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Messages - Adraius

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16
Mods / Re: [0.7.2a] Blackrock Drive Yards v0.8.2
« on: March 29, 2016, 04:47:54 PM »
I'm glad to see a new guided (I assume it's guided?) SRM in the game.  I think the space for fast but short-range guided missile weapons is somewhat underexplored in Starsector. (possibly due to potential power in frigate duels?) The idea of getting up close to deliver a powerful missile volley greatly appeals to me.

17
Mods / Re: [0.7.2a] Blackrock Drive Yards v0.8.2
« on: March 25, 2016, 12:16:33 PM »
Honest question: why are people so interested in battling space monsters that likely only have have 1-2 'weapons', don't have flux or shields, and are mainly HP sacks to grind down before their bite attack or "organic laser" does the same to you?  It seems like space monsters would not possess many of the mechanics that makes Starsector combat fun.

I'm talking out of my ass on unsupported assumptions here, to be clear.  I don't know Cycerin's ideas, and I'm sure it's possible to design cool space monsters with unique, scripted mechanics that are fun to fight and require a different approach from starship combat.  But that sounds like an absolute ton of dev time and work, and I'd much rather continue seeing new, interesting ships and weapons in this mod. =)

18
Mods / Re: [0.7.1a] The Mayorate v0.9.1 (updated 13/12/15)
« on: March 09, 2016, 03:58:36 PM »
Alright, I'll make a push to update things this weekend.  ;)

*EDIT - let me know if there's any key things you want to see beyond raw 0.7.2 compatibility and the fixes needed for my last update (no new art- that stuff really slows me down).
Woohoo, thanks!

I'll let you know if anything comes to mind.  I never played with the changes introduced in the last patch, so I think I'll be plenty happy with those. =)

19
Mods / Re: (0.7.2a) Shadowyards Reconstruction Authority 0.6.0.5
« on: March 07, 2016, 02:47:56 PM »
I kinda like it as well, but doesnt it clash with Templars somewhat?
Ah, I forgot, their color probably is similar.  Templars are one of the few major mod factions I haven't included in a campaign yet.

20
Mods / Re: (0.7.2a) Shadowyards Reconstruction Authority 0.6.0.5
« on: March 07, 2016, 11:59:26 AM »
Just chipping in that I love that color for Shadowyards, i'll probably mod mine to that as well when I finally get around to starting my new campaign. =)

21
Mods / Re: [0.7.1a] Blackrock Drive Yards v0.8.1 - Updated
« on: February 17, 2016, 09:02:58 PM »
I pronounced it "Seh-toh-nee-ah".
I second this one. =)

22
Mods / Re: [0.7.1a] Blackrock Drive Yards v0.8.1 - Updated
« on: February 03, 2016, 11:17:59 PM »
BTW, has the Scarab been officially renamed?  The name Golem popped into my head today and seemed apt.  Not bug-themed, but not all their ships follow that pattern.

23
Announcements / Re: Starsector 0.7.1a (Released) Patch Notes
« on: January 12, 2016, 11:03:33 PM »
Honestly, I don't see doing that. Autofire state isn't meant to be static; it's something that you end up toggling on and off a fair bit during combat.

Uh, whoa.  That's not at all how I use autofire, nor how I see the AI using it. (except when it turns everything off, reducing its DPS to nothing and disabling its PD) I've actually been holding off making a big "the AI badly misuses weapon groups and autofire" post for awhile now, as once I start typing it up a fair bit of rage is gonna leak out. =P Maybe I'll start on that tomorrow.

But seriously, you play toggling auto-fire on and off in battle?

24
Mods / Re: [0.7.1a] Blackrock Drive Yards v0.8.1 - Updated
« on: January 09, 2016, 11:08:07 AM »
Oh hey, speaking of weapons - I was just digging through the files, trying to figure out why the argus PD systems felt so much weaker than they used to.  And I found some things of note:

The first is that these weapons never got buffed when increased damage from high flux was removed from the game.

The second is that - for reasons I do not fully understand - they underperform against moving targets; an Argus Particle Beam, with its current stats, should be able to take out a salamander missile in two hits (same as burst PD); in actual practice, it requires three.  It looks like this has something to do with the autofire AI not tracking properly - when I add sufficient range mods for it to shoot at a salamander that's still on a straight line approach, it does manage to kill the missile in the expected two shots.

Testing against ships demonstrates some additional foibles.  The big one is that the game engine only calculates beam damage in tenth-of-a-second ticks; so when the Argus PD Array (for example) is "supposed" to fire for .28 seconds for a total burst damage of ~308, it actually only fires for .2 seconds, for a total burst damage of ~220.  (And no, I have no idea why the Codex claims that weapon "should" be doing 235 damage per burst; it's clearly not.)
Oh wow, I thought I was just crazy.  I've noticed the Argus line of weaponry underperforming as well.  The beams seem to sometimes "slip past" missiles on a guided approach - even very slow missiles, IIRC.  Good to hear you're aware of the issue. =)

25
Mods / Re: (0.7.1a) Shadowyards Reconstruction Authority 0.6.0.3
« on: January 09, 2016, 11:01:41 AM »
I'm a little confused - you'd take the Booster Jets and a little cargo space over the sensor+weapon range drone, higher flux capacity, and higher flux dissipation?  Dang.  The Morningstar was my go-to destroyer flagship in 0.65.2a, and it's still doing a very solid job for me in 0.7.1a, even with the nerf to its ship system.  Great mobility, the ability to use mid-range weapons at skirmishing range, and an amazing shield. (just don't let it drop or get hit from behind...)

