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Messages - tomatopaste

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31
Suggestions / Re: Make SMODS a post-battle upgrade only option
« on: January 06, 2023, 04:05:38 AM »
Please no more mod ideas for base game, it already went too far. I don't want a newly bought or salvaged ship to be gimped for 10 battles or so. Only thing this does is increase save scumming even more for a bit more flavour. Not to mention the boring grind.

This is a joke right

32
Mods / Re: [0.95.1a-RC6] Pearson Exotronics
« on: January 06, 2023, 02:00:13 AM »
thanks for the reports, working on it

33
Suggestions / Make SMODS a post-battle upgrade only option
« on: January 06, 2023, 01:45:01 AM »
The current SMOD implementation of building in mods with an arbitrary token is not very interesting. Why should a brand new ship printed off the production line be able to install hullmods for no cost? "Story point" hullmods should be reserved for ships that have distinguished themselves in battle and have the battle scars necessary to allow the extensive conversion and intrusive maintenance to justify the installation of SMODS, where enterprising engineers can find an opportunity to make an aftermarket modification an intrinsic part of the ship's identity.

Hence my idea is to add an additional dialog to post-battle salvage where ships have a chance to be eligible for removing the OP cost of one of their installed hullmods and making it a permanent SMOD on the ship hull. Commanding officers can increase the chance significantly. I think this will go a long way to making SMODS feel a lot more like the player writing their own story instead of being a generic premium currency for making ships more powerful.

34
Suggestions / Re: Give the pulse laser a bonus vs shields
« on: December 22, 2022, 10:37:46 PM »
The Pulse Laser is the definition of a do-it-all generalist weapon. It does precisely half the damage of a Medium Ballistic or Kinetic, at less range, for 50% more flux, but with perfect accuracy, little overkill/decent rate of fire, in one mount and only 10 OP. It doesn't do anything remarkable for good or ill, but that's kind of the point. In a sea of specialization, it does look bad by comparison but truly, it's the ideal generalist weapon.

I suppose if you really wanted to modify it slightly, increase its damage to 150 and only fire twice a second. It would be the same shield DPS but have greater armor penetration. The trade-off is that it wouldn't deal with fighters quite as well and be slightly inferior as a pressure weapon. However, I think the Pulse Laser is overall fine for what it is.

That's exactly why it needs changing. While it may be the most generalist, the nature of high tech ships is such that they have no use for it, since specialised weapons are virtually always the better option for effective loadouts. The pulse laser is certainly not worth 10 OP in its current state.

The new kinetic blaster will probably replace the pulse laser in the few places I use it like on wolf loadouts, which is why the pulse laser needs some kind of edge, since it currently does not have a niche. There are far better missile options for cracking armour especially now that the breach is available.

35
Suggestions / Give the pulse laser a bonus vs shields
« on: December 19, 2022, 10:39:20 PM »
The pulse laser is easily the least useful medium energy weapon in my experience because it lacks any specialised role and just isn't worth the slot when weapons like the ion pulser exist. Giving the pulse laser a ~25% bonus vs shields would go a long way to making it have any effective use in high tech loadouts.

36
Modding / Re: [0.95.1a-RC6] Combat Misc Utilities v0.3.2
« on: December 16, 2022, 09:35:12 AM »
Question: does this library supersede the DroneUtils lib?

yeah more or less

37
Mods / Re: [0.95.1a-RC6] Pearson Exotronics
« on: December 14, 2022, 06:41:06 AM »
Found the issue, hotfix posted.

Update 0.7.2
-fixed missing music crash

38
Mods / Re: [0.95.1a-RC6] Pearson Exotronics
« on: December 12, 2022, 07:29:41 AM »
So just went to visit one of the Pearson planets and as soon as I interacted with it, I got a null error as follows:

No idea to be honest, definitely not caused by a Pearson script.

39
Modding / Re: [0.95.1a-RC6] Combat Misc Utilities v0.3.2
« on: December 12, 2022, 01:37:38 AM »
Update v0.3.2
-fixed crash from vbo buffer conflict

40
Mods / Re: [0.95.1a-RC6] Pearson Exotronics
« on: December 10, 2022, 08:48:45 AM »
I have a patrol chasing me around the Sector. When it catches me, the game crashes.

Not enough information for me to do anything about.

How come this is still listed as "[0.9.1a] Pearson Exotronics by tomatopaste" on the mod index?
Isn't this updated?

Update is on request as far as I know, maybe an admin will update it if they read this, it's not a big deal.

41
Mods / Re: [0.95.1a-RC6] Pearson Exotronics
« on: December 07, 2022, 06:58:32 AM »
Nice it's back! This was one of my favorite 0.91 mods. I should finish my current game so I could add this.

Do you have any plans to add a unique bounty ship?

Yes but it won't happen anytime soon.

42
Mods / Re: [0.95.1a-RC6] Pearson Exotronics
« on: December 06, 2022, 08:36:17 PM »
I'm not sure why the Douglas Autocannon has such a low flux efficiency. Personally I'd put it at 1.0 or 1.1 at most instead of 1.3, using the Heavy Mauler as a comparison point.

Fair point, I agree that it is too expensive. I think I'm going to reduce OP to 9 and reduce it to 1.15 flux efficiency, that seems like a more reasonable tradeoff.

43
Mods / Re: [0.95.1a-RC6] Pearson Exotronics
« on: December 06, 2022, 06:42:52 AM »
I'm unsure if this is an issue with CMUtils or something else, but when the system key is bound to mouse button 4, it will not cycle the drones' behavior.  It will still cause the system cooldown to activate, but it doesn't change the actual drone's arrangement in the bottom right UI element or in practice.  Also, the default F key works only when used as the primary hotkey.  When bound as the secondary keybind, it works the same as if bound to the mouse button.

yeah sorry not a whole lot i can do about that as far as i know

You oughta add more of a description! It looks cool, but I don't know a thing about the mod : /

it's a surprise!

44
Modding / Re: Combat Misc Utilities v0.3.0
« on: December 05, 2022, 04:02:05 PM »
Update v0.3.1
-fixed crash related to drone AI null vector

45
Mods / Re: [0.95.1a-RC6] Pearson Exotronics
« on: December 05, 2022, 04:00:34 PM »
Update v0.7.1
Download links in OP

-fixed erroneous mount on the armstrong
-added description to the helsing flak rifle
-added flak rifle to priority weapons
-fixed crash related to removed SOD quest content

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