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Author Topic: [0.9.1a] Scy V1.57 (2019/09/04)  (Read 557349 times)

TartarusMkII

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Re: [0.65.1a] Scy V0.86(released 01/12) + V0.87(in-development)
« Reply #345 on: January 31, 2015, 01:11:15 AM »

Sure I totally agree, but like.. WHy does the fleet have to be so large? lol
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Tartiflette

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Re: [0.65.1a] Scy V0.86(released 01/12) + V0.87(in-development)
« Reply #346 on: January 31, 2015, 01:19:37 AM »

Because if you have a large fleet you need a lot of fuel to loot? From my perspective it's worse to loose at level 40 stuck with a huge fleet (or having to scuttle all the ships) because I didn't gave you enough fuel to loot, than loosing early game after less than two hours because there is too much. Anyway I'm trying a different spawning method now.
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Histidine

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Re: [0.65.1a] Scy V0.86(released 01/12) + V0.87(in-development)
« Reply #347 on: January 31, 2015, 02:28:17 AM »

The strategic map renders of that battle are gorgeous, how did you do them?
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Tartiflette

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Re: [0.65.1a] Scy V0.86(released 01/12) + V0.87(in-development)
« Reply #348 on: January 31, 2015, 03:08:29 AM »

Photoshop, photoshop and photoshop... And a bit of patience of course ^^
Unlike your writing, I wanted a less descriptive style closer to the point of view of the Commodore: a good awareness of the ships positions, but less details about "who hit who with what". It's a 60 seconds battle, the emphasis needed to be on the chaos and the lack of control on the events. To that end I needed less words and more illustrations. It's not that hard to do once you prepared the first slice with everything separated in layers to be moved around.

Btw I vaguely started to work on a clean PDF with all the texts and illustrations from the story of the inspection...

[edit] I finished to work on the new bandits fleets that comes after you if you drift to Acheron without fuel, they are now dependent on your level, your fleet size (beware if you are flying a heavy freighter fleet) , and your relationships: You could have to face a small Templar fleet if you are hostile with them.
« Last Edit: January 31, 2015, 03:25:06 AM by Tartiflette »
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Tartiflette

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[0.65.1a] Scy V0.87 Empowered Update (31/01/2015)
« Reply #349 on: January 31, 2015, 02:56:06 PM »


Require Debido's TwigLib.
Require LazyWizzard's LazyLib.
Compatible with LazyWizzard's Version Checker.

Since I received no complains about the Dev Version, I might as well release it officially (with added bugfixes and polish)! So what to expect this time? Plenty!

The Lamia destroyer received a significant redesign, as well as a new shiny armored version. The old chassis has been converted into a destroyer sized carrier that can deploy a pair of beefy drones.
Spoiler


[close]

The so underwhelming Vibrating Beam has been converted into a new much more useful Burst Repeater Beam: a long range PD with a clip mechanic: it reload all it's 10 shots magazine 5 seconds after the last shot. Might be OP for now but I prefer to have some feedback before doing anything.
Spoiler
[close]

And finally, when the Scy navy need to project the maximum firepower for the cheapest price, it can now rely on the Keto class Siege Carrier! Four decks (yes, four, don't believe what the ship codex says) and the Astrapios long range artillery to deal with any opponent from afar while never putting your crew in danger... Except the pilots of course!
Spoiler

[close]

Also in this update, a significant weapon re-balancing. Mostly on the "more power" side (hence the name of the update  ;D) I'll let you check the changelog for the detail.

Like the Nemean Lion, the Keto has a bit of a story attached there, there, there, there, and there. These are concluded by a new mission.

Also, to the Linux users here, I finally found out why you were still having capitalization problems with each update: Bitbucket don't see the difference when I upload renamed files and don't overwrite them! Quite inconvenient. I changed some files to force the upload, but I'm not sure if I found all of them so if there is still a problem, I apologize and I'd appreciate to know which files I need to modify.

And of course, bufixes, polish, bugfixes, polish, bugfixes, polish...

CHANGELOG
Spoiler
Code
V0.87
31/01/2015

New content:

 - Keto Siege Carrier: A capital sized 4 decked carrier equipped with a built-in Astrapios artillery canon capable of disabling several ships at once from standoff range

 - New Lamia class destroyer design and weapon layout: more compact, has slightly better armor but it's shield is now frontal.

 - Armored Lamia: a Lamia destroyer with a 3 part modular armor on the front and sides. It looses the missile mount but the frontal armor hold an Enhanced focus beam (akin to the Armored Sthenos cruiser). The side armors also have anti-missiles launchers.

 - Argus destroyer sized carrier: converted "old" lamia into a carrier with a medium missile launcher for support roles. Slightly slower than the Lamia to avoid endless kiting. It can launch and rebuild a pair of support drones equipped with light miniguns.

 - Drones: all drones have been changed to something... different. More in line with the rest of the ships, bigger but also tougher.

