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Author Topic: [0.9.1a] Underworld 1.4.7  (Read 283211 times)

Harmful Mechanic

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Re: [0.9.1a] Underworld 1.4.2
« Reply #195 on: April 26, 2020, 08:14:44 PM »

The AI changes should fix a lot of things, yeah.

In the meantime, one of the best tips for dealing with the Cabal is to bring some fast EMP - Omens, Claw fighters, Salamanders, Ion Beams. Most high-tech ships don't react well to EMP, especially shield-piercing EMP as on the Ion Beam; kill some engines for a bit and suddenly they're not kiting so well.
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Dark.Revenant

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[0.9.1a] Underworld 1.4.3
« Reply #196 on: July 08, 2020, 07:47:52 PM »

Small update, just fixing bugs.

Download Underworld 1.4.3
Download Mirror
(Requires LazyLib 2.4f) (Updated!)
(Requires GraphicsLib 1.4.2) (Updated!)

- Supported by Nexerelin 0.9.6d (Updated!) -

Git Repository

Edit UNDERWORLD_OPTIONS.ini to enable or disable Underworld features!



We recommend Version Checker to notify you when an update is ready.

Having problems?  Visit the Mod Troubleshooting Guide!



Change Log
Version 1.4.3:
- Shielded Cargo Holds now loosely affects the demands of Cabal extortion attempts
- Fix a rare crash in Cabal fleet AI
- Possible fix for Cabal extortion causing transponder-on hostilities with disguise faction(s)
- Migrated version file to BitBucket
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Dark.Revenant

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[0.9.1a] Underworld 1.4.4
« Reply #197 on: July 11, 2020, 12:28:35 AM »

Fixing the bug for real this time...

Download Underworld 1.4.4
Download Mirror
(Requires LazyLib 2.4f)
(Requires GraphicsLib 1.4.2)

- Supported by Nexerelin 0.9.6d -

Git Repository

Edit UNDERWORLD_OPTIONS.ini to enable or disable Underworld features!



We recommend Version Checker to notify you when an update is ready.

Having problems?  Visit the Mod Troubleshooting Guide!



Change Log
Version 1.4.4:
- Actual fix for Cabal extortion causing transponder-on hostilities with disguise faction(s)
- Some configuration for Vayra's Sector and Starship Legends
« Last Edit: July 11, 2020, 04:10:15 AM by Dark.Revenant »
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mora

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Re: [0.9.1a] Underworld 1.4.4
« Reply #198 on: July 11, 2020, 09:26:54 AM »

The Dickersons at Arigato seem to die and go to the next level even if you manage to disengage without killing anything. This happens when another pirate fleet decides to attack you because of its proximity to the station and you disengage. If you come back after a while, the Dickerson's fleet will have a ! on its fleet and say something about killing its predecessor.

EDIT:I forgot to add that I used console commands when testing this. Do they "die" when a battle ends as player victorious?(endcombat command)
« Last Edit: July 11, 2020, 09:40:18 AM by mora »
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spengler88

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Re: [0.9.1a] Underworld 1.4.4
« Reply #199 on: September 03, 2020, 09:17:36 PM »

Hello man, really enjoy your mod, but for some reason since the last time I played, and now, the game seems to really slows down after I attack a cabal fleet, the only mod I'm using now that I wasn't using before is adjusted sector, and set my sector size just to be a little bit bigger than the vanilla game, do you think there could be any problem with that mod? it's only after I fight cabal fleets, not fleets with any of the other ships that come with the mod, thanks in advance
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mkire

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Re: [0.9.1a] Underworld 1.4.4
« Reply #200 on: September 22, 2020, 10:07:16 PM »

i managed to get cabal relations to positive once, then one of them asked me for something i didn't want to give and i said no.

relations were still good enough that he wasn't hostile, but there's no button for leaving in this situation, so my choices were attack him, ruining relations, or force the game to close and load my game from my last save.
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Modo44

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Re: [0.9.1a] Underworld 1.4.4
« Reply #201 on: September 23, 2020, 01:54:24 AM »

This seems to be a Starsector, or maybe Nexerelin issue. Some dialogue options railroad you into "we're friendly, but all I can do is attack" situations.
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Chairman Suryasari

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Re: [0.9.1a] Underworld 1.4.4
« Reply #202 on: September 23, 2020, 12:40:08 PM »

you can press "esc" to bail out, i thinks it's because how the game code work, even with high reputation they still "ask" you for monetary support, but then again just pres "esc"
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Troika

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Re: [0.9.1a] Underworld 1.4.4
« Reply #203 on: September 26, 2020, 04:10:26 PM »

I think that there should be a general balance pass on a lot of units in this mod, as they havn't kept up with the times at all. Most notoriously the death barges are not remotely competitive with the Atlas mk II, which can bring a lot more weapons to the field per deployment point and is also not a death trap.

