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News:

Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Messages - Amazigh

Pages: [1] 2 3 ... 19
1
General Discussion / Re: High Scatter Amplifier, yay or nay?
« on: March 27, 2024, 01:42:04 PM »
Beams' hit strength is half their dps so increasing their dps (for burst beams, it is half of their dps while active) via timeflow increases their hit strength. Well, I'm not sure if timeflow specifically actually increases their hit strength but I understand the reasoning behind why it could.
This is not true, the hitstrength of a beam is determined from the firing ships perspective, so increased timeflow only boosts damage dealt, not performance against armour (i remember alex conforming this, but forget where)

2
Mods / Re: [0.96a] Amazigh's Ship Foundry v1.1.0
« on: March 15, 2024, 01:53:38 PM »
Silahas were weak even before the nerf and now I cannot find much use for that weapon.
It's a premium sidegrade to the gauss cannon with far better anti-armour power in exchange for being less effective against shields.
The knockback and the ability to fire over allies make it a highly valuable long range "poking/sniping" tool, but can easily fall short against shorter ranged weapons that have higher DPS values if the enemy is allowed to close in.


26884 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Error loading [data.scripts.ASF_SalmsonOnHitEffect]
java.lang.RuntimeException: Error loading [data.scripts.ASF_SalmsonOnHitEffect]
   at com.fs.starfarer.loading.scripts.ScriptStore$3.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: data.scripts.ASF_SalmsonOnHitEffect
   at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:179)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   ... 2 more

you have an old/improperly updated version of the mod, delete the mod folder and re-extract the zip

3
Mods / Re: [0.97a] The Knights of Ludd
« on: February 16, 2024, 07:54:22 PM »
Finally, It's the big green mod of my dreams!

4
Mods / Re: [0.96a] Amazigh's Ship Foundry v1.1.0
« on: January 16, 2024, 07:26:02 PM »
Update 1.1.0

- New Ship
-- Morris

- New Skin
-- Morris (P)

- Sprocket HSRM
-- Ammo reduced from 16 to 12
-- Reload time increased from 6 to 8

- Silaha Linear Cannon
-- Damage reduced from 1000 to 900
-- Flux/Damage increased from 1.5 to 1.666

5
Mods / Re: [0.96a] RotcesRats v0.3.2
« on: January 16, 2024, 07:06:53 PM »
Update 0.3.2

Just some balance tweaks, save compatible.

- Phaeton Mk.=
-- Hull increased from 4000 to 5000
-- Flux Capacity increased from 4500 to 5500
-- Flux Dissipation increased from 220 to 300
-- Shipsystem active duration increased from 5s to 6s
-- Shipsystem cooldown increased from 15s to 18s

- Flint Coilgun
-- Flux/shot reduced from 77 to 67 (0.855 to 0.744 flux/dam)

- Miser Heavy Coilgun
-- Reload time reduced from 2 to 1.6 (120 to 150 dps)
-- Flux/shot reduced from 350 to 264 (1.458 to 1.1 flux/dam)

6
Mods / Re: [0.96a] Amazigh's Ship Foundry v1.0.2
« on: January 03, 2024, 02:33:34 PM »
Update 1.0.2

v1.0.2
- Persenachia Mission Difficulty Patch

v1.0.1
- Removed debug info display from Persenachia

----

(Maybe) Save Compatible
 - If you have an auditor in your fleet, then you should strip its weapons before updating to this version
 - If you have modified the variant of the auditor in the main menu mission, then you should revert it to default before updating to this version

v1.0.0

Version Checker Compatibility added

New MagicBounty
- Investigate Hyperspace Anomaly - minimum player level 10

New Ships
- Persenachia
- Edifice

New Skin
- Initone (LG)

New Weapons
- Silaha Linear Cannon
- Persis Multi Seeker
- Ion Driver
- Quad Multi-Lance

New [REDACTED]

