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Starsector 0.95a is out! (03/26/21); Blog post: Skill Changes, Part 2 (07/15/21)

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Messages - YuiTheModder

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Mods / Re: [0.9.1a] LowTech Armada
« on: June 24, 2021, 09:49:48 PM »
Hi everyone, I've just uploaded the latest release of LowTech Armada (in this case the Pre-Tournament release)!

Please let me know what you think if you have time.

Here's the link (it should work on the current version of Starsector [0.95a-RC15]):

Have fun!

Mods / Re: [0.9.1a] LowTech Armada
« on: March 29, 2021, 09:03:27 PM »
Will we ever get a ship with a Snapcracker Cannon? I wanna big shooty some bastards..

As soon as the next update is ready and set up I likely will :) .

Mods / Re: [0.9.1a] LowTech Armada
« on: February 23, 2021, 02:24:53 AM »
Hello, I can tell that (Secret Ship) Upcycled Mitigator Class battleship is UNBUILDABLE, blueprint or some line of code is wacked and even if player queue production for this ship it won't build (spawn in game anywhere) and player can say bye bye to tons of cash. Can You fix it? ;)

Heya, the next update is nearly done, and this will be included in that patch's round of fixes, thank you for the feedback!

Unfortunately, I cannot let players manufacture the Upcycled Mitigator until I have released the Upcyclers' Sect as an optional sub-faction (Mostly due to the stat changes).

I hope that is ok?

Mods / Re: [0.9.1a] LowTech Armada
« on: February 18, 2021, 12:45:00 AM »
Is the Epattcud XX suppose to cost a quarter of a million credits?  While this ship is really cool and a beast of a frigate, that's the same cost as the Doom which is a heavy phase cruiser.  It feels like this price is three to four times as expensive as it should be.  For comparison, the Doom is 35 deployment cost to the XX's 14 and has triple the armor and 2.5x the flux.

I'll take a look at the ship pricing. :)

Mods / Re: [0.9.1a] LowTech Armada
« on: December 20, 2020, 11:57:38 AM »

I've had a look and decided to buff the Mason's DP to 25 after comparing statistics.

The Defender flux has been normalised (All of these are for the next update).

The EpattcudVIII has been given the intended manuverability issues and now functions as intended rather than being nigh impossible to flank with frigates and destroyers. It has a potent frontal weapons array, but when pressured by most kinetics or high-impact weapons arrays on similar ships it crumples.

I ended up deciding to keep the EpattcudX at its 1.5 max turn rate,   0.75turn acceleration it inherited as part of this round of fixes, as this enables it to function competently while still posing a massive risk to itself if it overextends or is flanked by large ships.

Mods / Re: [0.9.1a] LowTech Armada
« on: December 17, 2020, 03:38:02 PM »
The Epattcud VI has now been changed so that rather than its tiny capacity being a problem, it instead has a lot less dissipation -150-250 as of the next patch to come out, thank you for the feedback.

Did you see any other ships that bothered you perchance?

Mods / Re: [0.9.1a] LowTech Armada
« on: August 07, 2020, 06:20:54 AM »
Sorry to trouble you again :'(, is the download link the latest patch? It seems that the modules of EpattcudX can still have TSC Converted hangar/Makeshift Shield(and then omni shield generator) installed.

TSC's Converted Hangar is now fixed to not be compatible on the ship, but I will need to test the shield hullmods.

Mods / Re: [0.9.1a] LowTech Armada
« on: August 04, 2020, 02:54:08 PM »
Sorry to trouble you again :'(, is the download link the latest patch? It seems that the modules of EpattcudX can still have TSC Converted hangar/Makeshift Shield(and then omni shield generator) installed.

Really? I'll take a look, I've been using magic to make hullmods incompatible.

Mods / Re: [0.9.1a] LowTech Armada
« on: August 03, 2020, 02:10:46 PM »
The new station with unique music is cool and all but according to the Nexerelin thread hyperspace stations cause massive slowdowns.
I suggest doing what Nexerelin did to Prism Freeport.