26
Mods / Re: [0.7a] Citadel v0.8.3 - Second In-dev Released! [6/7/2015]
« on: January 06, 2016, 07:25:03 PM »
Hi everyone.

First, I'd like to apologize for not replying or addressing to the issues that you are all having. It's irresponsible of me.

Secondly, I would like to let you all know that I'm having a bit of a rough time right now. A few considerable issues IRL have been weighing me down and affecting my mood, which doesn't leave me much energy to mod. I approve of any fixes that you upload for now, because I'm unable to make my own.

Lastly, I'm going to say that I am definitely not happy with the current iteration of Citadel. With the next update I do, I'm like to make major lore and background changes, which is a lot of work. In the mean time, I'll just try and get over the struggles I'm having outside of this great modiverse, and I hope you all have fun playing around with the other neat mods coming out instead. Sorry.
Hey, don't worry about it. =) I'm glad to know that a) you aren't gone for good, and b) fixes are OK'd!  I wish you luck with your real life troubles.

27
Mods / Re: [0.7a] Citadel v0.8.3 - Second In-dev Released! [6/7/2015]
« on: January 06, 2016, 04:20:58 PM »
Because common courtesy would be to ask Foxer first.
Because if the "fix" doesn't fix anything (or worse), nobody can blame Foxer.
Because while nobody can prevent you from tinkering with someone else mod for your enjoyment, you aren't legally authorized to release it unless specifically told otherwise.
Because starting to modify his work seems innocent, but them someone else think he can do whatever he want with it, including releasing it under his own name elsewhere.
I get the common courtesy; should have asked first, ok.

Don't get the "nobody can blame Foxer."  Is the danger that, because Foxer started the thread, people assume he has total responsibility for what's posted here?  Alright, people can be silly sometimes, we'll accommodate the idiots.  So the logical solution is to make a new thread and link it from this one, yeah?

Legal issues: don't see how distributing by PM mitigates this in any way.  Is this an "out of sight, out of mind" thing?  Yes, this is technically a rights violation - it doesn't matter which way you distribute.

Ditto the last point - don't see how distribution by PM mitigates this.


In conclusion, I see why permission should have been asked, and I see some slight value in moving any edits to the files out of the thread started by the mod creator.  So start a new thread - why use PMs?

28
Mods / Re: [0.7a] Citadel v0.8.3 - Second In-dev Released! [6/7/2015]
« on: January 06, 2016, 02:37:51 PM »
It's nice of you to do that, it's not the question here. But unless Foxer said you could release it, maybe it's better to do that by PM. Just to be on the safe side.
Into the ethical minefield I go... what is the ethical benefit of gating distribution behind PM requests as opposed to posting a download link?

29
Mods / Re: [0.7a] Citadel v0.8.3 - Second In-dev Released! [6/7/2015]
« on: January 05, 2016, 08:35:26 PM »
https://www.mediafire.com/?gwi1ij83n4r0i58

I gave it a shot. Just copy/paste the folders over the mod folder, unless you're running Mac, then you'll have to move the individual files yourself.

For the faction, they now offer commissions. Also, they were set to never get food shortages, I went ahead and changed that.

As for the ships, I basically compared the supply cost to similar ships found in vanilla and SSP+ and then multiplied by 1.5.

The Stable now has 200 cargo (Previously 150), to help carry all the extra supplies needed.

I also edited the mako.
Armor 350 -> 200 (Which is what a wolf has)
Flux Vent 500 -> 350 (Too low cuts into weapon use)
Max Flux 1500 -> 1350
Shield size 210 -> 180 (Between this and the armor cut, should be enough)
Removed ITU (Which does nothing on fighters), armored weapons, advanced turret gyros (it has ONE turret, and its a swarmer missile rack), and point defense AI (It already has a pair of mini-eflaks)

I made the proton and neutron a bit stronger, well sorta.

The proton loses its eflak, this makes the AI retreat as soon as it fires its single missile instead closing into range to shoot ships with its weak PD.
The neutron gets a second plasmathrower, and a bit more flux to fire it.

If you don't like the changes to the proton/neutron, you can simply delete the entries in the hulls folder before overwriting anything.
A hero in record time!  Thanks, and the changes sound good.

30
Mods / Re: [0.7a] Citadel v0.8.3 - Second In-dev Released! [6/7/2015]
« on: January 05, 2016, 04:35:30 PM »
Yeah, if I wanted to spend an hour poking around and making basic edits to the files it sounds like I could get it running perfectly, but I'd rather play with the mods I have than estimating and then manually changing supply values for every ship by hand.  If someone (not me, sorry), would be willing to do the work for all of us and upload the new files, that'd be awesome.

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