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Author Topic: [0.9.1a] Neutrino Corp. (v. 1.86-RC3)  (Read 720616 times)

Mealstrom

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Re: [0.8.1a] Neutrino Corp. (v. 1.84RC3)
« Reply #1245 on: November 19, 2018, 11:44:49 AM »

can't for this to be updated :3

If you don't have time atm bscause 9f college contact me on discord and I could try to help since I know you're quite busy :)
« Last Edit: November 19, 2018, 11:54:25 AM by Mealstrom »
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felixsimon

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Re: [0.8.1a] Neutrino Corp. (v. 1.84RC3)
« Reply #1246 on: November 30, 2018, 02:47:30 PM »

any plans of updating this for 0.9? or should i abandon all hope?
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Deathfly

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Re: [0.8.1a] Neutrino Corp. (v. 1.84RC3)
« Reply #1247 on: November 30, 2018, 07:52:54 PM »

Compatible updates are done. Now I am doing test runs, for debugging and rebalancing.
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A not-so-noob functional geneticist
And a free bug hunter
Code and decode almost everythings with a genomics approach.
Served in Neutrino corporation as a long-term services and supports staff.

cjuicy

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Re: [0.8.1a] Neutrino Corp. (v. 1.84RC3)
« Reply #1248 on: November 30, 2018, 09:30:32 PM »

Compatible updates are done. Now I am doing test runs, for debugging and rebalancing.
Wonderful to hear man!
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felixsimon

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Re: [0.8.1a] Neutrino Corp. (v. 1.84RC3)
« Reply #1249 on: November 30, 2018, 11:10:09 PM »

Compatible updates are done. Now I am doing test runs, for debugging and rebalancing.

I love you!  ;D
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SmugSkeletor

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Re: [0.8.1a] Neutrino Corp. (v. 1.84RC3)
« Reply #1250 on: December 04, 2018, 07:14:42 AM »

Can't wait to see Neutrino back in action. One of my favourite mods, keep up the good work.
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Drglord

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Re: [0.8.1a] Neutrino Corp. (v. 1.84RC3)
« Reply #1251 on: December 04, 2018, 07:44:07 AM »

Neutrino is my second favorite faction behind the chinese one but since that won't be getting updated or translated to English this millennium i am currently holding off to start a run and waiting for neutrino to update.
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Raakashan

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Re: [0.8.1a] Neutrino Corp. (v. 1.84RC3)
« Reply #1252 on: December 06, 2018, 02:08:55 AM »

I can't wait for this one to be back up, i want my duo back together, every save I make always ends up being a different version of the same, me taking either Neutrino or Diable Avionics and pitting them against each other with whatever weapon loadouts I can come up with and its fascinating to watch :D i can't wait to get the war rolling again with the new update
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Mealstrom

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Re: [0.8.1a] Neutrino Corp. (v. 1.84RC3)
« Reply #1253 on: December 06, 2018, 10:33:39 AM »

can't wait for this to be updated :D
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Deathfly

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Re: [0.8.1a] Neutrino Corp. (v. 1.84RC3)
« Reply #1254 on: December 07, 2018, 11:29:31 AM »

Hmm, so I see. Each time I try to nerf something, it will end up like a buff...

Anyway, let's roll for 0.9a and worry about the balance issue later!


Download Neutrino corp 1.85-RC1

KNOWN ISSUE
- Mission "Random Combat Sim" and "Stop! Hammer Time!" don't work properly unless you enter campaign once after game started.

Spoiler
changelog since 1.85

RC1
------------------------------------------------
KNOWN ISSUE

- Mission "Random Combat Sim" and "Stop! Hammer Time!" don't work properly unless you enter campaign once after game started.


CONTENT CHANGES

- Compatible with 0.9a

- New ship system, Missile TDS, for Banshee and Sledgehammer
-> An advanced missile trajectory control system that optimize missile trajectory and counter enemies countermeasures.
-> When active, increase missile max speed, maneuverability, and damage by 15%. Increase missile weapon rate of fire by 100%. Increase missile HP by 50%

- TheEND now features a phase fighter launching system.
-> Generation hard flux equate to 10% base flux capability when launching fighters while mothership is phasing.
-> More efficiently deploy and recover fighters somehow.

BALANCE CHANGES

- An overall balance check through all weapons, to make them works better on non-Neutrino ships.
-> Reduce flux cost and OP cost in general. In line with vanilla energy weapons.

