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16
Mods / [0.95.1a] Seeker - Unidentified Contact 0.53rc1 (2023/02/27)
« on: November 19, 2020, 11:48:42 PM »

Venturing in the dark outreaches of the Persean Sector is a pathway to salvaging ships with many abilities, some considered to be unnatural.


Always DELETE the old version before extracting the new one
Requires LazyLib and MagicLib

Earliest save compatible version: 0.50

 This ship pack provides a wide selection of more than 30 vessels that do not exactly match existing vanilla aesthetic or gameplay styles. They range from the uncommon and unconventional class to some properly rare (and expensive to deploy) super-ships. Still, everything should be balanced with proper strengths and weaknesses; including some new balancing levers such as exotic weapons interfering with each other, to avoid any power creep.

 The intent here is to offer enough different "white whales" that you are both guaranteed to encounter several of them in any given run, yet each would be rare enough that you won't be able to collect them all in a single play-through. If you are using Nexerelin however, you will be able to start directly with some of the uncommon ships. I would even advise trying some of the very enjoyable "player-bait" destroyer starts.

Small selection of the ships you may encounter
     
     Hedone-class armed yacht

 Gustav Royal Starworks' best selling premium yacht, ideal for the affluent needing to travel in comfort and security.
     
 
     Aethernium-class militarized racer

 Fast and economical courier that never walks away from a fair fight.
     
 
      Butterfly-class private security destroyer

 Makes up for its lack of versatility with raw frontal firepower.
     
 
     Five-five-seven-class bounty-hunter destroyer

 Flashy coat of paint, big gun that makes a big noise, daredevil attitude, badass in every way.
     
 
     Obelisk-class luxury liner

 Guaranteed to impress your guests somehow, either with its ostentatious design and facilities, or with its massive gun.
     
 
 
 
 
     Tumbleweed-class explorer

 Jack of all trades, master of none...
     
 
 
 
 
     Bullhorn-class heavy cruiser

 Slightly more agile and versatile than a Dominator-class, even more vulnerable from the rear.
     
 
 
 
 
 
 
 
 
 
 
     Cassowary-class support battlecruiser

 The true nemesis of captains with OCD.
     
     Malet-class frigate

 Small whacker to deal with those pirates cropping up everywhere.
     
 
     Adze-class destroyer

 Designed to shave that smirk off of your opponent's face.
     

 
     Halligan-class cruiser

 When you can't choose between DAKKA spam and missile spam.
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Screenshots











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 Disclaimer: Remember when I caused a bit of a fuss by releasing an ominous teaser hinting at a mod called "Seeker" that would have been all about quests and non-human artifacts you'd get to hunt and study? Hahaha I do too, good times... I really bit more than I could chew then.

 Sadly no, this mod is not that Seeker mod. While I do hope to be able to add some narrative elements at some point, this off-shoot of the Seeker project only contains somewhat regular ships, obtainable by regular means... Well, mostly. There are still a couple of fun surprises hidden in the sector.

 At some point, I still hope to resume my work on the other Seeker, now code-named "Everlasting Giants", but I wouldn't expect any progress on that front for maybe a year or two.


Changelogs

0.53

 - Added 3 new Nexerelin custom starts:
   . Mulligan!
   . Break-up Hanghover
   . A Knight's Tale

 - Fixed boss bounties not showing up
 - Fixed missing Siegfried description
 - Added missing limited descriptions for the bosses

 - Guru: 850 armor (+150), 7000 hull (-1000), 550 dissipation (+150)   
 - Devotee: 6 DP (+2)
 - Believer: Built-in ECCM and Expanded Missile Racks.
 - Cultist: Plasma Jets instead of Maneuvering Jets, 400 armor (+100)
 - Haymaker: hit feedback improved, 6 ammo (+2), 0 EMP (-400), 250 sustained DPS (+94)
 - Eager: hit feedback improved

0.52

[RC2]
 - Fixed crash related to the bosses' loot generation,
 - Fixed issue with Rampage not deploying,
 - Fixed issues related to the bosses' spawn locations,
 - Fixed issue with Plague-bearer wings not launching,
 - Fixed the Reality Drill script not being applied.

BALANCING:
 - Minor and major tweaks to the Umpire Beam and Whiplash Blaster.
 - Augur-class EMP Discharge system cooldown halved down to 8s.
 - Hedone-class Time Splitter system CR cost doubled to 2% per use.

