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Messages - Tartiflette

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2821
Discussions / Re: WTF STEAM
« on: April 24, 2015, 12:40:24 AM »
Wow, just went to see the reactions on the steam workshop and I don't know what is worse. Even modders that taking positions against paid mods are getting mostly this:

"I'll never pay a single buck for a mod even if there is a donation button"

"Mod author are so self important that they live under the delusion that they should be getting free money for using tools and resources not developed by themselves"

"You think people will support mods now that they have to pay for thats called dlc not mods."

"Mod should be free, they aren't developers why should I pay for it?"


and sometimes there are some:

"Did is seems fair to you that modders get only 25%?"


Now I'm afraid to go see paid mods comments. Please Alex, if you have someday to put Starsector on steam, do not allow steam workshop!!!

2822
Discussions / Re: WTF STEAM
« on: April 24, 2015, 12:19:40 AM »
Of course you don't pay taxes on Valve's share, but you can have 30% on your share removed, so something like 30% to Valve, 30% to the game creator, leaves you with 40% share, minus 30% taxes you are indeed left with 25-something percent of the initial value announced.
What's worse? If you aren't US citizen and have to cope with multiple tax system and currency conversions, you may very well end up with almost nothing while being in a low tax bracket.

I'll pass too, I never went into modding for the money anyway.

2823
Discussions / Re: WTF STEAM
« on: April 23, 2015, 11:54:27 PM »
Just read that!  :o Valve's getting greedy, they may break their reputation on this, now that modding is the main recognized advantage of PCs over consoles.
The FAQ states that your taxes can amount up to 30%, and Valve share is usually 30%. If there is some last bit getting sucked somewhere for any reason it does leave only 25% to the mod author.

2824
Discussions / Re: WTF STEAM
« on: April 23, 2015, 11:34:21 PM »
I don't mind mod authors putting a little "donation" button, so my only gripe with that is that it's all or nothing. Also, does Valve take a 30% share on mods like on the games? With taxes that can amount to a lot. And from a FAQ reading it's quite the pain to setup if you aren't a US citizen.

2825
Modding Resources / Re: Kitbash Database
« on: April 23, 2015, 12:46:57 PM »
I have to confess, it made me laugh  ;D

2826
Modding Resources / Kitbash Database
« on: April 23, 2015, 11:32:14 AM »

Kitbashing vanilla ships isn't always simple: most of the combat ships are riddled with weapon mounts that make them hard to clean, produce sprites with far too many turrets, or incentive the overuse of the same little bits of texture across all modded ships. So here's my Kitbash quick-start collection: a batch of (mostly) weapon-less vanilla sprites. Some of them are simple cleanup close to the original, others have had a rather extensive reconstitution to fill the gaps. Obviously they are only to be used in the context of Starsector's modding as per the game's license.











Courtesy of JAL28




Courtesy of bullier arthur






I may add more later. If you have a super important request you can ask, but no promises.

2827
Mods / Re: [0.65.2a] Scy V0.90 Unleashed update (23/04/2015)
« on: April 23, 2015, 12:23:15 AM »



Require Debido's TwigLib.
Require LazyWizzard's LazyLib.
Compatible with LazyWizzard's Version Checker.
Compatible with Histidine's Nexerelin.
Play nicely with other mods including Dark.Revenant's Starsector+

This update will break 0.89 saves but not 0.9_DEV2 and later saves.

