings.ini file which allows you to toggle the different Secrets of the Frontier modules on and off, specifically the Tactical Expansion (objectives/derelicts) and Frontier Development (habitats/outposts) modules.

This update should not break saves but as always I would check for yourselves and keep a copy of Prerelease 6 until you're sure.

6
The prerelease is savegame-compatible.

7
Mods / Re: [0.9.1a] Arsenal Expansion v1.5.3i - Systems
« on: January 04, 2020, 01:16:40 PM »
Hi. Mod is still in maintenance mode but it seems pretty obvious that Omicron's escort fleet needed some improvements and I might as well update AE with what goes into the SOTF dev version. His fleet should reliably join any fight as long as he's within 1500 units (3/4 of a grid square on the map), and he should now join the player against pretty much any faction. Additionally, he now transverse jumps into the player's system, less likely to get distracted on the way in.

Let me know if there's any issues.

8
Hi, everyone. Wow, it's been four months since I started this post. Progress on Secrets of the Frontier has been... well, slow. But here are some updates for people who don't see my dev progress on the Discord server:
  • Secrets of the Frontier's second quest has been overhauled. Several regular fights have become one do-or-die moment - and importantly, it is a semi-scripted combat encounter that is unique to anything Starsector (or any other mod I've seen) offers - using a different set of rules and making use of once-off battle objectives to deliver a once-in-a-campaign fight. It's also incredibly punishing. I'm, uh, working on the balance. The current version has completely wiped most of my test fleets.
  • I've updated the prerelease with improvements to battle objectives. Emplacement control points now disappear when the emplacement is destroyed, and reinforcement objectives now tell you if the timer is ticking, or if it's waiting for some fodder to die before starting again. You can download the new version through the banner in the main post. I also stripped out Forwardbase Phoenix, since I think it might be a bit obstructive, and it's been adequately tested.
  • Changes in scope: Boarding actions against random derelicts will probably not be a general campaign feature. Scripted boarding sequences will absolutely still be a thing.
  • Story. I added a "conversation" function to the intel menu, to talk with a certain character you can travel with. I have plans to include extra dialogue options based on what you've seen and done during your campaign - I should probably get on that next.
  • When Is It Releasing? Most likely some time after the next Starsector update (so, uh, quite a while off) - there's stuff in there that I would really like to make use of (like the new raid systems, or Story Points) or see pan out (like all the wacky stuff on Alex's twitter), and I would much rather not release Secrets of the Frontier in a state that has to be overhauled within the year. Sorry for the wait.

I'm sure I've bored you to tears with that, so here's some images patched together from the new(ish) quest.
Spoilers. Kinda.
Spoiler


[close]

9
Mods / Re: [0.9.1a] Arsenal Expansion v1.5.3h - Systems
« on: November 06, 2019, 03:48:22 PM »
Mods that skip generation when Nexerelin is installed do so because they're specifically coded to. Arsenal Expansion isn't, and just runs the IXBG generation code with no regard as to whether Nexerelin is even installed. The only check is for the noEyrie setting. I also decided to forgo an economy or starmap json file and do it manually so that the game would work even if the Eyrie didn't exist.

I'd think that Tahlan has its generation code started from the modplugin in the .jar, and the only way to change it would be to decompile, rejig the code that checks for Nexerelin and then recompile it, I assume.

EDIT: It actually looks like I've forgotten to update the source for newer versions. Here's the relevant code from my dev environment.

Spoiler
Code: java
public void onNewGame()
  {
    initAE();

    if (IX_OFF)
    {
      return;
    }

    initFrontier();
  }
[close]

10
General Discussion / Re: Where's Prometheus Mk II's bridge?
« on: November 02, 2019, 08:12:43 PM »
Judging by the lights, it might be underneath the left large turret. It would be fairly miserable to be commanding from directly underneath the gun, though, imagine the rumbling every time a Hellbore fires above your head.

11
Mods / Re: [0.9.1a] Arsenal Expansion v1.5.3h - Systems
« on: November 02, 2019, 08:08:36 PM »
Where do I find Mantidae fighters ingame? Just random faction depots, or any specific factions?
Independents, Persean League, Tri-Tachyon, Sindrian Diktat for all three variants.

12
Suggestions / Re: Please add high-tech freighters and tankers
« on: October 31, 2019, 09:19:45 AM »
Not a fan of player having Remanant ships.
Those are super-advanced designs with powerful AI's. The player being able to control them makes the player a super-genius that knows more about technolgoy than all the scientists in the sector together.
The player already can assign alpha cores to control industries or entire planets. A droneship is, by comparison, a walk in the park, it's just that same core slapped into a spaceship that it can control. People in the core worlds don't do it, because, you know, it's grossly illegal under Domain law and the Hegemony and Luddic Church would immediately attack.

13
Mods / Re: [0.9.1a] Arsenal Expansion v1.5.3h - Systems
« on: October 13, 2019, 08:17:12 AM »
Is the 9th battle-group flourish not supposed to have the double shielding? Because it doesn't.
Updated the download with a fix.

Hi, great mod, keep going !
I have a little problem with the "Promise" mission : I can find the IA ship but I cannot find the Sierra core. I did find a research station but the Sierra core was not inside. I've been looking everywhere in the system but I cannot find anything... Is it a known problem?
Thank you!
You're looking for a glowing station that releases purple pings. It might be in the outer reaches of the system or somewhere else. Just tested to confirm that the core drop isn't bugged or something.

14
Mods / Re: [0.9.1a] Arsenal Expansion v1.5.3h - Systems
« on: October 12, 2019, 09:23:46 AM »
Got around to releasing 1.5.3h. Maintenance, no real content of any kind. If it's not obvious, this mod is pretty much in maintenance mode right now. Download in the main post as usual.

Changelog
Spoiler
Version 1.5.3h (Oct 12)
- Increased Flourish CR loss per deployment (same supply cost) (10% > 15%)
- Ninth Battlegroup are visible in the intel menu
- Reaver and Daemon are now properly affected by Converted Hangar OP cost increase (and similar effects)
- Alterations to Vanquish mount arcs/angles (especially medium mounts) to better encourage broadsiding
- Minor quest changes from Secrets of the Frontier ported (drops/dialogue)
[close]

15
Blog Posts / Re: Skills and Story Points
« on: September 05, 2019, 07:36:51 AM »
For the updates I've been around for the release of (since 0.8) the only real indications of update ETA will be Alex's tweets - there's usually a period of playtesting that goes on for a few months that gives a hint that it's getting somewhat close to completion, and if he says he's making release candidates then the update is often only a few days away. That's my experience, anyway. Right now I'm guessing the update is a fair ways to go.

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