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Messages - creature

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16

What is YRXP 3.0?

YRXP 3.0 is a comprehensive revision over all aspects of the mod. Everything has been changed, adjusted or fiddled with to some extent, though the feel of it ought to have remained familiar. The most obvious instance of this are the mod's new sprites, which is the result of my attempts at giving the faction a more unified look.

New ships

The entire roster of ships has been updated, with only a couple that I quite liked remaining somewhat the same (though they still received at least minor changes). Frigates remain the backbone of the faction, and can be relied on for most of the game. Nonetheless, the faction has gained a lot of larger ships, even in the Capital category, in which it had historically very limited selection.

Hammer and Anvil Doctrine

This has become the new Yuri Void Warfare doctrine. It refers to the two different design philosophies from which Yuri ships are designed. Hammer refers to the classic fast, high firepower missile boats that the faction has always fielded. Anvil refers to a new class of ship - unshielded, but with an extremely tough armored hide, particularly in the front. They can be a menace if your side lacks the ability to punch through a Yuri fleet's flank and get around to striking these in their vulnerable rear.

New Weapons

YRXP 3.0 introduces a couple new lines of weapons for Caparice Trade Co. The Gun-Missile concept has been fleshed out with the addition of the Spica-line Gun-Missile Systems and the large Vapor Mist Gun-Missile System. An all-new series of weapons, the Konpeito and Onsoku Gunpod Launchers will allow your ships to lay down sustained fire while keeping a safe distance. Great for pressure plays, but the gunpods aren't accurate enough to consistently dish out their maximum potential (on paper) damage.

New sizes for existing weapon types: The Sticker-HV kinetic missiles now come in a medium mount, and the Aurora Crown, now a cruise missile with foldable wings, now comes in a large mount.

Reworked homing lasers: they are now extremely fast and almost perfectly accurate, but their range has been reduced, and PD no longer reacts to them (to which they have always been immune to anyway!).

There are a few more new weapons and weapon types, but I'll let you discover them in-game!

Optimizations and Particle Engine

One of the bigger initiatives for this update is a full rework of the Missile AIs and the integration of the mod, Particle Engine to improve the mod's performance in battle. The results were okay I guess. Rather than the usual 4-5 fps from before, my late game battles have now reached a balmy 13-15 fps. I guess your mileage may vary depending on the strength of your computer, particularly your GPU in the case of particle engine. But hopefully it makes battles with or against YRXP more fun.

UI Rework

This update introduces new weapon sprites, particularly for the VLS-type missiles ought to help distinguish each missile system from each nother now, as well as an updated Hullmod tooltip, which neatly summarizes what it does.

New Portraits

With the advent of easily accessible AI image generation, I am now able to generate custom portraits for YRXP! The Yuri are now depicted more accurately to lore, in particular the fact that all of them have red-hued hair due to their bodies' composition of Scarlet Ice. Speaking AI image generation, I was also able to finish the new Shine Ray and Pancake capital ships thanks to its help! Amazing tool!

Still to come!
YRXP 3.0 is not yet, so to say, complete. It is merely an attempt on my part to release YRXP in its current form for 0.96, since I felt like playing Starsector again and had managed to update it and its subsidiary mods for the campaign. As such there are still many things that this update has NOT touched upon, but will be in the future:
  • Old HVBs are still there and most are obsolete. I keep them there for you to continue to enjoy them though they are likely to receive revisions in the future.
  • Most of the old missions have been removed temporarily - because they all used obsolete variants that caused the game to crash, and I have not yet revisited them to implement a fix.
  • The Caparice Trade Co. campaign itself has not yet received any changes (in terms of quests or any other campaign-layer items)
  • The promised market for obsolete YRXP gear is not yet functional! Most are still there, just tucked away in a dark corner, out ot sight. I'll get to it eventually!
  • Custom officer skills: I actually tried my hand in adding one for this release, but errors prevented them from reaching releasable state before today, so maybe next time!

Special Thanks

I would like to thank those who helped out on YRXP 3.0 by directly contributing their art and modding expertise, Amazigh who resprited the Last Smile, Mayu who provided hullmod icons for the new Extension Pods and the banner for Caparice Trade Co.'s Nexerelin start, and the code references I used to display the said banner, as well as the as-of-yet in development unique officer skills.

