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Messages - theDragn

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You could also run or on your images, if you're worried about having them scraped for use in a model like this.

Oh, this is very useful. Thank you!

Speaking to the AI-art stuff: Rest assured, I'm not secretly training a model on mod work, lol.
So, as I hope you can see, there's no need to secretly use modders' work to train AIs with or anything remotely nefarious like that.
I'll be honest, I'm not very assured, because you just said "nuh uh, I wouldn't do that", but didn't show the inputs you used to generate the initial ships. Regardless, I'm not looking to have a fight about whether you actually did or did not- if you did, don't do it again; if you didn't, then there's no problem.

As far as this being what the future looks like... well, it looks like crap. None of those ships make any sense; it's just a bunch of vaguely-plausible details that fall apart when you take a closer look. You could kitbash something similar and better out of vanilla derelict sprites.

Mods / Re: [0.95.1a] Apex Design Collective v1.1.1a
« on: March 21, 2023, 11:21:40 PM »
Guess I forgot to post in here for the 1.1.1 update.

    - fixed a number of sprites that had bad pixel dimensions and were rendering incorrectly (thanks nes!)
    - gecko interceptor: significantly increased rate of fire because they were getting bullied by cheaper interceptors
    - anole heavy fighter: weapons now generate flux, somewhat limiting sustained damage output
    - tachyon inverter: look, I was wrong when I increased it to 800 range. I'm sorry. It will happen again. It's 700 now.
    - gharial and komodo: reduced damper uptime from 5.2s to 3s.
    - apotheosis and apotheosis(RG): adjusted DP values- regular one was 37 and the RG one was 38, despite being a downgrade. Regular is now 38, RG is now 37.
    - active flare projector: reduced number of flares for larger ships
    - toroid mortar: rewrote scripting; now properly does arc and explosion effects when duplicated by the Python's system

    - Thunderstorm SLRM mines no longer damage allies
    - Toroid Mortar explosions no longer damage phased ships, and properly explode on impact.
    - Fixed a description error on Networked Targeting Array- the bonus is the average of all range bonuses, not the lowest one.

i would like to add my own unsolicited 2 cents on the Entropy Consolidator ability. it seems to me to be a little bit overpowered
yeah I nerfed the duration on it by 40%. Might bring the % reduction on it up later (right now it's 70% on destroyers and 50% on cruisers) but I'm not touching it for now.

Do I need Nexerelin for the start options unlocked by Black Ops?

Learning to use AI art tools...

That first one looks a lot like Apex sprites. While I have no idea if you used those sprites as training data or not, please be aware that I specifically do not give permission to use them in that manner.

Mods / Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
« on: January 02, 2023, 02:48:11 AM »
Hello theDragn. This mod became popular immediately after been moved to Chinese forums. I would like to apply to translate it into Chinese and publish it in the Chinese forum and ask for your permission.
You need to ask vayra, not me. I only have permission for this update; it's still her mod.

Mods / Re: [0.95.1a] High Tech Expansion v1.4.11
« on: December 22, 2022, 01:49:27 PM »
New version. Save-compatible. Just bugfixes- Equality should no longer spam system swap, and (hopefully) fixed a rare crash. Also removed some really janky code from the Shoebill's system (no change to functionality).

edit: whoops, uploaded the wrong folder- if you get a "hull spec [drg_inequality] not found" error, redownload and it'll fix it

Mods / Re: [0.9.1a] Green Knight Security (v2.0c)
« on: December 18, 2022, 06:02:13 PM »
all right I'm not dead I will try my best to update it, I didn't knew people liked this mod so much, I thought everybody forgot about it after a while

All that needs to be done to bring it up to the current version is changing the compatible starsector version in mod_info.json and removing old skill IDs in your faction config. None of the scripting changes affect any of your code.

