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Author Topic: [0.96a-RC10] The Star Federation v0.99-RC5 - Inspired by FTL (5/23/23)  (Read 330119 times)

wizardcain

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Re: [0.9.1a] The Star Federation (Based on FTL) - v0.5
« Reply #15 on: September 16, 2020, 10:40:02 AM »

conflict with Idoneus Citadel Exiles
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wizardcain

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Re: [0.9.1a] The Star Federation (Based on FTL) - v0.5
« Reply #16 on: September 16, 2020, 10:51:09 AM »

conflict with Idoneus Citadel Exiles
when creating a new game
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Aldazar

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Re: [0.9.1a] The Star Federation (Based on FTL) - v0.5
« Reply #17 on: September 16, 2020, 11:33:09 AM »

Conflict how? Luckily you can add them mid save by giving them a system.
Edit: It does cause a crash on new game creation
« Last Edit: September 18, 2020, 04:47:01 PM by Aldazar »
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Thaago

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Re: [0.9.1a] The Star Federation (Based on FTL) - v0.5
« Reply #18 on: September 19, 2020, 01:13:25 PM »

@sanya02 While your enthusiasm for the fix is apparent, its really not cool to demand in a spammy manner. Mod authors are volunteers giving us their time and creative effort, so lets be polite to them.

@Sleepyfish Would you like me to clean up the thread?
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FasterThanSleepyfish

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Re: [0.9.1a] The Star Federation (Based on FTL) - v0.5
« Reply #19 on: September 19, 2020, 01:15:07 PM »

That would be much appreciated, thank you!
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Thaago

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Re: [0.9.1a] The Star Federation (Based on FTL) - v0.5
« Reply #20 on: September 19, 2020, 01:16:27 PM »

Done!

In not moderator voice, those sprites look really good!
« Last Edit: September 19, 2020, 02:50:27 PM by Thaago »
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FasterThanSleepyfish

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Re: [0.9.1a] The Star Federation (Based on FTL) - v0.5
« Reply #21 on: September 19, 2020, 01:52:52 PM »

Thank you :)

Part of the reason 0.6 is taking longer is yet more sprite touchups!

That, and the ICE bug is extremely confusing - it chokes loading the game because it is trying to do weird things. "com.fs.starfarer.campaign.CampaignPlanet cannot be cast to com.fs.starfarer.api.campaign.CampaignFleetAPI"

I cannot possibly imagine what the Federation does that is unique... Most things are copypastes. Current hunch leads me to believe there are two markets on one planet. On exists on a station, the other on the planet below it. Weird stuff happens like big convoys between them.

Spoiler
[close]
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Alex

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Re: [0.9.1a] The Star Federation (Based on FTL) - v0.5
« Reply #22 on: September 20, 2020, 11:23:56 AM »

I've cleaned up this topic again. Let's have no more derails here, the mod looks awesome!

@sanya02: please consider this an official warning and listen to moderators the first time around, and acquaint yourself with the forum rules.
http://fractalsoftworks.com/forum/index.php?topic=2668.0
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sanya02

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Re: [0.9.1a] The Star Federation (Based on FTL) - v0.5
« Reply #23 on: September 20, 2020, 11:30:08 AM »

I've cleaned up this topic again. Let's have no more derails here, the mod looks awesome!

@sanya02: please consider this an official warning and listen to moderators the first time around, and acquaint yourself with the forum rules.
http://fractalsoftworks.com/forum/index.php?topic=2668.0


ok!
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FasterThanSleepyfish

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Re: [0.9.1a] The Star Federation (Based on FTL) - v0.5
« Reply #24 on: September 23, 2020, 11:17:37 PM »

Update time! Unfortunately it is not save compatible with 0.5 due to the large amounts of behind-the-scene changes. Looks like the Union stopped being one ugly multitasking mess.



I was not able to fix the ICE and Star Federation campaign start crash this update, my apologies!


Main post has a new changelog at the bottom, and an updated download!

owo what's this?
Spoiler

Coming soon™???
[close]


« Last Edit: September 24, 2020, 12:01:09 AM by Sleepyfish »
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BigBeans

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Re: [0.9.1a] The Star Federation (Based on FTL) - v0.6: Polished up!
« Reply #25 on: September 24, 2020, 02:20:24 PM »

Such lovely looking ships, really captures the style of FTL and Starsector at the same time.
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FasterThanSleepyfish

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Re: [0.9.1a] The Star Federation (Based on FTL) - v0.6.1: Polished Up!
« Reply #26 on: September 25, 2020, 01:33:23 AM »

Hey folks!

Thanks to a very helpful discordian, the campaign start bug with ICE has been fixed!
Other small things like sounds and cosmetics were adjusted too. Fly safe out there!



Click the image to download! 0.6.1 as of 9/25/2020
« Last Edit: September 25, 2020, 01:37:55 AM by Sleepyfish »
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sanya02

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Re: [0.9.1a] The Star Federation (Based on FTL) - v0.6.1: Polished Up!
« Reply #27 on: September 25, 2020, 02:38:07 AM »

Aaaaaa! Finally! Thanks for the fix. now I will make a lot of money on this mod)))
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Mr_8000

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Re: [0.9.1a] The Star Federation (Based on FTL) - v0.6.1: Polished Up!
« Reply #28 on: September 27, 2020, 05:03:40 PM »

Now that the ICE issue has been resolved, I can give some feedback:
First and foremost, ships with divert power/battery power:engines lose their 0 flux boost for the rest of the battle after a single use. This might be intended (doubtful), but there are so many missing tooltips that I cannot definitively say (this is the second issue). Next, I want to comment on the glaive beam. This gun in its current state is a strictly worse tachyon lance in every regard, its DPS and armor cracking potential are unacceptable for a 24 OP weapon (at least in my eyes), and this comes at the cost of 300 range?
One last nitpick, the stations' icons in Octavia VIII change size when zooming in and out on the system map.

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FasterThanSleepyfish

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Re: [0.9.1a] The Star Federation (Based on FTL) - v0.6.1: Polished Up!
« Reply #29 on: September 29, 2020, 09:47:27 PM »

Now that the ICE issue has been resolved, I can give some feedback:
First and foremost, ships with divert power/battery power:engines lose their 0 flux boost for the rest of the battle after a single use. This might be intended (doubtful), but there are so many missing tooltips that I cannot definitively say (this is the second issue). Next, I want to comment on the glaive beam. This gun in its current state is a strictly worse tachyon lance in every regard, its DPS and armor cracking potential are unacceptable for a 24 OP weapon (at least in my eyes), and this comes at the cost of 300 range?
One last nitpick, the stations' icons in Octavia VIII change size when zooming in and out on the system map.


I've done some snooping in what free time I have, and can confirm that 0 flux boost goes away after Engine Power abilities... But return when you vent and reset to 0 flux. Huh. That should be fixed in the next update, along with tooltip stuffs that I could have sworn I wrote entries for... Hmm.

As for the Glaive: It arcs much more frequently than the tachyon lance does thanks to 3 instances of beam impact. In testing, it does around ~2000 damage in the middle of a stripped testing target with ~1000 at the source. The TL humorously switches these two values for ~2000 at the source and ~1000 from arcing. Through shields, the TL could put around 900 to 1300 damage. The Glaive easily put 1800 to 1100 through the same shield.

Balance is always up for change, but I acknowledge that it isn't an optimal weapon like the godly Tachyon Lance we're all familiar with. If it is supposed to be the plasma cannon of beams, I supposed I could pump up the damage. I will also slightly up the Halberd beam damage, as I was not feeling very happy with it in recent playtesting.

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