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Starsector 0.9.1a is out! (05/10/19); Blog post: Skills and Story Points (07/08/19)

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Author Topic: [0.9.1a] Scy V1.57 (2019/09/04)  (Read 544702 times)

The Soldier

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Re: [0.65.2a] Scy V0.97 New Manticore Carrier, balance tweaks (11/09/2015)
« Reply #645 on: November 20, 2015, 04:49:26 PM »

Speaking of coronas, will Tartarus have a star-like corona that induces crisping of ships?  I almost don't expect it will since it's a Brown Dwarf (some brown dwarfs have surface temperatures cold enough to freeze water - their corona is going to be hotter, but not nearly enough to do damage as larger stars would), but hey, anything's possible.  I'll still expect that it has that "difficult to approach" option like other large masses have, however.
« Last Edit: November 20, 2015, 04:50:57 PM by The Soldier »
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Note: please sacrifice your goats responsibly, look up the proper pronunciation of Alex's name. We wouldn't want some other project receiving mystic power.

Tartiflette

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Re: [0.65.2a] Scy V0.97 New Manticore Carrier, balance tweaks (11/09/2015)
« Reply #646 on: November 21, 2015, 04:57:03 AM »

I hope we get a working version of scy soon. My fleet won't be the same without scyan miniguns.
Well, it's up to Alex now: depends only when he thinks 0.7.1 ready. Last time it was two weeks after the fupdate, but the release was far buggier and less balanced (by that I mean it was still pretty clean but this release is night spotless) So it may either take more time if he wants to collect more feedback before committing new changes, or less if he feels the game don't need any yet.

Yes, that wasn't a very helpful reply. (and I don't blame Alex for anything since the method I need isn't used by vanilla and is only available because he goes out of his way to help modders.)

Speaking of coronas, will Tartarus have a star-like corona that induces crisping of ships?  I almost don't expect it will since it's a Brown Dwarf (some brown dwarfs have surface temperatures cold enough to freeze water - their corona is going to be hotter, but not nearly enough to do damage as larger stars would), but hey, anything's possible.  I'll still expect that it has that "difficult to approach" option like other large masses have, however.
It will have a small corona just below the Antimatter Collector. The trick here is that Magnetic Storms will raise it and envelop the station, making it sometimes dangerous to reach. I also thought about raising sharply the fuel production while there is a storm.
« Last Edit: November 22, 2015, 05:09:24 PM by Tartiflette »
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Toxcity

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Re: [0.65.2a] Scy V0.97 New Manticore Carrier, balance tweaks (11/09/2015)
« Reply #647 on: November 24, 2015, 02:40:41 PM »

I know SO on Scy ships was already discussed, but if you were to put SO on a Scy ship (or encounter one with SO for some reason) how would you be able to tell? I'm assuming that the custom engines don't change color.
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Tartiflette

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Re: [0.65.2a] Scy V0.97 New Manticore Carrier, balance tweaks (11/09/2015)
« Reply #648 on: November 24, 2015, 02:52:38 PM »

I know SO on Scy ships was already discussed, but if you were to put SO on a Scy ship (or encounter one with SO for some reason) how would you be able to tell? I'm assuming that the custom engines don't change color.
They do  ;) (It's not as visible as vanilla, but in the other hand the effect is much less noticeable: SO multiply low stats and add a small value to already high ones)
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StarSchulz

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Re: [0.65.2a] Scy V0.97 New Manticore Carrier, balance tweaks (11/09/2015)
« Reply #649 on: November 26, 2015, 09:03:42 PM »

Can't wait till this updates! this is definitely my favorite mod. I just can't get enough of how awesome the ships and animations look  8)

Tartiflette

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Re: [0.65.2a] Scy V0.97 New Manticore Carrier, balance tweaks (11/09/2015)
« Reply #650 on: December 02, 2015, 06:23:18 AM »

Updated and expanded captains portraits (because I have nothing more interesting to show while waiting for 0.7.1):

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StarSchulz

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Re: [0.65.2a] Scy V0.97 New Manticore Carrier, balance tweaks (11/09/2015)
« Reply #651 on: December 02, 2015, 04:26:20 PM »

Still very nice! the one at the bottom left has quite the funny expression :P

Chaos Farseer

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Re: [0.65.2a] Scy V0.97 New Manticore Carrier, balance tweaks (11/09/2015)
« Reply #652 on: December 02, 2015, 08:52:23 PM »

Been playing around with SCY ships in 0.65.2a, and I've noticed that the Nemean Lion reloads all of its ballistic and energy weapons whenever it closes its armor. Which is cool, although it somehow allows the Super-Charged Pulse Beam to exceed its maximum ammo. It appears that the amount of additional ammo the SCPB gains is proportional to how long the armor is closed (either from the Lion's Hide or venting). Is that intentional?
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Tartiflette

