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News:

Starsector 0.9.1a is out! (05/10/19); Blog post: Skills and Story Points (07/08/19)

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Messages - Tartiflette

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1
Mods / Re: [0.9.1a] Outer Rim Alliance v0.87 (2019/11/18)
« on: November 18, 2019, 04:01:24 PM »
That bug was literally fixed within 5min. If you have the issue, just redownload the mod.

2
Mods / Re: [0.9.1a] Scy V1.58 (2019/11/18)
« on: November 18, 2019, 05:24:20 AM »


Maintenance update: added compatibility with various campaign mods (Starship Legend, Commissioned Crew etc), minor campaign and combat tweaks. The Prism Freeport has now been fully transferred to Nexerelin, it is replaced by the Amity Freeport that has a Used Ship Dealer instead.

This update should not break saves.

Download available in the Original Post
Changelog:
1.58

 - Added Starship Legend compatibility.
 - Added Commissioned Crew compatibility.
 - Added Ruthless Sector compatibility.
 - Added New Beginnings compatibility.
 - Added Vayra Sector compatibility.
 - Improved Nexerelin integration.

 - Prism Freeport removed (fully given to Nexerelin instead), replaced with Amity Freeport and its Discount Seller.

BALANCING:
 - Burn rate of several ships increased by 1 (but before reaching for your pitchfork, remember they have a higher sensor profile while moving)
 - Scyan Engineering hullmod:
   . Stealh/Signature effect slightly toned down to -25/+25% when still/moving from -33/+33%.
 - Orion Artillery rework:
   . Range reduced to 1000 from 1500.
   . Projectile acceleration massively reduced.
   . Removed HE to KE damage conversion (now fully KE).
   . Added slight target tracking.
   . Ammo reduced to 4 from 8, clip size reduced to 2 from 8.

BUGFIXES/IMPROVEMENTS:
 - Siren's system cannot move stations anymore (sorry).
 - Economy slightly reduced in regard to other larger factions.
[close]

3
Mods / Re: [0.9.1a] Outer Rim Alliance v0.86 (2019/07/01)
« on: November 18, 2019, 05:24:14 AM »


Maintenance update: added compatibility with various campaign mods (Starship Legend, Commissioned Crew etc), new market music courtesy of Tomatopaste, minor campaign tweaks.

This update should not break saves.

Download available in the Original Post

Changelog:
0.87

 - Added Starship Legend compatibility.
 - Added Ruthless Sector compatibility.
 - Added New Beginnings compatibility.
 - Added Vayra Sector compatibility.
 - Added Commissioned Crew compatibility.
 - Improved Nexerelin integration.
 - Added market music, courtesy of Tomatopaste.

BUGFIXES/IMPROVEMENTS:
 - Economy slightly reduced in regard to other larger factions.
 - Added a few custom portraits.

[close]

4
Bug Reports & Support / Re: Random Code Mistakes Thread
« on: November 16, 2019, 04:54:12 AM »
Tiny one, but ammofeed uses modify.mult for increase and modify.percent for a reduction.

Code: java
public void apply(MutableShipStatsAPI stats, String id, State state, float effectLevel) {

float mult = 1f + ROF_BONUS * effectLevel;
stats.getBallisticRoFMult().modifyMult(id, mult);
stats.getBallisticWeaponFluxCostMod().modifyPercent(id, -FLUX_REDUCTION);
}

While the former is consistent with the system's description, the latter is puzzling.

5
Mods / Re: [0.9.1a] Diable Avionics 2.04 (2019/05/14)
« on: November 14, 2019, 09:52:14 PM »
I'm not doing a color change, I'm respriting all the ships to move away from their hard contrast high noise pixel art, and closer to the smooth vanilla sprites. All while trying to keep them true to their original design. All the old sprites will be gone due to that mismatch.

