Fractal Softworks Forum

Please login or register.

Login with username, password and session length

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Dazs

Pages: [1] 2 3 ... 72
1
Mods / Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
« on: April 17, 2024, 07:29:00 AM »
Resurrecting the mod will almost certainly be a real big pain (lord knows I haven't had the guts to try), but losing VS to slow decay is going to be seriously frustrating. It always did so much more than "unique bounties", and if VS is going to be left to rot, it'd be nice to see other mods take up the mantle of a lot of its features.
Oh I wish I had the talent to take up that mantle SpaceDrake and I salute theDragn for keeping it on life support through .96a. Vayra was such a huge influence when I started to make mods and she is missed by the community at large. She always thought outside the conventional norms and offered content unique to her vision. Personally I miss the opportunity to see the D&DSECTOR get further development. It was such a simple thing but I miss trying to get my virtual guy as far into the dungeon I could. At least we can keep the ship pack going, I would dearly miss those yellow utility ships.

2
The ship in this mod are hyper op.
I haven't actually driven any of them yet, but I seen some in action.
I will just pick low-hanging fruit and use the Commanding as an example.
The guy have the logistic profile of a heavy cruiser and the ability of a carrier plus a battlecrusier.
It have more fighter bay per supplies than an astral while faster and tougher than the astral.
Flux stat of a conquest for less supplies while not having conquest's garbage weapon placement.
For just 29 DP it have 280 OP, 4 fighter bay, most of the weapon point to the front and a use outside of combat.
Do you really need any other ship? you can just spam this and crush any enemy

Doesn't really looked into other ship yet but just a glance to other ship like massive tell me what to expect.
Okay. An Onslaught in stat + 6 fighter bay and you can fill every slot with missile. Even Recall device, a S tier carrier system. For the cost of mere 5 more dp. Thank you very much.

Vicious is a Onslaught with Good flux stat and even more bulk and a lot more versality and more missile. 50 dp doesn't begin to say its greatness.

Smart is the all mighty supply ship.
Atlas is 10 dp for 2000 cargo
Starliner is 10 dp for 1500 crew
Prometheus is 10 dp for 3000 fuel
Throw them all together and a salvage rig, a survey equipment and a main battle ship and a main carrier.
And you get a Smart. Feel free to throw it onto the battlefield.

Sharp....a Capital Apogee with none of the awkward weapon placement? It is a Double Apogee, isn't it? Both figuratively and literally. You don't double every stat of a ship and call it a new ship. And you slap on 2 fighter bay for good measure.

Peppy! A humble mixture of a Salvage Rig, a Colossus, a Phaeton, a Nebula and a OX.
As least this time it is a pure logistic ship.

Muscular is just a Prometheus 2.0. Thankfully.

Knowledgeable is Atlas 2.0. Just ignore the drone.

Industrious is......well, one of the tamer one. I never expect it have any kind of fighting capacity but it have. Despite being mostly truss and frame. It is a big boy missile ship.
Its have stat of a proper battle ship.

You cannot possibly justify this kind of power with this faction lore. As least in Hiver they can be overpowered, by the virtue of being a "last boss" faction.

People call mods like UAF OP. They had seen nothing yet.
Good morning, thank you for your thoughtful and kind feedback. It is a shame I had not received it earlier as I have just released three back to back JYD updates and am working on one of my other mods atm. However, I do appreciate you taking the time to share your observations and will take them into consideration when I get back around to updating JYD. Oh and thank you for the kind word on Hivers, that was a nice bonus.

3
Hello there!
I'm a big fan of the Knowledgeable, so I'm glad it's getting a little bit of a spruce-up (granted, I have not really noticed something like this and I don't think I would have without you letting us know).
Thank you for the nice comment. The Knowledgeable is one of the remaining sprites I used from Spiral Arms with only minor changes. It has been my goal to replace all the Spiral Arms ships but that is one I think is so nice I figured I would just give it a once over instead, glad to hear you like it.
I've been doing a CFT run as of late and played with a mix of JYD and CFT ships, and I got to admit it's a blast so far. Thanks for those two mods in particular.
Well you have good taste in mods then :)
I might add some takes on CFT in its own thread in a while, but I want it to rest in my head a little.
I would welcome that when you have the time and inclination. I do my best to keep my mods up to date but with six to juggle I rely on players such as yourself that offer observations. So enjoy your rest, I look forward to your post on CFT when you are ready.