- Magnetar Burster
-> Introduced clip mechanism. Hold 20 charges that could be fired at 333 dps, and reload a 4 charges clip per second with 100 sustained DPS.
-> Works as a PD weapon more effective.
-> Flux/damage reduse to 0.75, more flux efficacy.

- Heavy Pulsar Beam
-> Damage per shot reduced to 1000. Flux per shot reduced to 1400. Rate of fire increase to one shot for every three seconds.(20 rpm)
-> In line with Plasma Cannon change for 0.9a.

- Particle Cannon Array
-> Rework clip mechanism. Hold 16 charges that could be fired at 1293 dps, and reload a 8 charges clip per second with 222 sustained DPS.
-> OP increase to 25

- Misery
-> Flux per shot reduce to 60(-7.5)
-> Range reduce to 700 (-50)

- Bane
-> Flux per shot reduce to 75(-25)
-> Range reduce to 800 (-50)

- Unstable Photon Cannon
-> Max charge reduce to 4(-2)
-> Max range reduce to 900(-500)
 
- Photon Cannon
-> Range increase to 900
-> Damage type change into HE.

- Antiproton Beam
-> Now sustained fire 5 beam with 200 DPS in total. Generate 100 flux per second.

- Neutron Pulse Cannon
-> OP reduce to 12(-1)
-> Range increase to 900(+50)

- Triple Neutron Pulse Cannon
-> OP reduce to 12(-2)
-> Flux per shot reduce to 200(-45).

- Heavy Neutron Pulse Cannon
-> OP reduce to 14(-1)
-> Flux per shot increase to 1170(+95)
-> Max charge reduce to 2(-6)

- Neutron Pulse Battery
-> OP reduce to 25(-1)
-> Range increase to 1000(+100)
-> Flux per shot increase to 525(+100)
-> Damage increase to 350

- Dual Giga Pulse Laser
-> DPS reduced to 400(-100)

- Neutron Lance
-> Flux cost reduced to a 1.5 flux/damage rate.

- Phased Array Cannon
-> Flux cost reduced to a 1.5 flux/damage rate.

- Removed Phased Array Cannon ship-borne version
-> Maybe we could see it on battle stations another day.

- Removed Silver Lance
-> Anyway, this weapon was tend to be used for debuging Fake Beam. And it cause too many bugs in 0.9a now.

- Dual Adv. P. Torpedo
-> OP reduce to 10(-2)

- Pile-Driver
-> OP increase to 30
-> Max cargo reduce to 250, max full increase to 120
-> No Civilian-grade Hull. The point is, you can put Expanded Cargo Holds for it to reach a better then vanilla cargo efficacy, but that will cost one logistics hullmod slot.

- Sledgehammer
-> Now built-in with ECM Package and ECCM Package instead of Expanded Missile Racks.

- TheEND
-> Peak timer reduce to 360.

- Maul
-> Large energy turret firing arc reduce to 120 degree.

- Banshee
-> OP increase to 270
-> Change one of the mediun energy slot into synergy

- Nausicaa
-> Max burn increase to 7
-> cargo capability reduse to 4000, with same reason as Pile-Driver

- Polyphase Amplifier
-> Now got a shor time engine hyper boost while the system change up, to kick ship forward.

- Phase Missile System
-> Now can use while phasing.
-> Flux cost change to 20% hard flux of base capacity?
-> Missile loose homing ability after they retrun to normal space.

- Siege Mode
-> No longer increase weapon damage.
-> No longer reduce firing rate.
-> Reduce 20% weapon flux cost instead. 

- Neutronium Plating
-> No longer overload ship while collapsing.
-> Power Armor strength reduced.
-> Armor regenerate rate reduced.

- Neutrino Omega Upgrade reworked
-> A high-end upgrade reserved for Neutrino operatives and corporate interests. Design for ships that been deployed to decisive battles.
   Advance target analysis system increase 10% damage done to capital ships or stations,  and 5% damage done to cruisers.
   Also increases armor by 50/100/150/200 depend on hull size.
-> OP request reduce to 6/10/15/20
-> No longer incompatible with ITU and DTC.

- Schwarzgeist
-> Removed Sapper SRM Pack.
-> Photon Torpedo Launcher (Precharged) now hold 5 shots.

- Drache
-> Graviton Inversion Device damage reduced to 1500 KE, with 500 EMP, hold 3 shots per run.
-> Graviton Inversion Device now have a time bomb style fuse. Will detonate only at 4 seconds after fired.
-> Graviton Inversion Device now have a 200 SU AOE, with a suck gravitational pull effect.
-> Drache will try to use decoys.

