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Author Topic: [0.95a] Shadowyards Reconstruction Authority 0.9.5-rc4(4/12/21)  (Read 1122310 times)

Dragon239

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Re: [0.9a] Shadowyards Reconstruction Authority 0.7.0.1rc3
« Reply #1230 on: November 21, 2018, 10:36:29 PM »

Cool. What is the flux usage intended to be?
I dunno for the pop growth either; I also dunno what a cryorevival facility does in the game or if it's actually even mechanically real  :-X. And really, given how easy it currently is to grow a colony it's kind of all eh.

More thing: The vanilla Phase Ships have the "Phase Field" hullmod, reducing their Sensor Profile to 0 - is there a particular reason why your Phase Ships lack this, or is it just an oversight?
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MShadowy

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Re: [0.9a] Shadowyards Reconstruction Authority 0.7.0.1rc3
« Reply #1231 on: November 22, 2018, 06:24:34 AM »

The flux/shot should be 1000 iirc, though in retrospect that seems perhaps a bit low; maybe 1500-2000 per shot would work better.

Also SRA phase ships aren't "sneaky" like domain phase ships; their p-space dives produce visible anomalies in real space.

Bright anomalies. Really bright anomalies.
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Dragon239

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Re: [0.9a] Shadowyards Reconstruction Authority 0.7.0.1rc3
« Reply #1232 on: November 22, 2018, 10:23:43 AM »

I don't think the Marine Command Relay functions. I have 5 Potnias in my fleet with 675 marines, yet...


The tooltip for the MCR is a bit grammatically clunky, as well as having a typo. Namely, that's the two "and"s in the first sentence, and "upt to" in the second.
"Advanced C3I Systems, specialized equipment, and combat-drone systems. Increases the effective strength of planetary raids by 133, up to the total number of marines in the fleet." feels better to me.
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MShadowy

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Re: [0.9a] Shadowyards Reconstruction Authority 0.7.0.1rc3
« Reply #1233 on: November 22, 2018, 10:53:46 AM »

Hmm, I'm not sure why that shouldn't be working, the code is the same as the vanilla Ground Support system. Well, another thing to check on.
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MShadowy

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Re: [0.9a] Shadowyards Reconstruction Authority 0.7.0.1rc3
« Reply #1234 on: November 22, 2018, 11:05:28 AM »

Did you remember to install GraphicsLib?

Also just to double up, following up on the MarCom thing that is definitely weird. Aside from a check to keep it from getting put on other ships and the different value of the effect, the MS_marcom script is identical to the Ground Support script, so I'm not sure why it doesn't seem to be doing anything? Maybe it's a tooltip problem, I'll have to check.
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Dragon239

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Re: [0.9a] Shadowyards Reconstruction Authority 0.7.0.1rc3
« Reply #1235 on: November 22, 2018, 11:44:26 AM »

I don't think it's a tooltip/info-screen problem.
With the ships "Active", my raid efficacy is 41% and I take out the Culann starport for "at least 150+ days" (According to my ground forces commander)
With them mothballed, it's the same.
Then if I activate my Valkyries (while the Potnia's are still mothballed), it's up to 53%, and 190+ days. Nothing changes if I activate everything.

The numbers my commander gives me are accurate - the Potnias have no effect, while Valkyries do.


2 Other things:
1) The game seems incapable of producing Belet-Seris. Prioritized, they do not show up in my fleets. Custom production, they will sit in the queue for months.
2) Maybe mark the Phase-Drive ships as "Phase Ships" rather than "Warships"?
« Last Edit: November 22, 2018, 02:44:53 PM by Dragon239 »
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MShadowy

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Re: [0.9a] Shadowyards Reconstruction Authority 0.7.0.1rc4(11/24/18)
« Reply #1236 on: November 24, 2018, 06:47:46 PM »

Okay, one last release candidate for this version; then I can get on to new content.


