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Messages - Apophis

Pages: [1] 2 3 ... 31
1
Mods / Re: [0.6.1a] Weapons Pack 0.32
« on: December 02, 2013, 12:46:59 PM »
I was wondering if this works with Exerelin (i.e. will I be able to get the new weapons/ships)?
This mod is not supported by Exerelin

2
Mods / Re: [0.6.1a] Weapons Pack 0.32
« on: November 29, 2013, 11:00:10 AM »
There were many wrong sounds but now i should have fixed them all
download 0.32

3
Mods / Re: [0.6.1a] Weapons Pack 0.32
« on: November 29, 2013, 10:48:42 AM »
I forgot to update some of the weapon sound

4
Mods / Re: [0.6.1] Weapons Pack 0.32
« on: November 29, 2013, 09:36:39 AM »
uploaded new version
download 0.32

5
Mods / Re: [0.54.1] Weapons Pack 0.31
« on: November 29, 2013, 03:12:15 AM »
I have updated it for 0.61, played it but not yet uploaded. I check if it is all ok and then upload it.

6
Modding Resources / Re: Codex 20
« on: November 10, 2013, 03:39:17 PM »
Ship systems are not used to calculate balance

7
Modding Resources / Re: Codex 20
« on: November 04, 2013, 12:57:00 PM »
In the "Ships" tab the value "Balance" is the real balance, the "Combat" balance use only combat stats.
1 mean balanced, more than 1 overpowered and less than 1 underpowered.
At the bottom of the ships details on the right there are the intermediate scores (dark gray text) used to calculate the balance.

In the mod tab the balance is the average of all the ships in the mod.

The codex is read-only.

To calculate the balance i have made a big formula that take all the ship stat and output a score(1). Another formula take the "supplies/day" and output the score(2) that the ship should have. balance is score1/score2.

8
Modding Resources / Re: Codex 18
« on: October 15, 2013, 12:30:18 PM »
fixed nomads bug

download Codex 20

9
Modding Resources / Re: Codex 18
« on: October 15, 2013, 04:27:33 AM »
Yes, it must be something in the newest version of nomad. I'll look into it

10
Modding Resources / Re: Codex 18
« on: October 15, 2013, 03:43:42 AM »

11
Modding Resources / Re: Codex 18
« on: October 15, 2013, 03:33:34 AM »
BISO uses respawning MIRV missiles, this probably causes infinite loop, you need to write some kind of cutoff for this kind of thing, or tell it to ignore MIRV if they referance self for warhead/empty
fixed

I found another problem: you need to remove the prefix ' / ' in file paths
"turretSprite":"/graphics/biso/weapons/SMHv1-4.png",

12
Modding Resources / Re: Codex 18
« on: October 06, 2013, 07:43:27 AM »
an absolute of Deployment points where you only get this amount.
In a battle there are 250 deployments point for each side and even if you have more than 250 points in the fleet the battle is still big and other ships can enter as reinforcements

Because you could just bring a freighter and then supplies/logistics become almost irrelevant
"logistic capability" start at 20 and can be maxed to 100 using 10 aptitude points and 10 skill points. Also crew "maintenance", repairs, extra cargo/fuel use logistic.
"logistic capability" can't be increased with freighters.

13
Modding Resources / Re: Codex 18
« on: October 05, 2013, 01:31:05 PM »
Deployment cost are mostly useless now, they are never a problem.
Instead supplies/day are the limiting attribute because of the low values of logistic.

14
Modding Resources / Re: Codex 18
« on: October 05, 2013, 08:55:34 AM »
glad to know that your problem has been resolved  :)

15
Modding Resources / Re: Codex 18
« on: October 05, 2013, 04:41:01 AM »
uploaded version 18
changelog:
compatible with Starsector 0.6.1, now the balancing value is supplies/day (previously was fleet-points)
more log messages

download Codex 18


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