- Floh
-> DPS limited to 100.

- Gepard Eins
-> Now armed with an Ion Cannon instead of Pulse Beam Gun
-> HP and armor redused.
-> Sustained DPS was limited to around 75.

- Gepard Drei
-> Reduced to 3 figher per wing. OP reduced to 18
-> Being conversed into a unmaned drone.
-> Sustained DPS was limited to around 100.

- And a lot of minor changes I missed.
[close]
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A not-so-noob functional geneticist
And a free bug hunter
Code and decode almost everythings with a genomics approach.
Served in Neutrino corporation as a long-term services and supports staff.

Ishman

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Re: [0.9a] Neutrino Corp. (v. 1.85-RC1)
« Reply #1255 on: December 07, 2018, 01:50:48 PM »

Ooo, this has made my day!

Spoiler
(along with the announcement of jets n guns 2) https://store.steampowered.com/app/830820/JetsnGuns_2/
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KailaRaZhu

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Re: [0.9a] Neutrino Corp. (v. 1.85-RC1)
« Reply #1256 on: December 07, 2018, 02:26:37 PM »

Great to see another faction mod come into 0.9ness~

Quick feedback though :-

The faction seems to not know any of its own Weapon blueprints :)

Which makes raiding their systems somewhat easier than i expect is intended. (and their markets sell no weapons)

All those tasty hulls, free for the taking.

Amusing to see the large neutrino capital assurance fleet running away from a single wolf :D
« Last Edit: December 07, 2018, 02:28:20 PM by KailaRaZhu »
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Deathfly

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Re: [0.9a] Neutrino Corp. (v. 1.85-RC1)
« Reply #1257 on: December 07, 2018, 05:40:18 PM »

@KailaRaZhu Thanks! Hot fix out!



Download Neutrino corp 1.85-RC2


BUG FIX
- Now Neutrino weapons now properly appear on market.

Spoiler
changelog since 1.85

RC2
------------------------------------------------
KNOWN ISSUE

- Mission "Random Combat Sim" and "Stop! Hammer Time!" don't work properly unless you enter campaign once after game started.

BUG FIX
- Now Neutrino weapons now properly appear on market.

RC1
------------------------------------------------
KNOWN ISSUE

- Mission "Random Combat Sim" and "Stop! Hammer Time!" don't work properly unless you enter campaign once after game started.


CONTENT CHANGES

- Compatible with 0.9a

- New ship system, Missile TDS, for Banshee and Sledgehammer
-> An advanced missile trajectory control system that optimize missile trajectory and counter enemies countermeasures.
-> When active, increase missile max speed, maneuverability, and damage by 15%. Increase missile weapon rate of fire by 100%. Increase missile HP by 50%

- TheEND now features a phase fighter launching system.
-> Generation hard flux equate to 10% base flux capability when launching fighters while mothership is phasing.
-> More efficiently deploy and recover fighters somehow.

BALANCE CHANGES

- An overall balance check through all weapons, to make them works better on non-Neutrino ships.
-> Reduce flux cost and OP cost in general. In line with vanilla energy weapons.

- Magnetar Burster
-> Introduced clip mechanism. Hold 20 charges that could be fired at 333 dps, and reload a 4 charges clip per second with 100 sustained DPS.
-> Works as a PD weapon more effective.
-> Flux/damage reduse to 0.75, more flux efficacy.

- Heavy Pulsar Beam
-> Damage per shot reduced to 1000. Flux per shot reduced to 1400. Rate of fire increase to one shot for every three seconds.(20 rpm)
-> In line with Plasma Cannon change for 0.9a.

- Particle Cannon Array
-> Rework clip mechanism. Hold 16 charges that could be fired at 1293 dps, and reload a 8 charges clip per second with 222 sustained DPS.
-> OP increase to 25

- Misery
-> Flux per shot reduce to 60(-7.5)
-> Range reduce to 700 (-50)

- Bane
-> Flux per shot reduce to 75(-25)
-> Range reduce to 800 (-50)

- Unstable Photon Cannon
-> Max charge reduce to 4(-2)
-> Max range reduce to 900(-500)
 
- Photon Cannon
-> Range increase to 900
-> Damage type change into HE.

- Antiproton Beam
-> Now sustained fire 5 beam with 200 DPS in total. Generate 100 flux per second.

- Neutron Pulse Cannon
-> OP reduce to 12(-1)
-> Range increase to 900(+50)

- Triple Neutron Pulse Cannon
-> OP reduce to 12(-2)
-> Flux per shot reduce to 200(-45).

