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.

Messages - lili

Pages: 1 [2]
16
Announcements / Re: Starsector 0.95.1a (Released) Patch Notes
« on: December 17, 2021, 02:56:18 AM »
And i will deploy 7 radiant with alpha core officers
can u share some screens?
















17
Announcements / Re: Starsector 0.95.1a (Released) Patch Notes
« on: December 16, 2021, 09:52:23 PM »
Hello! Alex
Thanks for the cool updates! ;D

I found i can retain radiant and the other automated ships CR with no officer
So i can keep at least 7 Radiant-class in about 29% CR (by Support Doctrine
Before the battles, i can install alpha cores temporary. And i will deploy 7 radiant with alpha core officers in about 29% cr because cr lose 1.5%/days

18
Mods / Re: [0.95a] Seafood Shipworks 0.0.7b
« on: November 03, 2021, 07:18:24 AM »
Those are some really good ship designs, I love 'em! 8)
One tiny feedback I'd give is that the borders/outline of your ships is a bit sharply cut on some parts, whether intentional or not.

Yes, I'm doing my best to keep improving and remaking the sprites, but it's still not good enough, I'll do better. Thanks for your reply!  :D

19
Mods / Re: [0.95a] Seafood Shipworks 0.0.7b
« on: October 31, 2021, 02:46:23 AM »
I think the Reload Driver only accounting for base ammo is a good change. It would still have the potential to regen a lot of ammo but not as much as a full autoforge. What do you think about slightly increasing the recharge time as well?

Adjusted to accounting for base ammo will be much slower. In actual combat there will not be many opportunities to freely use the Burn Drive. When the need to use more skills will change a lot, perhaps do not need to further more restrictions


20
Mods / Re: [0.95a] Seafood Shipworks 0.0.7b
« on: October 30, 2021, 05:52:18 PM »
In terms of balance I think the biggest outlier right now is the Burn Reload Driver. It just gives far too much missile sustain on all 3 ships its on. Potentially getting 4 (with expanded racks) or even 6 (with racks and missile skill) Reapers or Hammers from ammo regen between the 2 frontal larges on the Skullbasher every 20 seconds or so is just too much, and on the Fossil getting at least 3 sabots back every burn is exceptionally powerful. Especially since all the ships its on have all that low tech peak performance time to keep up the regeneration. If it had a limit, maybe it can only regen ammo on the first 10 burns in a battle so its still giving potentially 50% total ammo back (like a half effectiveness missile autoforge), it might be much more agreeable. It could also do with a more precise system description explaining the 5% regen each burn with some rounding (like 12 total ammo missiles getting regen but 10 total ammo not getting regen). And if I may, I think a better name for the system could be 'Forge Drive', as its like a combination of Autoforge and Burn Drive.
The effect of recovery missiles is quite powerful. When given to the ai to use because it is bound to burn reload, so will not be used frequently, and risk forcing forward, for manual operation is similar. But for the expansion of the missile rack and adjutant after the Missile Specialization bonus is very substantial, I might consider based on the base ammunition rather than the number of expanded. About the name I will go to modify.


Catapulting Jets probably gives its +75 speed boost for too long as well, there's only about 3-4 seconds of downtime between the speed boost ending and being able to catapult again.
Catapulting Jets is more subtle, perhaps I have not found a suitable degree, so set a long duration and a very short cooldown. To make it easier to use, exclude the displacement time used to restore the backward, if not used to attack, in fact, can be used as a propeller to continue to move forward time is not very long

Given the similarity of the Pegasus to the Fury, and given how the Fury is very strong in this version, it may be slightly undervalued at 24 DP what with its more hefty weapons complement. This one is more vague I think, and since the Fury isn't being nerfed from 15 DP to 20 until next update it may need to stay at 24 for now in order to be competitive.
In fact, Pegasus was completed before the 095 was released (or even before the Fury demo). Now compared to Fury he has the advantage of a more abundant weapons configuration.