It took some time to wrap it but Scy 0.9 is finally here! If you didn't tried any DEV version, you'll discover the Stymphalian Bird elite frigate, the Heavy Minigun medium weapon, the Prism Freeport high-end marker, find valuable Intelligence Chips and experience a smoother, more polished mod overall. You can check the changelog as long as my arm to the bottom. I also finished a huge Lore overhaul. You can read it by downloading these two fancy illustrated PDF, or check the jpeg versions in the OP. Finally I set my mind on the use of "Scy" and "Scyan" in the descriptions: it's Scyan for all uses as adjective with the sole exception of "Scy Nation". Sorry for the changes all over the place these past DEV, any other case left would be a typo.
Spoiler




[close]

You should know that this is the final content update: As of now, the mod feels pretty complete to me and can stand on it's own next to any other or vanilla. That doesn't mean I'll stop working on Scy (after all, it's still version 0.9 for a reason), but there probably wont be any large update like this one in the future except for game compatibility. Instead I'll focus more on the final balancing rough spots, or improve the ship-systems AI, that kind of things. I might also resume my little talks with Dark.Revenant about a potential SS+ integration someday. In the meantime, have fun!

Changelog
Spoiler
Code
v0.9
23/04/2015

 - Added the Heavy Minigun: bigger cousin of the Light Minigun: unsuitable to point defense, but okay at pressuring shield and murderous against ships' hull once their armor gives in.

 - Added Stymphalian Bird frigate: Next generation frigate of immense power but extreme rarity.
        Specifically designed to take on Capital ships, fares much worse against fighters and other frigates.
        (You can imagine the damned offspring of an Hyperion and a Nevermore).

 - Added Dual Laser Torpedo rack for 6 OP (reduced single Laser Torpedo to 3 OP from 4).

 - Nexerelin compatibility.

 - Intel Chip commodity. Very valuable and only dropped by some specific Scy fleets.

 - Spy fleets. Well, those fleets.

 - Scy is now suspicious with most factions instead of inhospitable.

 - Reworked Acheron system, with a pirate hideout and a special independent station that can sell military grade hulls from any faction at a huge mark up price.

 - New backgrounds for both Acheron and Tartarus.