4
v3.1 released today - Save Compatible with V3.0.2 - You will need to re-outfit any Courageous in your currently saved fleet due to the change
   -Increased the number of ships that accompany JYD bounties by 30% - After testing the changes made in 3.0.1(2) I found them to be too easy based on their payouts
   -Lowered the OP on the Endurance from 95 to 75 and re-equipped the variant accordingly - One of my most OP discussed ships needed a nerf - Ty Maritusa for your discussion points
   -Wrote descriptions for the 10 bounty ships - After having written unique descriptions for literally hundreds of ships between my mods my brain was tapped - They are not the best but better than nothing :)
   -Raised the fleet points of the Courageous from 18 to 23 and lowered the wing count from 6 to 4 but kept the OP so it can be fitted with less but more powerful wings - Ty last_misadventure for your comments
      -Went though each ship sprite that has not been adjusted recently looking for things needing correction:
   -Empathetic: Removed some stray pixels, fixed the centering of the sprite and added missing exhaust graphics to the inner engines
   -Fluffy: Sharpened the image by 10%, erased some stray pixels, fixed a centering mismatch, realigned the weapon mounts to face the direction of the mount graphics
   -Industrious: Replaced some of the small mount graphics that were blurry and added a missing medium mount graphic on the right side
   -Intelligent: Fixed some minor blemishes, centered the medium turret mount position and changed the Thumper on the variant to a Flack Cannon
   -Intelligentmkq: Fixed some stray pixels and adjusted the right side to match the left for symmetry
   -Intense: Replaced the shiny medium turret mounts with bronzed ones and faced the rear ones to the side to correctly reflect the intended placement
   -Irksome: Remade the sprite using a game asset asteroid, replaced the fuzzy hazard stripe, replaced the mount sprites and swapped the PD weapon on the variant with a Shock Cannon 
   -Knowledgeable: Replaced the turret sprites with ones that faced the intended gun placement direction and widened the firing arcs from 90 to 125 degrees for better coverage
   -Obedient: Replaced one front facing small mount sprite with the correct side facing one
   -Peppy: Replaced the shiny weapon turret mounts with bronzed ones
   -Relaxed: Added a missing small turret mount and touched up the ship graphic
   -Stalwart: Replaced the bottom medium turret mount sprite with one that correctly faces backward
   -Trusty: Removed some stray pixels, correctly centered the sprite, replaced some of the weapon mount graphics, realigned the weapon mounts to face according to the mount graphics
   -Vicious Front Module: Added proper medium mount graphics
   -Replaced all the visually changed ships on the "all ships image" as well as the class specific images found on the forum OP
   -Note: I decided to not make a comparison image this time as though the changes were time consuming to do, they were multiple small details not readily identifiable in a comparison

@last_misadventure: The changes I made to the Courageous may not be what you had in mind but after comparing it to the Massive I felt it needed both a buff to the fleet points which gives it more power in AI battles and since there are now only four hangers on it four wings made more sense. I feel it is still as powerful as it was since I kept the OP and the freed up points can be used for more hull mods, stronger wings, better weapons, etc. I appreciate your input and did not want you to think I did not take your comments into consideration.

@All: The descriptions I wrote for the bounty ships are basic at best. As I state in the changelog, I have written so many ship descriptions I am tapped out of ideas to make new ones unique. If anyone would like to take a stab and writing better ones I would be more than willing to incorporate them. Just saying :)

@my "compare the image" fans: Though I did not make a comparison image this time, I will host the old "all ships image" on imgur for awhile and post it here alongside the new one. Have fun playing I Spy!

OLD
Spoiler
Old
[close]
NEW
Spoiler
New
[close]

5
Mods / Re: [0.97a] Junk Yard Dogs - V 3.0.1 - 04/10/24 - Quick Fix
« on: April 10, 2024, 05:40:13 PM »
Hi again, sorry to have bothered you, but after going into the Bounty Board directly (where you accept new missions) all the avatars for the JYD bounties I already had accepted returned onto the map and encounter screens. I guess this had nothing to do with your mod and something just needs to refresh after an update.
Hello again VikStahl. I replied to this post, or at least I thought I had, before posting the update but I see it is not in the thread. I appreciate that you fixed it yourself on your end but I did a little digging and did find an issue that could could be what caused your problem and thus the update. I wanted to thank you for taking the time to post. I most likely would not have noticed the issue myself because I have been starting new games while testing changes to my mods and have not actually played the game for any appreciative time in the last two weeks. Anyway, the fix is in for anyone else that was having that issue thanks to you.

