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Author Topic: [0.95a] Shadowyards Reconstruction Authority 0.9.5-rc4(4/12/21)  (Read 1121500 times)

MShadowy

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Re: [0.9a] Shadowyards Reconstruction Authority 0.8.1(01/09/19)
« Reply #1305 on: March 04, 2019, 10:14:54 AM »

Thanks for catching that; I'll be sure to get that fixed up.

As for the storm blaster... I'm right with you ther. Hmmm, definitely something I'm gonna have to think about.

In the mean time:
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Mr. Nobody

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Re: [0.9a] Shadowyards Reconstruction Authority 0.8.1(01/09/19)
« Reply #1306 on: March 04, 2019, 11:36:18 PM »

Thanks for catching that; I'll be sure to get that fixed up.

As for the storm blaster... I'm right with you ther. Hmmm, definitely something I'm gonna have to think about.

In the mean time:
As soon as i saw the word "Carmine" my mind immediately went to GoW. And from the description i'm not the only one
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On the left half of the Bell curve

Trawn91

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Re: [0.9a] Shadowyards Reconstruction Authority 0.8.1(01/09/19)
« Reply #1307 on: April 01, 2019, 07:39:32 AM »

First, let me thank you for your dedication to bring us the best mod ever  ;) I´ve been playing yardies few years back and they still rocks. Those upgraded sprites and new ships looks amazing (Mimir is still the best, but I am falling in love with Skadi).

Now a wild question appears  :) Is there a way to obtain ShadowYard´s blueprints in a peacefull way? I ´ve started a game as a yardie and want my colony navy to have those amazing ships while not breaking immersion ( I consider them "my nation") and start nuking their colonies for some blueprints.

Thank you very much!
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Wyvern

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Re: [0.9a] Shadowyards Reconstruction Authority 0.8.1(01/09/19)
« Reply #1308 on: April 02, 2019, 09:40:39 AM »

Almost all of the shadowyards blueprints are obtainable in the usual ways - rare drops from research stations, ruins, tech mining, and the like.  The exception is the shadowyards station blueprint - it must be purchased from their military market; it doesn't require a commission, but does require a decent amount of reputation.

...Unless you're playing with Nexerelin in random sector mode; then you can't get the shadowyards station blueprint without using console commands.
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Wyvern is 100% correct about the math.

Trawn91

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Re: [0.9a] Shadowyards Reconstruction Authority 0.8.1(01/09/19)
« Reply #1309 on: April 02, 2019, 11:16:15 AM »

Thank you Wyvern,

Only recently I got back to playing Starsector so I wasn´t aware of all the options. But since I havent had any luck with those yet, I had to ask :)

On another note, I was able to build Shadowyards shipyards without blueprint. Is that intentional behavior since I used premade Shadowyards campaign start? (no nexerelin here).
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Wyvern

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Re: [0.9a] Shadowyards Reconstruction Authority 0.8.1(01/09/19)
« Reply #1310 on: April 02, 2019, 11:23:27 AM »

On another note, I was able to build Shadowyards shipyards without blueprint. Is that intentional behavior since I used premade Shadowyards campaign start? (no nexerelin here).
I'd assume so.  I hadn't been aware of that myself, but it does seem like it'd make sense.
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MShadowy

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Re: [0.9a] Shadowyards Reconstruction Authority 0.8.1(01/09/19)
« Reply #1311 on: April 03, 2019, 09:14:45 AM »

It is intended, aye; the blueprint got put in as an optional method, actually. You can get access to the station type if your relationship with the SRA is good enough as well, and this was initially intended to be the only way to do so.
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Trawn91

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Re: [0.9a] Shadowyards Reconstruction Authority 0.8.1(01/09/19)
« Reply #1312 on: April 04, 2019, 04:27:29 AM »

Make sence :) thank you for clarifying. 
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Hussar

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Re: [0.9a] Shadowyards Reconstruction Authority 0.8.1(01/09/19)
« Reply #1313 on: April 11, 2019, 05:59:13 AM »

Holy hell, I haven't given Shadowyards a go in a long time (like since 0.8.1) - but I've did so today. And hell, the work you did with stations is honestly amazing. I'd wish more people given it a go for their mods, but then I also realize how time consuming it had to be - but still! Shadowyards is feature complete thanks to it! Huge props!

I also enjoy the new industries that are more of an alternative to (and perhaps downgrade from at times) vanilla stuff rather than improvement. Handy at the beginning, but I imagine switching to vanilla orbital works and refining as soon as I get a chance heh. Still, it's an really nice flavor!
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MShadowy

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Re: [0.9a] Shadowyards Reconstruction Authority 0.8.6(04/21/19)
« Reply #1314 on: April 21, 2019, 06:56:01 PM »

Jeez this took a while, didn't it? In any case the version 0.8.6 is ready for release!


