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Messages - Trylobot

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31
Mods / Re: [0.8.1a] The Nomads, v1.4.9
« on: July 07, 2017, 09:44:06 PM »
getting this strange crash on the latest version of the mod, but not the previous versions.
Spoiler
Error loading [nomads.version] resource, not found
[close]

Thanks for the report; fixed. Download updated.

32
Yeah variant wings is the next obvious addition (it will share most of the code), and it looks like Deathfly is adding some nice visuals for showing the fighter sprites.

33
Mods / Re: [0.8.1a] The Nomads, v1.4.9-hf1
« on: July 07, 2017, 11:21:06 AM »
Download Latest Version 1.4.9-hf1

New Features
  • Added relationship-locked market (military)
  • The Colony Fleet (Oasis) will now purchase Survey Data from the player for boosted reputation and credit gains
  • Added sound effect for Oasis Deep-Dream ability
  • Support for version checker

Fixes, Tweaks & Balance Changes
- Bug fixes related to multiple acquisition of Hallucinomagnetic Locator item & ability
- Cobra & Poison Drone system
  - slightly increased hitpoints and armor of the Cobra, and slight increase to max speed
  - increased fleet point value of Cobra by 1 (now 10)
  - slight debuff to Cobra acceleration/deceleration
  - sped up rotation speed and PD effectiveness of Poison Drone
  - altered positioning of the drones to be concentrated on the left side of the ship, but closer to the center
  - increased roaming range of drone system
  - increased DPS of Lunar Crucible (Poison Drone's weapon)
  - decreased shield efficiency of Poison Drone
  - reduced max flux of Poison Drone
  - slight buff to range, damage, and cooldown of Lunar Crucible
  - reduced drone free roam range, and gave each drone different targeting priorities
- Solar Crucible
  - buffed (reduced) cooldown times of
- Maser Pulse Beam
  - buffed (reduced) cooldown times of
- Fusion Torpedoes
  - debuffed (increased) flux cost to fire fusion torpedoes
  - buffed (increased) ammo capacity and regen rate of fusion torpedoes
  - buffed HP of large torpedo
  - changed large torpedo missile behavior to regular missile (used to be heatseeker)
  - buffed torpedo travel speed
  - increased size of large torpedo (visual only)
  - slightly increased volume of large torpedo firing sound (audio only)
- Komodo (Necro)
  - increased saturation on sprite


34
Mods / Re: [0.8.1a] The Nomads, v1.4.8
« on: July 07, 2017, 08:33:58 AM »
Fair enough. I'll include it in the next release.

35
Download latest version v2.7.3

View Source | Report Issues | See Upcoming Features


______________________________________________________________________________
editor version 2.7.3 (starsector 0.8.1a) [Trylobot]

FEATURES
- SHIP / BUILT-IN WINGS EDITING MODE ADDED
  press "1" (ship mode), "D" (load), "N" (built-in wings submodule)

OTHER
- skeleton code / boilerplate necessary for Skin editing has been added,
    but this mode doesn't do anything yet (so don't get too excited if you see it in the menus)
- heavy code maintenance / cleanup / refactoring


36
Suggestions / *.skin file format idea re: base hull stat multipliers
« on: July 06, 2017, 04:02:24 PM »
Alex,

I notice in *.skin files, an interesting precedent is already established with baseValue and baseValueMult; it would be cool if there were a more general way to mutate base ship stats in the skin file by 'flat' or 'multiplier,' for every stat that could be so mutated (sort of like we can already do in Java code using the MutableStatsAPI)

By way of example:

brawler_tritachyon.skin
{
  "baseHullId":"brawler",
  "skinHullId":"brawler_tritachyon",
  "hullName":"Brawler (TT)",
  "skinStats": {
    "max crew*": 0.8,
    "base value=": 8000,
  },
}


Of note, the same keys are used in the ship_data.csv, with a suffix to indicate "flat" or "multiplier" relative to the base stat of the same name.

37
Yeah I've experienced that myself. It is annoying to have to go tidy things up after editing. But, I'm back in the saddle for a spell, and I don't see any reason to slow down. Time to bang this puppy out.

38
Modding Resources / Re: STARSECTOR Ship&Weapon Editor (v2.7.1)
« on: July 05, 2017, 03:05:42 PM »
Deathfly, I have posted a minor release and started tagging our releases in my old thread: http://fractalsoftworks.com/forum/index.php?topic=375.0

I've also started work on the skin editor mode, tracking progress here: https://github.com/Trylobot/sf-ship-ed/projects/1
If you have any work related to SS 0.8.1a compatibility that you'd like me to include in the next release, PR it and I'll include it.

39
Download latest version v2.7.2

View Source | Report Issues | See Upcoming Features

______________________________________________________________________________
editor version 2.7.2 (starsector 0.8.1a) [Trylobot]

BUGFIXES
- Fixed bug #17 "Weapon Group changes in variant mode not saving."
- Added goalVariant, permaMods fields to TStarfarerVariant.type.bmx
- Fixed bug #15 "Selected weapon slot not displayed during weapon group assignment (variant mode)"
- Also moved the weapon groups list to the left side of the screen, so that the selected weapon can be seen more easily.
- Added a keyboard help entry in variant mode for toggling autofire with "A"

41
Mods / Re: [0.8.1a] The Nomads, v1.4.8
« on: July 05, 2017, 01:41:17 AM »
Download Latest Version 1.4.8

New Ships
- Added the Willow, a salvage rig
- Added the Dragonfly, a tug

Scripting
- Greatly improved the Nomad Colony Armada's escort fleet behavior (better movement, faster follow-jumping, less blocking of Colony fleet movement, joins any battle the Colony fleet engages in, or moves into range as fast as possible to do so, even if the player initiates it)

42
Modding / Re: [WIP] Auroran Shipyard
« on: July 04, 2017, 08:08:58 PM »
Ryxsen1421 your sprite work is sexy. I can't wait to fly them around the sector! And, ping a moderator if you have a download you want promoted to the other subforum.

45
Modding / MOVED: [0.8.1a] Buffalo MkIIs v0.0.2(WIP)
« on: July 04, 2017, 08:04:18 PM »

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