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Starsector 0.97a is out! (02/02/24); New blog post: New music for Galatia Academy (06/12/24)

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Messages - Quartofel

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Mods / Re: [0.95.1a] Vanilla Armatura 1.1
« on: August 05, 2023, 12:51:42 PM »
I just wish the modular vanilla fighters were, well, better. None of them get the upgrades to OP and hull (or built-in improvised shields) that the normal AA "super" fighters like Xyphos Type-2 and Broadsword Silvia get, so I end up finding very little reason to use them over the base AA fighters if i have access to them at all. It'd be nice for the modular fighter variants to be changed to upgraded fighters along the lines of the two I mentioned earlier that get the same 30 OP and hull/maneuverability/etc adjusted in proportion to their counterparts. to illustrate what i mean: base Broadsword has 750 hull, 100 armor, 200 speed with 80 flux cap and 10 dissipation, while base Gladius has 500/75/300 with 200 cap and 50 dissipation. Broadsword Silvia has 700/100/192 with 1000 base flux cap, 50 dissipation, and 30 OP plus built-in improvised shields, while Gladius(mod) has identical stats to Gladius with 25 OP. You can see a similar situation between Xyphos(mod) and the AA Xyphos (I really should have made a spreadsheet). The gulf is rather dramatic, to say the least, which is a real shame because I'd love to be able to exploit modular fighters with more interesting niches than the relatively bland Xyphos and Broadsword without feeling like I'm just throwing the slot away by not using a super-fighter. Thunders in particular come to mind, because xyphos and broadsword are both slooooooow.
When I'll get time, I'll prolly make VA+ with super-fighters. Idea of VA fighters was to give the vanilla fighter pilot experience, and modular variant is just the same frame bastardised to make it modular. Just AN option, not THE option. AA superfighters are bit too powerful in my opinion, so VA+ will likely feature fighters that are better than vanilla, but weaker than AA superfighters.

Thank you for the feedback!

Mods / Re: [0.95.1a] Vanilla Armatura 1.1
« on: August 05, 2023, 12:43:19 PM »
You're not bothering at all, it's nice to see that there are people enjoying what I did! And to copy-paste my answer from MFE:

I'm semi-back since 0.96 is here. I will drop files when I'll have a spare moment and will update the mods at some point in future (New job, therapy and social life eat my spare time pretty efficiently, so sorry about that). If someone will want to update them themselves (dunno if it'll be needed tbh) by all means go for it. Everything I've made was only possible due to the community built around it, so it's free real estate :)

Mods / Re: [0.95.1a] Mayasuran Fighter Expansion 1.2a
« on: August 05, 2023, 12:40:46 PM »
I'm semi-back since 0.96 is here. I will drop files when I'll have a spare moment and will update the mods at some point in future (New job, therapy and social life eat my spare time pretty efficiently, so sorry about that). If someone will want to update them themselves (dunno if it'll be needed tbh) by all means go for it. Everything I've made was only possible due to the community built around it, so it's free real estate :)

Mods / Re: [0.95a] Caymon's Ship Pack v1.2.0
« on: October 12, 2022, 02:59:09 AM »
Would you mind if I'd make Arma Armatura add-on for the fighters from your mod?

Mods / Re: [0.95.1a] Iron Shell 1.181
« on: October 11, 2022, 02:17:31 PM »
Would it be okay if I'd made Arma Armatura add-on for your fighters?

New Meshan population be like:

Mods / Re: [0.95.1a] Roider Union - Expeditions - 1.4.3
« on: July 28, 2022, 06:31:28 AM »
Hey John, have you considered nerfing Bolts maybe? They're super fun, but I feel like they're too good overall. Granted, they don't do much direct damage, but 2-3 wings can completely stunlock even some capitals and PD systems simply can't keep up with their speed. I feel like either making fighter zaps have to be reloaded or reducing wing size or increasing OP cost would make them more fair without making them not fun anymore.

And boy, are they fun especially when pilotable :P.

