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Starsector 0.98a is out! (03/27/25)

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Messages - Derelict_Surveyor

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1
Modding / Re: [0.96a-RC10] Yoshgramm-wen Yards v1.0.2b
« on: January 04, 2024, 11:28:23 AM »
Download v1.0.2b here!


A small but important balance patch for the Wuyissendor drone bomber wing, hopefully should reduce frustration when fighting enemies with these wings equipped en masse. Huge thanks to Weebus_Christ from the USC Discord for doing the balancing on them, otherwise would've spent an entire day and night trying to get these things to behave the way I want to be (especially with how old and slow my laptop is, lol).

Please, don't forget to say your piece about the mod so far and hope you've enjoyed it so far!

2
Modding / Re: [0.96a-RC10] Yoshgramm-wen Yards v1.0.2a
« on: December 30, 2023, 03:40:22 PM »
Download v1.0.2a here!


Another minor update to go with the major update. See changelog for details. Also, would love to hear what people have to say about the names I gave to the weapons.

3
Modding / Re: [0.96a-RC10] Yoshgramm-wen Yards v1.0.2
« on: December 22, 2023, 11:41:16 AM »
Download v1.0.2 here!


Major content update, everyone! Sorry for the months long silence, been busy with Elden Ring and stuff and only recently did I comeback to working on this mod (and playing StarSector). Originally this update was meant to be bigger but I decided to split it into two parts so I don't burnout my rusty and crusty rear trying to make capital ships. As always, see the changelogs either here or on the Github page to see the changes and additions! Enjoy!

Yep, more obfuscation. Try to guess the inspirations behind the ship designs! Well, not the censored one, I wouldn't try to until you find it.

4
Mods / Re: [0.96] Hegemony Fleet Expansion v1.1a
« on: September 06, 2023, 08:46:12 AM »
Updated to v1.1a. I'm having trouble getting the Hegemony to use the Condor (H) at all - the normal version rarely spawns in one of their fleets, but if I try to make them use the Condor (H) specifically they just flat-out swap to only using Moras. Not sure what I'm doing wrong here, but at least the Condor (H) will still be producible by the player if they can find the Hegemony Auxiliary blueprint package.

As SKYLORD ZERO on the discord said, any carriers you want the Hegemony use will have to be placed into "priorityShips" in their faction file - the vanilla file itself has comments that state why, but the faction doesn't lean heavily into carrier doctrine and so when they do spawn a carrier in a fleet, it's going to be a Legion since its has priority unlike the Condor or Mora.

That aside, I do quite love what you've done with these ships, gameplay wise. Will probably replace the Hegemony Auxiliary mod in my list, especially since its a bit old at this point.

5
Modding / Re: [0.96a-RC10] Yoshgramm-wen Yards v1.0.1e
« on: August 31, 2023, 07:41:15 PM »
The bombing drones are too overpowered, they do too much damage for how armoured and fast they are.

it made some ships that aren't completely covered by shields redundant, since the drones ignore the shields and bomb the armour ass backwards at a massive speed.
There is no inertia in on the bombs which is pretty infuriating :-\ .

Everything is otherwise great, but some of the OP planes are a deal breaker.

Yeah, in retrospect, the normal drone bombers are, ironically compared to their "super" version, far too strong. I did want them to be a sort of point-blank carpet bomber and gave them some speed to compensate, but it's apparent that they'll need the most tuning. Will likely see them receive a nerf to armor and speed to really hammer in their niche.

Curious question, how are the rest of the strikecraft? Including the redacted one?

6
Echoing similar sentiments, congrats and reaching the Mod Index!

Now, enjoying the update, but I just wanted to ask if the faction description will be added, since on my end, it's still has the placeholder text if no description is present.

7
Modding / Re: [0.96a-RC10] Yoshgramm-wen Yards v1.0.1e
« on: August 08, 2023, 01:40:02 PM »
The Wuhauser destroyer has a weird lighting effect going on. Very large and fast flashes of translucent purple almost as if it some sort of aoe ship system. Though not seizure level of effect, it is unusual and somewhat annoying.

Sorry for the extremely late response, that's suppose to be the aura for the Wuhauser's built-in Electronic Warfare hullmod, but it has become apparent that its more of a detriment than a helpful tool. I'll see what I can do about making it less of an eyesore while I work on the next update.

