Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.9.1a is out! (05/10/19); Blog post: Personal Contacts (08/13/20)

Pages: 1 ... 83 84 [85] 86

Author Topic: [0.9.1a] Scy V1.61RC2 (2020/09/19)  (Read 680421 times)

Fbwhytee

  • Ensign
  • *
  • Posts: 3
    • View Profile
Re: [0.9.1a] Scy V1.58RC4 (2019/11/26)
« Reply #1260 on: March 20, 2020, 03:42:37 PM »

This has probably been mentioned before, but I'm having trouble getting SCY buildings to appear in the 'add industry or structure..' menu. I have no clue what may be causing them to be hidden. Any ideas?
Logged

Tartiflette

  • Admiral
  • *****
  • Posts: 2980
  • Toss a coin to your Modder, O' valley of plenty
    • View Profile
Re: [0.9.1a] Scy V1.58RC4 (2019/11/26)
« Reply #1261 on: March 21, 2020, 01:22:39 AM »

Only one is available to the player, the Intelligence Headquarters, and it is unlocked by getting a cooperative relationship with them.
Logged
 

Fbwhytee

  • Ensign
  • *
  • Posts: 3
    • View Profile
Re: [0.9.1a] Scy V1.58RC4 (2019/11/26)
« Reply #1262 on: March 21, 2020, 07:13:51 PM »

Only one is available to the player, the Intelligence Headquarters, and it is unlocked by getting a cooperative relationship with them.
[/quote

Oh, I see. Thanks! Love the mod btw
Logged

Tartiflette

  • Admiral
  • *****
  • Posts: 2980
  • Toss a coin to your Modder, O' valley of plenty
    • View Profile
Re: [0.9.1a] Scy V1.60RC1 (2020/04/19)
« Reply #1263 on: April 19, 2020, 02:36:36 PM »


Maintenance update with minor tweaks and bugfixes. AI campaign fleets should no longer get stomped by everything, and the HeMor mk3. has received its long-overdue nerf. Additionally, the alternate skin pack is now an addon mod, and all compiled texts have been externalized to ease the job of translators.

This update should not break saves.
ALWAYS DELETE THE PREVIOUS VERSIONS OF A MOD BEFORE EXTRACTING THE NEW ONE.

Download available in the Original Post

Changelog:
1.60

BALANCING:
 - Triple Energy Blaster:
   . Range increased to 600 from 500.

 - HeMor mk3:
   . OP increased to 18 from 16.
   . Damage per shot decreased to 500 from 650, flux reduced to 600 from 700.

 - Dracanae-class cruiser:
   . Deployment cost reduced to 15 from 19.

 - Campaign faction fleets:
   . Auto-resolve battles for the AI fleets now more even and consistent with player battles.

BUGFIXES/IMPROVEMENTS:
 - Externalized all compiled strings to ease translations
 - Alternate skin pack now provided as an independent addon mod
 - Nosos interceptor can fire its swarmer.
 - Definitely fixed the modular ship death upon deployment.
[close]
Logged
 

Argonaut

  • Ensign
  • *
  • Posts: 28
    • View Profile
    • Email
Re: [0.9.1a] Scy V1.60RC1 (2020/04/19)
« Reply #1264 on: April 19, 2020, 04:02:00 PM »

Thanks for your efforts!
I was just defending Tartarus from an ungodly amount of Blackrock fleets. It was hopeless as Blackrock came with waves of fleets filled with capitals this early in the playthrough. Fought off three fleets in a last stand (and salvaged a Nemean Lion) with the Hephaistos Star Fortress before it capitulated to impossible odds. But... a ceasefire hit soon after.

That said, i noticed i can't ever repair my ships on Elysee, while i can elsewhere in the system. A game mechanic i don't understand, perhaps?
Logged

AxleMC131

  • Admiral
  • *****
  • Posts: 1707
  • Amateur World-Builder
    • View Profile
Re: [0.9.1a] Scy V1.60RC1 (2020/04/19)
« Reply #1265 on: April 19, 2020, 04:25:49 PM »


BUGFIXES/IMPROVEMENTS:
...
 - Definitely fixed the modular ship death upon deployment.


Spoiler
- Removed Herobrine
[close]
Logged

pairedeciseaux

  • Commander
  • ***
  • Posts: 124
    • View Profile
Re: [0.9.1a] Scy V1.60RC1 (2020/04/19)
« Reply #1266 on: April 25, 2020, 10:26:33 AM »

That said, i noticed i can't ever repair my ships on Elysee, while i can elsewhere in the system. A game mechanic i don't understand, perhaps?

