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Author Topic: [0.8.1a] Shadowyards Reconstruction Authority 0.6.1.2c  (Read 375485 times)
MShadowy
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« Reply #1080 on: May 07, 2017, 10:24:25 AM »

Hmmm, I'll give it a looksee.  It is probably a little too close to the Trident right now anyway.
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Phearlock
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« Reply #1081 on: May 07, 2017, 11:23:32 AM »

I think that's more the tridents and daggers being a bit underwhelming, 28OP seems alright for the Rakshasas considering they have to be fairly close to their target to deploy their torpedoes, giving them a fairly long round-trip time to rearm and re-attack compared to their atropos weilding vanilla friends and 10OP anni swarm Kopeshes.
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MShadowy
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« Reply #1082 on: May 07, 2017, 12:00:18 PM »

That's not actually intended to be the case, since it actually reduces their effectiveness a lot; I'm not entirely sure why it's so either, so I'm going to have todo some experimenting with it to see what's up.
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MShadowy
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« Reply #1083 on: May 07, 2017, 01:39:33 PM »

Alright, it looks like it was related to the STRIKE tag in the weapons hints.  The Torpedoes are now being fired at the correct range, with some variance with the bombers getting more aggressively close.

At this point I'll start considering the Raksasha's general loadout, and decide whether or not to change it.
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Burlap
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« Reply #1084 on: May 07, 2017, 02:44:48 PM »

Awesome, I'm excited to plug this in and start a second save game!
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MShadowy
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« Reply #1085 on: May 08, 2017, 09:02:26 PM »

Shadowyards 0.6.1.1 Released; this is primarily just a balance pass and some bugfixing.

=download=

0.6.1.1 Changelog

  • Fixed some minor problems in the faction files
  • Removed the Spaceport condition from markets which also have an Orbital Station--specifically Euripides and Mantra
  • Somehow the Minos' material, normal, and surface maps had not gotten included; this is now fixed
  • Replaced the sprite for the Mimir's Lock drive overlay which I somehow forgot
  • Polarizer chargedown reduced to 5 seconds (from 8 )
  • Fixed an issue with the Raksasha which was causing it to launch it's torpedoes at point blank range
  • Raksasha loadout redone; one Tusk Torpedo removed, OP cost reduced to 25 (from 28), Base Price reduced to 13,000 (from 15,000)
    • Also slightly revised the sprite
  • Tusk damage reduced to 2000 (from 2500) doing 400 per bomblet (from 500)
  • Tusk Rack OP decreased to 6 (from 7)
  • Fixed a glitch in the Morningstars system AI which was preventing it from using its system
  • Did some refinement work for the REIS system AI; it should be less pointlessly trigger happy now
  • Reduced ratio of Yardie Pirate to standard pirates to try and make them not so dominant in the spawn lists
  • Added more d-mods to the following SRA pirate ships:
    • Clade P; added Glitched Sensor Array
    • Shamash P; added Phase Coil Instability and Compromised Hull

The next release will probably be mainly focused on refining ship system AI's where necessary and updating the SRA's lore entries to bring up quality standards, remove obsolete references and generally clean things up and make them punchier.  Also (urgh) revisiting the generally archaic missions and fixing them up.

Afterwards there will lilely be a push to release another batch of weapons and some utility craft.
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Galwail
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« Reply #1086 on: May 10, 2017, 03:14:14 PM »

This mod is great! Thanks for all the hard work you've put into it.

I have to say I have underestimated Mimir's power in the past, but I have tried it this play-through and it is great. My new favorite capital. No more pesky frigates and destroyers kiting out of the way! That ship is a fast and deadly killer  Grin
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Zenobious
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« Reply #1087 on: May 10, 2017, 07:38:12 PM »

I'm not entirely sure I like the new paint scheme. Conceptually, I think it's more interesting than the previous scheme, and I actually prefer the darker shades of green... but the striping seems to obscure the fine details of the hull beneath because it has a kind of dazzle-camouflage effect on it. The sections of the ships covered by the stripes feel like they are more of an undifferentiated mass of stuff, as opposed to previously where they stood out in contrast. It's by no means a deal breaker -- the ships are still gorgeous -- but it does make them stand out a bit less, especially in-game when zoomed all the way out.

