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Author Topic: [0.9.1a] Scy V1.61RC2 (2020/09/19)  (Read 720960 times)

Modo44

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Re: [0.9.1a] Scy V1.61RC2 (2020/09/19)
« Reply #1290 on: October 04, 2020, 03:34:46 AM »

Scy generally gets stomped because invasions/raids tend to decivilize their colonies over time. In my experience, this happens to all mostly station based factions in Nexerelin.
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Histidine

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Re: [0.9.1a] Scy V1.61RC2 (2020/09/19)
« Reply #1291 on: October 04, 2020, 07:27:11 AM »

Tart, have you tried debugging the battle autoresolve plugin to figure out why SCY is getting beaten up? If not, I think I'll do that.

(I messed with the plugin back in Starsector 0.8 to work around stations not working properly in autoresolve)
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e

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Re: [0.9.1a] Scy V1.61RC2 (2020/09/19)
« Reply #1292 on: October 05, 2020, 07:17:01 PM »

Reporting a minor spelling error during the message pop up from the Intelligence Command Center when it finds a hidden base.

Spoiler


Besides the obvious, i think it's more appropriate to use "in the" instead of "in", since that's how the game refers to a system usually.
[close]
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Yubbin

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Re: [0.9.1a] Scy V1.61RC2 (2020/09/19)
« Reply #1293 on: November 17, 2020, 11:10:54 AM »

I only just noticed this now, but the fighter bays on the carriers are now my favorite. The red lighting in those thin lines looks beautiful.
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Kur0Shir0

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Re: [0.9.1a] Scy V1.61RC2 (2020/09/19)
« Reply #1294 on: December 13, 2020, 12:25:06 PM »

Hi, first of all, know that I'm a huge fan.

Second, I would like to suggest a change concerning Acheron's Domain: Please buff the Chaos Hideout (or straight up delete it).

That was the short part. Now is "why".

That's honestly some time I play with your mod so I'm wondering if it is intentionnal or not, but it give a direct way to cheese the game as of right now by... just staying in the system. Basically that's it. Just stay in the system and wait for them to ask for local mission out of straight suffocation: there is no way a for a pirate's den level 3 to resist to 2 military base and 5 total worlds, wich mean the station get constantly destroyed and the pirate will be in great need.

I agree it's not the only space in the sector like that. Problem is: basically any need the pirate may ask can be found directly on Archeron, wich mean you won't have any risk to do it (except maybe a little reputation loss with SCY), wich result in the following imbalance if you start to abuse it:
- No risk to be intercepted by a pirate fleet (or other ennemies fleet) because you don't go in deep space and there won't be any in the system, usually.
- No cost in fuel (basically, except for some schenanigans), you'll basically never need to go out, except for shopping, maybe.
- With the Amity's freeport, you can easily get the transport you'll need over time if you want.
- Easy peasy pirate rep (for never bein' bully again by them) and Independant rep (and SCY rep if you don't use the black market too much)
- Tons of money (it feels a little slower than the "Vanilla Raiding Nomios" strat, but id doesn't require "as much", so maybe I'm wrong >.>)
- Organs are not illegal to sell in SCY, but Pirates will usually ask for a LOTS of them.

Basicaly the only moment you'll have to play a little "touchy" is when SCY just raided the pirate station and their fleet are flying all around (the difficulty being: "go dark"). Sometimes, it feels like they don't post much Uber missions, but usually it's straight up "wait a little 'til they come".

I don't play too often and not always with the same mods activate, so maybe that's just me, but, to me, it really feels like the Pirate would need a buff to not be so freely abused. And it would make the system more... alive? because as right now, the pirates basically do nothing here outside of when Nexerelin say they raid it (for me at least).