Also, you forgot to include the JAR file.

For now, there is no Jar file. I prefer not to package just yet as so little of the mod requires javascript. You should find it works just fine without.

Neither me nor the people who beta tested the mod in regular campaigns with mods enabled had any issues with slowdown due to the new secret station. We each have computers with different specs, and run the mod with many others enabled, if you're experiencing slowdown due to the mod please let me know, though I understand Histidine left it open for players to put the Prism Freeport station back in hyperspace if they prefered that stylistic choice, so I would personally infer that the slowdown is not much more severe that just a regular station. There are only 3 of us testing though, so I'm waiting for more user feedback on that front.

I'll keep an eye out for it  :), thank you so much for your feedback.

Mods / Re: [0.9.1a] LowTech Armada
« on: August 03, 2020, 02:13:47 AM »
yes TSC is a vanilla balanced mod I think, except its converted hangar, which adds three decks to battleships, two to cruisers and one to destroyers, a large number of low OP fighters can be equipped. Vanilla converted hangar won't have any problem.

I believe I have fixed this in the most recent patch, thank you for bringing it to my attention.

Mods / Re: [0.9.1a] LowTech Armada
« on: July 17, 2020, 10:52:24 AM »
By the way, what do you think of the converted hangar on the hull module? Especially TSC's hullmod, which allows EpattcudX to have a total of 11 hangars.

TSC has a hullmod that adds more than one deck per converted hangar?

I designed the ship so you could put converted hangar on every module and turn it into more of a carrier.

OP is kind of tight on the combat and missile modules if you want the most effective loadouts for them so i feel super comfy with Converted Hangar.

However I do not feel comfy with it letting another vanilla balanced mod (I assume?) add that many decks to the ship.

I'll think about making a mod exception and disallowing that hullmod in a future patch. However Converted hangar (Unless I change my mind in a big way) will always be usable with the EpattcudX, I even put a little shuttle deck on the combat module for it ;-;

Mods / Re: [0.9.1a] LowTech Armada
« on: July 15, 2020, 05:02:05 AM »
Really like the Epattcud X! But is there any way to make it not too strange, when I put the front shield generator on those hull modules? For example, let the left and right EngineModule shields face outward and disable the omni shield generator, just like the Cathedral from SWP.
Thanks and keep your good work!

I'm going to be rotating both sprites 90 degrees and redoing the whole thing for the next subpatch, but its a lot for me to do. The end result will likely see them having either a sideways or backwards shield arc.

Mods / Re: [0.9.1a] LowTech Armada
« on: July 13, 2020, 05:48:51 PM »
I just fixed the spawn issues with Epattcud ships, download 0.4.1b for the hotfix.

Sorry for the trouble.

Mods / Re: [0.9.1a] LowTech Armada
« on: July 11, 2020, 05:27:06 AM »
So i have find out what the problem is, LTA doesn't compatible with Colatlus (Discord Mod, Colossus and Atlas Combine also made by Yui), probably ID Collision.

I can confirm this, I just tried to put CHeese in the mod folder with LTA and LTA didn't show up.

So in regards to the mod conflicts, i'm planning on adding the Colatlus to the Lowtech armada mod as an elite pirate vessel, pending community approval.

The image files are already in the LTA mod, but if you remove them it should run fine alongside the Colatlus mod. Sorry about the conflict.

Mods / Re: [0.9.1a] LowTech Armada
« on: July 11, 2020, 05:21:21 AM »
It seems like the overwhelming majority of ships in your mod don't have codex entries. Is that intentional?

All of the Epattcud ships share the same codex entry right now, regardless of their size or weapon layout.

Most ships should actually have codex entries, but many are hidden from the player if you search them as they are not in the independent public database in the lore. If you find any I missed that say "There's no description, yet..." feel free to send a reply on here.

In terms of hegemony ships, there aren't that many yet as I need to plan out the content for filling other holes in their lore.

Edit: If you want to see hidden codex entries, try recovering one of the ships you want to see the entry for. It should have one :).

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