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Re: [0.65.2a] Scy V0.97 New Manticore Carrier, balance tweaks (11/09/2015)
« Reply #653 on: December 03, 2015, 12:28:57 AM »

Been playing around with SCY ships in 0.65.2a, and I've noticed that the Nemean Lion reloads all of its ballistic and energy weapons whenever it closes its armor. Which is cool, although it somehow allows the Super-Charged Pulse Beam to exceed its maximum ammo. It appears that the amount of additional ammo the SCPB gains is proportional to how long the armor is closed (either from the Lion's Hide or venting). Is that intentional?
Try to use the latest dev version, I corrected those issues in there. Be aware that this update will brake your saves.
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NightfallGemini

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Re: [0.65.2a] Scy V0.97 New Manticore Carrier, balance tweaks (11/09/2015)
« Reply #654 on: December 03, 2015, 04:36:26 AM »

Wait... the Lion can create more ammo?! How the hell did I never notice that?
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Tartiflette

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Re: [0.65.2a] Scy V0.97 New Manticore Carrier, balance tweaks (11/09/2015)
« Reply #655 on: December 03, 2015, 05:57:46 AM »

Not really, but with Debido we had to find some hacky way to prevent the 3 large weapons from firing when closed: it store the ammo count and set it to 0, but I forgot to cap the ammo count from regenerating weapons.
« Last Edit: December 03, 2015, 05:59:17 AM by Tartiflette »
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Chaos Farseer

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Re: [0.65.2a] Scy V0.97 New Manticore Carrier, balance tweaks (11/09/2015)
« Reply #656 on: December 03, 2015, 07:42:52 AM »

Oh, right. And there's the Save Transfer mod, so I have no excuses. Will try that in a bit. Thanks!
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Tartiflette

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[0.7.1a] Scy V0.98 Ambushed Update (06/12/2015)
« Reply #657 on: December 05, 2015, 03:51:04 PM »

Well, it took way more time that I liked, but:



Requires LazyWizard's LazyLib.

Also require this temporary fix version of TwigLib while Debido update the main one:

Some of the major changes with this update:

 - Scyan ships are now as stealthy as their lore suggest. That is they get an instant 33% stealth boost while laying still in ambush. Their engines however emit a distinctive signature that makes them 33% more visible when moving around.

 - A few ships have been removed, mostly old and rare variants that were only present because of nostalgia. Namely the Medusa, the Lamia Prototype, the Advanced Orthrus, the Manticore Extended Carrier and the Unfinished Nemean Lion.

 - A fair few Universal mounts are now Hybrids, which allowed me to convert the Slasher Beam and the Focused Pulse Beam into Energy weapons.

 - And last but not least, all descriptions have been thoroughly corrected thanks to the intervention of the ever awesome Mesotronik!

Full changelog:
Spoiler
Code
SCY
v0.98

Compatible with Starsector 0.7.1a:
 - Terrain effects in the numerous rings and asteroid fields of Tartarus and Acheron.
 - Random location of the system adjusted to never end in Deep Hyperspace.
 - Hybrid mounts on a lot of ships, Armored version generally have more versatile weapon mounts types.
 - Slasher Beams and Focus Beams are now Energy weapons.
 - Scyan ships are 33% stealthier when still, but 33% more visible when moving.
 - Massive proofreading thanks to Mesotronik

NEW CONTENT
 - Replaced all the "Assault Shield" ship-systems by the new "Engine Jump-start" system:
   . Allows to instantly restart your flamed out engine.
   . Only one charge with a long cool-down.
   . Can fail at low CR.
   . Applied to the Manticores cruisers, Armored Stheno, Orthrus, Balius freighter/tanker and Lealaps frigate.
 - Replaced the Burst Nailer with... a much angrier Burst Nailer:
   . 8 shots clip of buckshot fury that can be unloaded in under 4seconds.
   . Very high burst FRAG damage but long reload time and anemic range.
   . Do NOT point on self!
 - Minimal Preparation hull-mod:
   . Halve the maintenance cost of the ship out of CR recovery.
   . Halve the repair rate.
   . Reduce the maximum CR by 33% and clamp it at 39%.
 - Intelligence Broker markets: Sell high value Intelligence chips, but require a very good standing get access to.

REMOVED CONTENT
 - Medusa frigate: redundant name, extremely specialized use with little reward.
 - Lamia Prototype: old design.
 - Orthrus Advanced: overpowered.
 - Manticore Carrier extended: redundant.
 - Nemean Lion Unfinished: useless.

