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Starsector 0.9.1a is out! (05/10/19); Blog post: Raiding for Fun and Profit (11/27/19)

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Messages - Tartiflette

Pages: [1] 2 3 ... 186
1
General Discussion / Re: Lesser Used Faction Tournament
« on: December 12, 2019, 03:49:42 AM »
Well, the game being absolutely not made for  any form of multiplayer, it's no surprise a tournament is clunky. Although to be fair, the video is extremely detailed and slow compared to what a tldr would last. Sure it would be nice to have an online "fleet builder" solution to participate, but that would cost several thousands of dollars to put in place so just a tad unrealistic for now.

As for the Discord requirement, sure I can understand how annoying it can be, but in the last tournaments that was also held on the forum there was huge issues of communication. When you have to postpone a planned stream because some of the submitted fleets are invalid and the participants don't reply for days, it tends to be pretty annoying too.


2
Modding / Re: Return of the Star Wars mod?
« on: December 10, 2019, 12:36:42 AM »
If you don't want to be bugged for release dates, I think making a public post was your first mistake...   ::)

3
Mods / Re: [0.9.1a] Diable Avionics 2.04 (2019/05/14)
« on: December 10, 2019, 12:33:35 AM »
As mentioned a few posts before, I'm in the middle of a massive update so don't expect anything anytime soon.

4
Blog Posts / Re: Raiding for Fun and Profit
« on: November 28, 2019, 01:40:11 AM »
I'm not too hot about that whole "marines experience" thing. I feel it leads to more troubles than it is worth. Experience makes marines better but having heavy weapons don't, selling them hurts you since you are selling their experience with them, you can't choose to "keep the good ones" etc. Maybe having "field officers" an entirely different, but rare enough that you can't farm them, type of marines would be preferable? Each officer you have available allow you to raid an additional objective with increased efficiency but you could only assign one per objective?

But by then you start to look at ship officers for marines though...

5
Mods / Re: [0.9.1a] Scy V1.58RC4 (2019/11/26)
« on: November 25, 2019, 11:40:23 PM »


"Mild" fix for the Orion Artillery bug, plus a significant tweak to the Singularity Torpedo following the Tournament exploit.

This update should not break saves.

Download available in the Original Post
Changelog:
RC4:
 - Singularity Torpedo:
   . Ammo now limited to 15.
   . Pull intensity reduced by 80% but duration increased by 600%.
 - ORION Artillery:
   . Fixed max skill lightspeed bug.
 - Fixed a few descriptions.
[close]

6
Mods / Re: [0.9.1a] Scy V1.58 (2019/11/18)
« on: November 23, 2019, 11:39:02 AM »
Great, it's an issue with skills. I really have to remove that weapon at some point, it must be the single most troublesome weapon I ever made.

7
Mods / Re: [0.9.1a] Scy V1.58 (2019/11/18)
« on: November 20, 2019, 04:50:05 AM »
Well it's still there... I seriously considered removing it entirely.

8
Mods / Re: [0.9.1a] Outer Rim Alliance v0.87 (2019/11/18)
« on: November 18, 2019, 04:01:24 PM »
That bug was literally fixed within 5min. If you have the issue, just redownload the mod.

9
Mods / Re: [0.9.1a] Scy V1.58 (2019/11/18)
« on: November 18, 2019, 05:24:20 AM »


Maintenance update: added compatibility with various campaign mods (Starship Legend, Commissioned Crew etc), minor campaign and combat tweaks. The Prism Freeport has now been fully transferred to Nexerelin, it is replaced by the Amity Freeport that has a Used Ship Dealer instead.

This update should not break saves.

Download available in the Original Post
Changelog:
1.58

 - Added Starship Legend compatibility.
 - Added Commissioned Crew compatibility.
 - Added Ruthless Sector compatibility.
 - Added New Beginnings compatibility.
 - Added Vayra Sector compatibility.
 - Improved Nexerelin integration.

 - Prism Freeport removed (fully given to Nexerelin instead), replaced with Amity Freeport and its Discount Seller.

BALANCING:
 - Burn rate of several ships increased by 1 (but before reaching for your pitchfork, remember they have a higher sensor profile while moving)
 - Scyan Engineering hullmod:
   . Stealh/Signature effect slightly toned down to -25/+25% when still/moving from -33/+33%.
 - Orion Artillery rework:
   . Range reduced to 1000 from 1500.
   . Projectile acceleration massively reduced.
   . Removed HE to KE damage conversion (now fully KE).
   . Added slight target tracking.
   . Ammo reduced to 4 from 8, clip size reduced to 2 from 8.

BUGFIXES/IMPROVEMENTS:
 - Siren's system cannot move stations anymore (sorry).
 - Economy slightly reduced in regard to other larger factions.
[close]

10
Mods / Re: [0.9.1a] Outer Rim Alliance v0.86 (2019/07/01)
« on: November 18, 2019, 05:24:14 AM »


Maintenance update: added compatibility with various campaign mods (Starship Legend, Commissioned Crew etc), new market music courtesy of Tomatopaste, minor campaign tweaks.

This update should not break saves.

Download available in the Original Post

Changelog:
0.87

 - Added Starship Legend compatibility.
 - Added Ruthless Sector compatibility.
 - Added New Beginnings compatibility.
 - Added Vayra Sector compatibility.
 - Added Commissioned Crew compatibility.
 - Improved Nexerelin integration.
 - Added market music, courtesy of Tomatopaste.

BUGFIXES/IMPROVEMENTS:
 - Economy slightly reduced in regard to other larger factions.
 - Added a few custom portraits.

[close]

11
Bug Reports & Support / Re: Random Code Mistakes Thread
« on: November 16, 2019, 04:54:12 AM »
Tiny one, but ammofeed uses modify.mult for increase and modify.percent for a reduction.

Code: java
public void apply(MutableShipStatsAPI stats, String id, State state, float effectLevel) {

float mult = 1f + ROF_BONUS * effectLevel;
stats.getBallisticRoFMult().modifyMult(id, mult);
stats.getBallisticWeaponFluxCostMod().modifyPercent(id, -FLUX_REDUCTION);
}

While the former is consistent with the system's description, the latter is puzzling.

12
Mods / Re: [0.9.1a] Diable Avionics 2.04 (2019/05/14)
« on: November 14, 2019, 09:52:14 PM »
I'm not doing a color change, I'm respriting all the ships to move away from their hard contrast high noise pixel art, and closer to the smooth vanilla sprites. All while trying to keep them true to their original design. All the old sprites will be gone due to that mismatch.

13
Mods / Re: [0.65.2a] Seeker v0.1 - Prototype (06/06/2015)
« on: November 10, 2019, 01:09:32 AM »
Admitedly there is an issue of rarity when it comes to those and the remnants. They should have one in a blue moon. But unlike other factions, they get the best hardware in priority, meaning that if I make the ravager rare to the remnants, it basically won't be used by other factions. So that's troublesome.

14
Modding Resources / Re: [0.9.1] MagicLib v0.28 (2019/11/09)
« on: November 09, 2019, 03:03:30 AM »

Added a couple new functionalities as per a few modder request:
MagicAnim.cycle (allows a variable to cycle within an arbitrary range)
MagicGuidedProjectileScript (allows projectiles to track their target)

This won't break any saves or mods.

Download available in the OP

15
Suggestions / Re: Engine trails Flare based on direction of movement
« on: November 08, 2019, 05:25:39 AM »
As I said earlier:
The script in MagicLib detects flameouts though, and can tie the deco to an invisible engine emplacement if that is desired.
So yes it does if you set it up for that.

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