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Author Topic: [0.95a] Shadowyards Reconstruction Authority 0.9.5-rc4(4/12/21)  (Read 1115345 times)

MShadowy

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Re: [0.9a] Shadowyards Reconstruction Authority 0.7.0.1rc4(11/24/18)
« Reply #1260 on: December 04, 2018, 01:18:17 PM »

looks amazing! O:

really only minor criticism i've got is that the spurs don't fit very well with the smooth curves and bright colors of other SRA stuff, imo.. but that's also kind of a vanilla problem, the thin vanilla spurs kinda stand out from the rest, and not in a good way.

Thank you! and yeah, i get what you mean but I feel that they fit in probably about as well as possible given how funky they are.

So is the station going to be similar in design to the midline station, just with SRA stuff like the flux system and weapons?

Kinda? Honestly its lighter armament and greater fighter focus seems to make it fairly different; it needs to rotate slower than the midline but faster than hi or lowtech in order to work well and it doesn't really have an actual equivalent of the gunwall the midline station gets. It's a lot more defensive and cagey, in large part because it has more modules and so is harder to disable.
« Last Edit: December 04, 2018, 01:22:30 PM by MShadowy »
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Bastion.Systems

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Re: [0.9a] Shadowyards Reconstruction Authority 0.7.0.1rc4(11/24/18)
« Reply #1261 on: December 04, 2018, 02:48:32 PM »

Just a quick question, is it intended that SRA phase ships don't have the "phase field" built-in hull mod that reduces sensor strength to zero?
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Wyvern

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Re: [0.9a] Shadowyards Reconstruction Authority 0.7.0.1rc3
« Reply #1262 on: December 04, 2018, 02:53:40 PM »

Just a quick question, is it intended that SRA phase ships don't have the "phase field" built-in hull mod that reduces sensor strength to zero?
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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Bastion.Systems

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Re: [0.9a] Shadowyards Reconstruction Authority 0.7.0.1rc4(11/24/18)
« Reply #1263 on: December 04, 2018, 03:46:29 PM »

Got it.

Just got a Scylla blueprint, it put me in a world of dept, but oh it is so worth it.
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Kitfox88

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Re: [0.9a] Shadowyards Reconstruction Authority 0.7.0.1rc4(11/24/18)
« Reply #1264 on: December 04, 2018, 11:49:43 PM »

Kinda? Honestly its lighter armament and greater fighter focus seems to make it fairly different; it needs to rotate slower than the midline but faster than hi or lowtech in order to work well and it doesn't really have an actual equivalent of the gunwall the midline station gets. It's a lot more defensive and cagey, in large part because it has more modules and so is harder to disable.

Cool, I've been hoping for a really fighter-focused station.
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Cyan Leader

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Re: [0.9a] Shadowyards Reconstruction Authority 0.7.0.1rc4(11/24/18)
« Reply #1265 on: December 06, 2018, 01:37:26 AM »

Items don't seem to be properly tagged. They are all displaying "Common" instead of something like "Shadowyards". Would really help to identify and not confuse with vanilla equipment.
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Kitfox88

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Re: [0.9a] Shadowyards Reconstruction Authority 0.7.0.1rc4(11/24/18)
« Reply #1266 on: December 10, 2018, 05:28:09 PM »

Not sure if it's another mod I have interfering or a bug, but the Sargasso's campaign map burn trails are off-angled from the hull.