BUGFIXES/IMPROVEMENTS:
 - Fixed an issue with the Balisong system.
 - Fixed Tumbleweed's Drone system missing a description.
 - The Titanic wreck should spawn further away from blackholes.
 - BOSSES:
   . Clarified some special items descriptions,
   . Lots of improvements and fine-tuning,
   . Double wreck drops should hopefully no longer happen,
   . Added more ways to get pointed in the right directions,
   . Broke the monolithic fleets in multiple smaller ones,
   . Changed the final boss' ship system,
   . All bosses ships have exceedingly slow post battle repairs. Go at them a second time if the first assault failed without losing your "progress",
   . Boss bounties now have a 10 years deadline,
   . More goodies in salvage!
 - Plague-Bearer LCPs can no longer be mounted on non Plague-Bearer ships, removed the Quarantined Flight Deck hullmod.
 - Proofreading...

0.51

[RC2] Fixed most (all?) crashes related to the "Lucky Strike" Nexerelin start.

NEW CONTENT:
 - Added 6 new special bounties that point towards exploration-based content (if you have yet to find it after a certain amount of time).
 - Added 2 new Nexerelin custom starts to twist the formula a bit.

BUGFIXES/IMPROVEMENTS:
 - 557-class: Fixed system not applying the main gun extra ammo properly.
 - Improved armor grid of the Halligan and the other gunships. They are now also displayed "naked" in refit.
 - All the rare-but-not-unique bounties now have much spicier loadouts.
 - All bounty captains now have better suited skills.
 - Many ship descriptions got a much needed polish pass.
 - Made all the plague-bearer encounters approximatively 267% audio-visually more impressive.


0.50

NEW CONTENT:

 - Added 13 special bounties to hunt the unique ships. Those no longer appear in random fleets.
 - Added 10 early-game bounties giving access to rare ships if you are up to the challenge.
 - Plague-bearers:
   . Now spawn in random systems.
   . Will aggressively hunt the player once attacked.
   . Drop some *very* compelling new rewards.
   . Now has a custom musical theme, composed by Mesotronik, and made possible by the donations from all my generous patrons.

BALANCING:

 - Augur-class frigate:
   . Added one small missile hardpoint to improve the ship's behavior and its use of the system,
   . EMP Discharge system cooldown raised to 15s from 10,
   . Shield efficiency improved to 0.6 from 0.7,
   . OP amount raised to 50 from 40.

 - Endymion-class frigate:
   . Hull and armor raised to 2250/200 from 1000/100,
   . Flux dissipation raised to 350 from 275,
   . Small hardpoints now UNIVERSAL from MISSILE,
   . OP amount raised to 70 from 60.
   > The Hyperion got such a huge jump in power in 0.95!

 - Hedone-class:
   . Time Splitter system default time acceleration reduced to x10 from x16,
   . Time Splitter time acceleration raised to x15 with the System Expertise skill,
   . OP available raised to 50 from 45.
   > The Hedone should still be amazing while it lasts, but also a smidgen more versatile now

 - Marksman-class:
   . Perfect reloads now triples the damage of the next shot instead of doubling it.
   . Reload system tweaked to behave better with high level officers.
   . Reload system gets much easier to use with the System Expertise skill.
   . Hull and armor raised to 7000/750 from 5000/500.
   > The ship was a bit underwhelming for its fragility so this should fix that.

 - 557-class:
   . Flux dissipation increased to 600 from 400.
   . Redline ship-system no longer generates flux on activation.
   > While somewhat fun, it was difficult to let the main gun rip given how flux starved the ship was

 - Bullhorn-class: Booster system now gains charges from the System Expertise skill instead of the Expanded Ammo Racks hullmod.

 - Tumbleweed-class:
   . Medium turret is now UNIVERSAL from HYBRID (to avoid some possible weapon type issues when restoring the pirate variant into a regular Tumbleweed)
   . Drone system now now has 2 charges from 8,
   . Now gets one additional drone every 20s.
   > Mostly cleanup for odd behaviors.

 - Balisong-class:
   . System charging no longer affects the engines performances (it still dramatically lowers the firepower)
   . System charging is now significantly faster with the System Expertise skill.
   . Shield is now a bubble front shield at 0.7 efficiency, from a omni 180deg shield at 0.8 efficiency.
   > That last change should hopefully fix most of the issues with modules getting shot off through shields.

 - Clipper-class: Missile Fab system now generates ammo faster with the System Expertise skill.

 - Quicksilver-class:
   . A few mounts are now UNIVERSAL from ENERGY and SYNERGY.
   . Denial Pulse system range lowered to 1200 from 2000, but respects the x2 System Expertise skill bonus.
   . Overload duration now scales with hull sizes. Unchanged at 3s for frigates, up to 6s for a capital ship.
   . Charge up slightly shortened.
   > The pulse effect was a bit anemic compared to how grandiose it is visually.

