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Messages - MrMagolor

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1
Mods / Re: [0.97] Goathead Aviation Bureau - EN Edition [v. 1.8.9]
« on: April 18, 2024, 04:14:39 AM »
Added the requisite information on AI generated content: probably should have done it sooner, though...

2
Finally got around to updating the post for the "0.97" version that I've had out for around a month...

3
General Discussion / Re: What is your general take on v0.97?
« on: February 06, 2024, 05:37:55 AM »
Quote
True! But this analysis would also factor in the benefit of making an example - and the cost of *not* making one. So in in-fiction terms, I think what initially looks like it might be an over-reaction is actually very easy to justify. One might even wonder whether this sort of dynamic is why there aren't all sorts of colonies popping up outside the core.

That does leave the question of why the League and TT themselves aren't establishing new colonies from the same in-fiction perspective - I doubt the League has little worry about being blockaded by the League, for instance.

4
This may sound cynical, but I doubt that document will do much to change Alex's mind, because it doesn't seem to contain any hard gameplay evidence (like what convinced him to nerf the Proximity Charge Launcher).

5
Mods / Re: [0.96] Goathead Aviation Bureau - EN Edition [v. 1.7.3]
« on: January 19, 2024, 09:20:11 AM »
Thanks for the translation!
Does it work in the last version of the game?

Yep.

6
Apologies for the bump (though the mod/OP did update two or three days ago), but insofar as (prompted) feedback is concerned I have a question about the Combustion-class frigate, as I was wondering what it was trying to do.  tl;dr follows:

Spoiler
By classification and stats it's a heavy frigate, and the weapon mounts give it potential for Brawler-level firepower but the flux stats are woefully low - we're talking Wayfarer levels.  The medium composite suggests it could double as missile support, but the Gyre already does that and ironically can also fight better since it has higher mobility, infinite missiles, and better flux stats, even if it is made out of paper.  Filling gaps in the battle line, perhaps, but it can't really contribute beyond that thanks to the aforementioned flux issues unless you use something like the Escort loadout (HVD and Heavy Mauler), and at that point it's an open question as to why you couldn't just use one of the other frigates since it has the ability to match the range for fewer DP - the Gyre for the missiles, the River for its fighter wing's Transmission Beams, the Dew with Tactical Lasers (there's some interesting things you can do with a Dew that's using four Tac Lasers, Beam Mode Conversion, and LLI Enhancement Protocol with no vents), and the latter two because they can mount the fantastically useful Ion Projector DEM.

The system is something of an aggressive Damper Field, and area damage and EMP that only targets enemies is great, but against other ships the AI uses it as a sort of fighting retreat and it lacks the range to tag anything except extremely aggressive ships with short-ranged weapons (e.g. the Luddic Path).  Against fighters, though, it's great - dumping that much EMP and energy damage into the area will disable if not outright destroy the loadouts of entire carriers - though as far as using it that way is concerned I'd like the AI to use it more proactively.  While the Combustion is slow, it's still easily able to keep pace with LLI's cruisers and capital ships, meaning it works as an anti-fighter escort provided you build it that way.

If it's meant to be a brawler, give it brawler flux stats.  If it's meant to be (or could be) anti-fighter, give it a loadout where it has a flak cannon or anti-fighter weapon in the medium ballistic turret so people get nudged in the right direction.  Personally I'd like the former (better flux means it can do the anti-fighter role better as well), but for the fact that it might overlap with the Dew in terms of its role.
[close]

Well, I'm not the author, but maybe I'll pass this on. If I remember.

7
Blog Posts / Re: Skill Tweaks
« on: December 19, 2023, 06:22:10 AM »
I'm not sure if this has been said before, but the Hull Restoration DP decrease does kinda overlap too much with Derelict Operations' gimmick. Instead, what if Hull Restoration reduced the maintenance cost of pristine/near-pristine ships in your fleet? After all, d-modded hulls are much cheaper to maintain than pristine ones,  so this would allow you to still have some savings even with a shiny fleet. You could even justify it in lore: "being able to make junk good as new also means an increased efficiency in maintenance with otherwise sub-par levels of materials."

8
Mods / Re: [0.96] Goathead Aviation Bureau - EN Edition [v. 1.7.3]
« on: December 12, 2023, 06:41:49 PM »
Editor's note: due to a *** on my end (long story) the 0.95 version will no longer be available, though I guess that doesn't really matter anymore.

