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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 1097698 times)

jupjupy

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Re: [0.65a] Scy V0.7 (30/10) Full 0.65a compatibility
« Reply #180 on: November 03, 2014, 10:39:47 AM »

Hey!

Having a lot of fun with your mod, but I'd just like to say that those miniguns are seriously godlike. Infinite ammo, low(ish) flux usage, high damage, perfect accuracy... Sure, they deal frag damage, but stick some Integrated PD Networks on them and they become crazy strong. Not to mention that they totally rip apart anything that isnt well armored. And for the same price as a Burst Laser? Sick stuff.
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Nanao-kun

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Re: [0.65a] Scy V0.7 (30/10) Full 0.65a compatibility
« Reply #181 on: November 03, 2014, 10:44:25 AM »

Hey!

Having a lot of fun with your mod, but I'd just like to say that those miniguns are seriously godlike. Infinite ammo, low(ish) flux usage, high damage, perfect accuracy... Sure, they deal frag damage, but stick some Integrated PD Networks on them and they become crazy strong. Not to mention that they totally rip apart anything that isnt well armored. And for the same price as a Burst Laser? Sick stuff.
Using them as PD tends to hurt me though, since I need the Integrated PD AI and that costs OP.
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Tartiflette

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Re: [0.65a] Scy V0.7 (30/10) Full 0.65a compatibility
« Reply #182 on: November 03, 2014, 10:57:28 AM »

Indeed they are powerful, and I planed to tone them down a bit (just a bit)... The goal was to make a weapon that get powerful when used in numbers but cost a lot then, since you have to pay 4/8/12/20 points for the integrated PD network or you won't have enough mounts for dedicated PD. Sure they eat frigates and high tech stuff for breakfast, but Dominators and Onslaughts don't even notice them. I think I'll just reduce the amount of high explosives splinters that spawn when you hit something, and raise a tad their flux requirement, maybe reduce their range too? But I need to be careful: they look way too good to be relegated to sub-par equipment.
Though they are very powerful on Scy ships, if you tried them on vanilla hulls you might have noticed a sudden drop in their efficiency.

Anyway, glad you're enjoying the mod, do come back sometimes because the next Scy update will be crazy good!!!! (hint, it's related to a tease from back in august)
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Tartiflette

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Re: [0.65a] Scy V0.7 (30/10) Full 0.65a compatibility
« Reply #183 on: November 05, 2014, 11:06:09 AM »

   In 206, during the 5th Great Expedition, the Scy Nation went through its worst crisis yet. The 47th day, an imposing pirate fleet emerged from hyperspace in the Acheron system. They were the remaining forces from successful warlords that just had been "destitute" for menacing the Sindrian Diktat border. Finding a resource rich unoccupied system was for him a relief, as the fleet was in dire need of fuel and time to recuperate. Letting them be wasn't an option for the Scy admiralty, as they were bound to detect their presence on Elysee or the mining colony sooner rather than later. While the bulk of the Scy armada was away plundering trade routes, Rear Guard Admiral Nanako decided to engage them anyway.

   It was a massacre for both sides: Scy ships were fresh and ready for the combat, but they are designed for Hit-and-run tactics, not front-line combat. The pirates were suffering very low reliability from their equipments, but their ships were extremely sturdy, and their crew experienced. In a few hours, both sides had seen most of their ships destroyed and broke the engagement to take a breath. The Scy fleet started some emergency repairs, while the pirates dug in the closest wreckages searching for fuel to escape this trap. Since they now knew about the Scy Nation location, letting them go wasn't an option anymore.

   After gathering all the ships they could muster, from the unfinished cruiser in dry-dock to the feeble freighters that could be equipped with a single missile launcher, the Scy fleet went again to meet the enemy. This time, the pirate fleet didn't tried to face them, but dispersed in an attempt to save at least some of their ships. That tactic was their undoing: Scy ships excel in this kind of warfare. They ganged-up on isolated ships and used their superior engines to catch up with the next one. But even then the last cruiser, only escorted by the last pair of frigates, managed to get to the wormhole. It was sheer luck that one of the Expedition forces got back very early and was gathering on the hyperspace side of the wormhole to prepare its jump. The commander of the force didn't need to ask any question when she saw those damaged ships emerge, and her force methodically dispatched them.