Auditor
- Reworked
-- DP reduced from 6 to 5
-- Armour increased from 175 to 250
-- System changed to Maneuvering Jets
-- Small hybrid mount upgraded to a medium
-- Small universal mount removed
-- Shield efficiency improved from 0.8 to 0.7
-- Built-in weapon flux/damage improved from 0.75 to 0.666
-- Flux dissipation increased from 120 to 160

Revizor
- Reworked
-- DP reduced from 8 to 6
-- Hull increased from 1600 to 1800
-- Armour increased from 200 to 300
-- System changed to Maneuvering Jets
-- Shield efficiency improved from 0.7 to 0.6
-- Flux dissipation increased from 150 to 180

Grandum
- DP increased from 28 to 32

Giganberg
- Sprite Updated
- DP reduced from 32 to 28

Copperhead Gun-Launcher
- Projectile tracking improved by 25%

Sumake Magnegun
- Per shot damage increased from 50 to 60

Macron Cannon
- Flux per shot reduced from 16 to 15 (from 0.8 to 0.75 flux/dam)

Sakset Naval Rifle
- OnHit effect changed from an energy damage explosion and rearwards kinetic shrapnel, to an omnidirectional frag damage shrapnel burst.

Strobe Beam
- Damage profile slightly tweaked, should be a bit more reliable in terms of real-terms damage output matching listed statcard values.

Lilin Missile Coil
- Ammo increased from 4 to 5

Albatreos Cruise Missile
- Damage increased from 1250 to 1500
- Terminal tracking improved by ~30%

Cockatrice DEM Torpedo
- Ammo increased from 4 to 6
- Refire delay increased from 8 to 12
- Arc rate (rougly) doubled, arc damage halved

Added S-mod bonuses to the Anarchy Systems hullmods

7
Mods / Re: [0.96a] RotcesRats v0.3.1
« on: November 10, 2023, 04:46:55 PM »
Is there a different way to download this? I can't access discord
Have an alternate link Here

8
Mods / Re: [0.96a] Kyeltziv Technocracy [1.10.2]
« on: November 10, 2023, 04:35:47 PM »
Update 1.10.2

Save Compatible

1.10.1

-Added Version Checker Compatibility
-Added GraphicsLib material maps thanks to a mysterious donor
-Added GraphicsLib custom projectile/beam lights

1.10.2

-Linux Fix

9
Mods / Re: [0.96a] Amazigh's Ship Foundry v0.13
« on: November 10, 2023, 04:08:04 PM »
I have a quick question, are the missions available at all times in the game ? Or do I have to wait for a certain cycle or go to a certain planet or something like that?
They are on the main menu, under the "missions" tab.

Is there another way to download? I can't access discord and I really want to add this mod
Have an alternate link Here

hi why there is no custom start or super ship start in my game eventhough i completed the mission
You have to restart the game after beating the missions for it to properly register, also make sure you have nexerelin installed an enabled, and are selecting "Own faction" or "Free start".


10
Mods / [0.96a] Kyeltziv Technocracy [1.10]
« on: October 25, 2023, 01:49:57 PM »
Update 1.10

0.96 update patch (better late than never) also features a wide range of balance/mechanical tweaks, most notable of which being the change of some ships to no-longer feature a drone shipsystem.

Not Save Compatible (if you've been running a version number tweak of 1.9)

Full Changelog:

Spoiler
1.10
- Vassily
- Perun
-- Drones changed from Targeting to Piper

- Ilya
-- System Changed to Variable Weapon Booster

- Dazhbog
- Strekoza
-- System Changed to Variable Weapon Booster
-- Built-in fighter wing added

- Prochnyi
-- Assault Package now gives the platform 4 drones armed with Bellis SRMs, rather than 2 armed with Packet Ribaldequins

- Asteryx Fighter Drone
- Ilex Fighter Drone
- Cirsium Interceptor Drone
-- No longer modular, and are now built-in on specific ships

- Avtomat Drumfire Missile
-- Fixed issue with missile flaming out before entering final attack phase.

- Shock Culverin
-- Damage lowered from 65 to 60
-- EMP damage increased from 10 to 15
-- Flux cost reduced from 60 to 54
-- Arc chance raised from 5-30 to 10-30
-- Arc damage increased from 10/20 to 15/30

- Twin Shock Culverin
- Twin Fusion Buster
-- Removed

- Packet Ribaldequin
- Shock Cranequin
-- Reworked, now medium mount weapons.