9
Modding / Re: [0.95.1a] Gudalanmu | EN Edition (v. 0.24)
« on: December 04, 2023, 03:10:31 PM »
I hope our friends at Fossic are doing OK and enjoying the new update. I wish it was easier for us to communicate directly with them.

Believe it or not, they still don't have 0.96 translation done, though I heard there is a "preview version" with only the story content untranslated.

10
Modding / Re: [0.95.1a] Appro-Light 1.1.2 (Authorized Translation)
« on: June 08, 2023, 03:18:15 PM »
Is this and Plus working with .96?
Crash on custom tooltips, similar to how DME did.

I'd also like to add that an update for 0.96 is unlikely until the Chinese translation for 0.96 itself is finished, as Originem is directly involved therein. And since 0.96 includes a lot more text over 0.95 (mostly tied to the new quests)...

11
i like to past on your battleship its evil gaze in the files only has 200op? can't even fit it with full weapon load out because comes with so many hullmods when starting a campaign with it.. is that ment too be?

There are some issues with the variants, yeah. That one's default variant uses more ordnance points than it actually has available lol. This is already known by the mod author though.

12
Modding / Re: [0.95.1a] Appro-Light 1.1.2 (Authorized Translation)
« on: May 11, 2023, 10:23:08 AM »
Is the balance exactly the same as the Chinese version or has there been any changes for the forum release? I'd rather have it as untouched as possible.

Thanks for your hard work.

I did not change any statistics whatsoever in the mod (or any of my translated mods for that matter). As far as the actual numbers go, it is identical to the Chinese version.

13
Modding / [0.95.1] Appro-Light Plus 0.6.3 (Authorized Translation)
« on: May 10, 2023, 11:22:06 AM »
Appro-Light Plus
Mod by: Originem (Original Fossic Post)
English Version Download Link: Google Drive


Requires 0.95.1 versions ofLazyLib, MagicLib, GraphicsLib (and Appro-Light, of course)


An expansion for the Appro-Light mod. Contains a number of new ships and weapons for the Appro-Light faction, as well as the following pieces of content:






Ancient Secrets
A line of quite literally mythical "low tech" ships that are occasionally used by the Appro-Light faction, and can still utilize Appro-Light's hullmods: as well as the addition of two new Built-In Coordination Devices of their design. It's said that a particular person on an Appro-Light planet could be contacted about them...


Knights Arbiter
A "boss faction" which will spawn in a random system on the edges of the Sector after some time has passed. They utilize Remnant ships in their fleets: their actual ships cannot be recovered when spawned in Arbiters fleets, but instead can drop the blueprints for both their ships and weapons (the weapons can be normally acquired as drops from their fleets).



And more...?



Translation Credits:
DeepL: Machine translation software
Unofficial Starsector Chat (Discord): For letting me bounce my ideas off of them and/or giving useful suggestions
Special mentions to: Ansari and Avanitia for spotting my mistakes

And of course:

Originem for making the mod
Proof of authorization:
Spoiler

[close]

Changelog:
Spoiler
0.6.3 (requires ApproLight 1.2.0):
-Three new MagicBounties with unique ship rewards: Sevengate, Almera(improved Phasing Chimera), and Zhao Huoya(improved Bifang)
-Related to the above: the Sevengate is no longer able to be found as a blueprint, and its DP has been increased to 49. However, the 1% chance per month to appear in Gilbert's Requisitions still exists.
-Optimized variants accordingly with ApproLight 1.2.0

Archimedes buff: weapons firing the same type of missile as what is mounted in the boosted medium slot gain an additional 100% ammo (same as expanded missile racks)
Nine-Headed Phoenix buff: shield efficiency 1.0->0.8

[close]

14
Modding / Re: [0.95.1a] Appro-Light 1.1.2 (Authorized Translation)
« on: May 09, 2023, 12:02:09 PM »
Can't wait for the 1.2 ver. ;D
You can blame a certain tournament which started before 1.2.0 released for that (should be just another week or so by now)

15
Nope, no hexshields in my modlist.
My theory is that spec is null because the decks are checked in order, even if I have just one wing equipped in the last slot. The for loop then starts at the first slot, which is empty, thus crashing.

Just tested and confirmed the bug, passed it on to the mod author: thank you for the report!

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