0.7.0.1rc4 Changelog

Spoiler
  • Solar Collector Arrays now correctly export High Capacitance Storage
  • Solar Collector Arrays now also have bonus production depending on Star class
  • Modular Fabricators may now demand batteries in order to keep up with production demand.
  • Med Centers have had the population growth boosted to Pop Size * 2 (from 50% Pop Size), as well as a reduction in Cloned Organs produced (from size - 2 to size -4)
  • Fixed an oversight in the SRA faction file that was keeping Yardie civilian ships from appearing on the open market
  • The SRA has had it's rules text expanded, so more interactions now have custom flavor text
  • Fixed a bug with the Potnia's MARCOM hullmod that was preventing it from correctly applying it ground attack bonus
[close]
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Bastion.Systems

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Re: [0.9a] Shadowyards Reconstruction Authority 0.7.0.1rc4(11/24/18)
« Reply #1237 on: November 25, 2018, 05:28:18 AM »

I can't imagine how high the bonus might be around a neutron star ;D
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MShadowy

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Re: [0.9a] Shadowyards Reconstruction Authority 0.7.0.1rc4(11/24/18)
« Reply #1238 on: November 25, 2018, 07:01:47 AM »

I actually didn't put a bonus on neutron stars, largely because I couldn't figure out what to make it. And also how it would work with the radiation jet.

Oh, derp, and I forgot to set a limiter to prevent them from being built around black holes.
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Bastion.Systems

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Re: [0.9a] Shadowyards Reconstruction Authority 0.7.0.1rc4(11/24/18)
« Reply #1239 on: November 25, 2018, 10:48:52 AM »

Realistically neutron star radiation would be enough to melt any colony that is not very deep underground. A solar collector would be scorched and pushed off out of the system.
« Last Edit: November 25, 2018, 10:56:36 AM by Bastion.Systems »
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MShadowy

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Re: [0.9a] Shadowyards Reconstruction Authority 0.7.0.1rc4(11/24/18)
« Reply #1240 on: November 25, 2018, 11:06:21 AM »

True enough, aye

Anyway, after some prodding someone got me to change the SRA station design (maybe) to a more midline like design style:

Spoiler
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I kinda like this so eventually it ended up expanding into and axe head.

Spoiler
[close]

As you might suppose from it's appearance here the Yardie station will be rather fighter focused; we'll see how it works out I guess.
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Dragon239

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Re: [0.9a] Shadowyards Reconstruction Authority 0.7.0.1rc4(11/24/18)
« Reply #1241 on: November 25, 2018, 12:13:35 PM »

I really like that second picture. Fits really well into the existing style.
Fighter-based is cool.
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Bastion.Systems

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Re: [0.9a] Shadowyards Reconstruction Authority 0.7.0.1rc4(11/24/18)
« Reply #1242 on: November 25, 2018, 12:29:34 PM »

Looks very pseudo-organic and true to the faction's style.

What way are you going to sector it? Also making it asymmetric, while thematic, seems like a hell a lot of work to actually paint.
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MShadowy

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Re: [0.9a] Shadowyards Reconstruction Authority 0.7.0.1rc4(11/24/18)
« Reply #1243 on: November 25, 2018, 01:41:32 PM »

It should be symmetrical where it counts, and I expect it'll probably end up easier to paint than my attempt at a trilaterally symmetrical station went. Quite possibly significantly easier, at that. As for how it'd be segmented, that somewhat up in the air, but it'll probably have 5 modules; 2 smaller gun modules on top, and a big hangar module on bottom will make up the basic Orbital Station:

Spoiler
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The Battlestation will look the complete version above, getting a big gun platform and a smallar hangar platform.

The Star fortress will get some kind of additional modules or special abilities or something that hasn't quite been worked out yet.
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Sy

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Re: [0.9a] Shadowyards Reconstruction Authority 0.7.0.1rc4(11/24/18)
« Reply #1244 on: November 25, 2018, 02:37:40 PM »

looks really good! i like the mostly symmetric tier 1 with asymmetric tier 2 upgrade.

for Star Fortress.. i think most should have some kind of minefield, as that is the main thing of all the vanilla ones. could create slightly different mines though. for example, smaller and less damaging, but a more dense field (aka higher spawnrate). or EMP mines, that explode into oversized versions of the Heavy Polarizer projectiles -- so not really dangerous on their own, but good at screwing with the enemy while they're hit by fighter swarms or long range station guns.
« Last Edit: November 25, 2018, 02:40:26 PM by Sy »
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