Also, I would like to thank those who were kind enough to create unofficial updates for YRXP and my other mods. Thank you for keeping them alive through these past couple of years!

Lastly I'd again like to thank Alex for always being available to answer the tough modding questions!

17
hi creature, sure :) i look forward to yrxp 3.0!

I use a modified travel drive to make strikecraft launch from carriers at the start of battle. This should work so that they deploy normally from the sides in pursuit battles though. there's probably some stuff you don't need/want in here, feel free to modify...
Thank you very much! I also appreciate the tips!

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Hi, may I borrow part of your strikecraft ability? I wanted to copy the bit where it comes out from a carrier (and maybe retreats to it) but wanted to leave out the rearming/repairing bit.

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ShipAPI.beginLandingAnimation(ShipAPI target)

How well that'll actually work, I don't know; not enough may be exposed to make it work out.
Hi, I'd like to report that, unfortunately this function indeed doesn't quite work. I doesn't seem to trigger the landing animation when called. But it's okay, I will implement a workaround for now, I look forward to a future update in which this is possible!

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Soon.


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Hi, is there a way to force a fighter to do its "landing" animation at any time other than landing back at its carrier? I'm envisioning a sort of 'boarding' animation where a fighter would 'land' on top of an enemy ship, and disappear from there.

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Ah, I don't think so - looks like it only really works for the "integrated AI core" scenario. I'll keep this in mind!
Ah, alright. I'll just add a note for this.

23
Misc.setUnremovable(person, true) may work.
Thanks! This partly worked in that I am not able to directly reassign the officer in question, but it seems I am still able to 'cheese' it somewhat by simply picking another officer (or the player character) and assigning them to the supposedly unremovable person's ship, thus initiating an officer swap. Would there be a way to counteract this loophole?

24
Hi, I have a couple of questions: firstly, is there a way to set a captain for a ship, but the player can't replace it? The idea is to add a ship to the player's fleet with a fixed captain - the concept being a sort of ally ship that they can command in the battle phase.

Secondly, is it possible to make it so that ships generated during the battle phase (like a frigate that gets spawned from another ship) can be a target for the [F] view camera command? At the moment when I generate allied ships during battle, they seem to refuse the view command, so I can't really see what they're doing unless I have a ship of my own nearby. Also, I can't seem to command them either - that one's a lesser priority for me but would also appreciate to know if there was a way to make them accept player commands too.

25
I think you should be able to do this by adding a WeaponRangeModifier to the ship, but you'd have to hand-compute the range bonus and then return its inverse as the multiplier. You might also be able to avoid it by setting the weapon type to UNIVERSAL or some such; I'm not 100% sure offhand how that works.
Thanks for the reply! I will look into WeaponRangeModifier, but do UNIVERSAL weapons ignore bonuses from stuff like Integrated Targeing Unit?

26
Hi, is there a way to set a weapon so that it does not benefit from any range bonuses at all? There is a weapon I would like to have just one unchanging range, no matter what. Or attacking the same problem from a different angle, is it possible to set a weapon's maximum range by code in-game? Perhaps that could work too.

27
Hi, is there a way to let an AI know that an incoming Kinetic projectile has an HE component to it under the hood? The idea is to stop the AI from bringing down it's shield for a projectile that has a higher HE vs Kinetic damage component - but it's important that the projectile itself remains Kinetic (because it impacts first as Kinetic).

Alternatively, would it be possible to make it so that, upon hit, I can insert some Kinetic damage BEFORE the primary projectile, set to HE, gets resolved for damage?

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Hi, is there a way to stop a mod from being built-in via s-mod?

29
Could you add some sort of ability to turn on/off production for the Forge hullmods on demand? Similar mods already have this sort of capability.
Hi, all forges that produce resources are mods that can be added and removed even without a dock, and is intended to be how you control your production level, at the cost of the ship's CR per tweak.

30
I don't know if you will have this fixed for the next version, but something yuri can crash the whole computer if it's done on the main menu.

273556 [Thread-3] INFO  data.scripts.everyframe.yrxp_moduleRetreatCleaner  - Clearing orphaned modules from deployed list for side PLAYER: 2

Yuri ship combat on the main menu blue screened my computer.
Hi! I checked the class and it seems it's something I can remove since it's basically redundant (the same class already appears in MagicLib, which is already a requirement to run YRXP).

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