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Messages - connortron7

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1
Mods / Re: [0.9.1a] Anvil Industries(V:1.3.6) very small tournament update
« on: November 26, 2020, 02:04:52 PM »
minor update for the tournament

V: 1.3.6: save safe


starburst:
decreased speed from 450 to 375
increased flight time to 8s compensate for loss of range

2
not dead! lifes been a mess recently on top of the heavy focus on anvil for the tournament so progress has been slow. heres the wraiths new sprite, still a WIP but mostly there.


Spoiler
[close]

3
Mods / Re: [0.9.1a] Anvil Industries(V:1.3.5) another tournament update
« on: November 05, 2020, 02:31:25 AM »
Alright. I'm not super familiar with Nexerelin, so is there a chance they'll build a heavy industry at some point on their own?
Not very familiar with random sector tbh, but i do know nex allows ai to build industry's so i think when they have room, either through taking/making colonies or when the ones they own grow they might build one.

4
Mods / Re: [0.9.1a] Anvil Industries(V:1.3.5) another tournament update
« on: November 05, 2020, 02:13:35 AM »
Ah I see, I'm using randomly-generated core worlds, is that the problem?
that could very well be it, that has the 3rd possibility of them not spawning with a heavy industry

5
Mods / Re: [0.9.1a] Anvil Industries(V:1.3.5) another tournament update
« on: November 05, 2020, 12:13:53 AM »
Hi gang,

I've been playing a Nexerelin run as Anvil Industries. I've noticed that none of Anvil's fleets contain Anvil ship designs. Anvil ships are available to purchase in the markets of other factions, but our markets only have low-tech ships. Is this normal? I know that factions will use low-tech ships with D-mods if they're in a bad economic situation, but I'm surprised that not a single Anvil ship has shown up in Anvil territory so far.



Idk who the "gang" is, but things that generally cause that problem are the omni forge being disrupted and being unable to produce ships or crucible itself was invaded forcing them to import

6
Mods / Re: [0.9.1a] Red (0.8.3a) Mod
« on: November 01, 2020, 07:22:41 PM »
This mod dead?
About as dead as you are.

7
Mods / Re: [0.9.1a] Anvil Industries(V:1.3.4) tournament balance patch
« on: October 30, 2020, 02:36:15 PM »
I realize this is a giant dump of feedback, but its somewhat based on testing experiences trying to find a fleet that will work for the tournament.  These of course are my own opinions, and it wouldn't surprise me if others point out problems with my suggestions.


i read through your suggestions and made some changes based on them, but not 1 for 1 obviously.

as for the cudgel and axe, well the cudgels something i keep forgetting to remove, was supposed to go last update but well, forgot, its a bad ship that i dont feel deserves fixed as a phase ship doesnt really fit anvil much, and the axe is one of the next ships to get a complete overhual with new sprite to hopefully make it more of a viable ship.


new update changes
Spoiler
V1.3.4: save safe
general changes:
descriptions looked over and updated by JRG#5310 on discord
removed CARRIER and COMBAT tags from battlecarriers so they act as proper combat ships rather then stay back like dedicated carriers


flamberge:
increased max OP from 40 to 45

sparrow:
increased max speed from 55 to 85
increased max OP from 35 to 40

bouncer:
increased fuel per light year from 3 to 4


cielo:
increased max speed from 75 to 90
increased max OP from 65 to 75
increased max flux from 5100 to 5800
increased max dissipation from 230 to 300

flail:
increased shield arc from 75 to 150
added accelerated shield

gangstar:
changed angle of rear small mounts
increased max speed from 45 to 55


rapier:
increased max dissipation from 200 to 260

all culverins:
increased max OP from 95 to 100
decreased supplies per month and DP from 14 to 11


lucerne:
armor increased from 2100 to 2150 (dont @ me, im bit of a mess rn lol)


needle beam:
decreased OP cost from 7 to 6 (idk why i changed it to 7, sorry.)

outlaw:
decreased supplies per month and DP from 40 to 35
[close]


8
Mods / Re: [0.9.1a] Anvil Industries(V:1.3.3) light changes
« on: October 24, 2020, 11:58:42 AM »
Just wanted to say thanks for the update again.

For reference for your patch notes, in 1.3.3, you decreased Lucerne base armor from 2300 to 2100, not 2200.  Before, it used to be 2300+230 (armored mounts) = 2530.  Now it is 2100+210=2310.