Abstruseness may also be very slightly DP undervalued. Or, since its similar to the Heron with lower speed, worse system, but with a free Xyphos on top, it may be very slightly overvalued. But I think it sits comfortably in the 25-30 range.
Abstruseness more inclined to close combat, because she is not the carrier ai, perhaps I buffed her too much flux in order to make it not too vulnerable in frontline combat before.

Thank you for your support and feedback!

21
Mods / [0.95.1a] Seafood Shipworks 0.0.7f minor fixes
« on: October 30, 2021, 06:11:38 AM »
|||DOWNLOAD|||
Mod version 0.0.7f
Requires Lazylib
Requires GraphicsLib
Requires MagicLib

|||SAVE COMPATIBLE|||
|||NOT SAFE TO REMOVE|||

After kitbase the vanilla ships, it's amazing that some new ships have been formed! Hope you like them!
These ships are still relatively bland and plain, plan to add more ships and other content later.
Sorry I used machine translation, so some words and phrases may be strange.
Welcome feedback, especially if there are problems please contact me.


|||OVERVIEW|||
Added vanilla three design types of ships
Supported UNGP (Unofficial New Game Plus), the new addition of expert mode rules
Unfortunately, this shipwork is temporarily allergic to seafood and does not have a seafood component

|||SHIPS|||
Spoiler
[close]

|||GIFS|||
Spoiler
[close]

|||CREDITS|||
Created by: lili and ZeroXenon
Code: ZeroXenon, AnyIDElse
Description: ShadowLight, FAX
Sound: ShioZakana, ShadowLight
And thanks:
R.U.A, Originem, Monde, Redlichiida, wolf yang
saya39, Cypher, water_turtle, Nightkeeper, GHOUST
Seal, rodney, schoolboy, Taiho, Avalanche_X, AXE, Avanitia
Also:
Icons:Game-icons.net
Tartiflette and his mods
Farstar Localization group
jn_xyp and Fossic
Fractal Softworks forum
Alex and Fractal Softworks

|||CHANGELOGS|||
Spoiler
0.0.7f
Renamed Pegasus class to Steed class
Adjusted Specialist Mode(UNGP mod) rules
[close]
0.0.7e
Updated for 0.95.1a
Adjusted the mounts of some ships
[close]
0.0.7d
Adjusted descriptions of some shipsystems
Adjusted the burn level and value of some ships
Potteryjar: DP cost 7 to 8
Pipe: DP cost 8 to10
[close]
0.0.7c
Move text out of .jar
Added Rigour class Destroyer (inspired by DIABLEAVIONICS Derecho class)
Added Eurus class Battleship
Adjusted ships generation
Renamed Forge Drive and also adjusted the effect so that the missile response is now replenished based on the missile base number
Adjusted duration and cooldown of the crossbow catapult
Adjusted sprites of some of the ships
Abstruseness: flux capacity 11000 to 9000
[close]
[close]

22
Mods / Re: [0.9.1a] Blackrock Drive Yards
« on: September 25, 2021, 08:00:10 AM »
I hope everything goes well, I really like this mod!

23
Mods / Re: [0.95a] Diable Avionics 2.63RC1 (2021/09/04)
« on: September 05, 2021, 02:22:35 AM »
the new wunder wanzers so coooooooooooooool
Pande suprised me too, now only 5dp higher than mael

24
Blog Posts / Re: Skill Changes, Part 2
« on: July 20, 2021, 08:09:37 AM »
Hello, Alex! :)
After reading the new blog Skill Changes, Part 2
It feels like the new skill system is going to make every offiicer and ship even more special!
After the epic 0.95 update, I'm hooked on the new story point mechanics and skill changes
I've had the pleasure and excitement of conceiving builds for almost every ship I've encountered that I couldn't do before
With so many possibilities, I'm stuck with a choice dilemma
I became cautious about the choice of ship skill lieutenants, which left me torn
I put a lot of story points into ships and officers, but the process is irreversible and I have to do it to match those late powerful enemies
Is it possible to switch my fleet build during my campaigh, like changing decks. So I can experience several different styles of fleets and tactics in one save for the same number of story points! Also I can more easily export my current fleet builds and loadouts for sharing and discussion? ;D

