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Messages - Calodine

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1
Yeah, it's a weird distinction.

There's D versions of ships - which is just 'it got blown up and recovered', just the ship with a couple D mods. Then there's the damaged SKIN pirates get, which loses the large mount and gets a converted hangar. That can, itself, be damaged (For a damaged damaged variant!) like normal.

It's a bit weird, but that's how the game does stuff like the pirate hammerhead/lasher, with guaranteed Dmods and different paintjobs. They're basically two different hulls.

And yup, the problem with soloing stuff with it is any damage you take sticks, and you're hard limited by your flux in how hard you can pressure stuff - against frigates or other destroyers, you can usually last long enough to flux lock them, but against cruisers or even just two ships at once, you have to spend too move flux dodging and can't apply enough damage alone.

2
Yeah, it's in a bit of a weird spot atm - It's ridiculously strong on paper (Just the Geirskogul is over 15000DPS with the ripper up) but in practice, it's very fragile. Been thinking of a couple ways to make it better as a solo ship.

But for using it myself, I found it was much much more useful with a buddy. That CAN be converted hangar if you can fit it on your loadout, but really something like a lasher is ideal - You're bad against specifically beams and staggered missiles. Barrages you can just dodge, same for projectiles, but the homing on missiles will run your flux dry. Basically, wolves make you cry.

I grab a lasher or similar, and abuse the hilarous rate you can cross the map - zip over, backstab the cruiser your dudes are fighting, zip back to held defend point on the other side of the map, etc. THe geirskogul's not great for solo kills, but it's really good at applying pressure, and if you can get close enough to hit with the whole spread, it does a ton of damage.

And yeah, due to how skins work, you're pretty much out of luck on the nose mount - the D variant (Specifically the one that shows up in pirate fleets, NOT damaged standard versions) loses that for a converted hangar with talons. Just because occasionally the AI decides to spend all of it's flux bursting your shields with the geirskogul otherwise, and I didn't want small pirate fleets to just occasionally wreck people like that. On the plus side, free converted hangar!

When I get around to another pass (Got slightly addicted to Aurora lately), I'm probably gonna change the flares out for something a bit more useful - Potentially just 'dump a large chunk of flux' with slow or limited charges.

3
It does handle pretty clumsily, and is in serious danger around frigates :P
But mainly, the guy who made that sprite doesn't come here anymore, and I wanted to keep the original name they gave it.

4
Updated!

The Siegebreaker is in, along with two new weapons for it to use. Additionally, the Flounder-class destroyer, with the standard variant also using the new weapons.
Actually remembered to add all the ships to the combat simulator this time, too.

And since I wasn't running all over the place this time, it won't crash horribly for everyone.

5
I wanna get a new ballistic gun for it to use in, but for initial testing, it wipes the floor with an onslaught or conquest in a straight fight, but can't deal with a paragon's shielding. It's got 60 speed to a conquest's 45, though with much worse acceleration, and every single gun can point forwards. On the other hand, the only two that point back are the two rearmost small mounts, and each side only has the two smalls and two mediums. And the fortress shield is front-locked to a 90 degree arc.

Basically, it'll outperform the other capitals against large stuff, but I'm pretty sure I could take it easily in a solo wolf, if it doesn't have support.

6
Yeah, it's all on my end - been running around like a headless chicken the last couple days. In this case, that variant file IS in on my end so I'm gonna put this down to me basically never using dropbox and not checking if it actually updated properly on there.

Sorry 'bout that. I've updated the link in the OP, with the download being so small there's not much point in just giving you the missing file :P

Just editing this because I don't wanna just bump it constantly with all the screwups over the last couple days, but current plan for the next addition?

A capital ship made by a madman. The design called for more speed than a conquest, more frontal firepower and armour than an onslaught, and a paragon's fortress shield. Obviously, to any sane man, this is impossible. But pirates aren't the sanest bunch, and the ATX project takes commissions from all sources - especially when the required parts are provided by the client.


Note: Sprite made by Levik, I just cleaned it up a little.