(that guy has apparently messaged at least a few other mod authors to try and get it updated, including me)

Mods / Re: [0.95.1a] Apex Design Collective v1.1.0
« on: December 16, 2022, 03:10:19 AM »
New update, with big news: the mod is now feature complete! I will, of course, continue maintaining it for the foreseeable future, but there will be no more major additions unless I feel particularly inspired. (Probably some balance patches and bugfixes, but it's unlikely to get any new ships/weapons.)

- Boa-class phase destroyer: An aggressive phase destroyer with good turret coverage. System is Pursuit Mode, which increases forward speed and weapon damage.
- Mission ("Black Ops"). Completing it will unlock a start option with the Anaconda. Completing it with a perfect score will unlock a *special* start option.

- Networked Targeting Array: Fighter range bonus is now based on the average range bonus affecting your weapons instead of the smallest bonus.
- Augmented Range Synchronizer: No longer excludes beam weapons. The modular version is unchanged.
- Limited Magazines (builtin on phase ships): No longer reduces fire rate. Instead, reduces missile ammo capacity.
- Mamba: Added Limited Magazines. Removed Augmented Range Synchronizer.
- Goanna: Added Augmented Range Synchronizer.
- Najash: Increasd DP/supply cost (8 -> 9).

Bug fixes:
- Toroid Mortar: The projectile's arc rate is no longer affected by the firing ship's timeflow.
- [secret thing] should no longer trigger [surprise event] on fleets that do not affect faction reputation, like deserter bounties.

- Fixed a crash and some weapons that would cause fork bombs on the Python.
- Fixed a math error on the Python's system that made long-range, high-velocity guns split far too much.
- Fixed an error where Range Synchronizer was including deco weapons in its range calculation
- Made the Black Ops mission slightly harder.

Mods / Re: [0.95.1a] Apex Design Collective v1.0.12
« on: December 12, 2022, 05:26:51 PM »
Since there's so many ships right now, when can we expect the inevitable apex brand orbital station/battlestation/star fortress?

Never. There's one more ship (a phase destroyer) that will be added, and then the mod will be feature-complete and I'll move on to other things.

Mods / Re: [0.95.1a] Apex Design Collective v1.0.12
« on: December 12, 2022, 12:08:57 AM »
Christmas is coming early this year: yet another update.

- Anaconda-class phase battlecruiser: Phase capital. It's pretty fast and has very heavy armor. System is Gravity Shield, which decelerates or diverts incoming projectiles, and reduces incoming beam damage for a short duration.

- Reduced some stat creep that had snuck in over time:
-- Gharial: Reduced dissipation (400 -> 375).
-- Caiman: Reduced dissipation (425 -> 400) and speed (85 -> 80).
-- Mamba: Reduced dissipation (350 -> 300) and speed (155 -> 120).
-- Lacerta: Reduced speed (150 -> 130).
-- Alligator: Reduced speed (65 -> 55).
-- Apotheosis: Reduced dissipation (950 -> 900).
-- Sunbeam: Reduced speed (40 -> 35).
- Entropy Consolidator (System on Caiman/Komodo): Further reduced projectile damage (150 -> 100), EMP (300 -> 250), and HP (300 -> 200). Turns out firing all the retaliation projectiles at once is a major upgrade.
- Fixed an issue where the Iguana and Goanna didn't have any visible variants for autofit.
- Arcspike Pod: Reduced range (1500 -> 1200). Dunno why these had more range than sabots.
- Toroid Mortar: Projectiles no longer arc to phased targets. Halved turn rate.
- Tachyon Inverter: Reduced sustained dps (360 -> 300), burst DPS (990 -> 800), and magazine size (4 shots -> 3 shots).
- Missiles no longer track phased targets unless ECCM is installed.
- Fixed a number of weapons that would create fork bombs when used on the Python.
- Phase ships (Anaconda, Python, Mamba) now have 50% increased CR degradation after PPT runs out to match vanilla phase ships.
- Range Synchronizer: Was a bit too niche (especially with Apex's generally rangematched guns), so now it works across all weapon sizes.