6
Mods / Re: [0.65.2a] Seeker v0.1 - Prototype (06/06/2015)
« on: November 10, 2019, 01:09:32 AM »
Admitedly there is an issue of rarity when it comes to those and the remnants. They should have one in a blue moon. But unlike other factions, they get the best hardware in priority, meaning that if I make the ravager rare to the remnants, it basically won't be used by other factions. So that's troublesome.

7
Modding Resources / Re: [0.9.1] MagicLib v0.28 (2019/11/09)
« on: November 09, 2019, 03:03:30 AM »

Added a couple new functionalities as per a few modder request:
MagicAnim.cycle (allows a variable to cycle within an arbitrary range)
MagicGuidedProjectileScript (allows projectiles to track their target)

This won't break any saves or mods.

Download available in the OP

8
Suggestions / Re: Engine trails Flare based on direction of movement
« on: November 08, 2019, 05:25:39 AM »
As I said earlier:
The script in MagicLib detects flameouts though, and can tie the deco to an invisible engine emplacement if that is desired.
So yes it does if you set it up for that.

9
Suggestions / Re: Engine trails Flare based on direction of movement
« on: November 08, 2019, 03:50:30 AM »
And yet losing them affects your max speed.
The engine themselves do not control the behavior of the ship: you can go backward despite not having any engine to the front, you can make engine-less ships... What I'm trying to explain is that this isn't KSP, the engines aren't providing "thurst" as in applying a force to the ship object. It's all abstracted! That's why making maneuver thrusters is mostly visual flair without any ties to the mechanics of the game:


10
Suggestions / Re: Engine trails Flare based on direction of movement
« on: November 08, 2019, 12:40:08 AM »
Vanilla engines are but a special kind of decorative weapons themselves. They do not provide "thrust". The script in MagicLib detects flameouts though, and can tie the deco to an invisible engine emplacement if that is desired.

11
Suggestions / Re: Engine trails Flare based on direction of movement
« on: November 07, 2019, 04:01:49 AM »
The thrusters firing would be all the left ones to straffe right, and the bottom right one to turn right (the top left one being already on), meaning that both the bottom left and bottom right thrusters are working against eachother. It would make more sense to have only top left thrusters firing, otherwise you are just wasting thrust.

And if you want to have separate mid-ship thrusters for translation and corner thrusters for rotation, then you are not using the full available thrust to maneuver which makes even less sense.

12
Suggestions / Re: Engine trails Flare based on direction of movement
« on: November 07, 2019, 02:51:25 AM »
Errr no, using deco weapons is an order of magnitude faster than the vanilla engines, and it is slightly simpler on the code side since you have full control over those, unlike the vanilla engines.

Additionally non nested IFs can result in undesirable effects such as opposing thrusters firing up at the same time, cancelling eachother when for example you straffe right while turning to the right at the same time.

13
Have you tried my Karlsson Heirloom (very wip, kind of broken) mod in the Discord server? It offers something slightly similar. Mine is an ability tied to the presence of a super carrier in the fleet, but once you get your hand on it you can then activate a super cruise.

The super cruise allows you to travel at 30+ burn, at no fuel cost. On the other hand, you can't turn at all without disabling the ability, it has an extreme activation cost equivalent to a few months worth of supplies and rouhtly the fuel required to travel along a quarter of the sector width.

In practice it is only worthwhile for long stretches of travel across explored areas, or for emergency returns. Ressources wise, it is preferable to stormride so it really is for convenience for when you reached the late game, when travelling has become a thrill less chore and you can afford its use.

14
Suggestions / Re: Engine trails Flare based on direction of movement
« on: November 06, 2019, 06:25:21 AM »
It's a bit more complicated than that since you can combine two translate directions and rotations, but there is a simple script available in MagicLib that allows you to do just that using simple deco weapons.

15
Mods / Re: [0.9.1a] Diable Avionics 2.04 (2019/05/14)
« on: November 02, 2019, 12:05:16 AM »
Note that the Zephyr nerf has not been released, it is part of the next big update.

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