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Messages - prav

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31
Mods / Re: [0.97a] prv Starworks v28.3 (2024-03-11)
« on: March 11, 2024, 03:10:51 AM »
I think that fixes the problem, but if it keeps occuring please do say so.

There seems to have been several others at least that have been reporting Windows Defender flagging Starsector mods all of a sudden.  Being that every one that I've seen so far get cleared by standalone virus scanners I get the feeling Microsoft might have tweaked their detection heuristics in a bad way recently.

Wouldn't surprise me if it's some blanket flag on JARs inside file archives.

32
Mods / Re: [0.97a] prv Starworks v28.3 (2024-03-11)
« on: March 11, 2024, 03:09:39 AM »
DOWNLOAD prv Starworks v28.3 - Always delete the old version before installing a new one.

v28.3 - Savegame compatible.

###

Rust Belt:
Fixed a crash related to Debris Belts and starless procgen systems.

33
General Discussion / Re: Is the Hephaestus at a good spot?
« on: March 10, 2024, 05:08:51 AM »
Against low-armor high-shield ships it's important that you actually kill them once the shield pops, otherwise you spent all that time shooting it for basically nothing.

34
General Discussion / Re: should we just nerf the Onslaught?
« on: March 09, 2024, 01:29:50 PM »
It'd still be a good deal at 45 DP. A little unimpressive at 50, but only a little.

Could just roll back a bit of the TCP buff, low base flux matters a lot less when you're blasting away at 0.6 flux / damage with 750 s-mags DPS.

35
General Discussion / Re: [Poll] Command Style
« on: March 07, 2024, 12:08:07 PM »
If I have to babysit a ship it's not getting recovered next time it blows up.

36
Mods / Re: [0.97a] prv Starworks v28.2 (2024-03-03)
« on: March 07, 2024, 02:56:01 AM »
Virustotal reports no problems with the v28.2 rar (SHA-256 9c6dc4115cfa9034e396a06b7cd8b2fb05769dfac629a7156654130834c7cf17) and Windows Defender quick scan finds no local problems.

37
Mods / Re: [0.97a] prv Starworks v28.2 (2024-03-03)
« on: March 03, 2024, 08:59:47 AM »
Ah, it should have sparse volatiles. I'll add that back, I think I removed it so it'd want a larger import volume of volatiles. The hazards of late-night work.

38
Mods / Re: [0.97a] prv Starworks v28.2 (2024-03-03)
« on: March 03, 2024, 12:06:39 AM »
I'm not sure if this is a bug or intended but I noticed when equipping ScalarTech's Gown ship's side modules with the large mount anomaly causing beam that fires in a sweeping arc (I can't remember the name and I'm unfortunately going to be away from my PC for a week) the beam would collide with the ship's core module causing anomalies to open up all over the ship whenever the weapon fired.

Still need to look into this, just wanted the crash fixed ASAP.

39
Mods / Re: [0.97a] prv Starworks v28.2 (2024-03-03)
« on: March 03, 2024, 12:04:02 AM »
DOWNLOAD prv Starworks v28.2 - Always delete the old version before installing a new one.

v28.2 - Savegame compatible.

###

What's New

prv Starworks
- Fixed a crash involving prv Star Fortresses.

Rust Belt
- Belt Blaster toned down slightly.

Extraworks
- Added the Grendel (RB) heavy gunship.

A few minor additional patch notes can be found in the relevant mod folders.

40
Suggestions / Re: My wishlist for the next update
« on: March 02, 2024, 05:11:12 AM »
A cleaner range/arc overlay would be nice in general. Usually I don't even care about the arc at all, just how far the guns can reach.

41
Two needler bursts does tend to make ships say that it's time to back off and vent some flux. Especially if there's two harpoon pods sitting around waiting.

42
I like the current sabot. It looks cool and plays well.

43
General Discussion / Re: Termination Sequence continues to be terrible
« on: February 27, 2024, 06:16:49 PM »
Off the cuff:
System has 2 charges. 20 second recharge. If used with a charge it triggers a fast replacement of the fighter. It can be used without a charge. The AI is set to be very conservative about using the system without charges.

Basically it just keeps 2-3 drones in reserve.

44
Suggestions / Re: My wishlist for the next update
« on: February 26, 2024, 04:54:37 PM »
It would be awfully nice if automatic navigation had a mode that took gates into account. Then I wouldn't need to look up where they are at all.

45
Announcements / Re: Starsector 0.97a (Released) Patch Notes
« on: February 26, 2024, 03:10:40 AM »
I just noticed Venture modifications don't exist in the Codex. I assume this isn't intentional since every other Mk.II or III ship is there.

Anything with a built-in D-mod won't show.

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