BALANCING
 - Most Scyan ships now have OMNI shields.
 - Reduced the "Scyan Engineering" hull-mod buff to the engines health and repair rate to 25% from 50%.
 - Standard Orthrus has now the Secondary Thrusters hull-mod.
 - Reduced the turn speed and turn acceleration of all ships by roughly 50/40/30/20%. (still above vanilla afterward!)
 - Reduced the turning damping of the "Secondary Thrusters" ship-system to -75%, from -90%.
 - Stymphalian Bird frigate: Raised the amount of OP from 40 to 45, raised it's flush flux ability when venting in Overcharge mode.
 - Minor OP reduction for the non-combat ships, variants adjusted.
 - Most beams weapons now have a growing speed matching vanilla.
 - Converted Heavy ENB:
   . Ammo raised to 18 from 9,
   . Regeneration rate reduced to 20 ammo/min from 30,
   . OP reduced to 18 from 20,
   . Slightly raised it's precision,
   . Raised it's turn rate to 10 deg/s from 5.
 - Heavy ENB: raised it's turn rate to 7 deg/s from 5.
 - SCPB: raised the ammo to 4 from 3.
 - Manticore Swarm missiles:
   . Damage reduced to 200 Kinetic per missile from 300,
   . Increased range by 20% to 3000,
   . Reload in 6 missiles clips,
   . Removed the energy cost to fire.
 - Manticore MIRV:
   . Re-written the deployment script to ensure most sub-shots will actually hit the target,
   . Subshots damage raised to 300 from 200,
   . Removed the energy cost to fire.
 - Manticore Phase:
   . Missile damage raised to 3000 Energy from 2000,
   . Reloads in 8 seconds from 5.
 - Pierce Railgun:
   . Now fire 10 bullets instead of 5.
   . Damage per bullet reduced to 100 from 200. (burst DPS maintained).
   . Ammo reduced to 6 shots from 10.
   . Clip regen slightly reduced at 12 sec from 10.
   . Flux per shot raised to 1750 from 1400. (still slightly more efficient than the average Scyan weapon)
   . OP cost raised to 16 from 14.
 - Medium KAcc:
   . Damage per shot reduced to 450 from 500.
   . Flux per shot reduced to 750 from 875.
   . OP cost reduced to 10 from 11.
 - Large KAcc:
   . Damage per shot reduced to 450 from 550.
   . Flux per shot reduced to 1500 from 2000.
   . OP cost reduced to 20 from 21.
 - Singularity Torpedo:
   . Raised the pull effect against non-fighters entities 4 times, and 2 times for Fighters.
   . Smoothed out the falloff range
   . Raised the range at which fighters get flamed out to 400 from 200.
 - Rockets:
   . Raised their damage from Medium sized launchers to 300 from 250.
   . Raised their damage from Large sized launchers to 350 from 250.
   . Reduced the cool-down of the Pod launchers by 2 seconds.
 - Coasting Missiles:
   . Raised their damage from Medium sized launchers to 800 from 750.
   . Raised their damage from Large sized launchers to 850 from 750.
 - Laser Torpedoes:
   . Improved the detonation range calculation. (explode closer to ships with their shield down)
   . Reduced the damage of the Large ones to 3600 from 5000.
   . Reduced the damage of the Medium ones to 3300 from 4000.

BUGFIXES/IMPROVEMENTS
 - Fixed an issue with the Nemean Lion's system allowing regenerating weapons to reload more ammo than their maximum.
 - Minor graphic update for the Anti-missiles.
 - Graphic update for the SCPB beam.
 - Improved missiles AI:
   . Benefit a lot more from ECCM.
   . Closer to vanilla flight pattern.
   . Better target selection when the launching ship doesn't have one.
   . Much better precision for the anti-missiles.
 - Completely rewrote the Slasher Beam to fix a recurrent issue where it wouldn't slash on fast turning ships.
 - Randomized the starting position of the Miniguns' barrels, added some minor random variations in their spin-up and spin-down rates.
 - Rewritten all the hull-mods descriptions with actual numbers instead of adjectives.
 - Prevented an issue occurring when the Telchine's beam dealt the last hit on very high HP targets.
 - Corrected a mistake that made the Erymantian Boar's dish rotate extremely slowly.
 - Adjusted some erroneous collision radii, especially with Twig ships.
 - Somewhat reworked the missions that were balanced for a much earlier version of the mod.
 - Fixed a crash occurring when no weapon were mounted in the Keto's missile slot.
 - Prism Freeport's High End market now require a neutral relationship or above.
 - Prism Freeport's High End market tariff now decrease as your reputation with the Independents rises. From 200% when Neutral to 100% when Cooperative
[close]
« Last Edit: December 05, 2015, 03:58:42 PM by Tartiflette »
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Toxcity

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Re: [0.7.1a] Scy V0.98 Ambushed Update (06/12/2015)
« Reply #658 on: December 05, 2015, 03:58:10 PM »

Finally an update! I didn't see it included in the patch notes, so I was wondering if they offered commissions.
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JohnDoe

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Re: [0.7.1a] Scy V0.98 Ambushed Update (06/12/2015)
« Reply #659 on: December 05, 2015, 10:48:37 PM »

Thanks for the update!
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