 - Siegfried-class dreadnought:
   . Now uses a hullmod-swap system to change the configuration of the hull rather than three different hulls.
   . Choose between ATC plus High Maintenance or a true shield,
   . two flight decks plus a Burn Drive system on toggle or the Flux Torpedoes system,
   . two built-in Firecane turrets or a broadsider configuration with four additional large slots plus HBI.
   > The system is currently a bit jank and is most likely to be replaced by a proper paid-for dry-dock reconfiguration at some point. But given that it is now a unique ship, this will have to do for the moment.

 - Titanic-class: Now has Advanced Ground Support.

 - Erasmus-class wing:
   . Rocket pod ammo reduced to 10 from 15,
   . Fire-rate increased to 240 rpm from 45,
   . Minor tweaks to make it more usable by the AI.
   > This wing should now properly operate like bombers.

 - Gatling Lance weapon:
   . Flux requirement lowered to 480 from 600.
   . Now causes Strong Interferences instead of Mild.
   > Using two of them will cause a 160 flux dissipation reduction from interferences, meaning you are still 80 dissipation ahead from before when firing. A more interesting proposition imo...

 - Plague-Bearers:
   . Assortment of buffs to some weapons, and slight nerfs to some of the ships.


BUGFIXES/IMPROVEMENTS:
 - Avatar of Vengeance Nexerelin start is restored.
 - Fixed White-dwarf's inverted guns and their modules.
 - Plague weapons and LCPs should no longer drop from research stations.
 - Fixed NPE with the Marksman-class system under AI control.
 - Fixed NPE with the Augur-class system.
 - Fixed mission crash due to missing background.
 - Fixed Demeter-class generating revenue while mothballed.
 - Kaleidoscope will ignore flares if IPDAI is installed.

0.42

Barebone compatibility update for 0.95a

0.41
BALANCING:
 - Quicksilver-class: increased OP amount to 230 from 200.

0.407

NEW CONTENT:
 - Augur-class support frigate:
   . Assault focused Omen,
   . Same weapons but the EMP system mostly hits a single target within a very short span of time.

 - Endymion-class assault frigate:
   . DPS focused Hyperion,
   . Same weapons but the ship system has been swapped for a Temporal Shell device.
   . Yes, this is insane, and that ship will be a unique one in the future.

 - Malet-class frigate:
   . Tougher and better armed than a Lasher,
   . But also slower.

 - Adze-class destroyer:
   . A mix of an Enforcer and a Hammerhead,
   . More maneuverable than either,
   . Not quite as durable as the former,
   . Can't output the same DPS spikes as the latter.

 - Halligan-class cruiser:
   . Heavier Eagle,
   . Can't outmaneuver its target as well,
   . Much better armored.

 - "Minigun" support weapon:
   . Very long range fragmentation pea shooter,
   . Won't kill much of anything,
   . But it will force the enemy to raise their shield, lowering their top speed.

BALANCING:
 - 557-class:
   . System no longer reduces speed but cost flux to activate. (I swear I will make that ship fun to fly somehow)
 - More tweaks to the hidden stuff!

BUGFIXES/IMPROVEMENTS:
 - Space farm now displays the daily revenue from auctioning produce.
 - Lowered the frequency of some rare ships.
 - Attempted another fix for the Marksman system crash in rare circumstances.
 - Nova is now a unique "boss-like" fleet patrolling a remnant system.
 - Onyx is now a unique derelict that has to be found and salvaged.

0.406

BALANCING:
 - Onyx-class:
   . Sprite rework,
   . Built-in weapons removed,
   . Loadout buffed,
   . System now scales with the flux level, has less charges but much longer duration.

 - 557-class:
   . System no longer affects flux stats but improves maneuverability (still increase ballistic ROF and loads the main gun with extra ammo)
   . Asteismos gun now has only 2/3rd of the ammo, but 1.5 times the damage per shell.

 - Various buffs to most of the bosses, more content, polish, locations further randomized.

BUGFIXES/IMPROVEMENTS:

 - Set some "SYSTEM" weapons such as flares to "HIDDEN" so that they don't get disabled by EMP arcs.
 - Set all 557-class variants as Goal variants so that they can be selected in refit.
 - Fixed a CTD with the Marksman's system when used while in autopilot as the player ship.

[close]

Bug Tracker and Feedback form
You have some feedback to share but no forum account? You can use this form to leave me a comment.

You like the mod? Help to make it better: Donations and Patreon contributions will be used to commission content I cannot create myself, such as illustrations or music. Additionally, if you would enjoy playing with a custom paint job I also take commissions for a reasonable rate. PM me for more details.



