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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Author Topic: [0.95a] Shadowyards Reconstruction Authority 0.9.5-rc4(4/12/21)  (Read 1115398 times)

MShadowy

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Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
« Reply #300 on: September 04, 2013, 06:51:52 AM »

/facepalm

Augh, that's dumb of me.  The chaingang has the pretty much the same statline as the Light CEPC, but with twice the ammo regen, three times the burst delay, and four times the fire rate.  I must have overlooked changing the price.  'Doh!  I wonder what the issue with the target leading could be, since ballistic PD doesn't seem to suffer from the same problems?

Hmmmm... the wavebeams damage to flux ratio shouldn't be nearly that good, but checking it you're right.  And it's because there's a typo in the weapon definition that I've totally missed for who knows how long now?  In any case, what was supposed to be 220 per shot was 22.  Derp!  (Thinking about it, it could probably stand to be more, lets try 240 instead for the fix release)

Glad you like the drones on the Charybdis, they're handy little buggers.  Not quite as helpful a PD shield maybe but more offensively minded, which better fits with the ships character I think.

As for the Scylla, she actually has a slightly faster turn rate, but a more sluggish turn acceleration than the Charybdis... which I may change.  And like the Shamash, she's not really mean to remain in phase for very long; as she's not quite as elusive as her smaller cousin, PD is definitely needed on her.  I do have to admit I'm quite happy with the 'Rybdis spoiling you though.

That new SHI ship does seem very much like their own version of the Dominator.

Hmmmm, I can see that, aye.
« Last Edit: September 04, 2013, 06:53:45 AM by MShadowy »
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Silver Silence

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Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
« Reply #301 on: September 04, 2013, 07:04:30 AM »

I've always found that Light CEPCs are a little lackluster when dealing with high transversal velocity (like Salamanders that have begun circling a ship). Against missiles like Pilums or Harpoons, they work a treat, as does all PD. But Salamanders, they have difficulty with. This seems to be the case with all PD, though and it's why I prefer Vulcans and Revolver Autocannons instead of, say, an LMG. Higher bullet velocities eliminate some of the tracking issues. Gives PD a better chance to shoot down Salamanders before they make the final turn into your ass, at which point, they're flying directly at you and PD will tear them to shreds. (Hopefully....it's about half a second window to kill those things at that point)
It's not a problem with the CEPCs themselves, just with how ballistic PD works. Flak, of course, has no such issue as what would usually constitute a miss for a Vulcan will trigger the AoE explosion of a flak shell. That could be a novel idea to rectify the tracking issues. Give the Light CEPC a compact flak explosion, perhaps with slightly higher flux usage or OP usage to compensate. That would turn those near misses into actual hits.
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MShadowy

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Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
« Reply #302 on: September 04, 2013, 08:46:52 PM »

Alright, fixed version up; I've corrected the price for the Chaingang and flux usage for the Wavebeam.  I also managed to get the charging effects for the Pandora Array mostly done, finally.

I also made some adjustments to the Scylla, namely I increased her turn acceleration, so she should seem a little more nimble now, hopefully.

Also in this version is an early model of Shadowyards home system, Anar, which should give a general idea of the geography of it, though I would not recommend checking it out just yet, as for some reason I haven't been able to get the stations to spawn.  I'm probably overlooking something painfully obvious.  The prototype star system is currently located in a zip in the /data/scripts directory.  Oh, and Uomoz, I ended up adding another planet, Wallow, to the system, as the orbit between Lumen and Euripides was feeling a little empty.

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Zaphide

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Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
« Reply #303 on: September 04, 2013, 09:52:22 PM »

--- snip ---
though I would not recommend checking it out just yet, as for some reason I haven't been able to get the stations to spawn.  I'm probably overlooking something painfully obvious. 
--- snip ---

Looks OK but you will also need to change the data/world.generators.csv file in your mod to list the data/scipts/world/anar/Anar.java as a gen file, otherwise nothing in Anar.java will get generated.

You should also remove the SHIGen.java entry from generators.csv otherwise you will end up with duplicate systems/planets as you have them in both the SHIGen.java and the Anar.java generator files.