BALANCE

 - Nerfed the Megeara:
        Teleporter, three charges instead of two, but recharge delay raised from 10 to 30 seconds,
        Phase, upkeep raised to 7.5% flux per second from 5%,
 - Baliuses FP reduced from 7 to 5.
 - Significantly buffed the Telchine miner ship hull and armor.
 - Buffed Telchine's Deconstruction beam to reduce the target's HP 1% per second: same speed for a capital ship or a fighter. Still useless against shielded targets.
 - The siren now only deploy two drones at once.
 - Slasher beam flux usage reduced to 313 FPS from 645 (near 1:1 ratio), also has a new hit visual effect.
 - Burst Repeater Beam reverted to Vibrating beam but now fire continuously, with a much better flux efficiency and range.
        It's now a potent support weapon against frigates and destroyers, but not efficient against fighters.
 - Corrected Medium and Large HeMor flux requirement.
 - Slightly reduced the Focus Beam flux requirement.
 - Vastly buffed the Medusa frigate's EMP Nova ship system:
        In addition to overloading every ships in a 1500 SU radius, the EMP also disable some weapons and engines, causing flameouts and confusion in the enemy fleet...
        And your own allies too if you didn't took care to hold them back!
 - Interceptor fighters flak now fire continuously.
 - All Atfi wings received short range missiles instead of coasting missiles.
 - All prices have been adjusted to be in line with vanilla:
Frigates and destroyers are slightly more expensive,
Cruisers are less expensive,
Weapons are far cheaper.
 - Reduced the OP cost of small missile weapons across the board.
 - slightly nerfed the Coasting missiles health and speed toward Harpoons values (250 speed instead of 300, 175hp instead of 250).
 - Slightly buffed the rockets health from 50 hp to 75 hp, reduced the acceleration from 250 su.s-2 to 100.
 - Increased rocket damage from 100 to 200 High Explosive damage.
 - Severely reduced the OP cost for mounting EMP sweeper missile from 15 to 10.
 - Increased Laser Torpedo Launcher's ammo from 10 to 15 missiles, decreased the reloading delay from 10s to 6s.
 - Reduced the OP cost for mounting Heavy Modular Swarmers from 26 to 20.
 - Singularity Torpedo Launcher's ammo raised from 8 to 15 missiles, OP cost reduced from 30 to 25.
 - Small flak DPS raised from 67 to 100, OP cost reduced from 8 to 6.
 - Small KAcc and HEMor OP cost reduced from 8 to 6.
 - Medium KAcc OP cost raised from 12 to 13.
 - Changed the Khalkotauroi's main weapon from a burst beam to a normal beam,
 - Changed the damage type to Energy, was High Explosive for the base 200dps and Energy for the bonus 600 dps from the Accelerators pods.
 - Raised the base damage without accelerators from 200 to 400 dps, reduced it's flux produced from 2000 to 400 flux/s but the accelerators now also produce flux.
 - Reduced the Khalkotauroi flux capacity from 30000 to 20000.
 - The Siren Teleporter gun now need to be "loaded" via a ship system in order to teleport it's target.
        The system has 5 ammo and a very slow regen
        If not loaded, the main gun act as an anti shield EMP weapon that deals no damage to hulls. 5 ammo with decent regen.
 - Nerfed drones speed and accelerations.
 - Converted the Centaurs haulers' hardpoint from medium ballistic to medium universal.
 - Reduced the OP available of most ships, due to the OP cost reduction of most weapon. On average, -10 to -20.
 - Light minigun now has a short charge-up, that makes it slightly less potent as a point defense as the rotation is dampened.
 - Reduced dps from 250 to 200 frag, reduced flux produced from 200 to 100, raised "splinters" dps to 50 Energy from 5 High Explosive plus 20 Kinetic.
 - Changed the Singularity torpedo pulling calculation, now based on ship class instead of hull mass to avoid issue with other mods' balance.
 - Increased it's yield when hitting shields, nerfed the effect for objects away from the epicenter.
 - Reworked Manticore's Mirv torpedo: it now drop small bombs instead of spawning 8 heat-seekers missiles.
 - Reduced the Manticore's Phase Torpedo regen rate from 3s to 5s.
 - Assault Shield ship-system is now time limited but much more efficient to avoid AI spamming.
 - Adjusted range values for all Manticores built-in missiles launchers.
 - Slightly reduced some frigates hull values,
 - Slightly reduced some destroyers/cruiser flux capacity.
 - Nerfed the EMP Sweeper missiles when attacking multiple enemies:
        It can only deal EMP damage to a single target at once instead of all targets in range.
        Still deals the same total EMP damage when dealing with a single target.

BUGFIXES/IMPROVEMENTS

 - Improved feedback on the effect of various hullmods and ship-systems, smoothed some effects on activation and deactivation.
 - Improved placement logic for the random position of Acheron.
 - Removed the bandits fleets that pursued you if you got to Acheron without fuel (no longer relevant since you can buy fuel at the new stations).
 - Some offseted hard-point sprites have been corrected.
 - The Siren main gun now properly affect Twig ships.
 - Hacking Commlink now properly affect Twig ships.
 - Singularity Torpedoes now properly affect Twig ships.
 - Miner ship's drone's GravGuns now properly affect Twig ships.
 - Anti-missiles now target nearby fighters if there aren't any missiles to intercept.
 - Built-in hull-mods no longer clutter the list.
 - Improved AI for the Precision Gear ship-system: it no longer activate when retreating or when the targets a way out of range even with the system active.
 - The Talos shield now unfold at normal speed when not using the Stasis Shield ship-system. Behavior improved and the shield can be affected by other weapons/ship systems (like some ICE weapons).
 - Added SS+ "Drive Shunt" to the list of incompatible engines hullmods.
 - Improved the Manticore's Phase Missile launcher animation.
 - Extensive modifications and optimization of the Khalkotauroi's main weapon's animation due to the switch to a standard beam.
 - Extensive modifications and optimization of the siren's main weapon's animation to prevent it from playing in full when the ship is overloaded mid-chargeup/don't have enough flux room once charged.
 - Corrected a bug with the Singularity's damage that made the AI ignore it.
 - Corrected the Keto's main gun appearing "on" in refit.
 - Optimized blinkers, with more variations between them.
 - Optimized Medusa's lightnings deco, randomized the animation.
 - Optimized many weapons animations.
 - All animated muzzles are now independent from their weapon and no longer create artifacts from damage decals.
 - New fancy animation script for the miniguns, they spin up and down smoothly, are no longer animated while venting, and stop where they should instead of alway going back to the first frame.
 - Scy ships now take incoming missiles into account when deciding if they should vent. They should also try to get farther away from Cruisers and Capital-ships before venting.
 - Pierce Railgun subtle redesign.
 - Custom missile AIs are now properly affected by ECCM, up to three times more precise with it (namely: Heavy Modular Swarmer missiles, Lasers Torpedoes, Coasting Missiles, Manticore MIRV Torpedoes).
 - Improved weapons tooltip descriptions to be more helpful.
 - Adjusted all variants "quality factor" for fleet more coherent with their market stability.
 - Corrected the descriptions according to the modified Lore.
 - Added new interaction image and dialogue to all Scyan stations and planets.
 - New missile AI for the rockets, they should hit smaller moving targets much more reliably, especially with ECCM.