Anyway, good luck and continue the good work. I just feel like I needed to say it, and sorry if it was already said before. ^^
« Last Edit: December 13, 2020, 12:27:47 PM by Kur0Shir0 »
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Mr_8000

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Re: [0.9.1a] Scy V1.61RC2 (2020/09/19)
« Reply #1295 on: February 24, 2021, 06:03:57 PM »

I've had SCY in my modlist for a while now, but recently I've taken a more thorough look at it and found a couple things that bug me:

-After the Boar changes, the built in missiles lack a description (after looking through the files it seems the ID of the weapon was changed). Said missiles have also lost their ammo regen and I cannot tell if this was intentional or not considering the system was changed to missile autoforge.

-Modules have their own DP. This effectively means that deploying the Nemean Lion costs 58DP (each armor piece is 4), until the modules are disabled. Considering the performance of the ship I do hope this is an oversight. The worst offender here seems to be khalkotauroi which takes up 44 on its own, while the stated dp is 20.

Spoiler
[close]

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Tartiflette

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Re: [0.9.1a] Scy V1.61RC2 (2020/09/19)
« Reply #1296 on: February 24, 2021, 11:18:45 PM »

You can deploy them last to get over the bump, but yeah that's an issue that doesn't have a clean solution.
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Mr_8000

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Re: [0.9.1a] Scy V1.61RC2 (2020/09/19)
« Reply #1297 on: Today at 07:03:14 AM »

Care to explain your reasoning? I don't want to sound impolite, but setting the DP to 0 seems pretty clean. I'm only really pressing this because favorable mid-combat DP shifts are fairly common when the enemy fleet is larger or equal to yours in size, and almost any other faction would be able to deploy reinforcements when this happens. Considering the proposed changes to battle objectives in 0.95, this issue would be even more noticeable then.

Edit: After giving this further thought, this also causes problems when losing a ship. If the DP is being hogged by modules and a friendly vessel dies, odds are you won't be able to deploy a replacement.
« Last Edit: Today at 07:06:06 AM by Mr_8000 »
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Chairman Suryasari

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Re: [0.9.1a] Scy V1.61RC2 (2020/09/19)
« Reply #1298 on: Today at 07:44:40 AM »

Maybe because how the game programmed to handle a modular ship in general? There is a reason why we don't have a modular ship in the vanilla game, only an orbital station. Like yeah, you can cut corners for some issues, but it probably will cause other issues and so on.
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Chairman Suryasari

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Re: [0.9.1a] Scy V1.61RC2 (2020/09/19)
« Reply #1299 on: Today at 07:53:18 AM »

Like (maybe) by changing the DP cost of 0 you can deploy it when you already zero in all of your DP points, allows you to use more ships over the DP limit.
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Tartiflette

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Re: [0.9.1a] Scy V1.61RC2 (2020/09/19)
« Reply #1300 on: Today at 08:20:25 AM »

You can't set it to 0, there is a hard-coded floor.
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Mr_8000

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Re: [0.9.1a] Scy V1.61RC2 (2020/09/19)
« Reply #1301 on: Today at 08:28:48 AM »

I'd love to agree, but other module ships such as the cathedral, ED's various module ships of many sizes, HMI's locomotive, KoT's abominations, roider's ablative plates, etc., all don't have a DP value associated with their modules (or rather, it is 0).

Spoiler
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And before I forget, while messing around with the khalkotauroi I noticed the extra UI element seems to migrate downwards when suffering a critical malfunction:
Spoiler
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« Last Edit: Today at 10:04:19 AM by Mr_8000 »
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Chairman Suryasari

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Re: [0.9.1a] Scy V1.61RC2 (2020/09/19)
« Reply #1302 on: Today at 08:54:55 AM »

Well, it's an old mod, probably a remnant programming from ancient era, looks like the ship needs to be built from the ground up to fix it.

There are only 2 modular ships than I frequently use, Cathedral and Locomotive, plus I'm effectively disabling the DP point system from the game so my fleet doesn't need to wait their turn to die one by one like some sort JRPG, it's fun to go all out even with 2 fps gameplay.

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