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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 1115560 times)

Dark.Revenant

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Re: (0.8a) Shadowyards Reconstruction Authority 0.6.1a
« Reply #1065 on: May 07, 2017, 01:24:58 AM »

Also just as a heads up, this will break saves.
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Jonlissla

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Re: (0.8a) Shadowyards Reconstruction Authority 0.6.1a
« Reply #1066 on: May 07, 2017, 02:13:05 AM »

The pirate themed ships are great, and a good addition to normal pirate fleets. Makes me want to see more pirate versions of modded ships.
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Bastion.Systems

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Re: (0.8a) Shadowyards Reconstruction Authority 0.6.1a
« Reply #1067 on: May 07, 2017, 02:51:07 AM »

Skadi is possibly the prettiest ship in all of existence.

 
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AxleMC131

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Re: (0.8a) Shadowyards Reconstruction Authority 0.6.1a
« Reply #1068 on: May 07, 2017, 03:36:53 AM »

Skadi is possibly the prettiest ship in all of existence.

*Drooling slightly*

I want that Skadi blown-up with a sweet background as a wallpaper. Now.  ;D
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SCC

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Re: (0.8a) Shadowyards Reconstruction Authority 0.6.1a
« Reply #1069 on: May 07, 2017, 04:37:12 AM »

"What is good about SRA?"
"Well, Skadi is a big plus"
Jokes aside, it looks a bit like asari ships, but, like... Better. I also like that new paintjob blends a bit better with vanilla Starsector, and that it's scheme makes phase cruiser (I can't remember names of any ships from mods...) look like it's flying backwards. Space Archer, anyone?

XviZoR

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Re: (0.8a) Shadowyards Reconstruction Authority 0.6.1a
« Reply #1070 on: May 07, 2017, 05:47:42 AM »

Fixed it for myself, simply opened the ShipCSV in the same folder as the morningstarCiv (Data/Hulls ) and added the morningstar with the same stats as the two above ones, started just fine after that.
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Sy

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Re: (0.8a) Shadowyards Reconstruction Authority 0.6.1a
« Reply #1071 on: May 07, 2017, 06:21:01 AM »

Skadi is possibly the prettiest ship in all of existence.
jade-colored flight decks~ <3
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Hussar

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Re: (0.8a) Shadowyards Reconstruction Authority 0.6.1a
« Reply #1072 on: May 07, 2017, 06:27:11 AM »

Personally Shadowyards became a lot more attractive as a mod now. I like the new colors better, plus a persean leauge refit instead of civil one is a really nice change. Now the "non shadowyards military" versions are actually valid and interesting choices.

It's especially true on Seski (I always loved Seski and Robberfly from BR)!

In short I like the changes - good job!
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MShadowy

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Re: (0.8a) Shadowyards Reconstruction Authority 0.6.1a
« Reply #1073 on: May 07, 2017, 07:09:00 AM »

i have the same problem with the crash.

have tried deleting the mod and doing a new install. this allowed the game to start. but if i try to load a save using the mod it wont load instead telling me it relies on data from a mod not in use.

ultimately had to go back to the old version of the mod to continue my game.

Aheh, yeah this break saves, sorry; Starsectors save system remembers hull ids and the like; some significant changes to the internal file structure of the mod occurred, and so your save will fail to find parts of the save and give you a crash.

E:  And glad people seem to really like the updated look.  Woo!  Thanks all!
« Last Edit: May 07, 2017, 07:25:02 AM by MShadowy »
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Sy

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Re: (0.8a) Shadowyards Reconstruction Authority 0.6.1a
« Reply #1074 on: May 07, 2017, 08:01:40 AM »

am i missing some special effect of the Polarizer weapon series? because they seem waaay underpowered compared to the vanilla Ion Weapons.

the small Polarizer does only twice as much EMP damage per shot as the Ion Cannon -- but Polarizer fires only 7.2 times per minute, while IC fires 120 times per minute, giving the latter over 15 times the EMP dps. and as if that wasn't enough for a weapon meant primarily to do EMP damage, Polarizer also requires twice the flux per sec, and doesn't have a real energy damage advantage either (6 times as much energy damage per shot, but only a third of the overall energy dps).

the only advantage of the Polarizer i can see is that is has 600 range compared to IC's 500, but that hardly seems worth such a massive discrepancy in effectiveness.
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MShadowy

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Re: (0.8a) Shadowyards Reconstruction Authority 0.6.1a
« Reply #1075 on: May 07, 2017, 08:36:07 AM »

The polarizers have an on hit effect which spawns secondary EMP strikes, 2 for the smaller and 6 for the larger, delivering 15% of the base EMP damage each strike (and an additional 20% of the base damage).  That being said, I'll take a look at their stats; they haven't been updated in a while, and it should probably be doing considerably more than twice as much emp damage per shot.
« Last Edit: May 07, 2017, 08:46:31 AM by MShadowy »
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Sy

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Re: (0.8a) Shadowyards Reconstruction Authority 0.6.1a
« Reply #1076 on: May 07, 2017, 09:02:11 AM »

okay. :]

another piece of balance feedback: i think Raksashas are too strong with their 2 Tusks, compared to Tridents with 2 of the much less damaging Atropos. 1 Tusk per fighter would probably be enough, or giving them a fighter-specific version that doesn't spawn as many warheads per torpedo.
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MShadowy

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Re: (0.8a) Shadowyards Reconstruction Authority 0.6.1a
« Reply #1077 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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Re: (0.8a) Shadowyards Reconstruction Authority 0.6.1a
« Reply #1078 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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Re: (0.8a) Shadowyards Reconstruction Authority 0.6.1a
« Reply #1079 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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