- Shock Fougasse
-- Reworked, now an emp/disruption shotgun rather than an "assault" shotgun

- Light Killcloud Projector
-- changed from 30x 10 damage, to 15x 20 damage
-- spread pattern tweaked

- Heavy Killcloud Projector
-- changed from a mixed spread of projectiles, to instead fire 16x 50 damage proximity fused warheads
-- spread pattern tweaked

- Particle Discharger
-- Range increased from 350 to 400
-- Reload time reduced from 0.8s to 0.75s

- Heavy Particle Discharger
-- Range increased from 450 to 500
-- Per shot damage reduced from 35 to 30
-- Reload time reduced from 0.8s to 0.6s

- Smart Blaster
-- Range increased from 500 to 550

- Vedha Pulse Rocket Launcher (small)
-- Range reduced from 2500 to 2000

- Perennis Shock Missile Pod
-- Arc chance increased from 10-40% to 10-50%

- All Fusion weapons
-- OnHit effect changed from 100% chance of random bonus HE damage to random chance of flat bonus Energy damage.

- Assorted script reworks to make things "neater" on a code front

- Variants adjusted to match 0.96 hullmod costs / changed faction doctrines
[close]

11
Bug Reports & Support (modded) / Re: CTD mid-battle vs Remnants (Modded)
« on: August 08, 2023, 02:23:02 PM »
Just released an update that should fix this.

12
Mods / Re: [0.96a] Amazigh's Ship Foundry v0.13
« on: August 08, 2023, 02:15:20 PM »
Update 0.13
Save Compatible

v0.13
- New Ships
-- Ecumenist
-- Dunnock
- New Weapons
-- Crockett Artillery
-- Cauldron Flux Shear Torpedo
-- Quicksand Machinecannon

- Lustre
-- Base Shield arc increased from 120 to 150
-- Adaptive Systems no longer grants a shield arc increase as hull takes damage
-- Crash fix

- Sakset Naval Rifle
-- Turn rate reduced
-- Flux/shot increased from 850 to 900

- Termite SRM Launcher
-- Reload time increased from 6 seconds to 7.2 seconds

13
General Discussion / Re: IR Autolance uses?
« on: July 28, 2023, 02:07:35 PM »
Since you've invested in S-Modded Expanded Magazines, why go with an Ion Beam that doesn't scale with charges?
Because the Ion beam is really good, the EMP it provides is extremely useful (makes enemies want to keep shields up, and disables weapons/engines).

He could have gone for a third autolance, but the utility that just a single ion beam offers far outweighs any "loss" he suffers by not using a third weapon that gets advantages from s-mod ExMags.

14
General Discussion / Re: A huge nerf to the missiles
« on: July 06, 2023, 05:36:22 PM »
"invest those in more/better PD"
I suspect that there are very few ship variants that could do this without compromising their main offensive weaponry, which would make those ships flat out worse against anything other than a missile/fighter spam fleet.

There is the PD_ONLY tag to fix this. The only place it is used in vanilla is on the Wasp strike craft's Stinger Proximity Mine. Further nerf missiles by adding it to these weapons:
  • Burst PD Laser
  • Flak Cannon (damn you, Monitors, you are supposed to tank)
  • Heavy Burst Laser
  • LR PD Laser
  • Mining Laser
This would not really fix things, PD_ONLY is a really awkward tag for modular weapons, as unless it's some sort of special super dedicated PD weapon then the fact that it flat out removes the ability for AI/Autofire to use it against ships will definitely lead to weird behavior (eg: the burst lasers are actually rather decent as a secondary weapon against lighter ships, so blocking them from firing on ships would be bad)

Adding PD_ALSO to needlers and some other weapons could be interesting, but the long reload between bursts for light/heavy needler means i could see this easily being really annoying in practice.

15
Yeah this is far more readable at a glance than the current version, i like it.

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