I'm running CFT and JYD hulls in this playthrough and it has a very cool scrapper/underdog feeling. In-faction station defense battles (especially vs. the hivers) have a cool feeling--as if all the available mining\logistic ships are making a last stand.
You have good taste in mods :)
New sprites are looking great!
Thank you, I spent quite some time trying to correct the errors of the past. Glad to hear you enjoy them.
I did sorta have a soft spot for the old Courageous sprite, but the new one is also good!
Me too, which is one of the reasons I've held off on updating it. At the end of day though, to be honest with myself, it looked nothing like any of the other JYD ships.
I do wonder if that hull should be considered a capital ship, though? It seems pretty comparable to the Legion to me.
It does have that capital feel to it I agree. I left it at cruiser level so that it would give it an inherent detractor because capitals get baseline better stats. It has so much going for it I felt that making it a capital would be a bit too much. Plus it would be duplicative because the mod already has the Massive as a capital carrier. I checked the changelog and I see that I have not adjusted the Courageous since v1.9.8 so maybe it warrants a balancing look over when I get back around to JYD.

Thank you both for the kind words and suggestions. I hope you enjoy your time in game hunting down those bounties and swatting those nasty bugs.

6
Mods / Re: [0.97a] Junk Yard Dogs - V 3.0.2 - 04/10/24 - Quick Hot Fix
« on: April 10, 2024, 12:38:35 PM »
V3.0.2 released today - Save Compatible with V3.0.1 - Quick hotfix
   -Fixed an issue where JYD bounties would sometimes show up as blank - TY VikStahl for letting me know

7
Mods / Re: [0.97a] Junk Yard Dogs - V 3.0.1 - 04/10/24 - Quick Fix
« on: April 10, 2024, 12:01:09 PM »
Hi, Thanks for the update. Is it normal that Bounty Board Portraits get blacked out after an update? I always install via completely deleting the old version and then putting in the new one. Now guys like Jim Walker are just a black square.
Thank you for the report. I did change the bounties a little bit in 3.0 where they should show up staggered by player level but that should not effect portraits and in the latest one 3.0.1 did not address bounties other than a sprite re-work for one of the ships involved. Was Jim showing up in 3.0 and now not in 3.0.1 or did you skip over 3.0 and just install 3.0.1? I ask because their release dates are so close together.

8
Mods / Re: [0.97a] LOST_SECTOR - Exploration and Quest content
« on: April 10, 2024, 11:07:30 AM »
Hello Kissa_Mies, big fan of this mod and it is  a must have in my gameplay. In this latest update you state that you removed the AI portraits but that it is still save game compatible. I was playing with the new version and when I opened up my portraits using Ryxsen1421's portrait changer I received a crash that graphics/portraits/nskr_kesteven_portrait_female_4.png" was missing. I compared your faction files in both versions and the previous version has it but the newer ones does not. Figuring those missing ones were the AI generated ones I added that line back into the faction file and placed a random portrait for nskr_kesteven_portrait_female_4 in your graphics/portraits/ as a quick fix on my end and it worked.

I know this is an edge case scenario since is an interaction with another mod but I figured you would want to know.

9
Mods / Re: [0.97a] Junk Yard Dogs - V 3.0.1 - 04/10/24 - Quick Fix
« on: April 10, 2024, 07:02:21 AM »
V3.0.1 released today - Save Compatible with V3.0 - A quick fix
   -In 2.9.2 I stated that I implemented an adjustment to the Adaw and apparently I forgot to actually do it  :-[
         -Reduced the wing count on the Adaw from 6 to 4 and OP cost from 20 to 18 - The balance was OP vs large ships with that many bomblets most of them hit
   -Remade the Downtown sprite to look more like the heavy cruiser that it is - Received a couple messages that it looked like a destroyer
   -Updated the pirate ships image on the forum OP and the previous patch's comparison image (Third one down if interested) with the updated sprite
   -Ty to Cenbes for their help in this and the previous patch for being a good sounding board for ideas - I neglected to put that in 3.0 sorry :(