- Heavy Neutron Pulse Cannon
-> OP reduce to 14(-1)
-> Flux per shot increase to 1170(+95)
-> Max charge reduce to 2(-6)

- Neutron Pulse Battery
-> OP reduce to 25(-1)
-> Range increase to 1000(+100)
-> Flux per shot increase to 525(+100)
-> Damage increase to 350

- Dual Giga Pulse Laser
-> DPS reduced to 400(-100)

- Neutron Lance
-> Flux cost reduced to a 1.5 flux/damage rate.

- Phased Array Cannon
-> Flux cost reduced to a 1.5 flux/damage rate.

- Removed Phased Array Cannon ship-borne version
-> Maybe we could see it on battle stations another day.

- Removed Silver Lance
-> Anyway, this weapon was tend to be used for debuging Fake Beam. And it cause too many bugs in 0.9a now.

- Dual Adv. P. Torpedo
-> OP reduce to 10(-2)

- Pile-Driver
-> OP increase to 30
-> Max cargo reduce to 250, max full increase to 120
-> No Civilian-grade Hull. The point is, you can put Expanded Cargo Holds for it to reach a better then vanilla cargo efficacy, but that will cost one logistics hullmod slot.

- Sledgehammer
-> Now built-in with ECM Package and ECCM Package instead of Expanded Missile Racks.

- TheEND
-> Peak timer reduce to 360.

- Maul
-> Large energy turret firing arc reduce to 120 degree.

- Banshee
-> OP increase to 270
-> Change one of the mediun energy slot into synergy

- Nausicaa
-> Max burn increase to 7
-> cargo capability reduse to 4000, with same reason as Pile-Driver

- Polyphase Amplifier
-> Now got a shor time engine hyper boost while the system change up, to kick ship forward.

- Phase Missile System
-> Now can use while phasing.
-> Flux cost change to 20% hard flux of base capacity?
-> Missile loose homing ability after they retrun to normal space.

- Siege Mode
-> No longer increase weapon damage.
-> No longer reduce firing rate.
-> Reduce 20% weapon flux cost instead.  

- Neutronium Plating
-> No longer overload ship while collapsing.
-> Power Armor strength reduced.
-> Armor regenerate rate reduced.

- Neutrino Omega Upgrade reworked
-> A high-end upgrade reserved for Neutrino operatives and corporate interests. Design for ships that been deployed to decisive battles.
   Advance target analysis system increase 10% damage done to capital ships or stations,  and 5% damage done to cruisers.
   Also increases armor by 50/100/150/200 depend on hull size.
-> OP request reduce to 6/10/15/20
-> No longer incompatible with ITU and DTC.

- Schwarzgeist
-> Removed Sapper SRM Pack.
-> Photon Torpedo Launcher (Precharged) now hold 5 shots.

- Drache
-> Graviton Inversion Device damage reduced to 1500 KE, with 500 EMP, hold 3 shots per run.
-> Graviton Inversion Device now have a time bomb style fuse. Will detonate only at 4 seconds after fired.
-> Graviton Inversion Device now have a 200 SU AOE, with a suck gravitational pull effect.
-> Drache will try to use decoys.

- Floh
-> DPS limited to 100.

- Gepard Eins
-> Now armed with an Ion Cannon instead of Pulse Beam Gun
-> HP and armor redused.
-> Sustained DPS was limited to around 75.

- Gepard Drei
-> Reduced to 3 figher per wing. OP reduced to 18
-> Being conversed into a unmaned drone.
-> Sustained DPS was limited to around 100.

- And a lot of minor changes I missed.
[close]
Logged
A not-so-noob functional geneticist
And a free bug hunter
Code and decode almost everythings with a genomics approach.
Served in Neutrino corporation as a long-term services and supports staff.

GuiltyNight

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Re: [0.9a] Neutrino Corp. (v. 1.85-RC2)
« Reply #1258 on: December 09, 2018, 05:43:43 PM »

get crash after using the phase missile system with THE END class, and may also crash after it explosion.
still thanks for your hard work about this mod, very enjoyable to play with. ;)
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felixsimon

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Re: [0.9a] Neutrino Corp. (v. 1.85-RC2)
« Reply #1259 on: December 09, 2018, 06:48:04 PM »

A quick question: is Unsung and/or Banshee Norn in the game? (can be found somewhere like previous version of the game, or sold, or something?) or are they gone for good?
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