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Starsector 0.95.1a is out! (12/10/21); Blog post: The Pilgrim's Path (07/19/22)

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Messages - prav

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General Discussion / Re: What is in your opinion the best mount type?
« on: August 08, 2022, 05:19:29 PM »
HBI is better understood as a 10 OP penalty for undersizing weapons in the large mounts. Ship OP counts already presume you're taking full advantage.

The Hurricane was hilariously strong pre-nerf. You'll have to talk pretty fast to convince me it's not still good after the pretty lenient tonedown it got.

General Discussion / Re: Vigilance is bad
« on: August 06, 2022, 09:10:42 AM »
As a frigate that can launch 16 harpoons in a few seconds I think the Vigilance has pretty solid offense already. A larger problem is how easy it is to kill.

Part of it is an AI issue - it's a hardcore support ship, but the AI tends to say "hey, fast frigate - send it out to kite something" - and then it gets killed by fighters or frigates that aren't specialized in support. Maybe some hull hint to discourage this, SUPPORT_LARGER or similar? And when it does stick with its bigger buddies it sometimes gets caught in the crossfire a bit too easily - I think a little extra flux cap could be good here, surviving an extra second or tanking one more harpoon can be plenty.

Mods / Re: [0.95.1a] prv Starworks v23 (2022-07-09)
« on: August 06, 2022, 08:51:54 AM »
Good thing it was something easily resolved.

Mods / Re: [0.95.1a] prv Starworks v23 (2022-07-09)
« on: August 05, 2022, 11:01:59 AM »
Well, that's a whole heap of mods that are failing their initial loading. It's not impossible that you're having hardware problems - I had something similar, programs inexplicably failing to find files that did exist. Turned out I needed to reseat my HDDs's SATA cable, it had rattled loose somehow. Now, I don't know if that's your problem but I'd investigate how my drive health is, just to be sure.

Mods / Re: [0.95.1a] prv Starworks v23 (2022-07-09)
« on: August 05, 2022, 10:41:19 AM »
Hello. Game crashes on launch on the last mod version. Log:

Thank you for the report. I'm unable to reproduce this, and grepping for "prv_slag" doesn't show any likely culprits. I'd double-check that everything is the latest version and unpacked in the right location. Is this with or without Extraworks?

Mods / Re: [0.95.1a] prv Starworks v23 (2022-07-09)
« on: August 02, 2022, 03:47:49 PM »
do blueprints exist of the old ship versions with the hulls unpainted? I'm not a fan of the pink and green on the blue. Orange looks cool but still.

The unpainted-but-still-updated versions are all unreleased I'm afraid.

WIP teaser unrelated:

General Discussion / Re: Clipped Wings - An Eagle Thread
« on: August 02, 2022, 03:40:53 PM »
I think Eagles are fine, but a few overpowered cruisers and caps could use a nerf.

Fine here means that sure, you could drop the Eagle's DP by 10% or give it 5% improved shield effiencency or some extra OP without causing any problems, but equally you would not be addressing the underlying problem.

The challenge level of a 100 FP pirate fleet with three Eradicators is significantly higher than an equally large fleet without.

General Discussion / Re: So what's the plan with the Fury?
« on: July 19, 2022, 08:23:21 AM »
You could remove the Aurora from the game entirely and it would not change my usage of the Fury one bit.

General Discussion / Re: So what's the plan with the Fury?
« on: July 18, 2022, 04:43:46 PM »
The issue I have with the Fury is that it has so few mounts for its flux that you're heavily pushed into using a Heavy Blaster. Putting something else in the nose turret is just making things complicated for little gain, and often means skipping half your missiles.

Also, unless I'm missing something the variant fits seem pretty bad, so in faction fleets it's rarely carrying its weight.

Mods / Re: [0.95.1a] prv Starworks v23 (2022-07-09)
« on: July 16, 2022, 09:07:45 AM »
does that mean it's unobtainable if you have the hegemony turned off with Nex? or does it ignore that requirement then?

Not sure, that's pretty far into magicbounty's guts.

You could probably just comment out the "trigger_marketFaction_any" requirement (line 69) from \data\config\modfiles\magicBounty_data.json if it refuses to show up.

Mods / Re: [0.95.1a] prv Starworks v23 (2022-07-09)
« on: July 14, 2022, 11:10:34 AM »
any way to get the prv ships hidden from the codex? really like the spotless bergtagen if you know what i mean

Most of them are available as rare bounties. This one in particular is from Andra Perseiska Kompaniet.

Requirements for it to get issued:
- 150 FP player fleet size.
- Visiting a market owned by: Hegemony.

