Fractal Softworks Forum

Please login or register.

Login with username, password and session length

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Topics - tomatopaste

Pages: 1 [2]
16
Modding / [0.95a-RC16] Low Scatter Amplifier
« on: May 05, 2021, 07:07:50 PM »
Low Scatter Amplifier
LOL

Adds an alternative to HSA: Reduces the range of beam weapons by 25% while decreasing their damage by 25% and makes them deal hard flux damage to shields.

Download



17
Minor bug when purchasing military ship from a contact, the ship focus window doesn't disappear when inquiring about a different option.


18
When a hullmod such as converted hangars adds fighter LPC slots to a ship, fighters launching from or landing on that ship will only do so from the ship's centre, instead of using launch bay locations if they are provided. This naturally applies to all hullmods that add fighter slots, but isn't a vanilla issue since no vanilla ships have launch bay locations defined in the eventuality of converted hangars being used, making it a modded issue. This could also make the decorative hangar bays on the eagle/falcon functional as an easter egg of sorts ;).

Upon inspection, the onslaught, eagle, falcon, tarsus, mule and paragon sprites appear to have some form of shuttle bay that could be defined to fit the theme of the hullmod.

19
Suggestions / Source mod for weapon codex/tooltip info
« on: February 17, 2021, 07:33:52 PM »
It can be frustrating to identify what installed mod adds a certain ship or weapon when they are associated with the vanilla manufacturer archetypes like Common, High Tech etc. My suggestion is to add an additional info line to the codex and/or info tooltip on things with manufacturer types that provides the id of the mod that adds it to the game. Currently the only solution to this is asking other users or trawling through mod files, so this simple change could be a useful quality-of-life feature. Thanks

20
Suggestions / Simple hullmod GUI grouping
« on: November 07, 2020, 06:41:59 PM »
Hello, currently the logistic hullmod limit is a bit of an obscure mechanic (at least IMO), and could be improved with a simple gui tweak, that would also open up a lot of options (especially for mods, not sure about the 0.95 content coming ;)).

Could also implement blank space-filling hullmods to indicate open logistic slots. The biggest draw of this feature would be the ability to create additional categories via hullmod script for mods, for creating custom hullmod groups and limits, or perhaps the creation of an additional plugin type that manages the hullmod slots.

21
Title explains it pretty succintly. Current patrols don't bat an eye for transverse jumping, which is weird since the unique ability to pop in and out of existence in tightly, conventionally patrolled space should be something that patrols should react to uniquely, especially since it's not a skill integrated with npc fleets and their AI. I'm suggesting rep loss or some other balancing factor that discourages the player from legitimately using it to enter and exit populated space (while still being useful for black market 'trading' and gtfo), especially since patrols can't regulate the usage of an exotic tech to easily dodge patrols without having to run the gauntlet of making it to the nearest jump point.

Secondly, currently the acquirement of transverse jumping is as a skill that can be acquired very early in a campaign, from gaining generic experience. This doesn't really explain the acquirement of what could be considered an exotic tech, since no npc fleets use it, so it fits quite well that the player could acquire it from a somewhat difficult quest reward, or maybe as an exploration reward system, and which the downtrodden hegemony patrols of the sector would not have access to. I'm probably going to have a crack at modding it in, but it would be nice to see as a vanilla mechanic maybe? Anyway, thank you for reading :)

22
Bug Reports & Support / Off-center mount on the Vigilance
« on: September 04, 2020, 05:21:05 PM »
The medium missile mount on the Vigilance is a pixel off-center. That is all  ;D


23
Suggestions / Bar easter egg idea
« on: June 03, 2020, 12:53:06 AM »
Idea is that a random inhabited planet is chosen at the start of a game to be the location for an arcade, and when visiting the planet bar, there's always an option to 'Visit the arcade...', which when selected lets you select and play through a loaded game mission with default ship loadouts for 5 credits or something, as a cool little easter egg

24
Mods / [0.95.1a-RC6] Pearson Exotronics
« on: June 01, 2020, 07:53:28 PM »

Requires the CMUtils mod as a dependency!





How to add to an existing game
  • Ensure that the mod Console Commands is installed
  • Load up the existing save you would like to add Pearson Exotronics too, after selecting the mod in launcher
  • Use ctrl+backspace to open the console, then input the command "SpawnPearsonContent". If successful, it will report back.
  • A few seconds after this, you should see an intel item that says "New faction arrives: Pearson Exotronics" or some such
Do not use the command more than once, it will brick your save!
[close]

25
Hello, I've got a suggestion for a potential buff to frigates, destroyers, or any applicable ship really. Currently, when a projectile impacts a shield, its damage is modified by its type and flux is added to the shielded ship's pool. My suggestion is instead to reduce the amount of flux received from a shield collision when the projectile impacts at a shallow angle, with the reduction scaling to the angle on shields, as shown in the image here:
Instead of receiving full flux from the hellbore round barely colliding with the shield, instead its angle is compared to the shield and the amount of flux applied is reduced. This could be thought of as the shield not having to redirect/absorb as much kinetic energy, if you wanted to justify it I guess. Fast-moving projectiles could possibly be affected by angle scaling much less, which could nuance balance around using projectiles with high velocity, to help in their role of being able to hit fast moving targets. A prerequisite for this to be useful/fun mechanic in the game would have to be a balance pass on most weapons, I suppose.
This would be a buff to fast moving, low-radius shielded ships because the number of projectile collisions that would occur at an angle that would significantly reduce flux buildup is much higher, so they wold potentially be able to harass/be useful in heavy capital battles more, because they can be somewhat more survivable against high-volume kinetics that would instantly overload them.
I can't speak to the performance loss this would cause, but the collision system would seem to support this so I can't see it being extraordinarily difficult to implement. That was my idea and my two cents, anyone else have thoughts besides?  :)

26
Mods / [0.95.1a-RC6] Lights Out
« on: April 23, 2020, 08:30:23 AM »
Lights Out


Lights Out features a number of customisable procedural generation modifications to the sector. Moon spawning generates small, bite-sized moons around various planets, scaling to their size. Appropriate weather and resource conditions are applied. Second, Non-core systems (excluding Nebulas due to engine limitations) are hidden from the hyperspace map, and must be seeked out by the player. LightsOut/data/config/settings.json allows various values to be adjusted, and features to be disabled. Should be compatible with all sector generation mods.

v1.2.0
- added Planetary Moon condition to all moons, impedes population growth beyond a capped limit (settings.json to modify)
- updated to 0.95.1a-RC6

Current Features
  • Spawn tiny moons around planets, which can have fully fledged colonies, but typically high hazard ratings. Scales with the size of the host. Moons cannot spawn as terran, arid or tundra worlds.
  • Hides all procedurally generated system stars from the hyperspace map (excluding nebulas due to engine limitations), requiring the player to manually find them. Discovery behaviour requires the player to get in scanning range of the system's jump points to reveal it on map.
[close]

Gallery
minorly outdated, moon images missing modifier



[close]

Pages: 1 [2]