The above content is from machine translation

25
Mods / Re: [0.9.1a] Diable Avionics 2.54 RC2 (2021/01/12)
« on: March 02, 2021, 06:17:05 PM »
Anyone got a good Pandemonium build for the current Version?
6 Thrushes + 2 Opfers + ITU + Expanded Magazines
6 Recson Vs + 2 Mostros + ITU
6 Nocturnes + 2 Hexafires + ITU + Advanced Optics
6 Banish Launchers + 2 Uhlans + Expanded Missile Racks

As for Wanzers, Hoars and Strifes are the cost effective options.
thanks, i'll keep it in mind but i think for now i'll sell it or just put it in storage... it might be good in a big capital brawl, but as a lone capital it's low speed and maneuverability that make it hard to engage large numbers of low-grade cruisers and destroyers and it's bad CR recovery are just not suited for me atm.

hello guy :)
Here are some my builds.
4 Grave HMCs + 2 Raptor Defense Systems + 2 Mostros
4 Recson Vs + 2 Raptor Defense Systems + 2 Uhlans
4 Artdeux Twin Cannons + 2 Raptor Defense System + 2 Opfers

4 Heavy Autocannons + 2 Nocturnes + 2 Uhlans
4 Hypervelocity Drivers + 2 Heavy Maulers + 2 Uhlans(High Intensity Lasers or Tachyon Lances)

ITU + auto repairs are essential.
The recommended Wanzers: strifes/hoars/avalanches/ravens/blizzaias
Raptor Defense System can be replaced by other weapons(laser,cannon,flak) or missiles(sabot).
Pandemoniu's op are not rich, small arms installed in moderation.
Pandemoniu's system is capable of massive dissipation and should be prioritized for flux dissipation.

26
Mods / Re: [0.9.1a] Diable Avionics 2.53 RC1 (2020/07/31)
« on: August 15, 2020, 05:52:19 PM »
Hello tart!
There are two small problems here:
The PD weapon on the Wanzer Valiant won't fire.
Wouldn't the mission escalation be so hard that I'd have to use the safety override to kick their asses.The Versant doesn't have an easy time with the Heron-class and the Drover-class.

27

Hi Lili,

Short answer: I'm not sure this short piece of silly text is worth translating, but if you feel like doing it, sure, go ahead!  :)

Long answer:
Spoiler
Also it is not that easy to translate. A few tips:
  • It is supposed to be both silly and funny, hopefully putting a smile on the reader's face.
  • I'm not a native speaker of English, so expect a few mistakes...
  • ...on the other hand I took the liberty of twisting a few words and acromyms in order to make a point.
  • This is a silly conversation between the two main characters, bouncing ideas from one extreme to the other.
  • With over the top arguments from both of them.
  • Also, opposite arguments/opinions.
  • Both are wrong. Or maybe both are right?
  • Anyway we try to keep the conversation balanced. (Ha!)

Also, this was (obviously) inspired by real conversations on this forum. Yet, we don't want to make fun of real people, nor do we want to ridicule the quality discussions happening here.

So this is a caricature of a conversation with 2 strong opposite opinions where the arguments from each character - if put into use - would most likely disturb balance rather than improve it. The twisted words and youngster-level sentences are supposed to reinforce the silliness of it.
[close]

Thanks a lot! I was actually impressed by the "seeker truth from facts" that you were trying to convey. Also this is an interesting snippet and I'm sure the article helps resolve some conflicts! good job!

28
Hello! that' s fun!
Can I translate it and post it on Fossic.org? I'll mark the source.

Pages: 1 [2]