Hopefully that makes sense :)
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CopperCoyote

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Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
« Reply #304 on: September 06, 2013, 01:13:07 PM »

I gave the elysium a good test. I love the three point spark charge up and cooldown. The sparks spread so far that now i don't even shoot at what i'm trying to hit, but rather just past it so it wanders into my target. It is also quite handy for fighter suppression in big carrier clusters. I only saw half the sparks disappear once, and it was in the simulator too. It still has a big shield. It is primarily problematic when using its ship system. It amuses me that the elysium and the tartarus are about the same size, but the elysium's shield is so much larger.

I haven't tested the scylla yet after the maneuverability increase yet. I saw the low cost to phase. It doesn't work out as well as the shamash because the scylla is slower and large. The doom suffers from the same problem though. It might just be part and parcel of having a phase system on a large ship. I like all the forward facing firepower. Its like someone looked at a sunder and thought "thats good, but i need more gun."

Edit: on a hunch I loaded up a medusa with light CEPCs and pulse lasers and gave it and integrated point defense AI. They missed by nearly the same amount. I think the failure to target lead is a starsector thing.

2nd Edit: I think turn acceleration is more important that max turn speed. Especially because the scylla has so many hardpoints. Most of my efforts are to keep that impressive amount of firepower focused on my target. With the combat skill that increases turning and the aux-thrusters even fast frigates melt with ease.
« Last Edit: September 06, 2013, 02:55:32 PM by CopperCoyote »
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MShadowy

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Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
« Reply #305 on: September 09, 2013, 07:54:55 PM »

Well, I was hoping to have SHI 0.4.0 up tonight, due to the unknown but looming release date of Starsector 0.6, but I'm having some troubles with an AI script.  So have what's is looking to be the probable changelog instead.

Spoiler
v 0.4.0 Changelog
Charybdis:
PD Drones replaced with "Thetis" class fighter drone system
Hitpoints increased from 4,500 to 5,000
Base price is 37,500 from 36,500.
She also has had her sprite replaced with a newer and far more refined version.
Morningstar:
Base price has increased to 14,000 from 11,000.
Sprite has had color correction applied and should be less muddy looking.
Enlil:
Deployment cost reduced to 5 from 6.
Flux dissipation improved to 200 from 180.
Base price increased to 7,000.
Sprite has also had color correction applied and should also be less muddy looking.
Seski:
Flux dissipation up to 160 from 140.
Mass decreased to 60 from 100 (not that this seems to do anything, but it did change).
Base price increased to 5,500.
Skinwalker:
Has recieved substantive improvements in it's armaments package.
New primary weapon - a short ranged energy beam cannon with a short pulse duration, the PBC. (Not sure how damaging this one is)
A single additional Shrike missile has been mounted to give a bit of extra anti ship oomph.
Also has fighter flares now, but these don't seem to actually do anything.
Added a hell of a lot of new ships;
Frigates:
The Innana class bombardment frigate - a wierd sideways scuttling ship with a heavy port arms package. System - HEF
The Shamash class phase frigate - a nimble little phase cloaked attack ship that works best when taking chances.  System - Mines.
Destroyers:
The Sargasso class Escort Carrier - not very well defended but has a fighter enhancing sub-system.  Still needs effects, d'oh! System - SWACS
The Lambent Medium Tanker - an automated fueling ship.  Not much else to be said. - Flares
Cruisers:
The Elysium class light cruiser - absurdly mobile heavy cavalry with a somewhat unusual weapon: the Pandora Array. - System: Probably absurd burn drive variant
Tartarus class heavy cruiser - a stolid ship who adds some meat to Shadowyards forces.  System - "Siege Mode," a defensive system that boosts shields and range, at the cost of mobility. (And whose AI is giving me some trouble)
The Scylla class phase cruiser - maybe just a bit dangerous.  System - Hydra class phase drones.
Capitol Ships:
The Mimir class Battlecruiser - the Largest of SHI's combat vessels; armed with a shockingly heavy primary weapon. System - Heavy Skimmer
Strike Craft:
Added the Raksasha class medium bomber - armed with a mirv torpedo, fairly survivable.
Scatter CEPC:
Recipient of a serious overhaul.  It should now actually be rather like a shotgun as opposed to... not.
Has recieved large changes in statline as a result of this alteration.
The "Chaingang" CEPC, a medium pd weapon, is now availabe.
The so-called "Wavebeam" has been added as a large nergy weapon.
A multiple warhead torpedo system, the "Tusk," is available in single and double racked form.
Some additional small weapons have been added for SHI fighters and drones; these are the pbc, miniflak, and the Hydra Drones little peashooter.
Many new missions have been added:
Drums in the Deep - Show some Lud Cultists the door
They Might Be Giants - A great band.  Also a mission in which a pair of Elysiums fight a rearguard action against a superior Hegemony force.
Misdirected - Your Onslaught has gotten lost, now you need to fight off SHI.
Between Scylla and Charybdis - Should probably be harder.
Bolivian Army Ending - This is only here because I kinda like the mission text.  Probably not winnable.
Randum Battul - Fite! (Both for and against SHI versions available)
Added shadowyards ships to the title screen and as simulation opponents.
[close]