   While successful, this operation couldn't be qualified as a victory. Most of the Scy fleet reserve was destroyed, and the following weeks were incredibly stressful as the planet waited the main forces to return while almost undefended. This revealed a crucial flaw in the Scy Navy doctrine: their ships are designed to operate deep in enemy territory, using their speed and stealth to spring traps, they are cruelly unsuited to defend the home system. It wasn't long before the design document for a special class of warships dedicated exclusively to the defense of Elysee was approved.



Guess who's finally coming? (hint here and in the following posts)
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arcibalde

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Re: [0.65a] Scy V0.7 (30/10) Full 0.65a compatibility
« Reply #184 on: November 05, 2014, 02:17:53 PM »

Zi Big Lady  ;D
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jupjupy

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Re: [0.65a] Scy V0.7 (30/10) Full 0.65a compatibility
« Reply #185 on: November 06, 2014, 03:04:44 AM »

Hmm anyone have any good way to get reputation for Scy above 75?

They never set any bounties, so I cant seem to push it above that number.
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Tartiflette

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Re: [0.65a] Scy V0.7 (30/10) Full 0.65a compatibility
« Reply #186 on: November 06, 2014, 03:32:52 AM »

Known problem, I will create custom events in the next release.

For now they sometimes set general bounties but there are too few pirates around to farm reputation with them. If you want their ships though, you still can attack them and capture some. They don't have much crew in general, capturing is possible without loosing too often...

Also when I get around making them act like their lore suggest, I'll create a different way to befriend them. But that is for Scy 0.9, so not very soon.
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TartarusMkII

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Re: [0.65a] Scy V0.7 (30/10) Full 0.65a compatibility
« Reply #187 on: November 07, 2014, 07:44:35 PM »

Hello again, I wanted to leave some feedback as I've been playing more of 0.65.1a since SCY has been updated. However, I'm having some issues.

Firstly, I want to explain that I am not that great at this game. It's very hard for me to get very far without collapsing. SO that being said, I've never BEEN to Tartarus because I have never gotten Nav 7, and I have not ever been able to figure out how to get there otherwise after a bunch of attempts.

I wanted to bring up two bits of things that I did notice though, acknowledging my limited view.

Firstly, I think that as long as getting to Tartarus is a riddle, the only encounter I have with this mod is the chance of finding trading fleets around the rest of the Sector. And while the size does not matter to me, SCY is a comparatively large mod, and yet you see it the least out of any of the up to date mod-factions.

I believe that the method to getting to Tartarus should not be a secret- but still a challenge. I have a feeling that it has to do with following a SCY fleet through a gate of some sort- if that is true, then leave it that way! But making it a secret hides -so- much content.

I also noticed that some of the small SCY weapons that I collected from fighting were worth strange amounts of credits. Some small weapons were worth the usual ~200 credits and such. But then others (again, still small weapons) could be worth from 2000 to 3000 credits.

Thats all I wanted to share, thanks for reading.

I also want to reassure you that I think the ships and effects are so cool that I wanted to make sure to leave this suggestion in the hopes I'd be able to see more of it in the future, as right now it's simply locked to me.
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CrashToDesktop

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Re: [0.65a] Scy V0.7 (30/10) Full 0.65a compatibility
« Reply #188 on: November 07, 2014, 07:58:06 PM »

It's actually not hard to get to the Tartarus System once you figure it out - give or take, the same way you get in as any other system (via a jump gate, as per usual - hopefully Tartfilette doesn't mind that).  And the Tartarus System is packed full of content, I can agree.  Although it seems to lack a Black Market.

@Tarfilette
It was actually a whole lot easier to find the system before the .65 update hit - there were a lot fewer systems.  Maybe you should make it a tad easier?  Maybe surround the system gate with a bunch of debris from the gigantic battle that you described a few posts back?  It is a lot more difficult with 7+ systems now.
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TartarusMkII

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Re: [0.65a] Scy V0.7 (30/10) Full 0.65a compatibility
« Reply #189 on: November 07, 2014, 08:06:14 PM »

None of my friends who play SS can figure it out either. We recognize that Tartarus exists in the other system, but we can't figure out what significance it has. In fact, most of my friends just resort to dumping fuel to coast into Tartarus to get around that fact until they eventually get Nav 7.

