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News: New blog post: Salvaging Mechanics Update (09/06/18); In-dev patch notes for Starsector 0.9a (06/01/18);Starsector 0.8.1a is out!
 
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Author Topic: [0.8.1a] Stop Gap Measure - Ships for Vanilla  (Read 16155 times)
Sarissofoi
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« Reply #30 on: May 15, 2018, 03:41:50 AM »



I think this is a .... real opportunity!!
« Last Edit: May 15, 2018, 03:44:57 AM by Sarissofoi » Logged

MajorTheRed
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« Reply #31 on: May 15, 2018, 11:33:06 AM »

Haha definitly! I really misunderstood this line in the variant files....

Thanks!
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Sarissofoi
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« Reply #32 on: May 15, 2018, 12:07:59 PM »

You welcome.

Also decided to make this
So anybody can see what weapons you added in mod.
and this:
Crusader get some Martyr part of desc. The same goes for Templar.
Some ships missing ones.
Foundation have other problem.
It salvage gantry is just not effective enough to warrant taking it. Currently salvage gantry work 10/20/30/40 % salvage for frig/dest/cruiser/capital.
Where I feel that it should be 10(or even 12,5)/25/50/100. I mean if you bring CAPITAL salvage ship you don't really should need anything else.

So knowing that making core ship system modifying is hard or impractical - could you(if you can and have spare time and will) add some mod that increase salvage rating for cruisers and capitals?
Anyway keep doing good job. Your mod is really nice.
« Last Edit: May 15, 2018, 12:33:25 PM by Sarissofoi » Logged

MajorTheRed
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« Reply #33 on: May 19, 2018, 06:35:50 PM »

Seriously, thank you for you dedication to this mod.
I promess I will add and fix all description next version (I tought I was the only one to care about it.)

For the salvage gantry, I need to check if I can do it first...
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Sarissofoi
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« Reply #34 on: May 20, 2018, 02:07:02 AM »

Another one.

I like this mod. It has some really good sprites and give some more needed love to Luddist. Also some ships are cute. Yeah I am talking about Huntsman.

Actually I could do some description and fixes(like price and mixed desc ones) and upload it here if you could and would incorporate it.
Sadly my gimp fu and coding fu  are rather weak so I can't offer much more help than that.


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MajorTheRed
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« Reply #35 on: May 21, 2018, 08:12:12 AM »

I should be able to release a new version in the next few days. It will add 2 weapons and a ship, several new variants for vanilla ships and descriptions for everything (not less...).
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c0nr4d1c4l
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« Reply #36 on: May 21, 2018, 08:01:33 PM »

These ships are lookin pretty solid! Gonna have to add this to my mod bag.
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MajorTheRed
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« Reply #37 on: May 23, 2018, 12:07:15 PM »

New version! Dedicated to Sarissofoi

http://www.mediafire.com/file/c58l2l52o3y2q5e/Stop%20Gap%20Measure%20v0.61.rar

-All ships and weapons now have a description
-Add the Starblazer carrier
-Added variants for vanilla ships
-2 new weapons
-Fix many errors in files and descriptions
-Some balance twist to the Arbitrator, the Traverse and the Chondrite

I definitely need some feedback on the all the weapons added by this mod.
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Sarissofoi
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« Reply #38 on: May 24, 2018, 08:17:32 AM »

Cool.
But it looks like Starblazer didn't appear in the codex.
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MajorTheRed
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« Reply #39 on: May 24, 2018, 08:39:05 AM »

Intriguing. I have absolutely no idea why. Descriptions is in the right file, ID names are correct...
If you find one in game can you check if you can access its description from there?
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DinoZavarski
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« Reply #40 on: May 24, 2018, 10:08:07 AM »

Coilgun: high explosive ancestor of the railgun

Ancestor??? You know, coilguns are much more advanced technology. Compared to railguns they have superior energy and thermal efficiency and are also much cheaper to maintain (no rapidly wearing rails). They however have worse calliber/mass ratio and are much more technological. So much that humanity still lacks the technology to produce at least experimental military grade coilguns (computers solved feedback/coil control problems but without cheap and reliable high-temperature superconductor performance remains suboptimal), while first experimental military grade railguns were made in early 1940's.

In SS terms this means Coilguns (AKA Gauss Cannons) should have higher OP/price and either noticeably lower flux or higher rate of fire compared to identical Railguns.
« Last Edit: May 24, 2018, 10:18:29 AM by DinoZavarski » Logged

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MajorTheRed
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« Reply #41 on: May 24, 2018, 04:34:38 PM »

Yeah I'm quite aware of this aspect. Initially I wanted something like "railgun", but it would have been too much confusing. You can still think that it was something great at the time but highly unreliable (like the cannons used to take Constantinople) and then later the technological breakthrough was used to create the railgun, with higher rate of fire and much less flux problem. Anyway, this is Sci Fi, and Starsector, so pretty much everything is silly and handwavium  Tongue . I just wanted a HE gun with better range than LAG.
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AxleMC131
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« Reply #42 on: May 24, 2018, 11:04:01 PM »

Try "Solenoid Gun" perhaps. A solenoid is basically the primitive form of a railgun or gauss gun (using an electromagnetic field to move an object), just usually without the "gun" bit.
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stormbringer951
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« Reply #43 on: May 25, 2018, 04:36:14 AM »

The tips of vanilla weapons mounted on the front of the Hoplite can stick out in front of its shield.

Charged laser is superior to pulse laser and costs less OP. 800 range is pretty good for a energy weapon, and ships that can mount medium energy mounts are more likely to be fast. Lots of AI opponents will also be fit with shorter range guns, and if you have both speed + range advantage fights can be trivial. While it is less flux-efficient, it is also much better at stripping armour (due to the snowballing effect of higher damage per shot on armour). Against opponents that outrange it, you don't need to approach as close before being able to fire (offsetting poor flux efficiency), and against opponents you outrange having poor flux efficiency matters less due to being able to kite them. I'd have a look at nerfing some aspects of it.
« Last Edit: May 25, 2018, 04:41:54 AM by stormbringer951 » Logged

Sarissofoi
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« Reply #44 on: May 26, 2018, 03:23:15 AM »

Intriguing. I have absolutely no idea why. Descriptions is in the right file, ID names are correct...
If you find one in game can you check if you can access its description from there?
I was looking for reason but can't find it why it don't appear.
I make it appear in simulator and well there is pic:
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