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Topics - Yunru

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16
Modding / Skin variants aren't displaying correctly
« on: July 09, 2021, 02:50:40 AM »
I first saw this when working on my own skins, but it appears there's something wrong with the autofit in the base game (hopefully only the interface) where ships with skins have their variants all messed up.

Most obviously is the Tri-Tachyon Brawler, who's autofit options draw exclusively from the regular brawler, rather than its own variant.
The onslaught too also only draws from the base variants, except even worse: It only lists the standard variant, be it for XIV or regular, rather than also listing the elite and elite_XIV variants.
More confusingly, the Falcon (P) lists all variants, both regular and skin exclusive, so this isn't a uniform thing. (Although the regular Falcon also lists the P variants, despite being unable to fit them.)

17
Modding / Yunru's DevMods
« on: July 06, 2021, 07:20:14 AM »
A simple collection of 30 hullmods, allowing you to alter the capacity, dissipation, and ordinance points of your ships on the fly (in percentage increments for the flux stats).

Flux capacity and dissipation can be raised anywhere between 1% and 2047%, while ordinance points can be raised the same amount, sans the percentage.

Download here, and if anyone can work out why the graphics don't show, please tell me.

18
Suggestions / AI appears to ignore overloaded ships
« on: June 29, 2021, 06:36:25 AM »
Right when an enemy ship is most vulnerable, time and time again I see my ships either retreating, or worse still maintaining relative position but otherwise not acting. They just won't attack, or sometimes even continue to pursue them, until they finish overloading, at which point they then resume the offensive.

This mostly seems to occur in (relatively) 1v1 situations, such as capturing locations.

19
Suggestions / Separate Fleet and Officer skills
« on: June 28, 2021, 09:15:10 AM »
Almost every run I think "it'd be nice to pick up some combat skills", but they're always the last thing I pick up. Why? Because fleet/faction wide boosts are just straight up a better choice. Every Officer skill can be reproduced by having an officer, where as everything else is unique and only accessible through me taking those skills.

What if instead, the Officer skills were on an entirely separate track that levelled up alongside your other skills?

20
Suggestions / AI Core and Automated Ships changes
« on: June 22, 2021, 02:42:06 AM »
Something that makes AI cores very powerful is that they always have their abilities at Elite, necessitating that they be throttled in player hands. This also means we can counterintuitively use less automated ships when they have a local AI in control.

What if, however, AI cores didn't have their abilities at Elite, unless fully integrated into a ship (replacing the bonus skill)? That way, using them loosely isn't as strong, and would no longer necessitate counting against the Automated Ships cap, and granting them Elite skills requires forever tying the core to the ship. It also seems more consistent that full integration grants a refinement to current capabilities, rather than an additional, unconnected, ability.

21
Modding / [0.95a] Just Another Portrait Pack [v2.0]
« on: June 20, 2021, 04:04:00 PM »
This is quite a small portrait pack I made on a lark. It adds six new male portraits to the factions I felt appropriate. Naturally, being a poor soul that I am, I don't own the rights to the images used, but they should fall under the thumb of Fair Use.

Portraits

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UPDATE: Doubled the size of the pack, and now it's no longer small enough to attach, download here.

22
Modding / Rebel Commissions - Commissioned Crew for players
« on: June 20, 2021, 05:41:32 AM »
Ever wanted to be able to just take a faction's expertise and apply it to your faction without having to ally with them? I know I have: Not having a bonus for going solo sucks, and there's not a lot you can do about that... Until now.

I've always wanted to be able to somehow adopt a commission bonus you're currently receiving, but alas, I'm not technically-minded enough for that, so instead we got this. This is the most basic form I could manage for how to work it:
You simply enable whichever faction's commission you want to take for your own in the mod manager, and load your game.
That's it. No worries about breaking saves, as nothing is added, no (realistic) worry about file size, since it's just a json and a two line CSV per faction. Just turn on (or off) the commission you want to adopt (or drop), and it's adopted (or dropped) until you turn it back off (or on).

Download here.

Do note that by setting a commission bonus to your faction, you remove it from the original faction that had it, so if you're actually commissioned to a faction, turn their rebel commission off.

