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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Topics - dmaiski

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31
Bug Reports & Support / Winning disengage
« on: October 04, 2013, 08:01:30 AM »
I once tried to disengage an subsequently fought off the chasing fleet and killed them all
The battle did not end when the last enemy ship died and fleet was destroyed

32


Spoiler
[close]
so far I have built 11 ships for this mod, including the C1 Attack Cruiser(top) and the D1 Command Carrier

also contains new weapons including the LEEr3 plasma tentacle projector(best suited for doing NSFW things to destroyers, proper name "LargeEnergyEruptor, class 3"), the MMD3 Drone Missiles and SKBr lightningstorm rounds
Spoiler
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just putting this out here for some feedback, pull the ships up in dev mode and try them out

this is the general design strategy i have been flowing while making these, although at this moment the ships themselves are not perfectly balanced with vanilla (they will quite happily rip low Tech ships to tiny little pieces) the weapons are balanced (with flux as counterweights)
Spoiler
pros:
high burn speeds even for capital class ships, BISO ships do not use burn drives, they use repeat teleportation across large distances
heavy weapons, per slot BISO weapons pack more punch then all others
large alpha, many BISO weapons only shoot once in a blue moon but when they do, you can expect things are going to get broken
heavily armoured ships, self explanatory
HET-D Phaseporter, although all BISO ships are equoped with a long range teleportation drive, the HET-D is a military grade version designed to be used in combat. it boast a teleportation range of over 9000
MHV missiles, hypervelocity missiles capable or reaching ungodly speeds, designed for long range support fire
massive flux capacity, due to liberal application of teleportation technology

cons:
venting flux in combat is impractical for BISO ships, it will render them useless for a minimum of 60 seconds
high flux/second weaponry, although BISO weapons are generally superior, they use disproportionately high amounts of flux while in operation
no shields, shielding interferes with the teleportaiton dives operation
poor primary engines, due to the heavy reliance on teleportation in their society
ships are long and thin, making them vulnerable to damage along the sides of their hull and very large targets in general
high fuel and supply costs, quality dose not come cheap
[close]

download 0.7

LazLib addon utility mod
now needed to run BISO (but in exchange you get shiny new weapons)

how2dev mode
1. open /starsector directory folder
2. open /starsector-core folder
3. open /data folder
4. open /config folder
5. open settings.json
6. change ""devMode":flase," to ""devMode":true," on the 10th line
now you can use the dev mode by clicking "Edit Variants" on the starsectore title page. this will let you play around with all curent BISO ships and weapons for free
(once the game has loaded, at the bottom of the menue below quit)
remember to have the BISO mod enabled


changelog
Spoiler
v0.4
tweaks to turrets
improved plasma tentacles
3 new weapons (lasers, cause you can never have enough lasers)
torpedo destroyer (acording to codex stats it is actualy perfectly balanced to vanila!!)
some minor tweaks
ToDo: make faction playable ingame
add missiles to graphics/.proj files

0.5
RB1 new ship/subrace (i was bored and decided to give the hull a paint job, new weapon and design logic)(vanila balanced)(needs more buffs to some stats (probably its weapons)...)
Spoiler
[close]
3 new weapons(not yet done in any form)
more minor tweaks
halp its broken post below ^.^
have not had much time to do more stuff

0.6
added proper retained ships(more in line with starsector graphics)
still cant get it to gen ships for sale in the station, can someone see what i have done wrong?

0.61
A1 Mine layer frigate
MMM2 mine launcher
minor fixes to CNM4 so ai can use it beter

0.62
fixed gen files (i forgot to put it in modinfo so it didnt load silly me...)
you can now buy BISO and Retainer ship at the tri-tech station for obsurd premiums (but they are worth it)

.65
new ship the B2 Drone carrier (light carrier/missile ship)
new missiles: the MMD3 type 3 medium missile drone: a self contained BISO energy reactor, strapped to a heavy missile engine and a modified SESPd1 cannon
Spoiler
[close]

.66
rebalances to pretymuch evrything
new ships, Retainer fighters, armed cargo transport, 2 combat ships

.67
BISO Telegate ingame
BISO fleets spawns with ships that you can fight (read "die to")
removed crazy missile script
BISO is now a seperate faction
Anomaly-6 Research Station now orbits the BISO Telegate
removed jar
added sim opponents.csv

.675
rebalance of Retainer
Temp fix for BISO pd missiles(till proper pd missile AI)
added missions: Ahab and the whale

.677
rebalance BISO armor/speed on A and B class ships
SKBr now fires Lightningstorm rounds
Spoiler
[close]

.677b
modify lightningstorm (may revert to old behaviour, or merge both together (cause its awsome))

.677c
final version of lightningstorm

.688
new weapons:
MBRC biso answer to the machinegun
MBLr4 artillery cannon
new fighters
BX1 Artillery Fighter (MBRC autocannon)
BX2 Interceptor  (MBLr4 Long range sniper artillery)
fixes:
fixed bis random fleet code, properly spawning a range of ships/size for most levels
Missions:now use only BISO ships on BISO side

.69
lots of sexy scripts(for sexy weapons):
MissileAI:
MINE: makes intelligent, self dispersing, mines (they keep a 400m clearance between themselves)
(used by the MMM2 mine launcher on the A1)
MIRV: a total rewrite, started fresh and made a script that can do all the things MIRV can do and much more
(used by the new SMFg3-1 small missile silo on the new C3)
DRONE: missile behaviour script, missiles will orbit around a target ship and shoot MIRV projectiles at it until killed or de-spawn
(used by the MMD3 medium missile drone launcher on the B2)

the MBRC2, its a dummy weapon for MIRV detonation scripts)

new ships:
Cruisers:
C2: large scale freighter/carrier, unarmed by BISO standards
C3: Heavy Missile Cruiser, Long range specialized, weak to any form of close range combat

rebalance of armour, weapons, fighter stats (happens every time...)


.699
SESPd now runs the orbiter PD ai system:
missiles will orbit launching ship if they have no targets to kill, if a target comes in range they will turn to face and kill it

SEB1 is now faster at turning

D1 weapon rebalance

.7
COST REBALANCE, Evrythin is Cheaper Now
new weapons:
SMBB9-1: fires 9 tiny missiles with verry poor guidance and low damage
MMD, MMM and MFg weapons are now lower damage (not much but they wont instakill you anymore)

new variants added for A2 and C3

more ships available in the tritachy station to buy

BISO fleets no longer spawn with no supplier
BISO fleets are now more or less posible to defeat with a good fleet (hint: use tritachy ships, they are much beter for this)
[close]

33
Modding / Missile AI bug
« on: October 01, 2013, 10:49:10 AM »
I have been making PD missile turrets, and i have found a notable flaw in the missile AI...

when a PD missile system fires, it will atmept to hit the enemy ship (said ship is at over 2k range, and the pd missiles have a max range of 400) often this is in total ignorange of the intended target (the enemy missile)

34
Modding / Venting AI controlls
« on: September 30, 2013, 12:40:56 PM »
I am making a mod where I dont want ships to vent at all before they hit 99% flux, or retreat from the battlefield if they reach that level, is it posible to mod the ai to do this?
(my alien race has not invented efficient flux vents, so at full flux they would take over 3600seconds to vent...)

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