0.8.6 Changelog
Spoiler
  • New Ships:
    • The Eir-class Passenger Liner, a massive ship capable of moving large numbers of people in style and comfort
    • The Carmine-class Light Carrier, a fast ship designed for raiding that has somehow gotten into pirate hands
  • New Fighters:
    • The Heckler-class Heavy Interceptor, which has a very long attack range and blistering if incredibly short ranged firepower
    • The Vulgar-class Bomber, slow and immaneuverable, little more than a shuttle for Hammer Torpedoes
  • Detrimental built-in hullmodds removed from SRA pirate ships
  • Changes to the Enlil:
    • Ship system changed to the Booster Jets system
    • Top speed increased to 160 (from 150)
  • Changes to the Inanna:
    • Top speed reduced to 140 (from 150)
    • Now has a built in Integrated Targeting Unit
    • The Inanna was somehow lacking core variants, and many of it's variants had minor issues, which have been fixed
  • Changes to the Shikome:
    • Reduced odds of appearing in fleets
    • CAS Assault Beam chargedown increased to 0.6 (from 0.4); total firing cycle time increased to 1.4 (from 1.2)
    • Beam damage and energy weapon RoF while system is active reduced by 66%
  • The GAT system now applies a more sizeable buff for the Delphi (and cruiser sized ships in general), and has had its status text improved
  • The Scylla's HEF has been replaced with the GAT system
  • The Clade's retro drive AI has been adjusted to account for the speed boost from Safety Overrides and should crash into ships behind it less often
  • Shadowyards ships now have custom d-mod decals
  • The REIS system has been changed to an On Hit effect, with a chance of piercing shields based on flux of the target ship, that applies heavy EMP strikes to the targets engines
  • Fixed an NPE crash with Massive Solar Arrays that would occur in Nebulas for some reason
  • A number of ships have had their prices adjusted
    • Enlil - to 10,000 credits (from 14,000)
    • Seski - to 8,000 credits (from 10,000)
    • Shamash - to 36,000 credits (from 24,000)
    • Inanna - to 12,000 credits (from 16,000)
    • Southpaw - to 9,000 credits (from 16,000)
    • Clade - to 26,000 credits (from 30,000)
    • Minarette - to 24,000 credits (from 28,000)
    • Lobatus - to 25,000 credits (from 28,000)
    • Tartarus - to 60,000 credits (from 65,000)
    • Delphi - to 42,000 credits (from 55,000)
    • Minos - to 44,500 credits (from 52,500)
    • Skadi - to 235,000 credits (from 250,000)
  • SRA related IBB Bounties no longer use the autofit system
  • An oversight which was causing the Belet-seri and Seski to fail to construct properly has been fixed
[close]

Let me know what you all think!
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Spess Mahren

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Re: [0.9a] Shadowyards Reconstruction Authority 0.8.6(04/21/19)
« Reply #1315 on: April 21, 2019, 08:26:26 PM »

I noticed the lockdown hmg still has sra_export_bp listed in the tag category when it needs ms_export_bp to actually appear on the exports bp package.
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MShadowy

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Re: [0.9a] Shadowyards Reconstruction Authority 0.8.6(04/21/19)
« Reply #1316 on: April 21, 2019, 08:33:55 PM »

... oops. Okay, marking that to fix.
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Bastion.Systems

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Re: [0.9a] Shadowyards Reconstruction Authority 0.8.6(04/21/19)
« Reply #1317 on: May 02, 2019, 12:01:46 PM »

Just spotted a Eir, woah.
That's not a liner, that's a small craftworld!
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eidolad

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Re: [0.9a] Shadowyards Reconstruction Authority 0.8.6(04/21/19)
« Reply #1318 on: May 08, 2019, 08:27:35 PM »

Started a Nexerelin game with Shadowyards 0.8.6 and have battled many pirate squadrons (a few led by 8-12 cruisers) without seeing one of these beautiful new Carmine carriers...

...are they indeed released/available to general pirate usage?


I have 13 mods (with five big faction mods including Shadowyards) active...

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Avanitia

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Re: [0.9a] Shadowyards Reconstruction Authority 0.8.6(04/21/19)
« Reply #1319 on: May 09, 2019, 10:42:49 PM »

Started a Nexerelin game with Shadowyards 0.8.6 and have battled many pirate squadrons (a few led by 8-12 cruisers) without seeing one of these beautiful new Carmine carriers...

...are they indeed released/available to general pirate usage?


I have 13 mods (with five big faction mods including Shadowyards) active...


Yeah, I saw them for sale and used, but they are very rare. I don't know if it's just luck or sheer amount of mods decreasing chance of it spawning (a lot of mods add ships to pirates). I did find a blueprint for it though, it's a pretty good carrier.
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You haven't played Starsector unless your storage has one thousand Vulcans in it.
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