To whomever it may interest:
As it has become pretty obvious, this past year I for the most part moved on from modding this game. While it may be disappointing to hear I cannot promise to ever returning to the debit of frequent updates I once held. I however do not want to let this mod die. Thus in the case I have yet to show up 3 months after the next major game release, anyone is free to update Seeker and/or change it however they want.

In the meantime, Seeker's code can freely be re-used by anyone and the sprites can freely be kitbashed from without asking with 3 conditions: It must be for a Starsector mod, that mod must have a similarly permissive license, and I am credited.

17
General Discussion / Alex's interview by Indie Retro News [2020/10/12]
« on: October 13, 2020, 02:17:05 AM »
For those that do not follow Alex on tweeter, he was recently interviewed by Indie Retro News. Read all about it there:
http://www.indieretronews.com/2020/10/an-exclusive-interview-with-starsector.html


18
General Discussion / 10th Starsector AI Fleet Building Tournament
« on: May 19, 2020, 12:38:05 AM »

   The 10th Starsector AI fleet Building Tournament has ended and here are our winners:



The team Dakkaholics Anonymous, formed by DaddyPants playing as Tiandong Heavy Industries and Rubin playing as Vanilla Mid-Tech, is taking the cup with a comfortable 22 points.

They are followed by Spaceballs: The Tournament Team, with mortia (Polaris Prime) and TheKart (Mayasuran Navy), that is only one fumble away with 19.5 points.

In third place, we have Light of Sura, with Deskup (Council of Approlight) and Johan (Mayasuran Navy), which ends at 18.5 points after a strong surge in the second half of the tournament.

And here is the final score sheet:
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As well as the rules for those that are catching up:
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Congratulations to the winners and thanks to all the participants for another excellent show and a true display of sportsmanship.

Here are the replays of all the rounds:
ROUND 1:




ROUND 2:


rematch:


ROUND 3:


rematches:



ROUND 4:

rematch:

[close]
And the conclusion stream


You can get the showcase cards in full resolution here:
https://www.dropbox.com/s/w5b27ze4cr58tir/conclusion_stream.zip?dl=1
[close]
Where we talk about what went well, what didn't go so well, reflect on the fleets compositions, talk about the future of the tournament, and where I reveal a bit more about what's up with those bosses and how they may be part of the future end-game, and finally we had some written QnA from Alex himself.


If you want to use the tournament mod as a "balance patch" for Vanilla (knowing that half the changes will be part of the next update), or use it to organize your own tournament, you can get it there:
https://www.dropbox.com/s/7p7u3ns47noi9av/AI%20Battles_10_5.zip?dl=1
Balance Changes
FROM ALEX

Light AC: significantly more accurate.
Light Dual AC: OP reduced to 5 from 6.
Light Needler: reduced OP cost to 7 from 9.
Railgun: increased OP cost to 8 from 7.
IR Pulse Laser: reduced flux cost per shot to 40 from 50.
Burst PD Laser: reduced flux to 200 from 300.
Heavy Burst Laser: Reduced flux cost to 300 from 500.
Assault Chaingun: reduced damage/shot to 75 from 90.
Ion Pulser:
   Increased range to 500 from 450.
   Increased damage to 100 from 75.
   Increased emp damage to 600 from 400.
Thermal Pulse Cannon: shots no longer stopped by hitting missiles

Thunder: Ion cannon replaced with Ion Cannon (long Delay) from the Claw.
Enforcer:
   Increased armor to 900 from 750.
   Increased hull to 6000 from 5000.
   Reduced shield flux/damage to 1 from 1.2.   
Hammerhead: Rear turrets no longer capable of facing directly to the front.
Brawler:
   Increased shield arc to 210 from 150.
   Increased FLux capacity to 3000 from 2500.
   Increased dissipation to 250 from 200.
   System changed to Maneuvering Jets from Damper Field

   
FROM TARTIFLETTE

Fortress shield: added 1.5s cooldown.
Phase Teleporter: added 0.5s cooldown.
Mine Strike: only has 3 charges, regen slightly slower, can't be spammed as fast.

Recall Device: limited to 3 charges regenerating every 20s.
Reserve Deployment: cooldown reduced to 20s from 30, but no longer gives extra fighters.

Sabot: removed EMP, increased acceleration (much more reliable now).