Mods / Re: [0.95.1a] Apex Design Collective v1.0.11c
« on: December 06, 2022, 04:37:39 PM »
Hello, I made an account to ask, does anyone know when the omega faction apex branded ship as an anomalous bounty was put in, and does anyone have any tips for beating it, I threw close to 8-9 capital and pocket capital ships at it fully stocked and mostly optimized along with 10-12 other ships of cruiser class or similar and while I could be the small fighters paired with it no problem, the main body didn't even take a lick of damage.

It is an intentionally challenging endgame bounty that is around the same difficulty as the hypershunt encounter. The main ship is made up of four sections- the main body and three modules. If you were shooting the wreck of one of the modules, it wouldn't damage the main hull.

Mods / Re: [0.95.1a] Apex Design Collective v1.0.11c
« on: December 05, 2022, 02:24:25 PM »
Updated yet again because I made a couple errors with weapon card text. I should really actually test these things when I'm not tired.

Mods / Re: [0.95.1a] Apex Design Collective v1.0.11b
« on: December 02, 2022, 02:59:16 PM »
Updated to 1.0.11b. Fixed a crash when using guns that fired interceptable projectiles on the Python (shoutout to the chinese forums for finding this one), a description error with the Iguana's VLS, and some floating pixels.

Mods / Re: [0.95.1a] Apex Design Collective v1.0.11
« on: December 01, 2022, 02:12:10 PM »
New version. Slowly approaching the final version of the mod- only two more ships to go after this.

- Iguana-class Frigate: A medium frigate with four Taipan VLS tubes. System is Rapid Loader, which instantly reloads 20 seconds worth of ammo regeneration.
- Goanna-class Heavy Cruiser: A familiar-looking cruiser design. System is Pursuit Mode, which improves damage output, forward speed, and maneuverability for a short duration.
- [REDACTED]. A very difficult late-game bounty. Check the bounty boards at Collective markets if you're at least level 10. It's not player-acquirable, before you get your hopes up.

- Translation: Externalized all strings to /data/strings.json to support translation.
- Komodo: Actually reduced dissipation (750 -> 700). Had this in a previous changelog but somehow didn't actually do it. Whoops.
- Spectrum: Upgraded its two front small energy mounts to universals.
- Apotheosis: Increased spawn weight to about 1/8 of the Eidolon's (from 1/40).
- Light Burst Coilgun: Reduced burst DPS (200 -> 150), and slightly reduced projectile velocity (1200 -> 1100) to reflect its shorter barrel.
- Entropy Consolidator (Caiman, Komodo): Now fires retaliatory projectiles at the end of the active period instead of during it. Reduced damage/EMP/projectile HP (200/400/400 -> 150/300/300) and capped the number of projectiles the system can fire.
- Damper Systems (Summit, Caiman, Komodo): Shieldless ships should now be more aggressive with system use.
- Inertial Skimmers (Alligator, Eidolon): Rewrote AI (and by "rewrote" I mean "stole code"); ships should now be more intelligent with system use.
- Rapid Loader (Iguana, Crocodile): Reduced flux cost to activate (10% -> 7.5%).
- Travel Drive (Photon, Agama): Significantly reduced chargeup time. AI should be much less cautious with system use.

- Fixed an issue where Networked Targeting Array didn't ignore deco weapons.

Edit: Tiny patch to 1.0.11a, fixed an error with the collision box on one of the new bounty boss's pieces.

Mods / Re: [0.95.1a] Apex Design Collective v1.0.10c
« on: November 20, 2022, 01:54:40 AM »

I'm not sure if I'm being stupid or ...

Nope, I was the stupid one. Combination of weird differences between the simulator/mission combat and a really really dumb mistake I made. Guess I didn't test it in campaign after I rewrote it. Embarrassing, lol. Anyway, there's a fixed version in the main post, or you can download it here.

This also comes with new SFX for the fusion beams, courtesy of mesotronik.

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