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News: New blog post: Revisiting the Economy (01/03/18); Starsector 0.8.1a is out!
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1  Starsector / Mods / Re: [0.8.1a] Nexerelin v0.8.3c "Battle Stations!" (DME compat. 2018-01-21) on: January 20, 2018, 10:50:48 PM
That was quick! Thank you. Included for the next update, though that's not for a while.
2  Starsector / Mods / Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.7 on: January 20, 2018, 11:13:53 AM
No, and no plans to - they're designed to be an AI adversary faction, not a player faction, so they're set up like Remnants. The Sparrowhawk skin and the Devil Ray mission are my concessions to the player; otherwise, it's console commands or editing the data files to make them boardable.
3  Starsector / Mods / Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.7 on: January 18, 2018, 05:30:17 PM
One last update before Nemo streams this weekend (some stuff I wasn't sure about came together faster than anticipated).

Get your shiny on >HERE<.

0.9.7 - More big changes. Will break saves.
- Added custom shield sounds.
- Slot tweaks to Chamois.
- Added prototype Sparrowhawk skin for player use.
- Removed built-in Operations Center from standard Sparrowhawk: it's still present on the prototype skin.
- Added Blade Breaker Deserter start option for Nexerelin (for experienced players only - it's a rough ride).
- Added Sigma Disruptor ship system for the Devil Ray.
- Added Lycosid Interceptor, a nasty little six-fighter wing.
- Added Plasma Vulcan, built-in for the Lycosid.

- Reduced fire rate of AMM-6 to 45 DPS, reduced OP cost to 3.
- Replaced, or polished up a number of graphics, including the Linear Cannon/Chain Gun family.
4  Starsector / Mods / Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.6c on: January 17, 2018, 12:17:04 PM
Honestly, I did the math; ballistics are still longer-ranged than comparably sized energy weapons on DME hulls with the nerf. It's just harder to abuse that last 1-300 SU at the end to be invincible or win without a challenge thanks to your speed. I think the inevitable range cut to ballistic PD is acceptable given the evident power of flak and machine guns.

I will note that in compensation, I bumped up a few ship speeds where I thought they needed it, and that there are still plenty of valid reasons to put ballistics in those slots. Howlers are still great at punching holes in armor, Rail Accelerators still deliver great single-shot damage. I may tweak a few DME ballistics here and there to ensure they're still compelling picks, but the change feels really good to me and pushes the faction in the direction I want.
5  Starsector / Mods / Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.6c on: January 16, 2018, 10:59:17 PM
Nope! I'm trying to encourage players to be more aggressive and abuse the range/mobility combo less. The EMP protection and half-length overloads are also about rewarding aggression, and blocking Heavy Armor means you'll need to keep moving if you want to stay alive. I did think this through.

In general, ballistics are better than energy weapons right now, so hopefully the combo of high-quality energy weapons and a mild penalty to ballistics on DME hulls will help their Hybrid slots feel more like actual hybrids and less like Ballistics that can't be downsized.
6  Starsector / Mods / Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.6c on: January 15, 2018, 08:03:14 PM
Okay, did a last little bit of tweaking, and we should be good to go for a while. Get your jollies on >HERE<.

Will probably murder your saves.

0.9.6c - Forward! Some big, sweeping changes.
- Added Fletcher Bomber (a light energy-torpedo bomber).
- Added Hedgehog Pod (a station-only grenade-throwing weapon).
- Added Iridium Assault Fighter (BB).
- Added Energy Mine Discharger (BB).
- Added a new mission, Hell's Own Sun.

- Redid all Blade Breaker ship variants. They're color-coded!
- Reworked Flak Discharger to throw braking grenades, increased damage and ammo count.
- Reworked Monobloc Construction; removed flux bonuses, now mitigates 25% EMP, halves overload time and cuts ballistic range by 15%. Incompatible with Heavy Armor, rather than Resistant Flux Conduits.
- Adjusted flux dissipation of affected ships very slightly to compensate in light of above.
- Increased top speed of a few combat ships slightly, as well.
7  Starsector / Modding / Re: Misc modding questions that are too minor to warrant their own thread on: January 14, 2018, 08:54:05 PM
Yeah, I found that just as I hit send; I'm kind of an idiot.