I admit, I'm kinda sad to see you can't get over 3000 armor value anymore with heavy armor.  Although to be fair, I'm not really sure what is a reasonable armor value given it is a rather unique ship and costs 65 DP to deploy.  Capitals without shields aren't likely to find a place in a player fleet late game given the types of outnumbered battles you sometimes have to take part in.  Certainly <Redacted> would have a field day against this type of ship.  I admit I don't know what place in the game you intended this for.  It does make for quite an interesting NPC opponent.

I've also been playing around with the Kingdom and Silkworm bombers, and can't help but notice they tend to finish they're bombing runs right in front of the target, or sometimes even over it.  It feels like they are having far more bomber losses when compared to Daggers for example.  Unfortunately, I think it might be due to their speed being 25% higher than, say, Dagger bombers.  I don't know how much the shorter weapon range (silkworm starburst)  and attack run range of 1000 matters compared to atropos (single) range of 1200, attack run setting of 2000 for the Dagger.  I vaguely remember its hard to modify the attack run behavior of fighters though.

yeah idk how i keep messing that up lol, my bad, hopefully everythings accurate now


honestly i made the lucerne when i wasnt quite satisfied with the bulk of an onslaught, im an aggressive player who likes being on the front lines and the onslaughts shields felt like a waste but without them it could only tank so many missiles, i wanted something thats just raw power and armor focus that i could personally fly late game. ai handles it well enough so i released it into the world.

ill have a look into that down the line, felt alright for me but ill doublecheck, fighter attack run behavior is indeed a lil tricky.

9
Mods / Re: [0.9.1a] Anvil Industries(V:1.3.3) light changes
« on: October 23, 2020, 03:11:34 PM »
some minor changes and removals

Spoiler
V1.3.3: WILL BREAK SAVES
general changes:
removed meme folder from files, save for 1 meme that stays
removed files for HVB bastion, it was removed from the game awhile ago but forgot the files


ships that had a full overhaul including new sprites and stats:
carrion: tuned for a more dedicated support role
flamberge: more tuned for light and fast engagements



removed these ships/weapons:
shotel
mirador
depot
scamp

lucerne:
decreased max armor from 2300 to 2200

bet:
added automated repair unit
added protective mining mounts (forgot to add this from the start)
slightly increased maneuverability
increased max speed from 120 to 145
decreased chargedown time from 15 to 10 seconds

blast gun:
increased damage from 55 to 65

needle PD beam:
increased max ammo from 1 to 2
increased OP cost from 6 to 7


pulse barrage:
fixed hardpoints firing from outside the sprite
decreased time between burst rounds from 0.2 to 0.1 seconds
[close]

10
Mods / Re: [0.9.1a] Tahlan Shipworks 0.3.17
« on: October 20, 2020, 03:25:46 AM »

P.S: I actually feel embarassed asking this: are relic Ships like the karma and the Nirvana from this mod?

Yes they are.

11
Mods / Re: [0.9.1a] Anvil Industries(V:1.3.2) Seeking Imput
« on: October 19, 2020, 06:49:45 PM »
Hello! I think Blast Gun needs another look into. For it's OP strikes me as an underperformer. Prior to it's change of stats and sprites it's been probably too strong option for 90x3*200% against armor, but now it's damage instead of burst turned into the tunneled flow of damage. Though my point of view is as subjective. Otherwise thanks for mod, always a part of my playthroughs from time you've shamelessly recommended it to some rookies on the discord. :^)

thanks!ill be sure to give it a look!

12
Mods / Re: [0.9.1a] Anvil Industries(V:1.3.2) Seeking Imput
« on: October 16, 2020, 02:22:12 PM »
Gonna send a balancing update to buff the frigates of anvil for the next tournament in a week or 2 and while im at it does anyone have any thoughts on balancing or potential changes?

13
Mods / Re: [0.9.1a] Anvil Industries(V:1.3.2) minor crash temp fix
« on: October 12, 2020, 08:52:52 PM »
The needle PD laser is an absolute joke. A 4 second reload? 6 OP? And not particularly flux efficient for a frag laser either.
Heh ill have a few goes with it and look into a buff

14
But HMI debloat version haven't release yet.

It has in a beta stage on the discord

15
Mods / Re: [0.9.1a] Vayra's Sector 3.1.5 - seizing the means 2020-01-24
« on: October 07, 2020, 12:03:29 PM »
Vayra was last seen on this forum on March 13th, so I must say it's highly unlikely he will show up. Unless next starsector version comes around, I bet.
Shes taking a break from.modding to deal woth life stuff, will probably be back eventually

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