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Author Topic: [0.8.1a] Arsenal Expansion v1.4.5 MTB Round 1 - Spring Cleaning in November  (Read 45895 times)
Hussar
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« Reply #165 on: May 31, 2017, 03:38:36 PM »


oh wait this doesn't belong in here

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Inventor Raccoon
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« Reply #166 on: June 11, 2017, 08:47:32 AM »

It may be a bit late,
but here's an update.


New update adds the Lasher Duelist frigate, which has the unique property of having a backup reserve shield that'll tank damage for you in emergencies. Also adds a few more fighter wings, including the Swallow escort wing, Vatinae phase fighter wing, and Mantidae adaptable fighter wing, which comes in fighter, interceptor and support bomber varieties. Pigeon got a visual upgrade, Gryphon got a new ship system, Reaver LPC got some balancing, possibly some minor stuff.

This update removed the Minotaur for not being of a high enough quality, and a custom missile AI means this mod now requires LazyLib. If you're using the currently unavailable version of Dynasector, you'll have to disable fleet integration in its .ini to allow Arsenal Expansion ships to show up in fleets and markets. Next version of Dynasector might remove that function if I heard correctly.
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Arsenal Expansion, for all your slightly-altered-vanilla-ships-with-a-few-new-ones needs.
AxleMC131
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« Reply #167 on: June 11, 2017, 05:30:38 PM »

I like the new image format.  Cheesy Very chic. Also the Swallow looks like a neat fighter.
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"I ain't one to punch first, but if the mil' wants a piece of me tonight, then they're sure as hell gonna regret it in the morning!"
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Hussar
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« Reply #168 on: June 11, 2017, 05:38:21 PM »

The new images are neat for a presentation, but I would retake&recut all of them to the same size - put together (especially in table) would gave a professional appeal.

Also I have found one Lasher Duel. so far, strangely his underpants (err I mean undershield) was misplaced? Like anchored behind the point that is shown on the preview images so it's bridge was sticking ahead of the shield. So far I only seen & fought just one so I'm not sure what happened there and I'm not coming with a bug-report for it yet. Still, it was strange.
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Inventor Raccoon
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« Reply #169 on: June 12, 2017, 01:57:04 PM »

Right, right. Was testing something and must have forgotten to put the module slot back forwards. Download updated if you aren't keen on fixing it in the files.
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Arsenal Expansion, for all your slightly-altered-vanilla-ships-with-a-few-new-ones needs.
Shyguy
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« Reply #170 on: June 18, 2017, 12:23:37 PM »

Are you going to make the pawn act more like the rook in terms at a later date as it currently doesn't match up to its info in the codex in anyway aside from the pocket carrier capabilities.
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Inventor Raccoon
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« Reply #171 on: June 18, 2017, 12:42:38 PM »

Are you going to make the pawn act more like the rook in terms at a later date as it currently doesn't match up to its info in the codex in anyway aside from the pocket carrier capabilities.
Nope! Rook was depreciated from SS+ for a reason - the logistics mechanics are weird and complicated and doesn't work well. I'll edit the codex entry to explain this, but the Pawn is most likely going to stay as it is, a pocket carrier (I am considering giving it a fighter-based ship system, and as of the next update it'll be even cheaper than it is now)
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Arsenal Expansion, for all your slightly-altered-vanilla-ships-with-a-few-new-ones needs.
SierraTangoDelta
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« Reply #172 on: June 25, 2017, 11:07:21 PM »

This definitely isn't how the ship is supposed to work, right?
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Inventor Raccoon
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« Reply #173 on: June 26, 2017, 07:47:57 AM »

Redownload, was fixed a while ago.
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Arsenal Expansion, for all your slightly-altered-vanilla-ships-with-a-few-new-ones needs.
SierraTangoDelta
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« Reply #174 on: June 26, 2017, 08:14:00 AM »

I'm pretty sure I had the newest version, but I'll redownload and check again.
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AxleMC131
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« Reply #175 on: July 23, 2017, 02:38:27 AM »

First and foremost, my apologies for not actually trying this mod out sooner. I finally downloaded it the other day (if I'm honest, I wanted to look at how a few things worked) and while I do like the content, I have noticed two initial issues I believe should be attended to.

First: the Pulse Rocket MRM. What's this thing supposed to do? It costs 5 OP for a single-shot missile with a long reload, which struggles to hit stuff. But it reloads on a one-round magazine? I suppose that means you could up the total ammo with Expanded Missile Racks to 2 shots, but it still seems very underwhelming and altogether... Strange. I might just be missing the point, but if so, what is this thing's role?