I thank the two players who messaged me direct about the Downtown who wished to not be mentioned, you know who you are :)
Spoiler
[close]

10
Mods / Re: [0.97a] Unthemed Weapons Collection 0.6.3 (4/5/24)
« on: April 09, 2024, 04:11:23 PM »
Hi float, ben enjoying the new weapons and just updated to the latest version. Game loaded but when I went to my ship listing I received a crash and though the log does not state which mod caused it, yours is the only one I have recently updated:

174101 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoClassDefFoundError: particleengine/Particles$StreamAction
java.lang.NoClassDefFoundError: particleengine/Particles$StreamAction
   at java.lang.Class.forName0(Native Method)
   at java.lang.Class.forName(Class.java:348)
   at com.fs.starfarer.loading.scripts.ScriptStore.Object(Unknown Source)
   at com.fs.starfarer.loading.specs.o00o.getOnFireEffect(Unknown Source
   at java.lang.Thread.run(Thread.java:748)
Caused by: java.lang.ClassNotFoundException: particleengine.Particles$StreamAction
   at java.net.URLClassLoader.findClass(URLClassLoader.java:382)
   at java.lang.ClassLoader.loadClass(ClassLoader.java:418)
   at java.lang.ClassLoader.loadClass(ClassLoader.java:351)

Sorry if this is not due to a change you made, but it's my best guess.

Hi, sorry for the trouble. 0.6.4 unintentionally added a hard dependency on Particle Engine, which I have fixed in 0.6.5. For what it's worth, I've learned my lesson with soft dependencies -- they're not worth the hassle to maintain.
Ah, I figured that was the case. Thank you for the quick reply and fix.

11
Mods / Re: [0.97a] Unthemed Weapons Collection 0.6.3 (4/5/24)
« on: April 09, 2024, 03:02:28 PM »
Hi float, ben enjoying the new weapons and just updated to the latest version. Game loaded but when I went to my ship listing I received a crash and though the log does not state which mod caused it, yours is the only one I have recently updated:

174101 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoClassDefFoundError: particleengine/Particles$StreamAction
java.lang.NoClassDefFoundError: particleengine/Particles$StreamAction
   at java.lang.Class.forName0(Native Method)
   at java.lang.Class.forName(Class.java:348)
   at com.fs.starfarer.loading.scripts.ScriptStore.Object(Unknown Source)
   at com.fs.starfarer.loading.specs.o00o.getOnFireEffect(Unknown Source
   at java.lang.Thread.run(Thread.java:748)
Caused by: java.lang.ClassNotFoundException: particleengine.Particles$StreamAction
   at java.net.URLClassLoader.findClass(URLClassLoader.java:382)
   at java.lang.ClassLoader.loadClass(ClassLoader.java:418)
   at java.lang.ClassLoader.loadClass(ClassLoader.java:351)

Sorry if this is not due to a change you made, but it's my best guess.

12
Mods / Re: [0.97a] Carter's Freetraders - V 2.1 - 04/04/24
« on: April 08, 2024, 04:21:13 AM »
Lol See! We know good ships when we see them!
They're honestly fantastic, exactly what I was looking for.
That is so nice to hear, I hope you enjoy your time in game.
The lore is a good chunk of the fun!
I like the lore in this case specifically. It kinda shows that in this universe you can be an "Honourable Bad Guy", the whole honourable rogue and all that, commit crimes without automatically being a pirate. It adds a whole new element, and it's just fun.
Yep that is the point of this mod. I sometimes like to smuggle but the assets to do so are almost all pirate related.
Thank you for the warm welcome!
I've been playing the game for a few weeks, and thought I'd try out some new mods, but I'm super picky. But this is absolutely one that'll be on my list from now on.
So, thank you for the treat!
What a nice thing to read, I appreciate that. Oh and you're welcome, I guess? :)

13
Mods / Re: [0.97a] Carter's Freetraders - V 2.1 - 04/04/24
« on: April 08, 2024, 12:39:22 AM »
The ships are BEAUTIFUL! They all looks... so industrial! They are just genuinely awesome to look at.
Coming from Weyland Yutani that is quite the compliment, thank you! :)
Lore - "The excise men knew immediately who had broken in as he was known to be an upright man." Imagine the evidence that catches you is the fact that you're too good of a dude lol
! Someone has read the lore, squeeee!