I've also added sounds for the pandora, nidhoggr lance, and wavebeam now, but again, kinda stuck on an AI script.
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MShadowy

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« Last Edit: September 10, 2013, 12:35:45 PM by MShadowy »
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phyrex

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Re: (0.54.1a) Shadowyards Heavy Industries v0.4.0
« Reply #307 on: September 10, 2013, 10:33:07 AM »


pretty nice. if i may add anything ? i think the green or teal portion should do down further, how dosent matter. it would be just to reduce the "mushroom" appearance slightly.
but thats just me, disregard at will
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Sabaton

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Re: (0.54.1a) Shadowyards Heavy Industries v0.4.0
« Reply #308 on: September 10, 2013, 12:09:15 PM »

 This iteration broke my game, it wont load, it says:
 Error compiling [#data.scripts.world.anar.Anar]
 Cause:[#data.scripts.world.anar.Anar]
 
 I didn't delete the older version.
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MesoTroniK

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Re: (0.54.1a) Shadowyards Heavy Industries v0.4.0
« Reply #309 on: September 10, 2013, 12:14:47 PM »

I get the same error as you Sabaton loading only Lazy Lib 1.5 and SHI's 0.4.0

https://www.mediafire.com/view/k8xp2tqeapg515k/starfarer.log

MShadowy

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Re: (0.54.1a) Shadowyards Heavy Industries v0.4.0
« Reply #310 on: September 10, 2013, 12:27:54 PM »

... gah, it's always something.  I was intending for that to be commented out, so that if someone wanted to they could uncomment it, unzip the alternate world file and load up the Anar system to check it out.

Gimme a sec to fix it.

E: Alright, fixed version =here=
« Last Edit: September 10, 2013, 12:35:15 PM by MShadowy »
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MShadowy

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Re: (0.54.1a) Shadowyards Heavy Industries v0.4.0
« Reply #311 on: September 10, 2013, 05:45:28 PM »

Well, fixed the problem a bit ago, but I don't think anyone's noticed.  Oh dear.

Well... uh, have a test version for Shadowyards turret bases I guess as manner of notification.

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CopperCoyote

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Re: (0.54.1a) Shadowyards Heavy Industries v0.4.0a
« Reply #312 on: September 11, 2013, 03:47:29 PM »

In the mod selection popup it still says version 0.3.2c. I deleted the old files before placing the newest version in the mods folder.

I like the new mount texture. I like to have full mounts so it'll be less glaring that i've left off something. Most common one is the center rear turret on the morningstar.
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Sabaton

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Re: (0.54.1a) Shadowyards Heavy Industries v0.4.0a
« Reply #313 on: September 11, 2013, 04:01:27 PM »

 They blend in perfectly with the hulls, good job!
 And of course it was noticed, but I think nobody wanted to post just for the sake of saying '' IT LIVES".
 Also, what was the problem? Did you planned to add a new system or a new planet and that broke the game?
« Last Edit: September 11, 2013, 04:12:21 PM by Sabaton »
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MShadowy

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Re: (0.54.1a) Shadowyards Heavy Industries v0.4.0a
« Reply #314 on: September 11, 2013, 04:26:44 PM »

Well, I had the new system zipped up in the scripts folder, so I had the "bright" idea that I'd leave the system stuff in the generators.csv file for anyone that wanted to try it out before 0.6 released, just commented out.  That is to say, putting a marker up front that tells the program "don't read this line," so that if someone wanted to check out Anar all they'd have to do was replace the the world folder in scripts and uncomment that line (that line being" data.world.scripts.anar.Anar") to let it know that it should include the stuff from said script.

Of course, as I've become aware it seems like it's not actually possible to comment out lines in the csv files.  Oops.

Also, what a silly thing to overlook.  Well, it'll be fixed for the next release, though that may not happen before 0.6 goes live.
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