EDIT: Missed a comma in a mod_info.json, and naturally it was in the first one. Will fix immediately. If you've already downloaded, you can fix yourself just by adding a comma after the game version.

EDIT 2: Fixed version uploaded.

23
Bug Reports & Support (modded) / AI's missile use is broken
« on: June 16, 2021, 07:14:06 AM »
As mentioned in the Misc Modding Questions thread, I was having issue getting AI controlled ships to use their missiles effectively. I have just been able to replicate the issue on a clean install (barring console commands):

Fleet Doctrine: Reckless
Skills: [Weapon Drills, Coordinated Maneuvers, Crew Training], [Navigation, Gunner Implants, Electronic Warfare, Flux Regulation, Automated Ships]
Ship: Guardian
Loadout: Large Composite Hardpoints - Hammer Barrage, Medium Missile Hardpoints - Annihilator Rocket Pods
Weapon Groups: All on the same group, firing mode set to linked.
Sim Opponent: SIM Quirinus; Dominator, Heavy Rocket Cruiser

What happens is thus:
The Guardian fires an opening salvo of missiles.
~10 seconds later, the Guardian fires another single salvo.
~49 seconds later, the Guardian fires a third salvo.
~ 9 seconds later, the Guardian fires a final salvo of missiles.
The Guardian then never fires another shot, the enemy eventually dying to CP depletion (over 8 minutes after the last missile was fired).

During all this, the Guardian's weapons never go offline, nor does the Dominator ever escape weapon range.

Update: Removing the Hammer Barrages fixes it, as seemingly does setting auto-fire to Alternate. Removing the Annihilator Pods (leaving only the Barrages) exemplifies the issue, with the Guardian firing once on approach and then maybe once every couple of minutes.

24
As in title, recently had a recoverable ship with S-Modded Safety Overrides, although I didn't recover it so alas cannot share images.

Mostly bringing it up because it creates a ditchomy with the player being unable to do so, rather than for any other gameplay reason.

25
Bug Reports & Support / Autopilot and tooltips
« on: June 12, 2021, 08:29:07 AM »
If you have a tooltip open while emerging from a jump point, the autopilot doesn't engage until the tooltip is closed.

26
Suggestions / Ship Item Bays
« on: June 11, 2021, 12:21:01 AM »
Similar to how ships have Fighter Bays (at least UI-wise), ships could have one or more Bays for advanced Domain-tech pieces that would be too strong to drop as a hullmod.

27
Mods / [0.95.1] Yunru Core +
« on: June 09, 2021, 09:37:27 AM »
All download links can be found on my Patreon (free of charge)

YunruCore
YunruCore is, in essence, a library mod for all my other mods. For me, it makes it easier to use programmes like the Ship and Weapon Editor, but for you the user, it allows you to enable and disable the other mods listed here at will without losing your saves. This mod must be enabled if you are or have used any of the other mods listed here.


Yunru's Pirates and Pathers
My first, and thus oldest mod. Formerly known as the Pirate Collection, this adds three capital ships, one cruiser, one destroyer, two frigates, and one tug to the Pirates' roster. It also adds two special somethings to the Luddic Path, one forged using techniques known only to them.

Here (will) be full descriptions, with images
Frigates
Chimera
The Chimera is a fusion of multiple broken ships, forged into an entirely new creation. While its unorthodox design saddles it with a high upkeep cost, its oversized engines ensure that is one of the fastest ships in the sector, and its medium-sized universal mount grants it an appreciable level of versatility.

Monitor MkII
By removing the complex fittings for the original Monitor's universal weapon mounts, and with a little creative restructuring of internal framework, the Monitor MkII is able to host a single fighter wing, while maintaining its formidable venting and shield systems.

Ox (P)
Pirates, as a whole, don't care much for rules; health and safety rules least of all. While shipyard officials may cry in horror, the modifications made to the Ox have a significant impact on its logistical profile.

Destroyers
Sunder (P)
An interesting refit, the Sunder (P) rewires and reworks its weapon systems such that instead of medium energy mounts, it boasts two medium ballistic mounts. Likewise, its small ballistic mounts have been retrofitted into being small energy mounts.