Being primarily made from salvage recovered from a large scale Hegemony-Diktat battle, the main hull is an onslaught, though large parts of the exterior have been replaced due to extensive battle damage. The woefully inadequate engines of the onslaught have been supplemented with a partially complete set from an eagle, along with two smaller maneuvering engines from a brawler. As the central spike of the onslaught was unrecoverable, it was decided to instead construct a new one, taking the frame from a second onslaught, stripping it completely, then cramming the sole functional TPC on the front and covering it with a welded mishmash of mostly armour. The rear section contains parts clearly salvaged from a paragon - though where these were acquired is unknown, and due to material constraints, the planned large rear turret mounts were removed to allow for much needed additional flux dissipation.

The Siegebreaker does indeed boast more frontal firepower, more speed, and more defensive toughness than perhaps any capital ship in the sector, but it certainly cannot fulfill that role itself - with minimal firepower in any other direction and an almost complete inability to turn, the ship cannot function in a fleet based battle without heavy support. But against a stationary target, such as a battlestation or particularly slow capital ship, it's sheer slugging potential is unmatched.

7
Yeah, this is what you get when you try and throw it up two minutes before you have to leave :P

Updated the OP, thanks for the reminder.

8
On the off chance anyone downloaded it between previous update and now - Didn't properly save a file before I had to leave and rushed it up, which caused it to crash on startup. Whoops. Uploaded fixed version.

9
Modding / Re: Help with supply modding
« on: May 02, 2017, 04:51:00 PM »
If you just want it as a personal thing, go to starsector install, starsector-core/data/hulls, find ship_data.csv and make a backup. THen, on the right side of that, there's the supply cost of all the ships - how much it costs to deploy, how much they cost per month, etc etc. Just make sure you keep the original backed up.

To do it properly, you'd need to set up a basic mod structure (Just look at any other mod's folder), copy that csv file there, and set it to replace in mod_info.json.

But again, if you're just wanting to do it for yourself, it's easier to just edit the core file - just make sure you back up the original.

10
Updated it, finally. Less than I would have hoped, but had issues/was busy.

New stuff:
Energy lasher, with a new integrated hullmod in the vein of the XIV mod.
Harrier missiles - faster, but short ranged and lower damage, harpoons.
Gatling laser - Inaccurate, but high damage kinetic burst-beam.
Four hullmods, available for all ships. Each reduces damage taken from a particular source, but has downsides.

Also various tweaks to pre-existing stuff, and fixing some bugs/spelling errors.

11
Mods / Re: [0.7.2a] Neutrino Corp. (v. 1.84RC1)
« on: May 02, 2017, 05:16:40 AM »
Yeah okay that's a p. good reason, but in my defence I was half asleep :(

12
Mods / Re: [0.7.2a] Neutrino Corp. (v. 1.84RC1)
« on: May 01, 2017, 08:07:32 PM »
Not a gameplay thing, but you didn't update the thread title to 0.8 :P

13
So long as you've made variants and put those variants to be used in fleets, it should. For example:

Code
{
    "shipRoles":{
        "combatSmall":{
   "atx_herald_strike":2,
        },
    },
},

In independent.faction.
If you've set the value to 1, and only put like, one variant in one fleet, it might just not be showing up in markets/fleets due to coincidence. But that'll definitely do it - I got real familiar with findship in the console because I was sure I'd missed something.

By far the best/quickest way to check is to grab the console mod, start a new game, then findship (ship's name). Try a couple, you can still get unlucky. But starting a new game is easily the quickest way to refresh the markets (Until the console's updated properly).

14
For the first/second one, I can at least point you in the right direction.

Code
ShipAPI ship = (ShipAPI) target
ship.getFluxTracker().increaseFlux

Would increase the flux of the enemy ship - change it to increase your own flux and decrease the other guys, and you're half way there. Stick it in a beamEffect, and you've got doing damage + draining their flux and adding to yours. You'd need to test that repair stuff from the code dump, possibly update it to work, and stick that in as an everyFrameEffect.

You'll need to dig through the ShipAPI for the best way to designate the source ship, I dunno off the top of my head.

15
Mods / Re: [0.8a] Project ATX v0.2 (demo)
« on: April 30, 2017, 11:14:12 AM »
Ah, did not know that - Bumped it up a bit and it seems to be more consistent. Thanks :o

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