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Bastion.Systems

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Re: [0.9a] Shadowyards Reconstruction Authority 0.7.0.1rc4(11/24/18)
« Reply #1267 on: December 11, 2018, 04:59:37 AM »

I think all SRA ships are supposed to have two small engine trails at an angle, so it is not off-angled, just that the second trail is missing.
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MShadowy

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Re: [0.9a] Shadowyards Reconstruction Authority 0.7.0.1rc4(11/24/18)
« Reply #1268 on: December 11, 2018, 02:33:28 PM »

Yeah, basically the second ribbon trail isn't spawning for some reason. I'll probably have to add in a spoof engine or something so the the trail goes out straight behind since the paired trails are gone now.
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Wyvern

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Re: [0.9a] Shadowyards Reconstruction Authority 0.7.0.1rc4(11/24/18)
« Reply #1269 on: December 11, 2018, 02:44:31 PM »

Might be worth posting over in the modded bugs section, or perhaps in the misc modding questions thread?  This seems like the sort of thing Alex might fix.
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Spess Mahren

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Re: [0.9a] Shadowyards Reconstruction Authority 0.7.0.1rc4(11/24/18)
« Reply #1270 on: December 14, 2018, 08:18:55 AM »

I was wondering why I wasn't seeing the pirate Skolopendra and it seems in ship_data.csv it has the shadowyards tag instead of the pirates tag, which I surmise means pirates won't spawn them but the SRA will. Also the pirate SRA blueprint designs have inbuilt D mods on the ship doctrine/custom production screens while all other vanilla pirate designs have had the D mods purely be a result of poor manufacturing ability, minus the (p) phase ships who have less mounts(I think this is because of the problems the destroyed mount D mod always had?) and the path ships who all get in built ill-advised modifications regardless. I like how the SRA pirate variants change up the ships in question so it gets in the way of using them when I have to restore each one I make.
Just noticed the lockdown hmg isn't in the sra exports bp package because ms_export_bp was mispelled in weapon_data.
« Last Edit: December 15, 2018, 02:53:24 AM by Spess Mahren »
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MShadowy

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Re: [0.9a] Shadowyards Reconstruction Authority 0.8(12/18/18)
« Reply #1271 on: December 18, 2018, 04:01:06 PM »

Shadowyards 0.8 is now available! Featuring stations! Wheee!


0.8 Changelog

Spoiler
  • Reduced price of the Cetus to 32500 (from 45000)
  • High Maintenance has been removed from the Scylla and Shamash
    • Both ships now have a "Phase Anchor Interface" hullmod, with reduces their sensor signature by 20%
  • The SRA now has their own custom station type
  • The Raksahsa's skimmer is now technically a teleporter
  • Added the Lobatus class Heavy Destroyer
    • Designed for heavy escort duty and defense, the Lobatus is equipped with the siege mode system
  • Adjusted fighter attack ranges so the should hopefully be a bit less passive
  • The Kobold has had some tweaks so it should hopefully return to rearm a bit more readily
    • It also now has decoy flares rather than missile defense flares
  • Wraith wing OP cost increased to 2 (from 0)
  • Variants gone over and cleaned up (again)
[close]
« Last Edit: December 19, 2018, 04:40:15 PM by MShadowy »
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Wyvern

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Re: [0.9a] Shadowyards Reconstruction Authority 0.8(12/18/18)
« Reply #1272 on: December 18, 2018, 04:04:39 PM »

Awesome!  Looks like it's time for me to start a new game.

Question on the station: is there a way for players to build these in place of the regular low/mid/high-tech stations?
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MShadowy

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Re: [0.9a] Shadowyards Reconstruction Authority 0.8(12/18/18)
« Reply #1273 on: December 18, 2018, 04:05:57 PM »

Awesome!  Looks like it's time for me to start a new game.

Question on the station: is there a way for players to build these in place of the regular low/mid/high-tech stations?

Yes; they use the vanilla station scripting so they're buildable normally.

Oh right, forgot to mention this will almost certainly break the hell out of your saves so... just a heads up.
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Bastion.Systems

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Re: [0.9a] Shadowyards Reconstruction Authority 0.8(12/18/18)
« Reply #1274 on: December 19, 2018, 03:45:20 AM »


    High Maintenance has been removed from the Scylla and Shamash
    Both ships now have a "Phase Anchor Interface" hullmod, with reduces their sensor signature by 20%

Time to make a phase fleet.
« Last Edit: December 19, 2018, 03:47:00 AM by Bastion.Systems »
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