Piranha: cost reduced to 4000 from 6000.
Perdition: cost increased to 6000 from 4000.
Omen: Shield efficiency reduced to 0.8 from 0.6, upkeep raised to 0.4 from 0.3.
[close]


Special thanks to the staff:
Nia for a ton of help in setting up the wave as well as a lot of new surprise content (including a full-blown faction!),
Thaago for the submission app,
Dark.Revenant for rushing an update of the Templars to make quite a surprise,
Gwyvern for letting me use the Savior,
and the entire stream team: Nemo-Naemo, Aurica, Chimni, Gloracle, Fallen-Shogun, Surge and Nia (again)

Thanks to all that watched the competition, and see you for the next one.

19
Mods / [0.95.1a] Torchships And Deadly Armaments V0.17rc1 (2023/01/08)
« on: February 02, 2020, 09:57:48 AM »


Always DELETE the old version before extracting the new one
Requires LazyLib and MagicLib


 A small-ish collection of ships wings and weapons focusing on seamless integration next to the vanilla game. This isn't the flashiest or the deadliest of the content mods around, but it should hopefully provide some interesting variations and combinations to the vanilla factions fleets.

 Non exhaustive sample of the things you'll encounter

     




Niagara-class Battle Wall

 Ever thought "Damn, I wish I could rip the Conquest's arms off and use them both to fire at an enemy at the same time"?

     





Attrition-class Artillery Cruiser

 Sometimes dubbed the "Space Urchin" due to the myriad of small stingy thingies this ship is covered with.

     




Foray-class Converted Cruiser

 The premium choice for station demolition when you have no money to afford a proper warship.

     


Bully-class Destroyer

 Likes to beat up smaller ships with its superior reach and harder punches, does not like to take a beating in return.

     


Challenger-class Frigate

 It's a workhorse, it won't win races, it won't win beauty pageants, but you can depend on it to do the job reliably.

     









Herald-class battle-carrier

 The Heron wasn't annoying enough.




     





Hightide-class Converted Cruiser

  The NON premium choice for station demolition when you have no money to afford a proper warship. But at least this one can hit the side of an capital ship provided it does not move too much.

     




Bonnethead-class Assault Cruiser

  The hyperactive cousin of the Eagle-class cruiser. Will often stick its nose where it shouldn't, but has a thick enough hide to survive it.

     







Owl-class Recon Cruiser

   It is an Eagle, but it is also a Hammerhead, and it is shaped like an arrowhead.

     





Crane-class Demilitarized Cruiser

  A fast hybrid freighter that will fit emerging scavenger fleets really nicely.

     




Scalper-class escort destroyer

 It will look after you when you are way too focused on your enemy's flux bar.


     


Pest-class Frigate

  Small and barebone, but cheap and economical. Best deployed by the dozen.

     


Cassicus-class destroyer

 Small winged bug with a huge stinger.


     





Whirlwind-class Heavy Cruiser

  It has three large mounts. THREE. LARGE. MOUNTS!?
[close]

Changelogs

0.17

NEW CONTENT

 - Migrated the Lightweight Plating, Reactive Armor and Minimal Preparation hullmods from Scy.

BALANCING:

 - Lightweight Plating:
   . No longer affects the deployment cost.
   . Lowered the armor rating cost to -30% from -50.
   . OP cost lowered to 3/6/10/15 from 5/10/15/20
 - Triple Mortar:
   . OP cost reduced to 6 from 7,
   . DPS increased to 150 from 125.
 - Pilum Wave (High-tide built-in):
   . Renamed Hasta Wave since the behavior is different from the vanilla Pilum,
   . Increased base ammo count to 15 from 10,
   . Projectile hitpoints increased to 75 from 50.
 - Bully-class:
   . Increased OP amount to 100 from 80,
   . Missile Ready Racks system has a much shorter cooldown and regen delay.

BUGFIXES/IMPROVEMENTS:
 - The Lightweight Plating, Reactive Armor and Minimal Preparation hullmods now use merged modSettings.json entries to define incompatibilities. Their tooltips display that list.
 - Whirlwind-class's Gravitic Hook system:
   . Now pushes ships, missiles and shots *away* in a narrow cone. Can reflect ordinance back to the shooter.
   . Improved distortion FX.

0.16

BALANCING:
 - Pest-class frigate:
   . Regular Pest now has the Maneuvering Jet system instead of basic Flares.
   . Pest Pirate (new) is pretty much the old regular Pest with Flares, but can be restored into the new regular Pest.
   . Pest XIVth now has the Accelerated Ammo Feeder system instead of Flares.
   . Pest Cutter (formerly Pest Pirate) is now a rarer pirate variant, has High Energy Focus instead of Flares.
   . Catalyzed Chemical Torch damage increased to 800 HE dps from 600.

 - Tempest MK.II-class frigate: Now has Active Flares instead of basic Flares.


 - Scalper-class destroyer: Shield efficiency nerfed to 0.9 from 0.8.

