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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Author Topic: [0.95.1a] Scy V1.66rc3 (2023/03/19)  (Read 1097487 times)

JohnDoe

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Re: [0.7.1a] Scy V0.98 Ambushed Update (06/12/2015)
« Reply #660 on: December 05, 2015, 11:32:46 PM »

By the way, not that I'm complaining, but isn't vibrating beam a little bit too strong? At 1.5 damage per flux it's the most efficient energy damage weapon in the entire game (not counting missiles) by a large margin, and it reaches a comfortable 800 range. The only downside I can think of is its difficulty in targeting missiles.
« Last Edit: December 05, 2015, 11:50:08 PM by JohnDoe »
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Tartiflette

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Re: [0.7.1a] Scy V0.98 Ambushed Update (06/12/2015)
« Reply #661 on: December 06, 2015, 12:55:59 AM »

By the way, not that I'm complaining, but isn't vibrating beam a little bit too strong? At 1.5 damage per flux it's the most efficient energy damage weapon in the entire game (not counting missiles) by a large margin, and it reaches a comfortable 800 range. The only downside I can think of is its difficulty in targeting missiles.
Their main drawback is the terrible armor penetration even by beam standard. It start stable so that help a bit but once it's in vibration it's around 25% as efficient as a Tactical Laser at breaching armor. They are however twice as strong against hulls and shields, but cost more and have less range. I could probably lower their range to 700 though, it's a tad long once you add some Range hull-mods.

Finally an update! I didn't see it included in the patch notes, so I was wondering if they offered commissions.
They do.
« Last Edit: December 06, 2015, 01:27:21 AM by Tartiflette »
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JohnDoe

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Re: [0.7.1a] Scy V0.98 Ambushed Update (06/12/2015)
« Reply #662 on: December 06, 2015, 07:56:21 AM »

Bug: When you sell your last Scy ship in your fleet, your detection range modifier won't reset and you're stuck with it.

Spoiler
[close]
« Last Edit: December 06, 2015, 07:58:18 AM by JohnDoe »
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Tartiflette

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Re: [0.7.1a] Scy V0.98 Ambushed Update (06/12/2015)
« Reply #663 on: December 06, 2015, 08:10:05 AM »

Arg! That might be tricky to solve... I also noticed that after getting a Scyan commission you get some reputation drops because I didn't removed the relation status with the Knights of Ludd. And some flavor texts missing... I suppose a hotfix is in order.
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StarSchulz

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Re: [0.7.1a] Scy V0.98 Ambushed Update (06/12/2015)
« Reply #664 on: December 06, 2015, 09:42:54 AM »

Here are a couple things i noticed:

Scy ships have no engine trails

The armor pieces that fall off of an allied ship [ not mine ] are shown with a green box, and i can give commands to them.


Otherwise, this is awesome! i have been waiting for this mod to update!

Tartiflette

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Re: [0.7.1a] Scy V0.98 Ambushed Update (06/12/2015)
« Reply #665 on: December 06, 2015, 10:17:25 AM »

Scy ships have no engine trails
Yup, that's a consequence from their custom engines, not sure it should be changed.
Quote
The armor pieces that fall off of an allied ship [ not mine ] are shown with a green box, and i can give commands to them.
I couldn't reproduce this. I mean yes the armor bits are in your fleet (that's a limitation from my Twiglib fix for now) and you can assign them orders they will never follow, but not after they fall off. Are you sure you didn't selected one that was still attached in the map? Because the UI has quite a large offset between the real position and the icon position.
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Tartiflette

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Re: [0.7.1a] Scy V0.98 HOTFIX! (06/12/2015)
« Reply #666 on: December 06, 2015, 11:41:29 AM »

Hotfix up! Also I noticed that I have 30% less downloads for Twiglib than Scy, that must be a lot of unhappy player... Remember that TwigLib is required to make Scy run.