Also, I thought of an interesting way to deal with the standing problem. If they have no natural enemies (except maybe the church? Though they are far away from Acheron), then simple trade with them would be good enough to keep their standings well enough. And perhaps then, if you cannot get enough standings to buy from their military supply, make it more open- just very very expensive.

Meh, I don't know. I am quite torn on this mod.
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Tartiflette

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Re: [0.65a] Scy V0.7 (30/10) Full 0.65a compatibility
« Reply #190 on: November 08, 2014, 12:58:29 AM »

Thanks for the feedback, it mostly matches my own feeling (except for the "too hard to find", but I'm certainly not objective on that point), and fortunately these troubes are related to what I consider placeholders and will be taken care of in the future.

Firstly, I think that as long as getting to Tartarus is a riddle, the only encounter I have with this mod is the chance of finding trading fleets around the rest of the Sector. And while the size does not matter to me, SCY is a comparatively large mod, and yet you see it the least out of any of the up to date mod-factions.
This is quite true, and while it is a consequence of their lore, it is a bit sad to hide them that much. However there is one time they are supposed to get out of their lair and swarm the sector, and it is during the Great Expeditions when they plunder every trade-routes. I have yet to implement this behavior, but it will makes them very visible every once in a while. So please bear with me, this will is planned for Scy 0.9, the update after the next.

I believe that the method to getting to Tartarus should not be a secret- but still a challenge. I have a feeling that it has to do with following a SCY fleet through a gate of some sort- if that is true, then leave it that way! But making it a secret hides -so- much content.
This is precisely the way to find them! Half of their fleets uses the star as a wormhole, but the other half uses... another way. Also they all comes out from this second passage, it shouldn't be too had to find it. In 0.9, the system will be probably harder to find, or at least much more dangerous if you are uninvited, BUT there will be a guide that can help you get there too. It will require some investment but you won't get shot while emerging from hyperspace.

I also noticed that some of the small SCY weapons that I collected from fighting were worth strange amounts of credits. Some small weapons were worth the usual ~200 credits and such. But then others (again, still small weapons) could be worth from 2000 to 3000 credits.
Mmh, that's probably because the weapons prices vary much more than with vanilla: when you can put you hands on a small weapon that can deal as much damage as a medium mount, it's costly: both in credits, ordinance points and flux usage. The large high quality weapons are sometimes worth more than a medium ship. They do are powerful though. Still, I will keep an eye out to see if there is some crazy price tag on some items.

Although it seems to lack a Black Market.
For now there is only one: the ex-slaves miners in the orbital ore refinery kept some bad habits and set up a tidy shop out of sight. I might add one in the other small stations though.

None of my friends who play SS can figure it out either. We recognize that Tartarus exists in the other system, but we can't figure out what significance it has. In fact, most of my friends just resort to dumping fuel to coast into Tartarus to get around that fact until they eventually get Nav 7.
I would advise against that in the coming Scy 0.8  ;)

Also, I thought of an interesting way to deal with the standing problem. If they have no natural enemies (except maybe the church? Though they are far away from Acheron), then simple trade with them would be good enough to keep their standings well enough. And perhaps then, if you cannot get enough standings to buy from their military supply, make it more open- just very very expensive.
Actually they are hostile to many factions, but it's not open war. As I said above, 0.9 will change that a lot, but in the meantime I should probably spread their standings a bit more. Also to remedy the reputation problem I intend to add custom bounties. Maybe not only against pirates  ;D

Here's the current changelog, there is quite a few new things coming:
Code
V0.8 WIP

new ships:
 - Talos class heavy frigate: an over-sized frigate with decent speed, armor, cargo and armament, but reduced maneuverability, higher crew requirement and recovery cost. Feature a Burst shield system that deploy an impenetrable bubble for a second (use flux and 5 sec cool-down)

 - Nemean Lion: REDACTED (surprise, surprise)

 - Armored Sthenos / Armored Erymantian Boar class cruisers: armored version of the main battle cruisers, much slower but more powerful and much, much more sturdy.

Improvements:
 - Huge cleanup in the way decoratives are handled, both in script and in sprites. (won't make a noticeable difference in memory since I added a lot of new content too >__<).
 - Decoratives now show damage when hit.
 - Randomized the position of the Acheron system on each new game.
 - You can no longer cheat your way in Tartarus by dumping your fuel (was useless anyway, once you know where the secret passage is)
 - Added cosmetic self-destruction of the fading missiles.
 - Drones now launch from their bays instead of the center of the ship.
 - More portraits.
 - Custom engine sounds.
 - "Secondary thrusters" ship system now activate visible secondary thrusters, slightly modified sprites accordingly.

