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Messages - Kittah Khan

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1
Mods / Re: [0.9.1a] Scy V1.55 (2019/05/19)
« on: May 21, 2019, 02:54:55 AM »
Scyan ships have very large flux pools, superior venting and above average base mobility, allowing for some pretty heavy alpha strikes. The downside is that they have relatively few weapon slots, low armor and very inefficient shields.

Mount the hungriest and shootiest weapons you can find (even 2.0 flux/damage is acceptable) and spend your flux attacking instead of shielding. They can't hit your paper defences if they are overloaded.

Scy also have a few anvil ships with improved shield efficiency, use these to hold the line.

Take what I'm saying with a grain of salt though, I have trouble making it work, myself. Feels like there's not enough burst movement? In addition, the ai is not the best with these constraints.

Besides all this, the faction is designed to be a bit underpowered, according to a post by Tartiflette in december 2014, I do not know if that still holds true.

2
It's to have the weapons that fire automatically(non-selected weapon groups with autofire) correct for player and target movement.

By default, weapons autoaim at the target's current position. Causing shots at moving targets to miss.
Improved autoaim accuracy shifts the position the weapon is aiming for towards the interception point.

3
General Discussion / Re: Best loadout for Fourteenth Onslaught?
« on: February 21, 2019, 07:14:10 AM »
extended magazines
missile racks
ITU
thrusters
turret gyros

4 Sabot pods, alternatively, 2 sabot and 2 typhoon
1 hellbore
2 MK IX
5 flak
4 arbalest autocannons
6 light mortars

I haven't put this together in the refitter, but it should be fairly flux-efficient if you watch your hellbore use. You have plenty of strike damage, weapons to ward off flanking frigates and fighters, and a good bit of kinetic pressure. You may run into some trouble against a paragon, though.

4
Is there a way to get access to a weapon or projectile's glow/etc colors?
That way, the emp on hit script could just read the weapon/projectile to set the arc color instead of a hardcoded value.

EDIT Right, weapon getSpec does the job for weapon glow color. No way to get anything beyond the projectile spec id, though?

5
Mods / Re: [0.9.0a] Diable Avionics 2.02 (2019/01/05)
« on: February 19, 2019, 05:57:17 AM »
- Daze-class Cruiser:
   . Speed reduced to 50 from 55,
   . Shield efficiency reduced to 0.9 from 0.8,
   . Shield upkeep raised to 0.4 from 0.35,
   . Flux dissipation reduced to 650 from 825,
   . Flux capacity raised to 13000 from 12000,
   . Hull reduced to 10000 from 12000

Alas, poor Daze! I knew him well.

6
Mods / Re: [0.8.1a] DynaSector 1.4.7
« on: February 18, 2019, 07:18:49 AM »
How many of DynaSector's fixes are still relevant in 0.9?

7
The Labrys in the current version seems over-costed, especially the pirate-variant.
Compare it to the Drover or the SWP Archer.

8
Disparax Proto is showing up in markets, this may apply to other built-in weapons and fighter weapons.

9
The GMDA Overdriver suite tooltip crashes on the refit screen

Code
2815683 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.util.FormatFlagsConversionMismatchException: Conversion = c, Flags =  
java.util.FormatFlagsConversionMismatchException: Conversion = c, Flags = 
at java.util.Formatter$FormatSpecifier.failMismatch(Unknown Source)
at java.util.Formatter$FormatSpecifier.checkBadFlags(Unknown Source)
at java.util.Formatter$FormatSpecifier.checkCharacter(Unknown Source)
at java.util.Formatter$FormatSpecifier.<init>(Unknown Source)
at java.util.Formatter.parse(Unknown Source)
at java.util.Formatter.format(Unknown Source)
at java.util.Formatter.format(Unknown Source)
at java.lang.String.format(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.addPara(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.addPara(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2$12.createImpl(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.create(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.beforeShown(Unknown Source)
at com.fs.starfarer.ui.Q.showTooltip(Unknown Source)

10
Mods / Re: [0.9a] Mayasuran Navy 8.1.5 RC4
« on: February 07, 2019, 02:56:06 AM »
Front, engines and tail look a lot better now.

The connective point between the two rear turrets still needs work.
I feel like the tail needs to be pushed up a bit, this will also allow a bit more room for the engines.
The conning tower could probably do with a bit more armoring in front?
The sides should probably be extended a bit, with a slope, this should also add some more room for engines.
Another option is to add more shading to the sides suggesting a slope, but having the weapon mounts shaded to suggest a platform around them?

Once I get back home, I could do some crude cutting and pasting.
EDIT: fiddled around a bit, couldn't get something I liked beyond pushing the tail up a bit.

11
Mods / Re: [0.8.1a] Interstellar Imperium 1.19.0
« on: February 07, 2019, 02:42:31 AM »
I wonder what the carrum's front holes/tubes do. Looks like an integrated weapon of sorts?

12
Mods / Re: [0.9a] Mayasuran Navy 8.1.5 RC4
« on: February 06, 2019, 05:02:59 AM »
I think that sprite needs a bit more work, here's the stuff that stands out to me:

The belly hole looks odd.
Conning tower looks misplaced, too far forward/no volume?
Tail appears flat and sticks out too far, edges are sloppy imo.
Engines don't appear to connect to a power plant.
Sides appear to have sheer walls, looks flat.
The area between the two rear turrets, lines lead nowhere, asymmetry in descending diagonals, despite the ship being symmetrical.
Ship appears to lack body in general.

I'm at work, so I unfortunately can't mark the areas visually. Maybe post it in the sprite judgement thread? They're probably more constructive than me, besides, I'm not a sprite artist.

EDIT: scribbled

13
- Added Izanami prototype cruiser

I want to do naughty things to that ship.

14
Mods / Re: [0.9a] SpeedUp 0.5.1
« on: January 26, 2019, 05:01:24 AM »
Thanks for the great mod. Could it be expanded to apply to out of battle also as a toggleable option maybe? I'd love to be able to use this when in hyperspace.

Try pressing shift, it's covered in the initial tutorial.

15
Mods / Re: [0.8.1a] Interstellar Imperium 1.19.0
« on: January 24, 2019, 02:20:55 AM »
I think this fits the faction lore a lot better than gold-plated ships, though.
And it looks like shading has massively improved, giving a better feel for shape.



...I would be lying if I said I did not love tan as a color, though.

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