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Messages - Ed

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Is there a easy way to make a logistics ship that grants more repair speed, CR recovery, higher recovery chance or something similar for only frigs and destroyers in the fleet? (without ugly workarounds I mean)

Mods / Re: [0.9.1a] ED Shipyard 2.1
« on: October 03, 2020, 05:50:40 AM »
2.1 is here, the next release will be a polishing one, i need feedback on the following:

-Malinois (specially this)
-Fire Lances
And any bugs or glitches obviously.

Next version will be 2.1.5 and will probably be the last save compatible update before the next big thing (the pirate update)

Mods / Re: [0.9.1a] ED Shipyard 2.0 (finally!)
« on: October 02, 2020, 10:46:00 AM »
The patch notes say the Newfoundland's wagons went from 100 -> 250 fuel capacity each, but I'm seeing a 100 -> 500 change.

Also, any chance of a Dalmation buff? Half an Atlas with no sensor profile is cool, but not for 16 fuel. Even considering it's other benefits, I find myself staring at that fuel cost and saying no.

Edit: I'd also like if it's deployment cost versus combat capability wasn't worse than a Colossus. Sure, you'd never want it in a fight anyway, but I'm looking at a deployment cost of 20, flux capacity of 4000, cloak activation of 1600, hull/armor 6000/300, no missiles, 90 OP...
Trying to turn a non-combat freighter into a combatant may be a lost cause, but none look quite so lost as the Dalmation.
Or, maybe. I haven't really looked at logistic-ship combat capabilities before. Come to think of it, I'd like to see a logistic-ship tournament.

I might have messed up in that patchnotes sorry.
I will look into the Dalmatian later, i want to improve the sprite further also, need more opinions on it before i move with big changes.

Ah - this is probably because a missile can't hit the ship it came from until it flames out. Let me add get/setSource() methods to MissileAPI.

In the meantime, your best bet might be to spawn a new missile and place it in the same exact location... though I don't recall offhand if you can set the flight time etc so this wouldn't "refuel" it.
that was the problem, it works now, thanks :)

I am trying to make a ship system that hijacks enemy missiles, i got them to stop hitting my ships and targeting the enemy that they came from, but they seem to have lost their collision, they just circle the enemy until they timeout phasing through it instead of hitting.

if (missile.getOwner() != ship.getOwner()) {

Mods / Re: [0.9.1a] ED Shipyard 2.0 (finally!)
« on: October 01, 2020, 05:46:03 AM »
Currently having an issue where I cannot for the life of me, find the Newfoundland. I've checked many a different ED shipyards including the one on the Nexerelin Prism Freeport, hell I've even used Stellar Logistics to look it up and can't find anything, any tips?
Pray for the RNG god, Newfoundland is almost as rare as the wurgandal was before. or do the Supership start where you already start with it.

I want it to be rare.
Ah yeah, i didn't forbid agents from procuring the train, so you can get one that way.

Mods / Re: [0.9.1a] ED Shipyard 2.0 (finally!)
« on: September 29, 2020, 06:15:59 PM »

New ships incomming for 2.1.0

Mods / Re: [0.9.1a] ED Shipyard 2.0 (finally!)
« on: September 29, 2020, 05:07:07 AM »
Heads up, more stuff to correct - both Tyrant Maw(weapon) and Tyrant Maw Bombardment(hullmod) still state that you use 25% CR to fire the weapon. The hullmod also says that using it to bombard takes 25% CR, but I guess that's still true, so there is no need to change that?
bombarding no longer costs CR, i forgot to remove that from the description.

Mods / Re: [0.9.1a] ED Shipyard 2.0 (finally!)
« on: September 28, 2020, 11:02:35 AM »
Nice. I really didn't like the fact that it reduced CR after firing, now it seems perfect.
On a side, I think you missed changing its description on that large image in Ships spoiler.
Thanks for the update, Ed.
true, forgot to change that

Mods / Re: [0.9.1a] ED Shipyard 2.0 (finally!)
« on: September 28, 2020, 05:36:04 AM »
How exactly was Tyrant Maw reworked? Could you share any specifics, please?  :)
You start without it and need to charge energy before using it
The circle in the center of the wurg measures this energy
You charge up the circle by keeping the ship's flux high
Overloading resets the counter, so be careful
Once the circle is filled you can fire
It no longer costs CR to fire.

Mods / Re: [0.9.1a] ED Shipyard 1.9.9a (Requesting Feedback)
« on: September 27, 2020, 02:12:38 PM »
2.0 release, please tell me if there are any problems.


Mods / Re: [0.9.1a] ED Shipyard 1.9.9a (Requesting Feedback)
« on: September 26, 2020, 06:13:30 AM »
thx a lot   ;D

i Will look for the beta in the discord since im using the one from  here

Edit : when testing the mod it give me this error

fatal: slot id [WS0004] not found on hull [edshipyard_wurgandal] check starsector.log for more info 

it happen when trying to enter the test fleet mission

Edit 2: test the wurgandal in campaing and in battle it work perfectly it seem that the only crash or bug is when entering the fleet test mission after that the mod work perfectly 10/10 one of the best ship pack in the game

The previous wurg had that weapon slot, i removed it in the new version, seems like your game tried using the old variant of the Wurg for some reason, did you delete the old mod before placing the new one? or did you overwrite it when updating to the BETA? You should always delete the old version or things can get mixed.

Mods / Re: [0.9.1a] ED Shipyard 1.9.9a (Requesting Feedback)
« on: September 25, 2020, 05:35:34 PM »
is there a way to spawn with console command the ship and weapon blueprint i want to try a only ED shipyard tech run to test out the full capacity of the mod ?
If you get the BETA in the discord there are blueprint packs, here are the commands to get them

additem ed_exploration_ship_package
additem ed_support_ship_package
additem ed_frontline_ship_package
additem ed_exotic_ship_package
additem ed_c_weapon_package
additem ed_u_weapon_package
additem ed_drone_package

How do i start a quest from an unique NPC or by entering a system instead of using random bar events?
I wanna make Wurgandal unique by making it so you can only gain it in a quest, but i want it to be easy to start the quest, just hard to do.

By entering a system: you'd need to have a script that checks for this, and once the conditions are met, starts the mission removes itself.

From a unique NPC: you'd probably want to write a custom rule command to do it.
After looking at bar events they seem better than expected, I will try a bar event first.

What would be the difficulty level of modifying the entropy amplifier system into making it lower a ships time acceleration like the scarabs system but for the enemy?

Only know how to modify code, not make my own yet.
Simple, you can check my code (Ed shipyards) in the spatial swap system I boost the defenses of the ally being swapped before the swap happens, you could instead of applying a buff to an ally, apply a debuff an enemy, save the debuffed enemy and unapply the debuff after the duration of the system ends (remember to check if the debuffed enemy is still alive when doing so)

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