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Messages - Inventor Raccoon

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391
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: April 02, 2017, 04:19:22 AM »
been busy procrastinating today:

large image below, red dot denotes sprites originally in game
Spoiler
[close]
Well, they're all better than my shoddy repaintings. I'll have to try that method out, some of those reskins look super cool.

392
Suggestions / Re: Improve icon for supplies
« on: March 30, 2017, 03:34:10 PM »
Yeah, I just see a yellowish biegeish supply crate.

393
Blog Posts / Re: Ship's Log of Salvage Dave's Final Mission
« on: March 30, 2017, 12:57:37 PM »
Hmm. We need a coffee beans commodity.
Meanwhile at Jangala...

Procurement contract: Deliver 1000 units of Premium Fresh Jangala Roasted Coffee Beans™ to Sindria within 60 days. $14,000 bonus for delivery within 30 days. $50 bonus for each unit of Tri-Tachyon™ Geneti-Coffee™ destroyed.

394
Blog Posts / Re: Ship's Log of Salvage Dave's Final Mission
« on: March 30, 2017, 10:33:59 AM »
First line: A derelict Hammerhead (D) class destroyer is drifting through space. (Seems to make more sense to me)
Not necessarily. That sentence does make sense, though usually you'd stick a comma after "destroyer".

395
Blog Posts / Re: Ship's Log of Salvage Dave's Final Mission
« on: March 29, 2017, 04:03:05 PM »
Defender-class and Picket-class. I suspect that they're automated AI defense ships.

396
Talons did get Swarmers, though
Ooo, that'll actually make them much more appealing. 4 swarmers is nothing to sneeze at. In 0.7 Talons are pretty much a joke, looks like in 0.8 they'll be decently effective. I remember the bit where you mentioned that you have the difficult choice between, say, a Broadsword wing or 8 extra OP AND a free Talon wing, and you already buffed their armour (as far as I remember). 8 extra OP and 4 somewhat armoured fighters with Vulcans and Swarmers sounds like a sweet deal.

397
I didn't say it isn't similar to Dominator, it's just its design is more like that of an Enforcer (but big) than Dominator.
The rear is obviously vulnerable, I even doubt that sides are covered by more than one composite per side (and small mounts, but it's obviously not enough).

About fighters... Hmm... Fourth ones seem to have ion cannons on them, but I can't see anything else. First ones look like they have heavy ion blasters (which is impossible, so my bet is on new energy weapon). Second ones look as if somebody tried to make tank fighters. I guess that first are interceptors, second are general purpose and fourth ones are support-focused (possibly deleting shields and then disabling weapons).
First ones are Claw interceptors, armed with ion cannons, I think. Second look like some kind of bomber, though they could also be heavy fighters or escorts. Third are obviously Tridents, fourth I think are Khopesh rocket bombers, probably firing Annihilator rockets.

398
Something I just noticed (I'm slow at this ;)) - the Trident takes up 28OP! Scarily effective, or a waste of resources? I'm leaning towards scary, because 4 Atropos are just deadly (The Sunder variant with Dual Atropos ganks my frigates more often than any other ship, just because of its panic launches...).
Do keep in mind that Atropos missiles are slightly slower and don't do as much damage anymore (no 1-shotting frigates).

? Are they being nerfed in 0.8? I must have missed that in my skimming of the changelog...
Yup, it was in the December changelog, not the new one. Bottom of the 0.8 post. Damage reduced to 1250 from 2000, speed to 400 from 500.

399
Something I just noticed (I'm slow at this ;)) - the Trident takes up 28OP! Scarily effective, or a waste of resources? I'm leaning towards scary, because 4 Atropos are just deadly (The Sunder variant with Dual Atropos ganks my frigates more often than any other ship, just because of its panic launches...).
Do keep in mind that Atropos missiles are slightly slower and don't do as much damage anymore (no 1-shotting frigates).

400
Maybe it has a burn drive... for its fighters!  (With temporary fighter range boost along with the speed!)
Ooo. I just realised that we don't have carriers that buff their fighters. That should be a thing, like a temporary AI takeover or comm link.