 - General cleanup of unused scripts and non matching names. Lot of "under-the-hood" improvements and some preparations for future SS+ integration.
[close]

2828
Same here, none of the above. Two of those being huge No-No in the "Frequently suggested" thread, and the alien stuff being already hinted about and probably not happening in the game. So there's the weapon stuff left, and with mods I have all I need on that front.

Most of the features I want are planned already, but there is one that is still TBD: allied battles (though Alex said if it happen it will stay two sided). Also one I'd love to see would be scripted battles with custom ending conditions / multiple steps / environments / out of screen fire support... That kind of things.

2829
Suggestions / Re: Want more ships specializing in missiles
« on: April 22, 2015, 04:15:50 PM »
I should add that I have two missile specialized ships in Scy, but I had to give them huge drawbacks to keep them in line. And still, one of them is still a bit on the OP side. In my case it's the absence of non missile weapon (save 1-2 small slots for PD depending on witch ship), a 40% CR cost per deployment and a slow CR recovery. I think they are balanced when equipped with Scy missiles, but with pillums and ECCM it's not the case.
The point being: you can make a missile ship balanced, it just won't be a super fun/useful ship in the end.

2830
Suggestions / Re: Want more ships specializing in missiles
« on: April 22, 2015, 02:14:58 PM »
Err no? It should be compared against average ships of the same class. A ship able to kill any ships that don't have a loadout specifically tuned to counter it is the definition of overpowered. And even if you do find a loadout that can survive your missile ship, if it can't counter attack it's useless.

2831
Modding / Re: Weapon side-effect on own ship, what is possible?
« on: April 22, 2015, 10:55:03 AM »
Everything's quite doable except for
- if the player decides to stop the firing process here, bring these systems online again
On the other hand I'd advise against such ship gameplay-wise: getting your precious capital ship one-shotted without any possible defense isn't exactly fun.

2832
Mods / Re: Neutrino Corp. (v. 1.81)[0.65.2a]
« on: April 21, 2015, 12:53:52 AM »
I know I checked the script ^^
Btw I had a different take on the ECCM effect, you can check it in the latest "Simple Missile AI" in the code dump thread.

2833
I think you'll need something more like:
Code: Java
FleetMemberAPI newMember = Global.getFactory().createFleetMember(FleetMemberType.SHIP, "variantID");
Global.getSector().getPlayerFleet().getFleetData().addFleetMember(newMember);

2834
Mods / Re: Neutrino Corp. (v. 1.81)[0.65.2a]
« on: April 21, 2015, 12:14:02 AM »
 :o Nice visual effects there!

2835
Modding / Re: Modded Faction tech-level
« on: April 20, 2015, 11:27:55 PM »
But the topic and the image date from a version of the game when the Hegemony only used low tech ships.

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