Weapons re-balancing:

 - Small Autonailer: range decreased from 350 to 300, flux requirement increased from 50 to 100.
 - Small Flak: ammo increased from 40 to 60, turn rate decreased from 40 to 30 deg/sec.
 - Medium burst nailer: reduced the total damage from 1800frag to 1000 but increased it's precision, range decreased form 650 to 600.
 - Hacking Commlink: detonate missiles after a second, the explosion can take out nearby missiles.
 - Vibrating Beam now become Burst Repeater Beam: a PD weapon with long range, limited charges and a clip reload mechanic

 - Energy blaster: buffed the emp damage per shot from 20 to 50, decreased the turn rate from 50 degrees/second to 20, increased the recoil recovery rate from 0.05 deg/sec to 1, increased the range from 450 to 500.
 - Penetrator Railgun: buffed ammo from 120 to 200, reduced the turn rate from 30 to 10, decreased it's precision and slightly reduced it's range from 850 to 700
 - Slasher Beam: increased range from 600 to 800, raised ammo count from 40 to 60, High-explosive damage from 700 to 1000, energy consumption from 950 to 1500.
 - Focused Pulse Beam: added 200 EMP dps while firing, raised the turn rate from 10 to 20deg/sec, ammo count from 32 to 48, energy damage from 1000 to 1250, energy usage from 1500 to 2000.

 - Small mortar gun: increased it's range from 450 to 600, damage per shot reduced from 250 to 200, increased it's fire rate from 30 to 48 shots per minute, increased it's precision and ammo count from 100 to 120, and it's projectile speed from 550 to 650.
 - Medium mortar gun: reduced it's turn rate from 30 to 20, increased it's range from 600 to 700, it's fire rate from 20 to 30 shots per minute, it's ammo from 50 to 90, it's projectile speed from 550 to 600, DPS reduced from 275 to 250.
 - Large mortar gun: increased it's fire rate from 15 to 30 shots per minute, increased it's ammo from 50 to 180, slightly reduced it's precision, DPS reduced from 650 to 500, flux reduced from 1250 to 1000.

 - Small kinetic accelerator: increased it's range from 450 to 600, increased it's ammo count from 90 to 180, fire rate reduced from 60 to 48, flux usage reduced from 250 to 240, projectile speed reduced from 1000 to 800.
 - Medium kinetic accelerator: increased it's range from 600 to 800, reduced the turn rate from 30 to 20, added perfect accuracy, raised ammo count from 60 to 90, fire rate reduced from 30 to 24, flux usage reduced from 400 to 350, DPS reduced from 250 to 200, projectile speed reduced from 1100 to 900.
 - Large kinetic accelerator: reduced the turn rate from 20 to 10, added perfect accuracy, raised ammo count from 80 to 180, fire rate increased from 20 to 24, flux usage reduced from 1000 to 800, DPS reduced from 500 to 400, projectile speed reduced from 1000 to 900.

 - Ricochet gun: since the secondary shot is a medium mortar projectile, it gain the same buffs as that weapon, range increased from 850 to 1000.
 - SCPB: reduced it's flux build up from 1500 to 1000, increased it's EMP damage from 67 to 330, it now use a clip mechanic instead of a continuous ammo regeneration.
 - ORION Artillery: prevented the friendly fires for good this time!
 - Area Scorcher now has a proximity detonation.

 - Rockets: raised their health from 50 to 150 hit-points.
 - Laser Torpedoes: Reduced the spreading of the lasers for the medium and large versions, detonation range reduced from 500 to 250, damage per beam reduced from 500 to 150, emp per beam reduced from 150 to 100, number of beams increased from 5/7/9 to 8/10/12.
 - Manticore Swarm Missiles: kinetic damage raised from 250 to 300.
 - Manticore Phased Torpedo: energy damage raised from 1000 to 2000, launching range increased from 2500 to 6000.

 - Siren main gun: raised kinetic damage from 1000 to 2000, and ammo count from 15 to 30, allied AI ships no longer teleport the ships if they hit the hull but deal EMP damage.

 - Reduced the effectiveness of the damage reduction from modular armors

Other changes:

Improved descriptions for most weapons. Huge proofreading everywhere.

Increased the collisions radius of most ships for a better AI behavior.

Removed the Hydra's flight deck that was redundant with the new Argus destroyer.

Corrected the engines animation not properly restarting after a flame-out.

The Manticore carrier now a drone ship-system.

Changed the recovery cost for most combat ships, down for the frigates and cruisers, up for the destroyers.

Seriously reduced the recovery cost of all wings.

Custom AI for the Precision Gears ship system.
 
New venting AI, less prone to vent just next to an enemy.

Slightly raised the venting rate of most ships.

Somewhat made the frigates more fragile (still very dangerous with the weapon boost).

All ships with modular armor now have the High Maintenance hull-mod built-in.

The position of Acheron is now more random due to the presence of many more modded systems.

Loot fleets spawned if the player fall in Acheron out of fuel are now scaled along the player level and fleet size.

Acheron and Tartarus systems reworked, all planets now have proper names.

