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Author Topic: [0.96a] Blue - Extratential Lanestate Union (0.8.3) Mod  (Read 280766 times)

captinjoehenry

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Re: [0.9.1a] Blue (0.6.0a) Mod
« Reply #45 on: October 17, 2019, 07:57:38 AM »

A little late and apologies for that minor shipyard bug. Hopefully it's gone this time.

Really enjoy this mod!  The ships can punch above their weight but with their flux stats being so terrible I feel their deployment points are justified.  As even their super caps don't stack up flux wise to other heavy ships.  The only one that does is the prototype battlecruiser but that's an exception to the majority of the fleet as a whole that's quite fun.  Love the missile spam that can be done :D

The Manganate was actually the first capital ever made into the XLU and yeah, it's pretty dated with the intended goals in mind on how it functions as a battleship. There's been thoughts of its removal since the design isn't fully established after the faction settled, but it does get a replacement that probably keeps what the Manganate made boasting (unintentionally) for.

The Hyvel Twin Driver claims to be an area point defense when it's a Gauss Cannon sidegrade. It also costs far too much flux for what it does.

Fixed in this update. Probably with promises... ?  :-[

Blue: Download
Version 0.6.0
Due to a removal of ship in the roster, this will break saves.
Spoiler
Quote
   Weapons:
      Momus Assault Gun:
         Damage per shot decreased from 120 to 100.
         Range decreased from 800 to 650.
         Turn rate decreased from 30 to 15.
         Projectile Speed decreased from 800 to 650.
      Hyvel Twin Driver:
         Fixed Role description from Point Defense to Anti Shield.
      Stratus Heavy Cannon:
         Sprite additions.
      Rodstorm Chaincannon:
         Damage per shot increased from 200 to 350.
         Flux per shot increased from 250 to 450.
         Charge Down timer increased from 0.125 to 0.2.
         Maximum Spread decreased from 10 to 5.
         Projectile Speed increased from 800 to 1200.
   Ships:
      Added a Baseless Module hullmod, preventing unnecessary hullmods and converted hangars from being installed.
      Added a Closed Shell hullmod, that narrows and slows improvised shields and prevents use of Omnishields.
      Roster:
         Manganate is completely removed from the roster and the mod data.
         Added the Calc Frigate, an XLU redux of the popular Tempest.
         Added the Diaboleite Arsenal Ship, a seemingly limiting warship with a very flexible loadout.
      Lead:
         Changed Ship System from Accelerated Ammo Feeder to Frenzied Ammo Feeder.
      Espron:
         Changed Ship System from Accelerated Ammo Feeder to Frenzied Ammo Feeder.
      Chrominus:
         Bunkpods:
            Changed Ship System from Accelerated Ammo Feeder to Frenzied Ammo Feeder.
            Now comes with the Baseless Module hullmod.
      Uranium:
         Modules now come with the Baseless Module hullmod.
      Anthracite:
         Flux Dissipation increase from 600 to 700.
         Modules now come with the Closed Shell hullmod.
      Anthracite XLU:
         Redone turret angles and placement.
         Thunderfist base sprite implanted on the hull.
         Flux Dissipation increase from 750 to 900.
         Modules now come with the Closed Shell hullmod.
   Fixes:
      Relations script redundancy.
      Fixed Gyrothrust effect description.
      Ship Quality production bug.
[close]

Probably with less bugs this time.

Honestly a bit sad to see the Manganate being removed.  It was pretty neat as a special really rare ship that only would show up now and then.  As it is nice when factions have rare semi one off ships :P  Maybe change it a bit and add it back in as an IBB ship?  As that could be a nifty way to do it.  Have it be a remnant from the start of the faction that you could pick up after fighting it as a one off ship?
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nb8

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Re: [0.9.1a] Blue (0.6.0a) Mod
« Reply #46 on: October 18, 2019, 05:46:11 AM »