The alternate piratical color scheme is wicked sick though. I would sell my soul to the Shadowyards for a pirate Mimir....  Cheesy
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MShadowy
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« Reply #1088 on: May 11, 2017, 09:47:22 PM »

Well, I guess I could fiddle with simplifying it maybe?  I dunno.  I'll take a look.  Regardless, I'm glad you guys seem to be having fun.

While I was unable to get any work in today, work is proceeding on (probably) the last 0.6.1.x version; while this was initially intended to just fix remaining oversights, balance problems and spiffing up descriptions, the Shamash is seeing further adjustment to make the standard version more fun.  More specifically it's main gun is being completely revised.

Well, more like has been revised and is waiting on me getting around to implementing its visual and audio effects.


The Phase Energy Projector (which will like be getting a bit of a renaming as well) now is a bursty AoE thing; magazine size of 3 shots and rapid rate of fire but slow ammo regen.  It's AoE is quite large and the damage falloff is minimal... but explosions know no allies.

Don't get too close. (You can actually see me hit myself in this at about 1:10)

I also would like to do something to make the REIS a little more useable on the Elysium by tying it's aim to the Pandora, making it kinda like a coaxial gun.  Or something.
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Adraius
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« Reply #1089 on: May 12, 2017, 08:46:34 AM »

I also would like to do something to make the REIS a little more useable on the Elysium by tying it's aim to the Pandora, making it kinda like a coaxial gun.  Or something.

That'd be handy.  My brain always instinctively tried to use it that way, and I had to remind myself it didn't work like that.
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Bastion.Systems
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« Reply #1090 on: May 12, 2017, 11:10:52 AM »

Afterwards there will lilely be a push to release another batch of weapons and some utility craft.

Can't wait to see what you come up with.
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Sy
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« Reply #1091 on: May 13, 2017, 07:45:37 AM »

new PEP looks interesting!

the somewhat orange/brown AOE blast feels like it's HE though, imo. i think making it green in line with CEPCs or the green-ish white of Wavepulse Cannons would be more fitting for an SRA energy weapon.
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MShadowy
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« Reply #1092 on: May 13, 2017, 09:21:52 AM »

The effects in that video are just stand ins; I haven't even had a chance to get started on the actual effects yet, which are actually intended to be some kind of dimensional tear as the p-space bubble/mass returns home.



This is a pretty early go over of the idea, with complementary Shantae.  It's changed somewhat since I drew this up (decided to ditch the shimmering effect, for one); I have a pretty good idea of how to handle the "explosion" effect but the pulsing/shrinking bullet thing is very likely going to need to be hand animated, which is gonna be a pain.

Also it'll need sound effects that kinda give that feeling; you know that feeling, when the terrifyingly thin walls of our reality are shattered, even if only for an instant, and the maddening vistas of what lays beyond are revealed.  And for just a moment, the Monsters from the IdP-Space can come through.

Wait, where was I going with this?

Anyway, should be pretty badass if I can get it all put together right.
« Last Edit: May 13, 2017, 09:25:04 AM by MShadowy » Logged
Sy
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« Reply #1093 on: May 13, 2017, 10:06:22 AM »

oh yeah, somehow i managed to miss the "waiting on me getting around to implementing its visual and audio effects" part.. my bad.

you know that feeling, when the terrifyingly thin walls of our reality are shattered, even if only for an instant, and the maddening vistas of what lays beyond are revealed.
beautiful. ^_^
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Drone_Fragger
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« Reply #1094 on: May 16, 2017, 09:06:48 AM »

I feel like some of the fighters in SRA need a balance pass now that they're a ship "weapon" rather than their own separate ship. The Neriad fighter, in particular, seems absurdly good given it costs 4 OP and is capable of doing both kinetic and HE damage (I think) which makes it an excellent general purpose fighter.

Other than that, still an excellent mod, well done.

edit: Yeah, two wings of neriads can basically murder any number of smaller craft and pose a serious threats to cruisers given their damage types, adn they cost less than any other fighter in the game, OP wise. I'd maybe make their OP at least 10 if nothing else.
« Last Edit: May 16, 2017, 09:12:13 AM by Drone_Fragger » Logged
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