 - Bonnethead-class cruiser:
   . System switched to Accelerated Ammo Feeder from Burst Jets.
   . Speed increased to 70 from 60.

 - Whirlwind-class cruiser:
   . Weapon arcs significantly widened, all three large weapons now converge.
   . Large hardpoint is now a Missile type, from Synergy.
   . Flux capacity reduced to 12000 from 16000.
   . Gravitic Pull system charges reduced to 2 from 3 (because the System Expertise skill is ludicrous)

 - High-tide-class cruiser: Increased the Pilum Wave launcher regen rate by 20% from 85s to 63.

 - Shine-class cruiser: OP available reduced to 150 from 170

 - Owl-class cruiser:
   . System switched to Burst Jets from Ammo Feeder.
   . Flight decks are now modular.
   . Stats adjusted to fit between the Eagle and the Heron.

 - Beak-wing: no longer built-in the Owl and now available as an escort fighter.

 - Pinnace-wing:
   . OP cost reduced to 9 from 11.
   . Graviton Blasters dps increased to 125 energy dps from 100.

 - Firespiter-wing:
   . Fixed ludicrous LPC price.
   . OP cost reduced to 3 from 6.
   . Hullpoints increased to 750 from 400


 - Mining Pike:
   . Stuck pikes waiting detonation can no longer be removed with flares.
   . Pikes now have a small extra frag damage AOE.

 - Dioscuri recoiless rifle:
   . Damage per shot reduced to 340 from 375.
   . Firerate raised to 53 rmp from 48.
   . DPS and flux efficiency unchanged.

BUGFIXES/IMPROVEMENTS:

 - Lasher(TT)-class frigate: removed the skirt and moved the hardpoints inward to streamline the silhouette.

 - Rarity/blueprint adjusted for most weapons.

 - Some ships frequencies have been lowered, notably the Foray-classes and the High-tide-classes.

0.15

Barebone 0.95a compatibility update

0.14

NEW CONTENT:
 - Dioscuri Recoilless Rifle:
   . Large Ballistic weapon,
   . Very accurate, but slightly flux inefficient.

 - Triple Mortar:
   . Nobody looked twice at the humble Light Mortar,
   . They brought their two siblings and now you are in trouble.

 - Firespitter defense wing:
   . Solo support wing,
   . Full PD solution for the cheap captain.

BALANCING:
 - Removed the stat debuff of the Pather and Pirate variants of the Bonnethead-class cruiser.

BUGFIXES/IMPROVEMENTS:
 - Pinnace is now affected by Converted Hangars cost increase.
 - Forray-class flare launchers can no longer be disabled.

0.13

NEW CONTENT:
 - Added Scalper-class escort destroyer (midline)
   . A reverse Sunder: smaller mounts but wide coverage all around.

 - Added Cassicus-class escort destroyer (high-tech)
   . TT's answer to the Monitor, but with a lot more bite.

 - Added Herald-class battle-carrier (midline)
   . An armor-less Legion with quick feet.

BUGFIXES/IMPROVEMENTS:
 - Updated the hulls frequencies to make some of the ships less uncommon.
 - Updated support for Version Checker.

0.12

BUGFIXES/IMPROVEMENTS:
 - Fixed several description issues.

0.11

NEW CONTENT:
 - Added Owl-class cruiser (from Seeker's ship pack)
   . A Hammerhead, but also an Eagle.
   . Mostly moved because it fits better in this mod.

BALANCING:
 - Shine-class
   . Small arcs slightly tweaked to leave an opening for counter strikes.

BUGFIXES/IMPROVEMENTS:
 - Externalized all compiled strings to help with translation.

0.10

INITIAL RELEASE

NEW CONTENT:
 Weapons
 - Mining Pike Thrower
 - Long Range Arbalest
 - Urchin Suppressor

 Wings
 - Pinnace support wing

 Ships
 - Challenger-class frigate
 - Challenger (P)-class frigate
 - Challenger (LP)-class frigate
 - Pest-class frigate
 - Pest (XIV)-class frigate
 - Pest (P)-class frigate
 - Lasher (TT)-class frigate
 - Tempest MK.II-class frigate
 - Bully-class destroyer
 - Bully (P)-class destroyer
 - Bully (LP)-class destroyer
 - Scintilla X-class destroyer
 - Foray-class cruiser
 - Foray (P)-class cruiser
 - Foray (LP)-class cruiser
 - Attrition-class cruiser
 - Crane-class cruiser
 - Crane (P)-class cruiser
 - High-tide-class cruiser
 - High-tide (P)-class cruiser
 - Bonnethead-class cruiser
 - Bonnethead (P)-class cruiser
 - Bonnethead (LP)-class cruiser
 - Whirlwind-class cruiser
 - Shine-class cruiser
 - Brillant X-class cruiser
 - Niagara-class battelship
 - Niagara (XIV)-class battelship
 - Niagara (P)-class battelship

[close]

Bug Tracker and Feedback form
You have some feedback to share but no forum account? You can use this form to leave me a comment.