Mods / Re: [0.95.1a] Roider Armatura 0.2
« on: July 28, 2022, 06:20:30 AM »
RAA 0.2 is out. Minor update, fixed scuffed strikecraft burn level ruining the zoomies for the entire fleet. Should be save compatibile.

Though those submod fighters aren't quite the same as they're as weak as regular fighters just pilotable unlike your AA fighters which have better stats and unique loadouts.

You'd be surprised how much of a difference a couple of hullmods and the ability to actually pilot them makes, even with regular fighter's base stats :D

The last thing im debating is nerfing docking in some way - mostly, I think its a little cheesy to be able to endlessly repair to 100% [...] so im probably going to think of the best approach to alter that without forcing submods to have to follow if they don't want to
It'd be really nice to have a tag, similar to strikeCraft_medium and strikeCraft_large. Additionally, methinks that it'd be quite a nerf and also it would make sense if strikecraft could not land on carriers that only have launch bays with built-in wings (since usually those are either described to be hardwired to certain LPC or just utility dronebays that probably aren't suited for refitting manned strikecraft).

Also, dunno about mechs, because it's frankly not my cup of tea, but regular strikecraft like those from my add-ons are really fragile (and I honestly think that AI is a bit too brave when piloting them and prolly should retreat for repairs earlier) and being able to repair endlessly to 100% is a good balance counterweight.

And also, still kinda wish that bug with strikecraft landing on strikecraft returned as a feature, it has some really neat potential for corvette-like strikecraft with hangar bay. It'd mix nicely with that strikeCraft_no_refit tag too.

Mods / Re: [0.95.1a] LowTech Armada
« on: July 21, 2022, 06:40:07 AM »
Hey! Could I yoink the talon rail code and reuse it for my *** add-on mods potentially? It's such a great concept. Obviously I'd credit you if you're okay with that.

Mods / Re: [0.95.1a] Vanilla Armatura 1.1
« on: July 21, 2022, 02:58:29 AM »

VAA 1.1
-Fixed missing description for Perditon Mod.
-Fixed built-in hammer torpedo for Perditon Mod.
-Expanded shield radius for modular strikecraft
    -Modular weapons shouldn't stick through the shields anymore
-Fixed misaligned engines, weapon slots and hitbox for Claw and Claw Mod.
    -How the hell did I miss this one for so long?

Mods / Re: [0.95.1a] Custom Battle Music
« on: July 20, 2022, 12:31:21 PM »
Error when starting simulation:
8810603 [Thread-10] ERROR com.fs.starfarer.O0OO.OOoO  -
   at com.fs.starfarer.O0OO.Object.oO0000(Unknown Source)
   at com.fs.starfarer.O0OO.Object.?00000(Unknown Source)
   at com.fs.starfarer.O0OO.OOoO.?00000(Unknown Source)
   at com.fs.starfarer.O0OO.OOoO$ Source)
8810966 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
   at com.fs.starfarer.O0OO.Object.oO0000(Unknown Source)
   at com.fs.starfarer.O0OO.Object.o00000(Unknown Source)
   at com.fs.starfarer.O0OO.OOoO.o00000(Unknown Source)
   at com.fs.starfarer.O0OO.OOoO.public(Unknown Source)
   at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$ Source)
8811104 [Thread-10] INFO  data.scripts.plugin.MusicPlugin  - The music for the simulation is started

The music for the simulation is started is looping indefinitely in the log.

Mods / [0.95.1a] Roider Armatura 0.2
« on: July 20, 2022, 10:28:46 AM »

>>Download Roider Armatura<<

Add-on mod for Roider Union adding 5 pilotable variants of roider strikecraft.
Feedback is very welcome!

Roider Union
Arma Armatura

Special thanks:
SafariJohn for permission to use Roider assets.
gettag for answering my questions regarding ARMAA and being absolute champ with adding strikecraft_medium and strikecraft_large tags

RAA 0.2
-Fixed strikecraft ruining max burn level of the fleet

Modding / Re: Ship Repaint
« on: July 20, 2022, 08:07:41 AM »
I really like this idea, having the ability to get fleet paintjobs would be very nice.

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