Mods / Re: [0.95.1a] prv Starworks v22 (2021-12-22)
« on: July 09, 2022, 10:39:21 AM »
I've split off some content from the mod for being older, redundant, or otherwise just not quite neccessary. But since quantity has a quality all of its own, here it is:

DOWNLOAD prv Extraworks v1  - Requires prv Starworks v23
Ships: Kite (prv), Afflictor (prv), Shade (prv), Harbinger (prv), Gnejs (P), Eldsjäl, Aska (LG), Eld (LG), Flock (LG), Fika, Middag, Conquest (Ryak), Sunder (Ryak)
Bounties: Friend of Ludd, Gudalik Trial Group
Missions: At the gates of HEL, Fasfasa

DOWNLOAD prv Path v1 - Stand-alone
Ships: Mora (LP)
Fighters: Broadsword (LP), Talon (LP)

Mods / Re: [0.95.1a] prv Starworks v23 (2022-07-09)
« on: July 09, 2022, 10:35:13 AM »
DOWNLOAD prv Starworks v23 - NOT SAVEGAME COMPATIBLE. Always delete the old version before installing a new one.


Mora (LP), Broadsword (LP), Talon (LP)
- Moved to a stand-alone mod, prv Path. (download)

Ships: Kite (prv), Afflictor (prv), Shade (prv), Harbinger (prv), Gnejs (P), Eldsjäl,
Aska (LG), Eld (LG), Flock (LG), Fika, Middag, Conquest (Ryak), Sunder (Ryak)
Bounties: Friend of Ludd, Gudalik Trial Group
Missions: At the gates of HEL, Fasfasa
- Moved to a sub-mod, prv Extraworks. (download)

Added the Gissel (P)
- Large missile turret. Enjoy responsibly.

Added a high-end rare bounty
- Visit Hegemony bars once you're well-prepared.

- Agni did not look weird enough. This has been rectified.
- Reduced the intensity of several particle effects.
- Agni star systems may now contain small prv research fleets.
- Agni will no longer politely answer commlink requests.
- Agni fleets will now prefer slightly smaller ships.
- Adjusted Agni death vfx.
- Greatly reduced the strength of Agni salvage guard fleets in low-danger systems.
- Slighly increased the minimum size of Agni shoals in low-danger systems.

- Sprite updated.
- Mount layout updated.
- Ship system replaced with Targeting Pulse.
-- Briefly increases weapons range and accuracy significantly.
- Added two armor modules.
- Flux capacity increased by 50%.
- Shield upkeep reduced by 33%.
- OP increased to 340.
- Deployment and maintenance cost reduced to 35.
- Credit cost reduced to 280 000.

- Added a large missile hardpoint.
- Turn rate and turn acceleration reduced by 15%.
- OP increased by 20.
- Deployment and maintenance cost increased to 35.
- Credit cost increased to 250 000.
- Sprite touchups.

- OP increased to 175.
-- Missing change from v22.

- Deployment and maintenance cost reduced to 25.
- Removed Kaja MRM Array built-in.
-- (LC) Removed Hammer Barrage built-in.
-- (LC) skin value modifier reduced to 100%
- (AU) sprite coloring adjusted.

Dominator (RB)
- Sprite touched up.

Flock (P-mod)
- Annihilator Burst Launcher
-- Burst size increased by 42%.
-- Ammunition count increased by 15%.

- Sprite updated.

- Deployment and maintenance cost reduced to 10.

- Armor increased to 700.
- Hull integrity increased to 5500.
- Shield efficiency reduced to 1,1.

Gremlin (HR)
- Removed.

Munsbit, Munsbit (LC)
- Sprite updated
- Weapon mounts updated.
- Max OP increased to 50.

Tarsus (prv), Condor (prv), Gemini (prv), Kite (prv)
- New sprites.

- Credit value reduced to 34000.

Belt Blaster
- Sprite updated.
- Range increased by 100.
- Flux per shot reduced by 8%.
-- Flux efficiency is now 1,5.

- Vfx updated.
- Pierce chance formula rewritten; net change should be minor.

Vakt Flicker Beam
- Vfx updated.

Gravkan, Gravpjäs
- Gravity blast area of effect increased 50%.
- Gravity blast peak force reduced by 25%.

Siege Akers
- Magazine removed, now fires a rapid 4-shot volley.
- Damage and EMP per shot reduced by 50%.
-- Maintains 360 net DPS.
- Recoil significantly reduced.
- EMP arcs are now more likely to punch through shields.
-- Previous chance was (hardflux - 0,5), now simply (hardflux).
- Projectile speed reduced by 17%.