You like the mod? Help to make it better: Donations will be used to commission content I cannot create myself, such as illustrations or music.
Additionally if you would enjoy playing with a custom paint job, I also take commissions for a reasonable rate. PM me for more details.



To whomever it may interest:
As it has become pretty obvious, this past year I for the most part moved on from modding this game. While it may be disappointing to hear I cannot promise to ever returning to the debit of frequent updates I once held. I however do not want to let this mod die. Thus in the case I have yet to show up 3 months after the next major game release, anyone is free to update TaDA and/or change it however they want.

In the meantime, TaDA's code can freely be re-used by anyone and the sprites can freely be kitbashed from without asking with 3 conditions: It must be for a Starsector mod, that mod must have a similarly permissive license, and I am credited.

20
Suggestions / Improve the Trident!
« on: September 10, 2019, 12:17:46 AM »
Tridents needs to fire three Harpoons. It's so obvious I don't think it needs any more justifications than that.

21
Modding / [Request] Ship rarity refinements.
« on: June 02, 2019, 01:35:51 AM »
Currently managing ships' rarity is kind of convoluted:
First there is the Faction Doctrine,
Then the distinction between import and produced hulls,
Then the relative total weight of all the variants for a given ship in a given role,
Then the relative total frequency multiplier of this particular hull in the faction file.
And on top the result depends on the ship Deployment Cost and there is a Fleet Inflater to limit the number of ships to 30.

This is quite obscure to grasp leads to an extreme variability depending on the number of ships added by mod to a same faction. (Pirates are a good example since most factions gives them a bunch of ship).
Ships that were merely uncommon with just vanilla become vanishingly rares in a fully modded game, and the overall system is extremely prone to errors.

I have a few suggestions to make a more consistent system.

First easy improvement: the total weight of the variants shouldn't affect the rarity. It should be normalized, thus removing one multiplier and the most error prone one.

Bandaid fix: Like the variant editor, we could use some "fleet analysis" dev mode menu, looking like the doctrine editor but instead of priorities it shows the effective rarity of ships in fleets.



Proper fix: slice the rarities into different "classes": Common, uncommon (such as XIVth skins) and rare (Hyperion, Tempest, Legion XIVth). Corresponding hints would be added to ship_data.csv, and generated fleets would have some guaranteed uncommon and rare ships depending on the size of that fleet:

Picket fleet would be all common ships,
Large patrols would be 90% common hulls, 10% uncommon with a small chance to have 1 rare ship,
High level bounties would be guaranteed to have 1 uncommon or rare flagship and a bunch of uncommon ones with officers.

Faction multipliers would be kept since they would have a much more controlled effect.

22
Pretty much it, I was actually surprised to discover that the countdown ring is already a feature, but it's barely noticeable when zoomed in and plain invisible at the regular zoom. Additionally expired bounties should be clearly labeled as such instead of looking available. Maybe the timer ring should be blue and red, with extra red as it get closer to the expiration date, instead of blue and slightly darker blue.

23
General Discussion / What sector age to you usually play with?
« on: March 24, 2019, 02:48:50 PM »
While the option is there, I don't think I ever played with anything but Mixed... And I'm wondering if that option is necessary at all in the end. If most player end up playing like me, maybe it would be more interesting to have a different set of options, like a choosing between larger and more isolated constellations of start or smaller more numerous ones for example. Or setting the amount of Derelict/remnant presence.

24
Suggestions / "Built-in" planetery industries
« on: March 23, 2019, 04:22:55 AM »
 So next patch we won't be able to just spam all the buildings and industries at once on a new colony and get everything up and running in a couple of month, and that's certainly a good thing. But with the colonies taking longer to get running I think it open up a new way to make some planets valuable and interesting to colonize: in the same way some planets have ruins, some planets could have pre-collapse industries already built that could be reactivated.

 The way I see it, they would start "disrupted" for a few months, and would slowly get back online without taking time in the building queue, helping to get the colony running a bit sooner and at a lower cost.

 Those industries could maybe even not be counted against the limited number of production slots, making such finding even more interesting.