Yes, it’s strange that they removed Manganate, a rather harmless ship much weaker than overslaut. I think the more battleships the better (yes I am a fan of battleships, not frigates) and I really hope that Manganate will return, 3 time bigger, consisting of many parts, and with 20 large gun slots (or this one will be another ship, not so important).
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captinjoehenry

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Re: [0.9.1a] Blue (0.6.0a) Mod
« Reply #47 on: October 18, 2019, 08:59:24 PM »

Also the warfrieght has a weird issue.  Even if i prioritize it in my doctrine it almost never gets used as a freighter even though it's the only prioritized freighter.  instead random non selected freighters gets used.
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Protonus

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Re: [0.9.1a] Blue (0.6.0a) Mod
« Reply #48 on: October 18, 2019, 11:24:46 PM »

Also the warfrieght has a weird issue.  Even if i prioritize it in my doctrine it almost never gets used as a freighter even though it's the only prioritized freighter.  instead random non selected freighters gets used.

Automated ship production is in a pretty odd state to me as well. I don't see odd coding to why the priority behaves this way despite the ship is assigned accordingly and, comparatively to Vanilla, is in the appropriate spot in the ship roles file.

Yes, it’s strange that they removed Manganate, a rather harmless ship much weaker than overslaut. I think the more battleships the better (yes I am a fan of battleships, not frigates) and I really hope that Manganate will return, 3 time bigger, consisting of many parts, and with 20 large gun slots (or this one will be another ship, not so important).

I was pretty conflicted to decide whether to keep the Manganate or remove it since it pertains the typical oversize design it holds. But after realizing that it functions too bizarrely for an Oversized Conquest with a center built-in gun, I just had to remove it.

Probably reconsidering it back but not sure when but I'll get back to it.


Edit:
More Dakka, no problems.
Blue: Download
Version 0.6.1
Spoiler
Quote
   Faction:
      Added Commissioned Crew compatibility.
   Weapons:
      Momus Assault Gun:
         Tier increased from 0 to 1.
         Damage per shot increased from 100 to 120.
         Turn rate increased from 15 to 20.
         Projectile Speed increased from 650 to 700.
         Maximum Spread decreased from 10 to 5.
         Spread per shot decreased from 2 to 1.
   Ships:
      Lanestate Warshots crew (hullmod) added:
         Gives Ballistics a very slight increase to rate of fire and increase to flux efficiency.
         Less auto-aim accuracy to all weapons.
[close]
« Last Edit: October 24, 2019, 09:27:51 PM by Protonus »
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nb8

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Re: [0.9.1a] Blue (0.6.1) Mod
« Reply #49 on: October 24, 2019, 10:01:41 PM »

Dakka time!
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The_White_Falcon

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Re: [0.9.1a] Blue (0.6.1a) Mod
« Reply #50 on: December 14, 2019, 02:28:54 PM »

Just wanted to report a possible error with the planets in the Phosmon star system.  None of the planets have an established population.  I have to use console controls to give them population conditions.

Also the Terran world in Nemvis star system should probably come with the regional_capital condition as this seems to make sense that this is the XLU's main homeworld.
« Last Edit: December 14, 2019, 02:32:59 PM by The_White_Falcon »
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Yladrus

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Re: [0.9.1a] Blue (0.6.1a) Mod
« Reply #51 on: January 11, 2020, 10:56:55 AM »

Hello

Sorry for my talk, I'm French.  ::)

I encountered a problem with the Anthracite. when I try to go into test battle, the games crash. Which is bizzard because I think I had to fight this ship a bit before producing it. Do you know if there is a problem with this ship? I have a lot of other mods too. Do you know if certain its in conflict with yours?

Otherwise, thank you very much for this work! He is great !
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Protonus

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Re: [0.9.1a] Blue (0.7) Mod
« Reply #52 on: February 22, 2020, 12:51:13 AM »

Hello

Sorry for my talk, I'm French.  ::)

I encountered a problem with the Anthracite. when I try to go into test battle, the games crash. Which is bizzard because I think I had to fight this ship a bit before producing it. Do you know if there is a problem with this ship? I have a lot of other mods too. Do you know if certain its in conflict with yours?