For real though, welcome to the forums and I must say what a nice treat to wake up to your comments.

14
Mods / Re: [0.97a] Junk Yard Dogs - V 3.0 - 04/07/24
« on: April 07, 2024, 05:29:10 PM »
Oh I definitely like the new skins and designs! 
Woot somebody likes them! :)
I think the last two really make them really feel unique. 
Ugh the Downtown and the Slim were certainly cursed. I spent a lot of time trying to salvage the originals but eventually just gave up and started over from scratch :) Or did you mean the Courageous and the Loyal (based on the image)? If that is the case then well thank you for that! I really wanted to bring JYD ships in line aesthetically speaking. I have it in their lore that they are comprised of several different former independent miners so having a varity makes sense but those two really stood out.
Does the Vicious have 4 large mounts though?  For some reason I thought it only had 2 the last time I looked.
No it has always had two, it's primary output is it's variety of medium mount types. I do not think I have touched that one since I gave it a front module but if you make a good case of that instead of all the mediums, I'll take it under consideration for the next update.

15
Mods / Re: [0.97a] Carter's Freetraders - V 2.1 - 04/04/24
« on: April 07, 2024, 05:16:46 PM »
v2.1 -Save game compatible - Note: The new "NoNex" optional does require a new game if enabled
   -Cutter: Changed the Culverin firing arc from 360 degrees to 45 degrees rear facing - Repositions it in it's proper role as a PD mount and not contribute to overall DPS - Ty Aaroooon for your insights
   -Skjold: Increased armor from 400 to 500. lowered wing count from 2 to 1, cost from 9k to 6k, OP from 12 to 10 and refit from 10 to 9 - Puts it in it's role as a heavy fighter - TY Aaroooon & Shogouki for your comments
   -Triton: Raised the fleet points to 30, supplies per month to 50 and deployment cost to 50 - Better reflects it's big-boy status
   -Hellfire MIRV Launcher: Increased the ammo count from 30 to 60 giving it 10 more shots to keep it relevant throughout a fight - TY Shogouki for pointing it out
   -Katyusha Missile: Increased the projectile speed from 225 to 300 and launch speed from 125 to 150- Helps it's performance as a point defense distractor
   -Culverin: Fixed a long standing typo by changing the chargedown from 0.01 to the correct 0.1 and adjusting the damage to compensate - TY BirdWanderer for pointing out that it was below the hard cap
   -Fog of war: Reimagined it to be a 2 OP PD weapon by adjusting it's stats - I try to offer options that are not already offered and 3 OP PD weapons are common whereas 2 OP is lacking
   -Saker: Added a burst delay of 0.1 - Fixing an oopsie on my part where it was blank - TY Maritusa for pointing it out
   -Increased the range of all CFT unguided rockets to 1200 with the exception of the Chet - Puts them in line with Vanilla rocket ranges - I exempted the Chet for theme reasons - TY Shogouki for your commentary
   -Added optional files to enable CFT to work w/out Nexerelin - Instructions on the Forum OP - TY Morrow for giving me the idea

As always, I am so thankful to all the players who make suggestions and comments that I can use to make the mods the best it can be for all of us. I look forward to any additional commentary so if you have a suggestion or issue please keep them coming -Enjoy!

My only concern about the Cutter change is that more often than not mine run into hostile missiles and fighters in the front.  I wonder if there's a way to make the PD weapon only fire at missiles and fighters so that it could remain 360 degrees but still not contribute to attacking larger ships?
Hello Shogouki, always a pleasure to get a message from you as I know it will be well written and not a rant. :) I am unsure if that is a thing I can do with fighters. I had it 360 for that very reason but I did not want to remove one of it's primary weapons to balance it so this seemed a good way to not only lower it's DPS but also it's survivability which both went into balancing it. I just finished a marathon updating spree on all my mods an plan to take a couple days off from modding unless it's a crash report but I will look into it and get back to you then.

Pages: [1] 2 3 ... 72