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News:

Starsector 0.98a is out! (03/27/25)

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Messages - theDragn

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1
Not really a version update, but adding a new mod:

Pretty Fragment Swarm
https://fractalsoftworks.com/forum/index.php?topic=32260.0

Does what it says, just removes the hull overlay sprite from the hullmod.

2
Mods / [0.98a] Pretty Fragment Swarm
« on: April 06, 2025, 10:31:37 AM »
Pretty Fragment Swarm
 


Removes the messy hull overlay from the Fragment Swarm hullmod for those of you who like nice clean hulls.

Changelog:
1.0.0: added the mod. Further changes should (hopefully) be unnecessary.

3
Mods / Re: [0.98a] Apex Design Collective v1.2.14
« on: April 06, 2025, 10:27:21 AM »
Updated to 1.2.14

Fixes:
- Crash on mousing over the Networked Targeting Array hullspec item
- Rare crash from Laser Drone Pod attempting to fire on a target it couldn't hit
- Minor pixel-dimension fixes for Plasma Rifle hardpoint sprites.

That first one was added in there a few hours after the initial release, but I should've put a new version number on it and didn't.

Do you ever intend to add any questlines or such for Apex? Industrial corporate sabotage a la the missions sound like fun to engage in, in a campaign.
A real quest would be neat but I have never been able to work up the motivation to do serious campaign layer modding. The Excession "quest" is barely even that, it's just a bar event, and it would be nice to expand it into something more serious. I also have some plans for a colony crisis in the future (sign the union contract... or else), but I'm not sure if I'll ever get to either of those. Making compelling campaign layer stuff is hard and doesn't really hold my interest.

4
Mods / Re: [0.98a] Apex Design Collective v1.2.13
« on: April 02, 2025, 06:46:40 PM »
Perhaps make the plasma rifle unable to turn? It resembles a fixed headpoint, and seems off visually when it turns.
It's just large.

Ran into a bug(?) where I can't gain rep with Tri-Tachyon if I hold a commission with the Apex Design Collective. An example would be turning in AI cores. I gain the rep, but as soon as I undock my standing reverts back to -50. resigning my commission allows me to gain rep normally.
Nex appears to enforce faction standing limits as if you were a member of the faction while you're commissioned. Apex is set to never exceed -50 standings with Tritach (for what is, hopefully, obvious reasons), so Nex is just enforcing the -50 limit on your personal standings. These limits only exist in Nex configs, since without it faction standings can't change. There isn't really anyway for me to disable that feature short of removing that rep limit entirely, but honestly you probably shouldn't be selling AI cores to the mortal enemy of your commissioned faction in the first place.

5
Mods / Re: [0.98a] Apex Design Collective v1.2.13
« on: March 31, 2025, 03:35:45 PM »
Awsome work on the mod so far!

Just had a crash with the newest version. Game crashed as soon i hovered over the network targeter hullmod!

I always miss something. In this case it was a null check. I'll have a fix up in an hour or so.

Edit: fix is live; redownload from link in main post.
Edit 2 : Also fixed laser drone pods not having projectile collision somehow?

6
Apex Design Collective (also should be moved to Mods thread from Modding)
https://fractalsoftworks.com/forum/index.php?topic=30074.0

High Tech Expansion
(also should be moved to Mods thread from Modding)
https://fractalsoftworks.com/forum/index.php?topic=30075.0

Furry Portrait Pack
https://fractalsoftworks.com/forum/index.php?topic=20463.0

7
Mods / Re: [0.98a] Furry Portrait Pack v1.19
« on: March 30, 2025, 08:01:57 PM »
Updated to 0.98. I mean, it's a portrait pack, it'll work forever, but this way you don't have to change the version number.

8
Mods / Re: [0.98a] High Tech Expansion 2.0.5
« on: March 30, 2025, 07:54:41 PM »
Updated for 0.98. Minor fixes to make the Incursion no longer zap phased targets and slightly increasing the size of the Shoebill's shield.

Hey, returning after a while to the game and I am missing the Flamingo from the IV Battlegroup that was replaced in an updated version of this mod. Anyone know how I can re-add this or link me a guide to do so?

It is gone forever, reduced to atoms. It lives on in your memory.
(more serious answer: it and the Gila have been combined into a single ship with big hardpoints and a range-boost system; the original Flamingo sprite is now dead and gone)

9
Mods / Re: [0.98a] Apex Design Collective v1.2.13
« on: March 30, 2025, 06:54:30 PM »
Updated to 0.98 and got all the changes that have been building up out the door.

Version 1.2.13

Updated for 0.98. Save compatible, if you're using your old save for some reason. Existing relic caches and derelicts will not contain the new relic items, but as always, they can be found with the historian or in scavenger fleets.

New for the Collective:
- Ultrachromatic Charge Launcher (large missile): Launches slow-moving and highly destructive energy bombs. Shield hits deal bonus hardflux; armor hits cause EMP chain reactions.
- Sphaero Light Bomber: Cheap, fast, and disposable bomber drone equipped with unguided harmonic rockets. Three fighters per squadron.

New relics to find in exploration:
- Haynes-class Cruiser: ??
- Volatile Plasma Rifle (Relic, large energy): ??
- Laser Rifle (Relic, small energy): ??
- Laser Shotgun (Relic, medium energy): ??
- Laser Drone Pod (Relic, medium missile): ??