Heavy Akers
- Projectile speed reduced by 17%.
- Damage per shot increased by 11%.
- Flux per shot reduced by 5%.
- Rate of fire reduced by 13%.
-- Now 200 DPS at 0,9 efficiency.

Akers Nova
- Projectile speed reduced by 25%.
- Rate of fire increased by 9%.
-- Now 150 DPS, maintaining 1,17 efficiency.

Light Akers
- Projectile speed increased by 25%.
- Damage per shot increased by 50%.
- Rate of fire reduced by 33%.
-- Net DPS unchanged.

Spattergun, Heavy Spattergun
- Recoil reduced.

Berguv MIRV
- Range (nominal) increased by 50%.
- Missile lifetime increased by 2 seconds.

SIPD Laser
- Vfx updated.

Intet Flickerbeam
- Vfx updated.

Missile Chaff
- Lowered the missiles-in-flight AI use threshold.

Gravity Shield
- Fixed a bug that allowed unlimited use of Gravity Shield for shielded ships that did not turn the shield on.
- Overloading a Gravity Shield will now cause it to go on a cooldown equal to its regular chargedown duration.
- Gravity Shield can no longer be activated while over 90% flux.
- Added a UI infotext for the chargedown state.

Flicker Core
- Now needs to build charge by spending a short time unphased.
- Hardflux penalty cut in half.
- Venting or overloading will now cancel the effect.
- Added a status info to track the core state.

- Added custom intel relationship descriptions for the Rusters.
- Updated prv faction flag.
- Stjärngård system
-- The Works over Utbo has been downgraded to a Battlestation.
-- Strand now has a commercial orbital station operated by the prv.
-- Strand and Utbo now belong to the Independents. Formally speaking, anyway.
--- Market control remains with the prv.
- Added access to the Squall MLRS for the Rust Belt.
- Reduced the occurrence rate of Sinne frigates in prv fleets.
- Reduced the occurrence rate of prv export hulls in League and Diktat fleets by half.
- Debris Belt
-- Terrain tooltip colors updated to better indicate that it is a danger zone.
-- The encounter size calculation will now put much less weight to civilian ships, scaled based on the fleet's civilian to military ratio.
--- ie fleets with a few tankers will not attract attention based on their trade ships, but from the size of their military contingent.
--- But a large trade convoy may still attract a sizable pirate fleet.
-- Reduced the average and maximum encounter size slightly.
- Cleaned up Rust Belt ship access, now contains a much smaller set of unprioritized ships.

- Laboratory Complex
-- Now requires a commission for most trade.
-- Added a bar event allowing you to purchase some access even if you are not commissioned and well-liked by the market owner.
--- Still requires a relationship of at least Suspicious.
-- Fixed an error where s-mods on offered ships would sometimes not carry over between game reloads.
-- Fixed an error where installing an Alpha Core would increase commodity production in addition to improving the market selection.

Rare Bounties
- Added bounties for the Flock (P-mod), Ballebo, and to hunt an Agni shoal.
- Reduced officer levels.
- Ported all bounties to use the MagicBounty library instead of the Vayra's Mod interface.
- Some minor bounty reward and requirements adjustments.
- Added a cheatsheet, "bounty reference.txt", with bounty names and requirements.

Flicker Core isApplicable() now checks for hullspec.isPhase() instead of id literal.
Adjusted some projectile trail effects.
Updated Light Triple Autocannon codex description to match the new statline.
Fixed an issue that would cause the Tide Vanes hullmod to update weapon glow in the fitting screen.
Fixed a Tiger sprite alignment error.
Fixed a bug that would cause prv doctrine shifts to not persist beyond the current session.
Fixed a bug that would cause prv doctrine shifts to always have an autofit randomization probability of 0 or less.
Fixed a bug that would repeat a line in the Debris Belt terrain tooltip.
Fixed a bug where the Microburn (Fighter) AI would sometimes misjudge if it was facing the correct direction.
Fixed missing Conflagration glow color.
Fixed Berguv MIRV tracking description, now correctly states "Medium".
Fixed various typos.
Added a new rendering API for Spatterfire effects, bypassing a MagicLib regression issue.
Oklang (4), Down and Scale fighter wings now properly have the "restricted" tag.
Fixed Blåmes missile onhit explosion color.
Added a viewport check for the Karbid renderer.
Expanded the codex descriptions of the Fasvinge, Kvarts and Visent.
Increased the impact (mass) of Gravity Well mines, they will now push each other a little less.
Arc Smelter OP cost now matches Augmented Drive Field 8/16/24/40, net change 0/+1/-1/0.
Various polish.

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