Otherwise, thank you very much for this work! He is great !

I do believe it's more on the issues regarding modular ships, which is still pretty wonky in the current vanilla of the game. I'll see to it if there are fixes for them when they improve.

Just wanted to report a possible error with the planets in the Phosmon star system.  None of the planets have an established population.  I have to use console controls to give them population conditions.

Also the Terran world in Nemvis star system should probably come with the regional_capital condition as this seems to make sense that this is the XLU's main homeworld.

Done... ish. I'll be looking into it as the new script for Nemvis is implemented, this regards to the faction exclusives for Blue's industries.



ID changes.
This will break saves.
Blue: Download
Version 0.7.0
Spoiler
Quote
   ID renamed, Market and Ship ID changes. WILL DEFINITELY BREAK SAVES.
   Base files:
      Exlane files renamed to XLU to maintain naming consistency.
      Updated Commissioned Crew compatibility.
   Campaign:
      Fixed missing population conditions in Phosmon colonies.
      Nemvis market is now entirely scripted.
      Lanestate Battleyards and Orbital station will not be available at the start of the campaign.
      Vargan will sell its exclusive industries to the player upon allowance in the Military market.
   Ships:
      Brass:
         Sprite adjustments.
      Buffalo:
         Sprite adjustments.
      Duralumin:
         Hull revisited.
         Designation changed from Personnel Transport to Raid Cruiser.
         Ship bound-mass decreased to meet Cruiser limits.
         Removed 2 Small Ballistic turrets.
         Added 2 Small Energy hardpoints and 2 Small Missile hardpoints.
         Armor increased from 700 to 900.
         Flux Dissipation increased from 320 to 450.
         Ordinance Points increased from 130 to 140.
         Mass increased from 1200 to 1500.
         Shield Arc increased from 90 to 240.
         Minimum Crew increased from 30 to 120.
         Price increased from 75000 to 90000.
      Macrolloy:
         Hull revisited.
         Changed Thruster distribution with 3 larger thrusters now located at the center.
         Added 4 Small Ballistic turrets.
         Replaced shipsystem Power Burn with a point-defense drone system.
         Ordinance Points increased from 85 to 110.
      Sulfate:
         Hull revisited.
         Engine type changed from Low-Tech to Midline.
         Added 2 Small Composite hardpoints.
         Shield Radius increased from 144.5 to 156.
         2 center Small Ballistics changed and reangled from 200 degree arcs to Built-in Gattler cannons with 120 degree arcs.
         Armor increased from 1150 to 1300.
         Maximum Flux increased from 3000 to 6000.
         Flux Dissipation increased from 200 to 300.
         Ordinance Points increased from 120 to 125.
         Max Turn Speed increased from 8 to 20.
         Turn Acceleration increased from 5 to 8.
         Fuel Capacity increased from 150 to 160.
         Fuel Consumption increased from 6 to 8.
      Oxide:
         Hull revisited.
         Removed 6 thrusters.
         Added 4 Small Ballistic turrets.
         Replaced shipsystem Power Burn with a point-defense drone system.
         Ordinance Points increased from 85 to 110.
      Uranium:
         Complete revision. Role is still the same.
         Hull increased from 230000 to 260000.
         Maximum Flux increased from 8000 to 12000.
         Flux Dissipation increased from 400 to 600.
         Ordinance Points increased from 180 to 200.
         Skeleton Crew increased from 200 to 300.
         Crew capacity increased from 350 to 600.
         Cargo capacity increased from 600 to 800.
         Base cost increased from 150000 to 400000.
   Weapons:
      Quad Autocannon:
         Ammo Capacity increased from 8 to 16.
      Warbore Assault Cannon:
         Damage per shot decreased from 600 to 500.
         Flux per shot decreased from 1000 to 750.
         Ammo Capacity increased from 20 to 40.
         Reload Size increased from 10 to 20.
         Reload Ammo Rate increased from 0.2 to 0.5.
         Firing Rate increased from 0.667 to 0.833.
         Spread rate per shot increased from 5 to 6.
         Maximum Spread increased from 10 to 15.
         Projectile Speed decreased from 600 to 500.
         Projectile Hitpoints decreased from 400 to 250.
      Thunderfist:
         Damage per shot reduced from 120 to 100.
         Added hit effect that gives 25% of base damage into High Explosive.
   Fixes:
      Fixed Faction Crest not being used.
[close]