And second, a bunch of the custom ship variants are either over or under their OP budget. The Onslaught (GRD) and Tempest (SAB) are both slightly over budget, while the Sunder (WRD), Centurion (FYR) and the station in the "Surrounded" mission are about 10 OP under budget. Ships outside of the missions I can't check right now, but I'd bet there's a few more variants with OP issues.

Bear in mind I've done basically nothing campaign-wise with this mod enabled, and both these points come from mucking around in the included single missions.

Anyway, gripes aside, loving the additional ships and weapons, and while some things do look like they could use a touchup or correction (not gonna lie, I really want to enjoy the Pulse Rocket MRM, but right now I just can't... Or I'm doing it wrong. It's likely...) I'll definitely be using this mod more in future and trying the ships as I find them in the campaign.

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"I ain't one to punch first, but if the mil' wants a piece of me tonight, then they're sure as hell gonna regret it in the morning!"
- Johnson "Johnny" Parker
Inventor Raccoon
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« Reply #176 on: July 23, 2017, 08:12:34 AM »

Pulse Rocket's role is as a sort of flexible punisher missile that you can use whenever a nearby enemy overloads. It's most effective against frigates and lighter destroyers, I find. It has a custom AI that leads its target but it might need some tweaking so it's more consistent at range.

Also, thanks for those variant catches. Thought I weeded those out earlier, but I'll add those to the list of things to fix in 1.4.1 (which contains another fighter wing and a couple of sprite updates)
« Last Edit: July 23, 2017, 08:15:58 AM by Inventor Raccoon » Logged

Arsenal Expansion, for all your slightly-altered-vanilla-ships-with-a-few-new-ones needs.
AxleMC131
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« Reply #177 on: July 23, 2017, 11:39:40 PM »

Pulse Rocket's role is as a sort of flexible punisher missile that you can use whenever a nearby enemy overloads. It's most effective against frigates and lighter destroyers, I find. It has a custom AI that leads its target but it might need some tweaking so it's more consistent at range.

Also, thanks for those variant catches. Thought I weeded those out earlier, but I'll add those to the list of things to fix in 1.4.1 (which contains another fighter wing and a couple of sprite updates)

Cool, thanks for clarifying. Next time I try the Pulse Rocket I'll keep that in mind. Also nice to hear that more is still to come. Smiley
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"I ain't one to punch first, but if the mil' wants a piece of me tonight, then they're sure as hell gonna regret it in the morning!"
- Johnson "Johnny" Parker
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« Reply #178 on: August 10, 2017, 10:03:19 AM »

The Duelist flux usage from weapons always show as 0 in fitting screen.
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Inventor Raccoon
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« Reply #179 on: September 26, 2017, 10:08:42 AM »

Quote from: NonExistentForumPoster
hey racoon, u should add more fighter wings cuz there arnt enough
Got it, my real, living and not imaginary dude.

Version 1.4.1 is out! More fighter wings, a new ship to fight, sprite updates (some by the great AxleMC131), balance changes. Check the changelog below.

Code:
Version 1.4.1 (June 14)
- Added Pincer-class heavy fighter
- Added Pike-class escort fighter, and Willow Point-Defense Missile (PDM) launcher
- Added Keeper-class drone carrier, Brattice-class drone interceptor and AI Override system
- Updated sprites for: Merlon, Hammerhead Seeker, Sunder Warden, Torment, Artillery Swarmer, Bombardier, Pulse Sprayer
- Bombardier is no longer a drone
- Pulse Sprayer now named Assault Pulser
- Swallow is now armed with Willow PDMs instead of Swarmers
- Sunder Warden has more armor
- Decreased flux cost of the Artillery Swarmer
- Micro Flux Shunt is weaker on larger ships
- Mantidae Support Bomber now just Mantidae Bomber, pulse rockets are limited, deal more damage, are fired forwards, are better aimed
- Vatinae's Ion Laser does more damage
- Improved hullmod descriptions
- Asgard-class battlestation can now be spawned as an opponent in the simulator
- If the Scrapper's flare system somehow ends up only firing in 180 degrees, it'll now fire forwards instead of backwards
- Fixed some fighter variant names
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Arsenal Expansion, for all your slightly-altered-vanilla-ships-with-a-few-new-ones needs.
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