I'll go with a flat percentage, then.
8  Starsector / Modding / Re: Misc modding questions that are too minor to warrant their own thread on: January 14, 2018, 08:14:18 PM
Quick question, is it possible to reduce the range of weapons only for a single mount type? I'm looking to reduce the range of only ballistic weapons with a hullmod.

Specifically, I'm looking to reduce ballistic weapon range by 100 for smalls, 200 for mediums, and 300 for larges. Might add a PD exception.
9  Starsector / Mods / Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.6b on: January 13, 2018, 01:43:42 PM
The fix is in. Get it >HERE<.

0.9.6b - adding stuff, fixing stuff.
- Removed Nex battlestation variants, because I was dumb and left them in.
- Added Blade Breaker fighters, the Hellion and the Firespray.
- Added Jackal Burst Slicer.
10  Starsector / Mods / Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.6a on: January 12, 2018, 02:48:29 PM
Hmm, it's probably the variant files, then; fortunately, they're in folders: 'asgard' and 'smallstation'. delete those and hopefully things should work.

Again, will have this fixed soon.
11  Starsector / Mods / Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.6a on: January 12, 2018, 02:07:20 PM
Like an idiot, I didn't comment out the Nex battlestation line after I tested it out; you can go to the folder data/config/exerelinFactionConfig/dassault-mikoyan.json and delete the line ' "defenceStations" ' for now; I'll have a fix up over the weekend, along with some new goodies by way of apology.

Just some derp on my part; sorry guys.
12  Starsector / Mods / Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.6a on: January 12, 2018, 10:16:23 AM
Whoops. Yeah, my fault; I thought I'd tested it, but when I do new campaign stuff I tend to go through a lot of saves.
13  Starsector / Mods / Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.6a on: January 11, 2018, 07:24:19 PM
All good things come... well, quicker than I expected, really. Get it >HERE<.

0.9.6a - Polish polish polish - oops, also a content update!
- Increased ammo counts of Raker, Ripper, and Flak Discharger.
- Various tweaks to Blade Breaker content (incl. tweaks to Storm Kestrel, renamed Sparrowhawk, layout). Tagged all weapons for salvage groups, and for exclusion generally (useful for tournaments).
- Hellrider version of Rafale removed from campaign.
- Adjusted Perforator damage (235->240) and DPS (150->160) slightly. Raised DPS (250->320) of Katyusha Perforator.
- Added Marteau MLRM, a multi-warhead LRM dealing energy damage.
- In light of the above, reworked the AMM Blister Launcher as a faster-firing close-range anti-fighter weapon.
- Increased Microlaser projectile speed. Fighters beware.
- Increased range of Traceur random damage slightly (was 20-200, is now 50-250). You people weren't afraid enough for your engines.
- Improved all PD beam SFX.
- Misc adjustments to SFX here and there.

- Added a few new discoverables to existing systems. Get that Neutrino Detector powered up!
- Added non-econ market (Cousteau Base) to Nikolaev, because why not.
- Added two new, uninhabited systems. Mostly for flavor, some plot hooks for later.
- Added Nex battlestation variants. Yeah, I'll probably talk myself into custom stations later...
- Added Kormoran, Tunguska, and Vesper elite skins, which show up in the Nikolaev and Kostroma system as part of Sixth Bureau fleets.
- Added a few 'export' skins.
- Fixed Version Checker support.
14  Starsector / General Discussion / Re: Campaign like EV NOVA? on: January 06, 2018, 12:23:02 PM
Personally, I'd rather have a campaign like EV:Override.  Something that's less of a 'here, play as the protagonist of a book' and more 'here are some things going on that you can involve yourself in if you manage to figure out where they are'.

EVN had a few very specific stories it told.  EVO was much more open.

EVO also did a much better job of rewarding player knowledge of the universe. I still remember where Freeport is, and why that's important.

The level of scripting required to get that kind of 'mission' experience seems prohibitive, so I'm hoping that Starsector will treat us to a series of ongoing galaxy-wide events that we can involve ourselves in and influence. That would add another set of goals to do the sandboxy progression tasks like founding colonies and expanding your fleet for.
15  Starsector / Mods / Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.6 on: January 02, 2018, 01:41:43 PM
Glad you like it.

In all honesty, probably not; I won't rule it out, but beyond the 3-5 things on my to-do list, I make new content as a matter of momentary whimsy, not planning.
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