 
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Dark.Revenant

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[0.9.1a] Underworld 1.4.5
« Reply #204 on: September 28, 2020, 01:43:22 AM »

Maintenance update!

Download Underworld 1.4.5
Download Mirror
(Requires LazyLib 2.4f)
(Requires GraphicsLib 1.4.3) (Updated!)

- Supported by Nexerelin 0.9.7b - (Updated!)

Git Repository

Edit UNDERWORLD_OPTIONS.ini to enable or disable Underworld features!



We recommend Version Checker to notify you when an update is ready.

Having problems?  Visit the Mod Troubleshooting Guide!



Change Log
Version 1.4.5:
- Fixed bug where most battles with Dickerson counts as a Dickerson kill
- Fixed a Cabal dice game having the wrong score requirement
- Made the Infernus rarer
- Some configuration for compatibility with various other mods
- Prevent Cabal from spawning with unnatural sizes if there's somehow a Cabal-owned market somewhere in the sector
- Migrated version file to custom host (sigh)
« Last Edit: September 28, 2020, 01:47:32 AM by Dark.Revenant »
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fellabrando

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Re: [0.9.1a] Underworld 1.4.5
« Reply #205 on: October 03, 2020, 07:22:39 AM »

Does this still require dynasector?

Even though dynasector is no longer updated?
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Arcagnello

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Re: [0.9.1a] Underworld 1.4.5
« Reply #206 on: October 29, 2020, 10:12:58 AM »

Does this still require dynasector?

Even though dynasector is no longer updated?

I'm playing with Underworld withouy Dyna's Secotr and I can confirm it works flawlessly :)

P.S: I know I just wrote more or less the same thing in HMI, but I've tested most of the Pirate ships in underworld and it's just a matter of overcoming my procastination and write some feedback about them instead of...you know...playing Starsector :P

Spoiler
Infernus is the True Onslaught
[close]
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Chairman Suryasari

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Re: [0.9.1a] Underworld 1.4.5
« Reply #207 on: October 29, 2020, 10:25:03 PM »

Infernus is nice and dandy untill some Hammered Luddic shoot it down wit Reaper. Still my fav ship for pirate playthrough beside Renegade.
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Arcagnello

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Re: [0.9.1a] Underworld 1.4.5
« Reply #208 on: October 30, 2020, 03:42:07 AM »

Infernus is nice and dandy untill some Hammered Luddic shoot it down wit Reaper. Still my fav ship for pirate playthrough beside Renegade.

The only offensive weapons aside from the Infernus Turret are three HVDs, the rest including the two large slots are PD just for that reason. I've also installed advanced turret gyros since I noticed the cannon struggles to turn as it fires and on cool down, the faster it stays on target the more it can keep firing. Also, don't forget about Aux thrusters and Expanded Deck Crew to not regret boosting into the enemy and having a very useful tool against frigades and phase ships!

Edit: I'm also using the Dragon despite the fact that it gets a missile-related ability while at the same time having less missile slots than the original Odissey AND me not even bothering to use them. Can anyone mind explaining me that? I would love for it to get Accellerated Ammo Feeder Instead :P
« Last Edit: October 30, 2020, 03:59:37 AM by Arcagnello »
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MesoTroniK

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Re: [0.9.1a] Underworld 1.4.5
« Reply #209 on: October 30, 2020, 02:34:43 PM »

The Dragon would be extremely OP if it has Accelerated Ammo Feeder!

Anyways Fast Racks is actually really great on it. It can knock down shields with its guns, and then turn a broadside and fire a prodigious volley of torpedoes, or just spam MRMs etc etc whatever.
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