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Messages - theDragn

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1
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.

2
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

3
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)

4
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.)

New:
- 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.

Changes:
- 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.

Patches:
1.1.0b:
- Fixed a crash and some weapons that would cause fork bombs on the Python.
1.1.0a:
- 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.

5
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.

6
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.

New:
- 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.

Changes:
- 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.

7
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.

8
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.

9
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.

10
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.




New:
- 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.

Changes:
- 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.

Bugfix
- 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.

11
Mods / Re: [0.95.1a] Apex Design Collective v1.0.10c
« on: November 20, 2022, 01:54:40 AM »
Hiya!

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.

12
Mods / Re: [0.95.1a] Apex Design Collective v1.0.10b
« on: November 10, 2022, 01:43:14 AM »
Updated to 1.0.10b: mid-tournament balance patch edition

the discord modded faction tournament grinds on, and as punishment for my sins several nerfs have been delivered:
- Thunderstorm SLRM: Removed hard flux on shield hit from frag mines. Reduced mine attraction speed (60 -> 30), frag mine armor strip (50 -> 25), frag mine damage (600 -> 500), and missile HP (450 -> 400).
- Arcspikes/Arcstorm: reduced damage (125 -> 110), EMP (200 -> 175) and top speed (700 -> 550). Reduced Canister Pod range (1500 -> 1200).
- Arcmine Dispenser: Reduced mine arc radius (400 -> 300). Reduced charge regen (10s -> 12s). AI is now slightly more hesitant to spend all its charges at once.
- Toroid Mortar: Fixed a minor graphical bug.

13
Mods / Re: [0.95.1a] Apex Design Collective v1.0.10a
« on: October 26, 2022, 10:58:40 PM »
I can't find the hullmod "remote armor patcher" that is supposed to repair my battleships, in the list of hull mods?
It needs to be acquired like other hullmods; you don't start with it unlocked. All of Apex's markets should always be selling a few of their special hullmods, so it shouldn't take very long to find them.

saw in the files pictures for bounty ships.. two seem to be funny memes, and the last one an apex supercap; any plans for these to appear or are they just ideas tossed in there? From looks alone the supernova makes me drool in envy (not multipart (which i dont like much), LOT of heavies AND 6 nozzles? Where do I sign?)

The Kommok and Odomodo show up as flagships for two special bounties in magiclib's special bounty board. The supernova (name will probably change) isn't implemented yet, but when I get around to it, it'll be multipart- probably just the wings and the body. Doing so allows me to put some extra goodies in there. It probably won't be player-acquirable, since I plan to make it comically overpowered.

14
Mods / Re: [0.95.1a] Magellan Protectorate v1.5a - Big update.
« on: October 26, 2022, 01:12:21 AM »
Your included source.zip is out of date.

15
Mods / Re: [0.95.1a] Apex Design Collective v1.0.10
« on: October 24, 2022, 06:31:15 PM »
New version with a new gun and some new sound effects by Mesotronik. Save-compatible.

New:
- Toroid Mortar: Fires a slow-moving explosive ring of plasma. The projectile arcs to nearby targets while in flight, and explodes instead of dissipating at the end of its range. Good burst damage, hit strength, and range, but very low sustained DPS.
- New SFX for Tachyon Inverter, QGPD, and QG Pulsers.

Changes:
- Sunbeam: Increased DP (50 -> 55), reduced nozzle cooldown penalty (25% -> 15%). Fixed a mount that was pointed in the wrong direction. Significantly reduced the ship system's performance impact. Enabling potato mode in the settings will now disable the system's indicator ring.
- Networked Targeting Array: Now caps fighter weapon range at 2000 units to avoid issues with support fighters and bombers with very large base weapon ranges.
- Chameleon Wing: Removed Advanced Targeting Core and doubled weapon base range so it can benefit properly from Networked Targeting Array. Also added Nanolaminate Plating, since it was missing it.
- Tachyon Inverter: Reduced magazine size to 3 shots.
- Excession: Reworked [redacted], now actually looks at the enemy faction.
- Tachyon Driver: Increased OP cost (11 -> 12). Small version is unchanged.
- Thunderstorm SLRM Missiles: Reworked mine explosion effects; sunglasses no longer required.
- Added Exiled Space config.
- Cryocoolant projector: Autotargeting will now try to fire one projectile at the highest-flux ship and spread remaining projectiles over other nearby ships. The effect now says +X% dissipation instead of -X% (just a display error; it was working correctly).

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