Changes:
- Aizawa/Dadras: Regenerative damper regen percent split by hull; Dadras now gets 3% missing armor/sec, Aizawa now gets 1.33% missing armor/sec. No longer provides maneuverability bonus.
- Coherency Amplifier: Now gives *all* energy weapon projectiles 50% of their base damage as EMP, not just Quark-Gluon weapons. (For technical reasons, the bonus EMP does not apply to flak-like explosions.)
- Networked Targeting Array: Reworked. Increases fighter, small, and medium weapon base range based on the amount of OP spent on weapons, but halves fighter engagement range. Maximum bonus is now 300 for ship weapons and 600 for fighter weapons, reached at 120 OP. Now costs as much as Ballistic Rangefinder, and is incompatible with it.
- Range Synchronizer: Loosened restrictions to match Augmented Range Synchronizer, and increased max range bonus to 50%. Clarified that it does not account for other changes to weapon base range.
- Sledgehammer MRMs: Decreased reload time on medium (15s -> 10s) and large (22s -> 15s).
- Shrieker Torpedoes: Increased small (1s -> 3s) and large (6s -> 12s) reload time. Reduced HP (250/300->200).
- LPDS Pod: Clarified that the flux dissipation penalty is flat, not percent, and increased it (33 -> 40). Decreased missile damage (500 -> 400). Slightly reduced fighter targeting priority; slightly increased high-damage missile priority.
- Wailer MRMs: Reduced armor strip (100 -> 75).
- Shatter Canisters: Increased submunition spread arc significantly (17.5 deg -> 24 deg)
- Plasmatic Repeaters: Increased bonus EMP damage on the fourth shot (300% -> 400%).
- Chameleon: Reduced gun range (1200 -> 1000).
- Arcspike/Arcstorm: Normalized EMP damage on hit and arc to 150 across all models.

Fixes:
- Hopefully fixed an issue where the Excession event could occur more than once.
- Some improvements to relic cache/derelict spawn locations; they should no longer spawn on top of each other.
- Spectrum, Backscatter: Removed carrier tag from cargo/fuel refits.

10
Mods / Re: [0.97a] High Tech Expansion 2.0.4
« on: March 21, 2025, 05:58:01 PM »
Love the look of these sprites! I'm looking to beef up the TT roster after playing Apex. Is there any straightforward way to play this will only the hullmods and not the weapons? I figure probably not - it would involve editing all the variants that reference the new weapons, right? I can only dream...
Edit: perhaps there is some kind of way through adding a special tag to weapon data.csv to prevent these from showing up on variants?

Easiest way would probably be to add the SYSTEM hint to the hints column and no_drop / no_salvage tags in the tags column of /data/weapons/weapon_data.csv, but I'm not sure how badly this would break autofit variants.

11
Mods / Re: [0.97a] Apex Design Collective v1.2.12
« on: March 15, 2025, 12:10:15 PM »
Where are their systems located? My worst fear is adding a faction into the game, and them overlapping/squishing other factions.

They're in the southwest. Their main system is Vela, an orange star, and they have a second system in a nearby blue giant, Serpens. When I initially made the faction they didn't squish anyone else, but that was years ago. Newer factions might squish with them.

12
Mods / Re: [0.97a] High Tech Expansion 2.0.4
« on: March 15, 2025, 12:06:23 PM »
Is there a way to disable the meme ship names added by the mod.

Yes, just delete the ship names file. Somewhere in /data/strings/ I think. But please, I beg you, have some mirth in your heart.

Information about "pre-generated system (Zarmazd, black hole southeast of the core, will sell you rare hulls if you're cooperative with independents)" should be put in the mod description, don't you think so?

Maybe, but I think it's a fun surprise.

13
Mods / Re: [0.97a] Apex Design Collective v1.2.12
« on: February 17, 2025, 08:32:54 PM »
I wanted to ask, but what's the purpose of having omni slots on a ship with a major penalty to using a specific type of weapon in those slots?  It really undermines the ship design.
The purpose of the all-universal phase ships isn't to let you fill them all with missiles- it's to try and make a maximally-flexible ship without also making it blatantly overpowered. (The reason why too many missile slots on a ship is overpowered is kind of complex but it's mostly because the alpha-strike damage ends up being a lot higher than the game is balanced for.)

If this mod was a bowl of soup, I would cast aside my metaphorical spoon and drink directly from the bowl like a deranged savage, and then harass the chef for seconds as I am escorted off the premises.   
...noted, lol. Thanks!

Progress towards the next update is slowly rolling along, and should have about a half-dozen new toys for you all to play with when it's done.

14
Mods / Re: [0.97a] Apex Design Collective v1.2.12
« on: October 18, 2024, 01:10:55 PM »
No updates- I'm a bit busy with real life and other games at the moment, but Nes made a sick skin pack for the mod that I'm gonna show off here too.

PEAK - by Nes

15
Mods / Re: [0.97a-RC11] Apex Design Collective Skin - PEAK
« on: October 18, 2024, 12:56:39 PM »
I didn't realize you were reskinning the guns too, they look wonderful. Great work!

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