Cruisers
Hippogriff
For when combat is your main priority, but not your only priority. The Hippogriff boasts less cargo or fuel space than the likes of the Mule, and less combat capability than the likes of the Falcon (P), instead sitting in a comfortable middle ground between the two.

Capitals
Atlas MkIII
Not every pirate lord dreams only of big guns. The cargo bays on this Atlas have not so much been removed as renovated. Now, instead of goods and commodities, they host a near-endless supply of fighter hulls and parts, allowing the Atlas MkIII to field up to five wings of fighters without ever having to worry about replacement rates.

Citadel
Born of the same design as might be found on a low tech station, the Citadel takes that firepower and makes it mobile. Technically. While slow, the Citadel's powerful targeting systems and favourable firing arcs makes it hard to escape from, should you be unlucky enough to find yourself within engagement range.
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Yunru's Midline Expansion
A somewhat smaller mod, this adds one capital ship, two cruisers, one destroyer, and one frigate, all in the midline style.

Here (will) be full descriptions, with images
Frigates
Hornet
The Hornet is a small and niche ship. It combines enough hanger space for a single fighter wing, and a dedicate support system in it's targeting feed.

Destroyers
Dart
The Dart is the smallest of the Destroyer category, barely qualifying due to its small size. Such size, however, is what allows it to possess formidable protection in terms of armour and hull durability, since it is able to be constructed with materials that would be unreasonable at a larger scale.

Cruisers
Armadillo
While made from more conventional materials, the Armadilo, like the Dart, is geared towards durability over firepower.

Collumbus
The Collumbus is a rather experimental ship, designed to test the viability of broadsides on ships smaller than a Conquest.

Capitals
Ptero
Slow and yet graceful, the Ptero asserts its dominance on the battlefield in a hail of missiles. Specialised onboard nanoforges ensures that, provided enough flux capacity, the Ptero never runs out of missiles to fire.
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Yunru's Hullmods
A small collection of assorted hullmods, ranging from logistical fuel saving to improved missile loading times.

Here (will) be full descriptions, with images
Ordinance Bay Conversion (3/6/9/15)
Running low on skilled pilots? Favour missiles over fighters? With Ordinance Bay Conversion, each fighter bay is retrofitted into additional missile storage, each increasing the total ammo your missile weapons can hold by 50%!

Drive Efficiency Tweaks (4/8/12/20)
Have you ever had that one ship that's got a burn just too high? Maybe it's one above the rest of your fleet, or only one below the cap. Have you considered installing Drive Efficiency Tweaks? By lowering the burn speed of your ship, DET reduces its fuel consumption by half!

Drive Field Optimisation (4/8/12/20)
By contrast, Drive Field Optimisation gets the most out of your engines in the other direction: Rather than lowering speed to increase efficiency, DFO tailor calibrates your drive fields to the ship, increasing burn speed by 1.

Automated Missile Racks (5/10/15/25)
A series of advanced servos and robotics increases the efficiency of missile preparation and loading, decreasing the time needed between firing by 50%.

Beam Shear (5/10/15/25)
By swapping out the focusing crystals on the ship's beam weaponry, a 25% boost to damage can be obtained, at the cost of a 25% reduction in range.

Fast Flux Conduits (5/10/15/25)
A more volatile mixture is used in place of the norm for flux conduits, capable of dissipating flux 50% faster, but holding 50% less capacity in exchange.

Retuned Wings (5/10/15/25)
Precision tuning increases the top speed and engagement range of your fighters. However, these adjustments need constant correction, increasing refit times by a corresponding amount.

Refined Propellant (5/10/15/25)
A higher quality propellant is used for missile propulsion, granting them a quicker acceleration and a higher top speed.

Ramburn Engines (6/12/18/30)
Bigger, stronger engines are fitted to the ship. These powerful engines increase the ships top speed and acceleration by 50%, however turn speeds decrease by 30% as a result.

HAM Module (10/20/30/50)
The Heavy Armour Micromesh Module, or HAM Module for short, strengthens the integrity of your ship's armour. Overall, the amount of damage from a single hit that armour can protect against is doubled, while the armour's increased durability ensures that twice as much armour remains to protect you, even in the worst of conditions.
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Yunru's Misc Ships
A collection of low and high tech ships, not yet numerous enough to warrant their own packs.