I'm seeing some MAJOR unbalances in this ship, especially compared to the Astral...
-1500 armor
-Flux stats near that of the astral (Same cap and only 100 less dissipation)
-At least 40 more OP than the Astral had in the fighter blog post if the Astral got a 20% boost
-FIVE medium COMPOSITES!!!
-Much more focused firepower
-Less than half the shield upkeep of the Astral
-Same speed as the Astral
Spoiler


[close]
Spoiler has pics of both the Astral from the fighter redesign blog and the new Legion from Alex's Twitter
The Legion does take just under double flux from shield damage, though. And it has two less hangars. Can't underestimate the weapons array, though, it's probably going to be a very independent ship that won't need much escorting and can fight on the frontlines, while the Astral does better if you can keep it away from the fight.

401
Announcements / Re: Starsector 0.8a (In Development) Patch Notes
« on: March 27, 2017, 02:32:06 AM »
Reading through the patch note to translate, I realized one thing: now we can get Mudskipper Mk.II and get rid of its Ill-Advised Modification!
Sounds fun, except that ship still can't support any large weapon effectively and takes hits like an anorexic boxer. At least it won't malfunction, though.

402
Announcements / Re: Starsector 0.8a (In Development) Patch Notes
« on: March 26, 2017, 05:12:31 PM »
Speculation can be a dangerous thing! Obviously we should reserve judgement until we have tested it all for ourselves.

So, patch tomorrow?
Yeah, there's no way we can actually give full balance tips until we've gotten a chance to play 0.8.

Which means it should be released. Now. For testing and balance purposes, I swear.

403
Modding / Re: I need help with mod.
« on: March 26, 2017, 04:49:23 AM »
Hey guys! I need help with my mod. I mixed some contents from other mods and use it to make my own faction but there is a small error which I dont know how to repair.
Spoiler
7336 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: D:\Starsector\starsector-core\..\mods\Red Alliance (data/world/factions/RED Alliance.faction)]
7418 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - org.json.JSONException: Unterminated string at 2136 [character 0 line 96]
org.json.JSONException: Unterminated string at 2136 [character 0 line 96]
   at org.json.JSONTokener.syntaxError(JSONTokener.java:423)
   at org.json.JSONTokener.nextString(JSONTokener.java:249)
   at org.json.JSONTokener.nextValue(JSONTokener.java:349)
   at org.json.JSONObject.<init>(JSONObject.java:195)
   at org.json.JSONTokener.nextValue(JSONTokener.java:352)
   at org.json.JSONObject.<init>(JSONObject.java:210)
   at org.json.JSONTokener.nextValue(JSONTokener.java:352)
   at org.json.JSONObject.<init>(JSONObject.java:210)
   at org.json.JSONObject.<init>(JSONObject.java:311)
   at com.fs.starfarer.loading.LoadingUtils.?00000(Unknown Source)
   at com.fs.starfarer.loading.LoadingUtils.o00000(Unknown Source)
   at com.fs.starfarer.loading.LoadingUtils.o00000(Unknown Source)
   at com.fs.starfarer.loading.LoadingUtils.new(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.super.super(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.?00000(Unknown Source)
   at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]
Could someone help me with it?
In the RED Alliance.faction file, at line 96, you forgot to add a comma or something. You might want to post those few lines.

404
Mods / Re: [0.7.2a] Raccoon's Arms Pack v1.2.2
« on: March 21, 2017, 02:46:00 PM »
Just updated with a version that removes the System Hacker from markets.

Also, kind of an update, I probably won't be pushing out any new content updates until 0.8 launches (I'm assuming it comes out in a couple of weeks to a month), since the main thing I want to get done is the Conquest (R). I intend to use the station mechanics to give it two independent broadside shield generators, which obviously isn't possible until then, but if I can actually pull it off I think it'll be a great sight, a Conquest slinging fire all over the place, firing both broadsides at once while remaining protected, using less flux and becoming almost impossible to overload. Will probably remove all normal shielding, reduce the flux stats and make it slower with a burn drive-esque system, so it isn't too horribly OP. The use of station pieces as AI-controlled shield generators and weapon mounts seems very interesting to me. Maybe a Saboteur destroyer will have an automatic EMP generator or something whacky like that.

405
Suggestions / Re: Staff officers
« on: March 21, 2017, 02:32:57 PM »
prototype AI vessels that run themselves and have a built-in "officer"
Ooo. I like this idea. Right now, you usually want to have officers in your biggest and strongest ships (with the player in their absolute strongest one), since their bonuses are more useful and they contribute more than a frigate. Having special ships with officers that can't be moved makes the ship more unique and makes them somewhat more unique. Even if said ships aren't in the actual game, it'd be cool to have them as a possibility for modders.

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