New hull-mod icons
[close]
« Last Edit: January 31, 2015, 04:24:17 PM by Tartiflette »
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Tartiflette

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Re: [0.65.1a] Scy V0.87 Empowered Update (31/01/2015)
« Reply #350 on: January 31, 2015, 04:32:25 PM »

Hum, to the 9 people that downloaded the mod so quickly, well thank you... But I made a tiny weeny mistake I though I corrected on the Keto. You can re-download the mod to have a version that doesn't have weird collisions problem with it's shield. Or you can replace the data/config/twig/keto.json with this file (don't forget to change back it's extension)

Sorry about that and I promise, one day I'll have a clean release without a hour-one patch. Have a good game!

[attachment deleted by admin]
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TartarusMkII

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Re: [0.65.1a] Scy V0.87 Empowered Update (31/01/2015)
« Reply #351 on: January 31, 2015, 06:27:47 PM »

Hey Tartiflette, I wanted to ask you a bit about SS and SCY. This isn't really about feedback, and by no means a complaint, but I'd love to know what advice you can give me.

I am having issues getting very far in SS+ for various reasons, but my play style usually defaults to picking a faction, using their stations as a base and fighting their enemies. I can't do that with SCY, and I used to dislike that until I really saw how strong SCY could be. I agree that it'd be a bit too cheesy to be able to get reputation with SCY so easily. So I do trade with them frequently and hunt bounties in Acheron to get SCY to like me as much as I can.

But I wanted to know, if it's so hard to get in good graces with SCY, what purposes to the large SCY ships serve? I have only ever been able to get a Hydra and various freighter ships (aside from the occasional escort or destroyer in the black market.)

How would you intend for players to acquire them normally?

Thanks!
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Tartiflette

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Re: [0.65.1a] Scy V0.87 Empowered Update (31/01/2015)
« Reply #352 on: February 01, 2015, 12:22:11 AM »

I... I don't know what to say. I'm sorry to hear that but you are obviously having a much harder time with the game than most, did you tried to watch some "Let's Play" videos? Maybe you are doing something wrong or missed some important bit?

As for Scy rep, in all my playt-hroughs they are the easiest faction to gain reputation with:
They post bounties, they have five stations with very low stocks that are always having trade disruptions or food shortage to take advantage of, you can even do in-system trade and make a benefit from it! While their stockpiles are often not huge they even sell cheap fuel and supplies.
In addition you gain free reputation by killing the many other factions bounties that spawn in Acheron witch is borderline cheating. They don't even have an enemy market in their system so you can't loose reputation by trading with someone else. And the cherry on the cake, their often central position that makes them an ideal base of operation where you can sell all the loot for even more reputation (though this is less true in 0.87)

The only way to not gain reputation over time is to actively take hostile actions against them or smuggle stuff in their stations. Hence why your starting reputation is lower.

So no, I won't make it easier to farm reputation with them, if anything I'll make it harder!
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TartarusMkII

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Re: [0.65.1a] Scy V0.87 Empowered Update (31/01/2015)
« Reply #353 on: February 01, 2015, 01:36:05 AM »

Yea, I did not mean to make it harder of course- and yea it just seems I am bad at the game.

But I had the idea that someone once said that you can only get standings up so high through trade before hitting a limit. Also, I don't really avoid Acheron for this reason, but I -seriously- fear your Hax defenders. If I am low on fuel, I will generally not go around that area even if I do auto save, just to prevent breaking my game.

Otherwise, I am very happy with SCY, and while SCY really makes me feel like the core tech is useless, burn speeds too low, etc, I think I would still feel that way even without SCY.
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Tartiflette

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Re: [0.65.1a] Scy V0.87 Empowered Update (31/01/2015)
« Reply #354 on: February 01, 2015, 02:32:25 AM »

The Hax fleets have been seriously reworked, you don't have to fear them that much now (actually they might have become a rep farming exploit early game). Also I believe the max standing gain while trading is friendly, or even welcoming if you help with events, witch allow you to buy everything but the most advanced cruisers and the capital-ships.
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Nanao-kun

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Re: [0.65.1a] Scy V0.87 Empowered Update (31/01/2015)
« Reply #355 on: February 01, 2015, 11:35:15 AM »

I'm not quite sure how a person would run out of fuel in hyperspace so easily. I've never had a problem gathering rep with Scy either. :-\
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Histidine

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Re: [0.65.1a] Scy V0.87 Empowered Update (31/01/2015)
« Reply #356 on: February 01, 2015, 05:53:06 PM »

The Intel map lets you know how far you can go on your current tank (see the numbers and scale at the bottom). If you forget, it's quite easy to see whether you're going to fall short ahead of time and make a detour for gas.
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WKOB

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Re: [0.65.1a] Scy V0.87 Empowered Update (31/01/2015)
« Reply #357 on: February 01, 2015, 11:51:50 PM »

Alright, the design of the Keto is pretty damned sweet. I might actually fly that thing.
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Tartiflette

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Re: [0.65.1a] Scy V0.87 Empowered Update (31/01/2015)
« Reply #358 on: February 02, 2015, 02:00:57 AM »

Fire the main gun and enjoy the fireworks!
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ahrenjb

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Re: [0.65.1a] Scy V0.87 Empowered Update (31/01/2015)
« Reply #359 on: February 02, 2015, 09:50:04 AM »

Does this update require a new game?
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