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Author Topic: [0.95a] Shadowyards Reconstruction Authority 0.9.5-rc4(4/12/21)  (Read 1121829 times)

MShadowy

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Re: [0.9a] Shadowyards Reconstruction Authority 0.8.6(04/21/19)
« Reply #1320 on: May 11, 2019, 07:21:32 AM »

Carmines have a relatively low weight to be spawned, which is probably getting complicated by additional pirate ships being added. The current build has 3 variants with a total of 7 selection weight (3, 2, 2); if its not showing up enough in it's role I may have to increase it to 4 or 5.
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MShadowy

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Re: [0.9a] Shadowyards Reconstruction Authority 0.8.7(04/21/19)
« Reply #1321 on: May 15, 2019, 11:21:09 AM »

Shadowyards  0.8.7 is now available for download:


0.8.7 Changelog

Spoiler
  • Fixed a typo that was causing the lockdown not to appear in exports blueprints package
  • Increased the Baseplates supply cost/month to 4 (from 2) supply cost/deployment to 4 (from 3)
  • Spawn weight for Carmine variants increased to 4 for a total of 12 weight
  • Some adjustments to SRA frigate supply costs
    • Seski cost/deployment reduced to 3 supplies (from 4)
    • Inanna cost/deployment reduced to 5 (from 6) and cost/month increased to 5 (from 4)
    • Belet-seri cost/deployment reduced to 4 (from 5)
  • Shikome changes:
    • Damage for Mini Lance reduced to 1000 (from 1500)
    • Damage/Second for CAS Assault Beamer reduced to 350 (from 500), impact reduced to 250 (from 1450)
    • Lowered spawn probability to 1 in 40 (from 1 in 20)
  • Heckler changes:
    • OP cost/wing increased to 9 (from 6)
    • Range decreased to 6000 (from 7000)
    • Max Flux decreased to 300 (from 450)
  • Vulgar changes:
    • Hammer mounts changed from 2 single Hammer racks to one double mount
    • Shield removed
  • Added a number of additional skins for the Revolutionary Council subfaction added by Vayra's Kadur Remnant mod
  • SRA Phase ships with custom phase systems should now be categorized properly when custom building ships
  • SRA ship costs adjusted to properly match the new vanilla prices
  • Finally remembered to replace the overly bright cockpit pods for the Skinwalker and Raksasha
  • Improved visual effects for Nidhoggr Lance and Wavepulse Cannon
[close]
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Midnight Kitsune

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Re: [0.9a] Shadowyards Reconstruction Authority 0.8.7(05/15/19)
« Reply #1322 on: May 15, 2019, 11:23:02 AM »

.91 compatible? If so then you might want to update the thread title
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koprus

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Re: [0.9.1a] Shadowyards Reconstruction Authority 0.8.7(05/15/19)
« Reply #1323 on: May 16, 2019, 03:21:42 AM »

Hi, while enjoying your mod i noticed that elysiun and elysium(p) show 0 "weapon flux/sec" at the refit screen regardless of loadout, is it a bug or am i missing something?
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MShadowy

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Re: [0.9.1a] Shadowyards Reconstruction Authority 0.8.7(05/15/19)
« Reply #1324 on: May 16, 2019, 07:34:47 AM »

It is a bug. I've known about it for quite some time, but I don't know what's causing it so I haven't been able to figure out a solution.
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nb8

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Re: [0.9.1a] Shadowyards Reconstruction Authority 0.8.7(05/15/19)
« Reply #1325 on: May 16, 2019, 09:04:05 PM »

very weak and lasy capship  :(
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MesoTroniK

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Re: [0.9.1a] Shadowyards Reconstruction Authority 0.8.7(05/15/19)
« Reply #1326 on: May 16, 2019, 10:04:07 PM »

Very weak and lazy post.

If you want to be constructive, maybe talk about it in detail and offer actual feedback?

AxleMC131

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Re: [0.9.1a] Shadowyards Reconstruction Authority 0.8.7(05/15/19)
« Reply #1327 on: May 16, 2019, 10:46:14 PM »

very weak and lasy capship  :(

Don't Shadowyards have three capital ships now? We don't even know which one you're talking about.
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MShadowy

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Re: [0.9.1a] Shadowyards Reconstruction Authority 0.8.7(05/15/19)
« Reply #1328 on: May 17, 2019, 06:54:09 AM »

Pretty much, yeah. I guess the Eir technically counts but it's not a combat ship. There's nothing to be done with stuff this vague, so unless more detail is forthcoming I'll ignore it.
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lechibang

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Re: [0.9.1a] Shadowyards Reconstruction Authority 0.8.7(05/15/19)
« Reply #1329 on: May 17, 2019, 09:25:01 AM »

I think it's 4 now including the Eir - a souped up starliner with huge-a** crew capacity. But dunno which one you're referring to, nb8.   ???
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nb8

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Re: [0.9.1a] Shadowyards Reconstruction Authority 0.8.7(05/15/19)
« Reply #1330 on: May 17, 2019, 02:02:13 PM »

This is a pear ship. I played an early version of the mod and there it was good. He had a teleport system like a wolf frigate. And although his main gun was as useless as it is now - it only forced overheating, due to the teleport he could fight even with the Paragon. Now he is 2 times worse than Paragon.
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AxleMC131

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Re: [0.9.1a] Shadowyards Reconstruction Authority 0.8.7(05/15/19)
« Reply #1331 on: May 17, 2019, 02:39:39 PM »

Ah derp, I forgot about the Skadi. XD I was thinking Mimir, Vardyr, Eir. Gotta remember those capital carriers.
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MShadowy

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Re: [0.9.1a] Shadowyards Reconstruction Authority 0.8.7(05/15/19)
« Reply #1332 on: May 17, 2019, 03:43:54 PM »

This is a pear ship. I played an early version of the mod and there it was good. He had a teleport system like a wolf frigate. And although his main gun was as useless as it is now - it only forced overheating, due to the teleport he could fight even with the Paragon. Now he is 2 times worse than Paragon.

Ah, okay, that's gotta be the Mimir.

Which is... not meant to be an equivalent to a Paragon. While I find it unfortunate you miss the phase skimmer the ship used to have I find the Mimir a lot more interesting and fun now that it's been replaced with the lock drive. And that was changed a long time ago now; I'm sorry, but this is very unlikely to be addressed, I am quite happy with where the ship is at.
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lethargie

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Re: [0.9.1a] Shadowyards Reconstruction Authority 0.8.7(05/15/19)
« Reply #1333 on: May 17, 2019, 06:38:14 PM »

Is it the ship system that is like a really fast multidirectional burn drive? Cause these ship are amazing, it was quite a highlight of the mod for me in 0.8.1. I mean I would obviously kill myself way too often with it, but it was really fun. Definitely more on the level of the current odyssey than the paragon though, which is perfectly fine considering the mobility it has.
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Kanil

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Re: [0.9.1a] Shadowyards Reconstruction Authority 0.8.7(05/15/19)
« Reply #1334 on: May 17, 2019, 07:15:50 PM »

The SRA industries (and the vanilla Heavy Industry/Orbital Works) are currently not tagged as industries and don't count towards the industry limit.

On the typo front, I currently have a "yardie Commission", and the description for the Anu has "Enil" rather than "Enlil".

Thank you for the update.
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