8
Modding / Re: [0.96a-RC10] Yoshgramm-wen Yards v1.0.1e
« on: July 14, 2023, 12:19:16 PM »
I do have to say, the small missile CMPG or whatever seems a ... taaaaaad bit overtuned. In terms of sheer burst amount coupled with the damage each missile does. While the short range does help, they are pretty usable as just close in strike weapons to very good effect, especially when you've got say multiple of them mounted.

Noted, I'll see about looking into the CIMP. I did want to make it primarily an anti-fighter weapon like the Swarmer, so I might need to rework it so its not too good of a close-in weapon.



Anyway, a little sneak peak at the next ship I'm working on for the mod. It'll be a frigate - you can check the roadmap spoiler on the OP post.

Drone Frigate Preview
[close]

9
Modding / Re: [0.96a-RC10] Yoshgramm-wen Yards v1.0.1e
« on: July 12, 2023, 12:44:11 PM »
Download v1.0.1e here!


Finally, finally, finally squashed that NPE with the AWACS script. Also fixed another possible NPE and covered up several oversights in the code. And yeah, made some minor changes to the XPDCG while I was at that.

10
Modding / Re: [0.96a-RC10] Yoshgramm-wen Yards v1.0.1d
« on: July 09, 2023, 12:14:08 PM »
Download v1.01d here!


Yeah, uh, hopefully I finally patched that NPE with the Seheryuan AWACS. Not the hardest oversight to fix but just annoying. Now with that out of the way, I can get around to starting on the roadmap with the two frigates and two capitals I had in mind.

ADDENDUM: Distribution revamp so that the alternate Luohoff skins can finally appear. Also made some adjustments to the balance of the Metal Storm weapons and the BMSAC - last time I'll be tweaking them, I swear for now.

11
Modding / Re: [0.96a-RC10] Yoshgramm-wen Yards v1.0.1b
« on: July 08, 2023, 01:48:53 PM »
How to turn of ywy_acews_vfx_frames vfx from Wuhauser-class escort carrier it if painful to watch? :'(

Sorry to hear that, hoped that the recent edit to the VFX was enough to make less of an issue.

At the moment, there's no option to disable the visuals outside of replacing the sprites used in the animation with blank or still PNGs. Might have to look into integrating some kind of option to do that though, in a future update.

12
Modding / Re: [0.96a-RC10] Yoshgramm-wen Yards v1.0.1b
« on: July 07, 2023, 02:01:30 PM »
Released a quick fix update that should hopefully solve the whole CTD when loading the game. Remember folks, always double check if variant names match otherwise the game will commit crash to desktop.

13
Modding / Re: [0.96a-RC10] Yoshgramm-wen Yards
« on: July 06, 2023, 09:23:04 PM »
Alright, heads up folks, released the balance patch for this mod so thing's aren't hilariously broken anymore. Click the banner to go to the Git Repo's release page. Will update the opening post soon, but sue me its 12:22 AM here.

14
Modding / Re: [0.96a-RC10] Yoshgramm-wen Yards
« on: July 06, 2023, 11:41:43 AM »
Designs are nice but it feels weird man.
Japanese sci-fi media inspired design but with Chinese-like names.

lol

Funny story on that. I saw the names for the characters in Legend of the Galactic Heroes and I couldn't help but think, "German-Chinese fusion, let's go." Some time into development I was thinking how dumb that decision was, but it was too late to go back on it so I had to live with these weird German-Chinese fused names.

15
Modding / Re: [0.96a-RC10] Yoshgramm-wen Yards
« on: July 05, 2023, 01:44:09 PM »
Hi! Love the design of the ships, really cool.

I ran into the following crash:

Spoiler
18293434 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at yoshgramm_wen_yards.hullmods.ywy_seheryuanAWACS2$ywy_fighter_AWACSMod.advance(ywy_seheryuanAWACS2.java:119)
   at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(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$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)
[close]

Thanks for telling me about that, will see what's up with that hullmod.

As a general update on the mod, currently working on a rebalance patch since it became rapidly apparent how broken alot of the weapons are in this mod. So look out for that.

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