Elysee Spaceport got damaged during battle? This would prevent basic spaceship services such as repairs, or at least that's my understanding of this vanilla Starsector mechanic.
Logged

n1Z0

  • Ensign
  • *
  • Posts: 29
    • View Profile
Re: [0.9.1a] Scy V1.60RC1 (2020/04/19)
« Reply #1267 on: June 20, 2020, 01:12:05 PM »

The storage at Elysee says "No tariff's/No cost" in the player storage screen, but my monthly income report shows an upkeep cost attached to this station at 13k/month.

Am I understanding correctly that something is not displaying properly within these 2 screens?
Logged

CrixM

  • Ensign
  • *
  • Posts: 23
    • View Profile
Re: [0.9.1a] Scy V1.60RC1 (2020/04/19)
« Reply #1268 on: June 27, 2020, 07:48:51 PM »

So I tried out the orion artillery since it's been changed from how it used to switch damage and well, can't say I'm impressed.  For a specialized weapon it's not very good at anything, especially when the Gauss Cannon has longer range and even costs 1 less ordnance point.  I guess it's nice if you've got multiple heavy slots and want a flux efficient weapon.
Logged

Algester

  • Ensign
  • *
  • Posts: 40
    • View Profile
Re: [0.9.1a] Scy V1.60RC1 (2020/04/19)
« Reply #1269 on: July 02, 2020, 11:46:28 PM »

question on the Intelligence Command Center reports



is there supposed to be a space between in and Systemname?
Logged

Chikanuk

  • Lieutenant
  • **
  • Posts: 64
    • View Profile
Re: [0.9.1a] Scy V1.60RC1 (2020/04/19)
« Reply #1270 on: July 03, 2020, 06:45:17 PM »

Did AI Keto even shoot his gun? Some modded build-in guns was used very often, but i have him under AI control for 3 huge battles already. And he was not very userful exactly cuz he didnt use it even once =\
Even while he 100% in range of target he cant miss and have zero flux.
Logged

Tartiflette

  • Admiral
  • *****
  • Posts: 2980
  • Toss a coin to your Modder, O' valley of plenty
    • View Profile
Re: [0.9.1a] Scy V1.60RC1 (2020/04/19)
« Reply #1271 on: July 04, 2020, 01:17:35 AM »

It will fire it from time to time, but the issue is that the game doesn't allow me to make a weapon that the AI won't fire at a random lone fighter without making that AI also incredibly hesitant to fire it at all.
Logged
 

Chikanuk

  • Lieutenant
  • **
  • Posts: 64
    • View Profile
Re: [0.9.1a] Scy V1.60RC1 (2020/04/19)
« Reply #1272 on: July 06, 2020, 02:52:54 AM »

Honestly i personally prefer Keto to fire on cd to everything inc fighters, than fire once per 2-3 hours.
But i got another problem - Boars. Why they keep charging enemies? Maybe i did something wrong? They literally commit suicide, unless i put cautious\timid officer on every boar - its just charge enemies like reckless psycho on luddic path dominator. While most of overs missile ships, like imperiup rocket cruiser (forgot its name) or vanilla griffon usually stay away from the fight and use rockets.
I give em longest range gun (1500 from imperium), standart laser torpedoes but no matter what orders i give em - they charge forward immidiately, almost every single fight.
Wich is extremely frustrating, cuz they, imho, most userful SCY ship in game. But at some point i just give up and sell em all.
Logged

Tartiflette

  • Admiral
  • *****
  • Posts: 2980
  • Toss a coin to your Modder, O' valley of plenty
    • View Profile
Re: [0.9.1a] Scy V1.60RC1 (2020/04/19)
« Reply #1273 on: July 06, 2020, 03:25:24 AM »

You say you want the Keto to fire at everything, but I don't think you'll appreciate it that much when it start to fire at close range disabling itself and its fighters, or when it will miss 3/4 of its shots and shot your own ships. The AI tends to prioritize eliminating fighters right now, and as long as it will be true, I won't make the keto fire that them.

As for the boar, that's another AI issue I have no way to deal with, but the ship is OP and may get a rework anyway. (it will probably loose one large missile but gain some way to replenish their ammo)
Logged
 

Chikanuk

  • Lieutenant
  • **
  • Posts: 64
    • View Profile
Re: [0.9.1a] Scy V1.60RC1 (2020/04/19)
« Reply #1274 on: July 10, 2020, 11:31:21 PM »

Im not sure what boar is OP. His main weapon - Laser torpedos can be a little OP. But boar literally fragile missile bot with 2 large slots. Wich is not overpowered in any way. Especially with this AI problem.
And he didnt have ways to replentish his ammo. With any vanilla large rockets he is pretty ok, imho its more laser torpedo issue.

Hope next game update will give you tools to address this issues.
Logged
Pages: 1 ... 83 84 [85] 86