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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 - OzOnyx

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1
Mods / Re: [0.9.1a] Legacy of Arkgneisis 1.4.2 [07/1/19]
« on: July 01, 2019, 06:45:53 AM »
The new artwork looks much better but the silhouette shape seems like a step back to me, now it's just another big triangle like so many other ships.

2
Mods / Re: [0.8.1a] Diable Avionics 1.84RC3 (16/06/2017)
« on: June 19, 2017, 03:43:41 AM »
It appears as a bounty in IBB I think

3
Mods / Re: [0.8.1a] Ship/Weapon Pack 1.3.0
« on: June 19, 2017, 03:42:23 AM »
Thank you for all your mods and all the work you put into keeping them updated  ;D

4
Modding / Re: [0.8a] Interstellar Federation Legacy (V 0.5)
« on: May 14, 2017, 03:58:08 PM »
First, I gotta say I am so glad you are picking up this mod.

The overabundance of ammo limited weapons doesn't really fit with current balance. The naming conventions for ship classes is all over the place (Gunship and Destroyer both being used for wildly different sizes of ships).

5
General Discussion / Re: The Mora
« on: April 26, 2017, 07:21:05 AM »
I's say Damper flied should have some decent cooldown, and only reduce HE damage. That way it would be a great anti-torpedo system but wouldn't protect against everything.

Soo.. an over 75% nerf by making it only work on 1 damage type out of 4 ?
I'm really trying but I really can't see how that ability is so overpowered to need such a heavy nerf.

I mean.. seriously, I have killed at least 25 Mora's in my campaigns in 0.8 so far in different team comps and I almost never had any trouble with them at all.

The only time I had issues was in a fight where I was horribly outgunned and in the end it was just me on my wolf and my hammerhead against a Mora, and since I really did not have that much damage output the fight kinda turned into a long chain of Raise flux, damper, raise flux, damper, until the Mora finally died.

If the damper needs to be nerfed the I'd say the only thing I could think of would be to increase the max charges from 2 to 3 and triple the time it takes to regain charges.
This way damper would still serve it's primary purpose of making Mora tanky for the duration it is active but it can no longer maintain it for long duration if the attackers are low on damage.

Also for anyone who had issues with Mora, just wait until you try to fight against a shade or an afflictor with a properly skilled captain.
The only way to kill them is to wait for them to drop to 0 CR, and with combat endurance that is going to be a while.

And what fleet did you have to take down 25 Mora's (I'm betting it wasn't small)? Mora's are almost always the last left standing so you can focus them with a big fleet and they seem to go down fairly quick but if you only have a small fleet they can be ridiculous.

7
Where has the skill number/stat/percentage editing been moved? If I can't give myself hundreds of OP points then I just can't play the game. The skill_data.csv file I know of no longer has those numbers to edit in the new version of the game and I can't find it anywhere, I already dug into the starfarer.api.zip and in ShipDesign.java I found this: public static final float OP_BONUS = 10f; So I thought this would change it: public static final float OP_BONUS = 80f; ...but nope, it still has the plus 10% to ordnance points in-game.

You could just grab the console commands and add op etc...

8
Announcements / Re: Starsector 0.8a (Released) Patch Notes
« on: April 24, 2017, 08:16:39 PM »
Thanks for your kind words! And for the bug reports; everything duly noted.

About the flickering issue - hmm. So part of the problem is I can't reliably reproduce it on my system, and when it *does* happen, it's nowhere near as pronounced as, say, in Weltall's video. The most I've seen myself is a very intermittent flickering of an icon, or a bit of text getting brighter for a split second, or some such - and it doesn't happen at all on most runs of the game.

However, I've made a small tweak that could potentially resolve the issue. Would someone who runs into this on a more regular basis mind giving this build a whirl?

Played a good few hours with that build and it seems to have sorted the issue. Thanks for the excellent and fast work  ;D

9
Suggestions / Re: Supply Alternatives
« on: April 24, 2017, 02:52:54 PM »
Interesting idea but why would I carry a bunch of Food, Metal etc... when I could just as easily take the more efficient supplies in their place?

Can't always find enough supplies, can't always afford enough. Food is cheap, doesn't get used up save for an emergency. It's not a "I'm gonna pick up 50 food for this trip" sort of thing, it's intended to be a thing you hold onto over the course of multiple deep excursions, just in case because your excursions aren't leaving you enough breathing room to be able to afford comfortable amounts of supplies

And now I realise this would probably make more sense to me if I didn't run such small fleets, 50 cargo would be a big chunk of my usual space ;)

10
Announcements / Re: Starsector 0.8a (Released) Patch Notes
« on: April 24, 2017, 02:48:32 PM »
Here is a sample of the graphical glitches I am talking about.

It can be shapes like this one that to me they look like they get a texture stretched, or they can have solid colours. They happen all the time in battles, from one to multiple times, but I have seen them out of battles only 1-2 times.

I'm getting a similar thing. When I play fullscreen it's usually like that but if I play borderless window the whole screen flashes.

I've got a 1080 with newest drivers

11
Suggestions / Re: Supply Alternatives
« on: April 24, 2017, 01:39:02 PM »
Interesting idea but why would I carry a bunch of Food, Metal etc... when I could just as easily take the more efficient supplies in their place?

12
Announcements / Re: Starsector 0.8a (Released) Patch Notes
« on: April 24, 2017, 01:29:50 PM »
Is there anywhere in game to see what built in hullmods like the gantry do?

The choice between 2 Dram's and a Phaeton seems a little close aswell, there seems to be no real benefit to upsizing.

13
Mods / Re: [0.7.1a] Extra System v0.1.1a
« on: January 21, 2016, 04:17:50 PM »
Any chance of getting a Burn Speed boost added to the mobility upgrade?

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