Weapons re-balancing:
 - significantly nerfed the Light Minigun damage and range, especially against ships armor. It is still potent against missiles with the right hullmod, but no longer a silver bullet.
 - buffed the Penetrator Railgun damage and flux usage to make it a costly improvement over the medium KACC.
 - reduced the Slasher beam movement width when mounted on turrets to make it hit more reliably.
 - reworked the Focused Pulse Beam behavior, it now fire in 1 second bursts, and increased it's OP cost.
 - significantly nerfed the Orion Artillery, the dps is only slightly lower but the damage per projectile is halved: it get twice the rate of fire and ammo. It won't punch through armored targets from standoff range anymore, you will have to close in to finish the job.
 - buffed the SCPB damage and reduced it's rate of fire. It should be more evenly useful against armored and non armored targets.
 - all Rocket launchers have reduced OP costs, range health and damage but got better engines and should hit their target more consistently.
 - all Coasting Missiles have reduced OP costs and damage but got higher health for the same result.
 - Erymantian Boar spinal launcher rate of fire halved.
 - significantly buffed the EMP Sweeper health, corrected some bug in the sweeping arcs script but it will be reworked further.
 - the anti-missile has now a proximity fuse, making it much more reliable, but can't destroy torpedoes in one shot.
 - improved the targeting algorithm of the Heavy Modular Swarmer: it target in priority any enemy around the ship's main target instead of any enemy in sight.

Ships re-balancing:
 - removed all buit-in Augmented Engines and Maneuvering Thrusters. Though you still can't mount them or the Unstable Engines.
 - reworked the speed and agility of all Scy ships. They have more or less the same speed as before, but will feel more sluggish. However their stats will scale much better with you character skills.
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WKOB

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Re: [0.65a] Scy V0.7 (30/10) Full 0.65a compatibility
« Reply #191 on: November 09, 2014, 05:13:43 AM »

Well, first I want to say that I've been playing with this since I decided it was time to mod .65 and, while I can't say much about the ships, your weapons are wonderfully inventive and fun to use.

Second, you bastard, you're homing in on my Greek naming and background-aesthetic! :P
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Tartiflette

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Re: [0.65a] Scy V0.7 (30/10) Full 0.65a compatibility
« Reply #192 on: November 09, 2014, 05:53:42 AM »

Well, first I want to say that I've been playing with this since I decided it was time to mod .65 and, while I can't say much about the ships, your weapons are wonderfully inventive and fun to use.
Glad to hear you are enjoying Scy! I think I can reasonably predict you will change your mind about the ships with the next update. At least for the four new ones, and maybe the two others planned for the update after.  ;)

Second, you bastard, you're homing in on my Greek naming and background-aesthetic! :P
Technicaly MShadowy and Cycerin used Greek names first! I tried to avoid names collisions but there are some. Next mod I make I'll be sure to take names from the folklore of some obscure tribe long since disappeared...
« Last Edit: November 09, 2014, 06:05:04 AM by Tartiflette »
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WKOB

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Re: [0.65a] Scy V0.7 (30/10) Full 0.65a compatibility
« Reply #193 on: November 09, 2014, 02:40:08 PM »

I mainly don't have much to say about the ships because I haven't decided to declare war on the faction and I can't buy the suckers. :P I'm sure they're interesting if they're half as neat as your weapons though!

I can't remember who came first between myself, MShadowy and Cycerin, but it's not like I actually care or anything, I was just having a tease at you. Actually, we don't even have any overlap, as your names are generally mythologically inspired, whereas mine are based on armaments or other nouns. :)

Besides, with the owl on your flag and the spear and olive branch on mine, we've got the whole gamut of Athena worship!
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TartarusMkII

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Re: [0.65a] Scy V0.7 (30/10) Full 0.65a compatibility
« Reply #194 on: November 09, 2014, 02:51:48 PM »

I mainly don't have much to say about the ships because I haven't decided to declare war on the faction and I can't buy the suckers. :P I'm sure they're interesting if they're half as neat as your weapons though!

Kind of assists my point of the SCY content being hidden and scarce ;p
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