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

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Messages - 00lewnor

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31
Mods / Re: [0.8.1a] Mayasuran Navy 8.0.7
« on: August 17, 2018, 01:03:09 AM »
Hello, I’ve found a minor bug report; I found a MSS Sipahi Tail for sale in the Sindria black market.

32
I like the sound of this mostly so I know how far into hyperspace the bounty is in effect.

33
I no longer have SCY installed now so can't double check right now. I am, however, fairly sure that I remember ending a fight with three armour pieces lost but no actual hull damage and loosing thirty crew.


34
Mods / Re: [0.8.1a] Scy V1.39RC2 (2018/03/04)
« on: March 30, 2018, 04:51:33 AM »
FYI I have posted the above weirdness into the bug reports & support forum (http://fractalsoftworks.com/forum/index.php?topic=13339.0). (Delayed due to Stellaris on sale in the humble store)

Just to be sure the armour modules are unmanned right?



35
Bug Reports & Support (modded) / Weirdness with multi-module ships.
« on: March 30, 2018, 04:48:37 AM »
I was partway through a playthrough with SCY and have encountered some weird behaviour with my Corocotta (armoured):

http://fractalsoftworks.com/forum/index.php?topic=8010.msg224177#msg224177

Tartiflette said that his work was just a simple implementation of the vanilla system and I should report them to Alex so here I am (somewhat delayed due to Stellaris on humble). There were two main problems I encountered:

  • Shields on the parent ship did not protect armour modules from AOE damage, flash bombers and ships exploding both destroyed armour modules despite raised shields.
  • Destroyed armour modules inflicted crew casualties despite the fact that as far as I can find armour modules are unmanned (ten crew casualties per piece),
    - I noticed my Corocotta took damage after combat when it had lost armour modules but not taken damage itself which I assume is how I pay to repair armour but may be related to unexpected crew losses.

36
Mods / Re: [0.8.1a] Scy V1.39RC2 (2018/03/04)
« on: March 10, 2018, 01:04:35 PM »
I just run into some weird behaviour with modular armour:

  • Firstly the armour is not protected from AOE by shields, flash bombers (proximity charges) and ship explosions have both destroyed armour segments on my Corocotta (armoured) with the shields raised which doesn’t seem right.
  • Secondly my ship is taking hull damage between combat ending and the post battle dialog. I assume that this is how I am paying the supply cost to repair the armour and so is intended but; A) this leads onto my next point and B) if I get into another fight before I have repaired the ‘armour’ damage will I have all of my armour but hull damage or will it remember that I have full hull but missing armour?
  • Thirdly the aforementioned hull damage from lost armour seems to count towards crew casualties. In the situation that brought this to my attention I fought some domain era [REDACTED] and took no hull damage, but lost the front three armour segments, through shields, to the final ship exploding. Despite knowing that I took no hull damage the post battle dialog showed my Corocotta as damaged and told me I had lost thirty crew which, again, doesn’t seem correct.



Edit:

Two more minor things:
  • In the refit screen indicators for weapon locations are drawn underneath modular Armor components until I move my mouse near them.
  • Armor parts exploding seem to be far too energetic, especially multiple parts at the same time. The explosion easily whites out the area around them including the ship they were mounted on and any further threats incoming, is it possible to decrease the scale of the explosion? (note that I have GraphicsLib as well which I believe affects ship and module explosions)

37
Mods / Re: [0.8.1a] Scy V1.39RC2 (2018/03/04)
« on: March 05, 2018, 12:30:10 PM »
Been playing with SCY for a while and have a few things to say:

1) The start was hard, I started with a Stymphalian bird frigate which was fun but not the best for a solo starting frigate, when I eventually gave up I restarted with a Tisiphone which was better but I kept on getting careless and my shield flanked until  I salvaged a Venture (A).

2) The description for the phased missile says that small phase coils were salvaged from the terminator drone but that has a shield now, not a phase cloak.

3) I gave a Talos a pair of coasting missile racks on the assumption that would use them like harpoons to break armour but instead it seemed to treat them as LRM's and fire them all at the first enemy spotted.

4) I was messing with loadouts for my Manticore and noticed that the zone scorcher was destroying sub-munitions from the Ker bomber, I haven't tested this but have the vague impression it would do the same to any unpowered ordnance i.e. bombs and burnt-out missiles.

38
General Discussion / Re: File editing
« on: February 24, 2018, 03:22:56 AM »
I don't know where to find those but the console command mod can probably do all that for you:


39
General Discussion / Re: Wierd Glitch, or am I doing something wrong?
« on: February 18, 2018, 02:07:43 AM »
My first opinion would be that you're running out of RAM, try this;
     http://fractalsoftworks.com/forum/index.php?topic=8726.0

40
Mods / Re: [0.8.1a] Ship/Weapon Pack 1.6.0
« on: February 01, 2018, 12:42:16 PM »
Something I’ve just noticed; the vanilla militarised hegemony auxiliary buffalo has had the civilian hull mod replaced by the auxiliary mod, ship/weapon pack’s lions guard buffalo however still has the civilian hull mod. Intentional?

41
Mods / Re: [0.8.1a] Shadowyards Reconstruction Authority 0.6.3a
« on: December 30, 2017, 01:02:18 AM »
Not sure if this is intentional or not but the Shadowyards phase ships have different built in hull mods to vanilla ships; they all share the delicate machinery hull mod that speeds up CR degradation after peak time but vanilla ships have the phase field hull mod that negates sensor profile which Shadowyard ships don't have and Shadowyard ships have the high maintenance mod (increased monthly supply cost) that vanilla ships don't.

42
Suggestions / Dedicated vs improvised salvage and survey hull mods.
« on: December 29, 2017, 02:51:14 PM »
Mostly due to my annoyance at the fact that I can unlock the survey hull mod to put on the non-combat ships in my fleet but not the salvaging hull-mod (with a side order of annoyance at 10-25-30-40% salvaging bonus).

My suggestion is to split into two types of hull mod; dedicated/integrated only found built in to ships that provide the current or greater bonuses (please get read of that inconsistent 25%) and improvised hull mods that can be learnt through the appropriate level three skill or modspecs and installed on any ship that does not have the dedicated hull mod, but only providing half (?) the bonus of the dedicated hull mod.

43
General Discussion / Re: File editing
« on: December 01, 2017, 01:06:54 PM »
Not quite what you were asking for but it can d what you want, the console commands mod:

http://fractalsoftworks.com/forum/index.php?topic=4106.0

44
General Discussion / Re: Happy to be back.
« on: November 30, 2017, 10:48:28 AM »
By default the Z key toggles fighters between regroup and engage.

You can use engage to either attack enemy ships or escort friendly ships you have targeted (R) and regroup causes fighter replace rate to recover faster.

45
Suggestion; Mention in the Threshal's description that the built in SCV construction corvette wing provides a 25% salvage bonus.

More outlandish suggestion; Modular flight deck and/or modular heavy weapon mount (what could go wrong with that?).

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