Edit: Right, I've botched the new Thunderfist patch without changing the script name. The file has been fixed and you can download again.
« Last Edit: February 22, 2020, 02:25:36 AM by Protonus »
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hollow

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Re: [0.9.1a] Blue (0.7) Mod
« Reply #53 on: February 24, 2020, 10:31:27 AM »

hi there!

I seem to have issues with downloading the mod.
its download format is rar wicj=h will open in my vlc player of all things lol


if there is a solution ill be gratefull
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PreConceptor

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Re: [0.9.1a] Blue (0.7) Mod
« Reply #54 on: February 24, 2020, 06:59:11 PM »

Uhh, is Nemvis supposed to spawn basically touching Hybrasil now? Seems like a bug.
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Protonus

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[0.9.1a] Blue (0.7.0a) Mod
« Reply #55 on: February 24, 2020, 07:44:19 PM »

Done and done.

The zip file may give some allowance for extracting the files.

This will break saves. Though, it fixes the campaign entirely if you do start it again, since the capital was missing its appropriate spot.
Blue: RAR Download / ZIP Download
Version 0.7.0a
Spoiler
Quote
   Fixes:
      Missing spawn location of Nemvis system within the script.
[close]
« Last Edit: February 24, 2020, 07:46:50 PM by Protonus »
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fu12

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Re: [0.9.1a] Blue (0.7.0a) Mod
« Reply #56 on: February 24, 2020, 11:05:16 PM »

Something about the XLU starfortress has broken down. The one over vargan is constantly in a "being repaired" state even though it is operational in the colony info.
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Protonus

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Re: [0.9.1a] Blue (0.7.0a) Mod
« Reply #57 on: February 25, 2020, 12:25:55 AM »

Something about the XLU starfortress has broken down. The one over vargan is constantly in a "being repaired" state even though it is operational in the colony info.

Done. You should be able to get the station visually running again with the new download and startup. I'm sorry about the mishap.  :'(
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FrackaMir

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Re: [0.9.1a] Blue (0.7.0a) Mod
« Reply #58 on: February 25, 2020, 02:09:47 AM »

Done and done.

The zip file may give some allowance for extracting the files.

This will break saves. Though, it fixes the campaign entirely if you do start it again, since the capital was missing its appropriate spot.
Blue: RAR Download / ZIP Download
Version 0.7.0a
Spoiler
Quote
   Fixes:
      Missing spawn location of Nemvis system within the script.
[close]

Not sure if it actually does breaks saves as I've updated the mod and the save works fine so far, but gonna restart since the Nemvis system seems to be missing, no biggie methinks.

Also is reusing the same Seed fine? if you find a good system to colonize and use etc etc

Edit: If the save isn't broken from this update, Should I keep on playing the same save with the current progress or should I start a new game if the system really is missing and itd be better in the long term?
« Last Edit: February 25, 2020, 02:40:58 AM by FrackaMir »
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Protonus

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Re: [0.9.1a] Blue (0.7.0a) Mod
« Reply #59 on: February 25, 2020, 02:41:29 AM »

Not sure if it actually does breaks saves as I've updated the mod and the save works fine so far, but gonna restart since the Nemvis system seems to be missing, no biggie methinks.

Also is reusing the same Seed fine? if you find a good system to colonize and use etc etc

I'm under the impression with the script changing the market as "may require a restart" as standard modding procedure here. But if it doesn't alter or outright brick your save, you're probably golden, I guess.

Reusing the seed is fine, it's there for preset reasons of your choosing. But I don't think it'll change what the map intended to spawn in some way since faction mods spawn their own systems. Usually.

Unless you use map-altering mods like Adjusted Sector, of course.
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