25
Modding / [REQUEST] Alternate Proximity fuse against missiles only
« on: March 19, 2019, 03:27:25 PM »
Pretty much what it says on the tin: I'm trying to make a "Premium small PD solution", and to make that weapon reliably hit missiles, it has to have a proximity fuse. Problem is, "Flak" weapons can't have a radius small enough to reliably hit a single missiles while still be able to damage ships:


That puff is a 5px radius fuse triggering far away from a ship hull

A simple solution to make a pd weapon that does not rely on either fire volume or large proximity fuse would be to have another behavior that only triggers the fuse against missiles.

26
Mods / [0.9.0a] Fleet Tester 1.0 (2019/02/25)
« on: February 25, 2019, 02:54:53 AM »

This is a simple utility tool that offers a mission editable on run-time to setup and test various battle scenarios very quickly and test fleet-wide balance or new tactics. It can also help a lot with debugging.




Inside the mission folder you will find two fleet files that will define which ship variants are added to each opposing sides.



Those files can be edited without restarting the game, greatly speeding up the testing process.
They can also be used to setup playable challenges, or situation showcasing balance and AI issues.

Happy testing!

27
Modding / [BUG] beams that pierce missiles tags them as their damage target
« on: February 17, 2019, 02:27:13 AM »
I have a beam that pierce missiles and use it's "damage target" for some scripted shenanigans. Problem is, if a missile goes through the beam, the damage target swap to that missile rather than the ship/asteroid/fighter that is still being hit just behind. I think it would be more logical if the damage target would always be the CombatEntity hit the farther away from the source (then most of the time that target will be an entity that actually stops the beam).

28
General Discussion / 6th Fleet Building Tournament
« on: January 16, 2019, 02:58:34 AM »

The 6th Fleet Building Tournament is now finished and here are our winners:



SCC takes the prize with his solid Vanilla Low-tech fleet ending at 17 points.
Gal Paladin (DME) and Vayra (Junk Pirates) share the third place with 16 points.

Honorable mention to the rest of the pack closely following them.



Mortia playing Borken surged in the last two rounds and finishes in the first place with a whooping 21 points.
Dansi212 (Neutrino) still catches the second place despite results all over the place but still securing 17 points.
Glissa Ravidelle (Mayasura) and Solinarius (also Mayasura) share the fourth place at a very respectable 15 points.

Congratulations to the winners and thanks to all the participants for an excellent show and great display of sportsmanship.


If you want to play the matches on your end, you can get the tournament mission there:
https://bitbucket.org/CodingTartiflette/torchships/downloads/AI%20Battles_6-4.7z
(although you'll have to wait for Blackrock to update to see some of the battles)

REPLAYS:
1st round:

   
 
2nd round:

   
 
3rd round:

   
 
4th round:

   
 




   
Spoiler
Here we go again! This time it will be a Tag-Team Wave-based tournament: Pairs of player-made fleets will join forces to defeat waves after waves of Derelicts, Pirates, Remnants and finally a mish-mash of elite modded ships to win the cup.

Check out the rules:
Spoiler
[close]

   The tournament is estimated to start around the last week of January and will last four weeks. To participate you will have to join the Unofficial Starsector Discord server to get the notifications and the required mod.

   Make sure you will be able to participate for the whole duration before putting your name in. Making a fleet can take anywhere between a couple of hours to a full afternoon per weekend depending on how much testing you want to do.
[close]

29
I have noticed the ships on the opposite side of the map are generated facing up on the first frame, then flipped around but their armor cells do not get the same treatment.

I have found this issue when trying to get the "armor grid" coordinates of a weapon when a ship is deployed to check if it gets disabled due to damage (and trigger an ammo cook off). But for some reason it never triggered for the enemy ships. When manually reducing to 0 the cells supposedly under the weapon, it's cells on the other side of the ship that got removed.

Hard to tell if it could have other consequences but I figured you should know.

[EDIT] Actually I'm not sure if it's the armor grid that doesn't get flipped around or maybe the weapons that do get added upside down then turn around? Something must be the wrong way on the first frame but I can't tell for sure what it is.

30
Modding / Ship-system related issues
« on: December 28, 2018, 04:46:16 AM »
I have found two issues related to systems:

First, when making a system AI I noticed that the "target" in
public void advance(float amount, Vector2f missileDangerDir, Vector2f collisionDangerDir, ShipAPI target)
is different from the ship target. Or at least that a system can return a target while the ship itself has none selected. This is a problem when using system that require a ship target to work like the Interdictor Array, especially when the AI hardly ever target a ship during combat (at least when it's the player ship under AI control).

And more problematic, I noticed that the AI ignore the threat of weapon-based systems. If say a ship has a system that deactivate all weapons and power up a big Beam Of Doom(tm), the targeted ship will happily drop their shield or even vent.

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