Requires LazyWizard's LazyLib.
Also require this temporary fix version of TwigLib while Debido update the main one:
Code
v0.98b

BUGFIXES/IMPROVEMENTS
 - Fixed the sensor debuff remaining after selling your last Scyan ship.
 - Fixed the relation with the now absent Knight of Ludd Faction.
 - Fixed some flavor texts gone missing with the updated markets.
 - Added more possible locations for the Acheron system.
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Elijah

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Re: [0.7.1a] Scy V0.98 HOTFIX! (06/12/2015)
« Reply #667 on: December 06, 2015, 12:28:26 PM »

The mod is really great. I also really liked the story. Thank you, Tartiflette!!
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Tartiflette

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Re: [0.7.1a] Scy V0.98 HOTFIX! (06/12/2015)
« Reply #668 on: December 06, 2015, 12:31:47 PM »

Thanks! (and glad to see some people are reading it ><) Also I forgot to mention that the hotfix won't break saves, but will only take effect on a new game.
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Surge

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Re: [0.7.1a] Scy V0.98 HOTFIX! (06/12/2015)
« Reply #669 on: December 06, 2015, 01:53:00 PM »

Honestly I'm starting to wonder where starsector modding would be without tartiflette doing all these crazy things, the transforming diable fighters, the twiglib nemean lion, the scyan miniguns, the engine reboot, he's always pushing what you can do with these mods.
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Snrasha

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Re: [0.7.1a] Scy V0.98 HOTFIX! (06/12/2015)
« Reply #670 on: December 06, 2015, 01:54:27 PM »

Haste to try. Play with 10 factions and more in Nexerelin is so funny.  Thank you!
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I am pretty bad on english. So, sorry in advance.

Gladiator Society
Add battle options on Com Relay/ Framework for modders for add their own bounty.

Sanguinary Autonomist Defectors A fan-mod of Shadowyard.

Tartiflette

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Re: [0.7.1a] Scy V0.98 HOTFIX! (06/12/2015)
« Reply #671 on: December 06, 2015, 02:25:10 PM »

Honestly I'm starting to wonder where starsector modding would be without tartiflette doing all these crazy things, the transforming diable fighters, the twiglib nemean lion, the scyan miniguns, the engine reboot, he's always pushing what you can do with these mods.
Thanks, I suppose I can reasonably consider myself part of this little group that like to push the envelope of the game. Though I insist that it is a common effort. Scy wouldn't have gone far without Debido, Dark.Revenant, Mesotronik, Histidine, 19_30, SniZupGun, SilentStormp and a few others... Now that being said, Scy is but a training exercise for Seeker.  ;D
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StarSchulz

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Re: [0.7.1a] Scy V0.98 HOTFIX! (06/12/2015)
« Reply #672 on: December 06, 2015, 03:10:55 PM »

Ill see if i can get a screenshot.

- The antimissiles on the Tisiphone frigate make the out of ammo sound and don't fire, but it still says it has 50.

- Recon variant of the Argus support carrier has expanded magazines, but it has no weapons with ammo.


What i meant before was that when the broken armor pieces should have been yellow for allies, or blue for destroyed, they were green the whole time.
« Last Edit: December 06, 2015, 04:17:34 PM by StarSchulz »
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Surge

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Re: [0.7.1a] Scy V0.98 HOTFIX! (06/12/2015)
« Reply #673 on: December 07, 2015, 11:10:35 AM »

I'm noticing that it's near impossible to do procurement contracts with scy installed, at least half of them, in some cases all of them, are for large numbers of scy intelligence chips. Is this intended or an unavoidable consequence?
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Tartiflette

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Re: [0.7.1a] Scy V0.98 HOTFIX! (06/12/2015)
« Reply #674 on: December 07, 2015, 11:21:20 AM »

I'm trying a couple of solutions there, without much success sadly (I'll probably have to make them a non-economy item). But there is a couple of legal ways to obtain them...
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