Here (will) be full descriptions, with images
Frigates
Zeus (He was a good boy)
The Zeus is not so much a ship as a mobile artillery platform. Specialised parts tailor its large energy mount to being far more flux efficient than otherwise possible. While this 50% discount on flux build up do to weapon fire allows for more prolonged attacks, its shield leaves a lot to be asked of it, often preventing any form of attack while under fire.

Destroyers


Cruisers
Libra
Deep in Tritachyon's unofficial projects lies the origins of the Libra. Rather than focus on constraining and containing an AI core to enhance their ship's performance, the Libra takes a different approach. An advanced spinal cerebral interface physically connects the captain to the ship, utilising their very being for enhanced performance.

Sphyrnidae
A frontline brawler, the Sphyrnidae runs its weapons hot and unstable, trading a decreasing in range for a proportional increase in firepower. This, combined with an integrate flux shunt system throughout its hull, allows the Sphyrnidae to maintain a defensive presence that other high tech ships would find hard to match.

Capitals
Tiwaz
Older than the Onslaught, the Tiwaz is capable of solidly providing adequate amounts of damage. While an otherwise decent ship, its lack of rear coverage lead to it originally being discontinued after ships started becoming more mobile.
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Yunru's (WiP) Arsenal
Slightly unfinished, this collection of weapons is nonetheless functional.

Here (will) be full descriptions, with images
Small Weapons

Medium Weapons
Shrapnel Cannon
In typical Pirate fashion, this weapon is armed with ship scraps. Ionised and magnetised, these pieces of scrap metal are then propelled in the general direction of a target. While prone to unpredictably scattering, these projectiles are nonetheless dangerous, putting severe strain on shields hit by them, and ionising unprotected hulls causing EMP damage.

Large Weapons
Ion Lance
Based on the same principles as the Ion Beam, the Ion Lance has reinforced and redundant conduits, capable of continuously channelling even larger amounts of energy towards the opponent.

Fract-C Ram
This powerful coilgun fires metal slugs at a fraction of the speed of light. Despite its long charge up and cooldown time, the sheer kinetic energy it puts out makes it a weapon to be feared.

Pilum LRM Pod
The ultimate in missile suppression, the Pilum LRM Pod fires salvos of 12 Pilum missiles, generated from dedicated nanoforges housed within the weapon itself.

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28
It all began when I was trying out a hullmod that would alter the range of beam weapons. I was annoyed that the modified range wasn't showing on the refit screen (although relieved to see it work in combat).

Thankfully, rather than tear mh hair out trying to get it to display, I checked if it was also a vanilla thing. Lo and behold, Unstable Injector doesn't show it's 15% reduction either.

It can be a non-trivial task to calculate what the actual range will be, especially when you mix percentage multipliers and static changes. So, to finally get to the title:
Could we have adjusted range displayed somewhere? (Probably near, if not on the same line as, the default range to alleviate confusion.)

29
Bug Reports & Support (modded) / Fleet quality won't improve
« on: June 06, 2021, 02:55:57 AM »
So brief rundown of mods I'm running:
  "adjustable_skill_thresholds",
  "Adjusted Sector",
  "anotherportraitpack",
  "lw_console",
  "exploration",
  "GrandColonies",
  "IndEvo",
  "interestingportraitspack",
  "lw_lazylib",
  "leadingPip",
  "low_maintenance",
  "MagicLib",
  "yunru_midline_expansion",
  "moreflags",
  "yunru_pirate_collection",
  "Terraforming and Station Construction",
  "trulyautomatedships",
  "unpackblueprints"

Now for the issue I'm experiencing:
Regardless of fleet doctrine, or the fact that I've an Orbital Works with a Pristine Nanoforge, my faction's fleets are stuck at the lowest quality and maximum chance of d-mods (I believe, I don't know if it's shown, but it's what's predicted and seen in patrol fleets):
Spoiler
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30
Presumably because they're their own unique type, "Phase (civilian)", Revenants don't appear when filtering for either Phase, or Civilian hulls.

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