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Messages - Ed

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16
Oh, hey, that's a good idea! I thought that wouldn't work (it wouldn't if that's only computed once when the ship is created), but it should work, since it's not doing that.

If you .umodify() it it'll give it back the peak time that was subtracted. So you actually wouldn't just do -10 every time - you'd want to keep track of how long and modify by the *total* time every time, if that makes sense.
So i could make it so the player loses 10 seconds every time the system is used, but if the player fulfill some sort of objective i could do the .unmodify and recover the lost time right?

17
That's just CR after PPT runs out.

Edit: let me add ShipAPI.setTimeDeployed(); right now that's not exposed...
would this work to lower peak performance? (internals of 10 sec)
stats.getPeakCRDuration().modifyFlat(id, -10);
also what happens if i .unmodify this?

18
I wanna make a ship system eat away CR and PP, is this the right way to do both or just CR?

Code
stats.getCRLossPerSecondPercent().modifyMult(id, 4f);

19
Mods / Re: [0.9.1a] ED Shipyard 2.1.1 (crash fix)
« on: October 07, 2020, 02:33:05 PM »
I just got a insane idea for the Newfoundland:

Modular modification
Why just have it carry cargo? Maybe modify a module to carry fuel, or passengers!
Some independent captains that work mainly in epxploration and prospecting may want a survey and sensor modification, maybe also a salvage mod!
Most likely some captains would do just DIY such a modification if ED shipyard wouldn't offer it (with resulting less than perfect outcomes).

Some captains found that the Newfoundland was a bit to weak defended against pirates. A defense overhaul of a freighter module solves that problem, even if it reduces the amount of cargo the module can carry.

There is also some whispers in that talk about how some pirates have captured some Newfoundlands and later their fleet were seen with "Death trains", heavily modified Newfoundlands to do away with their intended purpose and their wagons modified into "artillery wagons", "missile wagons" and "carrier wagons"

That was my initial idea for the Newfoundland, but swapping modules on a ship causes some real problems, crashes, mostly due to variant info (weapon slots and such), I would basically have to have an entire new ship for every module combination, if someone know a way to make it work i would love to know.

20
Is there a easy way to make a logistics ship that grants more repair speed, CR recovery, higher recovery chance or something similar for only frigs and destroyers in the fleet? (without ugly workarounds I mean)

21
Mods / Re: [0.9.1a] ED Shipyard 2.1
« on: October 03, 2020, 05:50:40 AM »
2.1 is here, the next release will be a polishing one, i need feedback on the following:

-Bischon
-Basset
-Redbone
-Malinois (specially this)
-Fire Lances
And any bugs or glitches obviously.

Next version will be 2.1.5 and will probably be the last save compatible update before the next big thing (the pirate update)

22
Mods / Re: [0.9.1a] ED Shipyard 2.0 (finally!)
« on: October 02, 2020, 10:46:00 AM »
The patch notes say the Newfoundland's wagons went from 100 -> 250 fuel capacity each, but I'm seeing a 100 -> 500 change.

Also, any chance of a Dalmation buff? Half an Atlas with no sensor profile is cool, but not for 16 fuel. Even considering it's other benefits, I find myself staring at that fuel cost and saying no.

Edit: I'd also like if it's deployment cost versus combat capability wasn't worse than a Colossus. Sure, you'd never want it in a fight anyway, but I'm looking at a deployment cost of 20, flux capacity of 4000, cloak activation of 1600, hull/armor 6000/300, no missiles, 90 OP...
Trying to turn a non-combat freighter into a combatant may be a lost cause, but none look quite so lost as the Dalmation.
Or, maybe. I haven't really looked at logistic-ship combat capabilities before. Come to think of it, I'd like to see a logistic-ship tournament.

I might have messed up in that patchnotes sorry.
I will look into the Dalmatian later, i want to improve the sprite further also, need more opinions on it before i move with big changes.

23
Ah - this is probably because a missile can't hit the ship it came from until it flames out. Let me add get/setSource() methods to MissileAPI.

In the meantime, your best bet might be to spawn a new missile and place it in the same exact location... though I don't recall offhand if you can set the flight time etc so this wouldn't "refuel" it.
that was the problem, it works now, thanks :)

24
I am trying to make a ship system that hijacks enemy missiles, i got them to stop hitting my ships and targeting the enemy that they came from, but they seem to have lost their collision, they just circle the enemy until they timeout phasing through it instead of hitting.

Code
if (missile.getOwner() != ship.getOwner()) {
   missile.setOwner(ship.getOwner());
}

25
Mods / Re: [0.9.1a] ED Shipyard 2.0 (finally!)
« on: October 01, 2020, 05:46:03 AM »
Currently having an issue where I cannot for the life of me, find the Newfoundland. I've checked many a different ED shipyards including the one on the Nexerelin Prism Freeport, hell I've even used Stellar Logistics to look it up and can't find anything, any tips?
Pray for the RNG god, Newfoundland is almost as rare as the wurgandal was before. or do the Supership start where you already start with it.

I want it to be rare.
-edit-
Ah yeah, i didn't forbid agents from procuring the train, so you can get one that way.

26
Mods / Re: [0.9.1a] ED Shipyard 2.0 (finally!)
« on: September 29, 2020, 06:15:59 PM »

New ships incomming for 2.1.0

27
Mods / Re: [0.9.1a] ED Shipyard 2.0 (finally!)
« on: September 29, 2020, 05:07:07 AM »
Heads up, more stuff to correct - both Tyrant Maw(weapon) and Tyrant Maw Bombardment(hullmod) still state that you use 25% CR to fire the weapon. The hullmod also says that using it to bombard takes 25% CR, but I guess that's still true, so there is no need to change that?
bombarding no longer costs CR, i forgot to remove that from the description.

28
Mods / Re: [0.9.1a] ED Shipyard 2.0 (finally!)
« on: September 28, 2020, 11:02:35 AM »
Nice. I really didn't like the fact that it reduced CR after firing, now it seems perfect.
On a side, I think you missed changing its description on that large image in Ships spoiler.
Thanks for the update, Ed.
true, forgot to change that

29
Mods / Re: [0.9.1a] ED Shipyard 2.0 (finally!)
« on: September 28, 2020, 05:36:04 AM »
How exactly was Tyrant Maw reworked? Could you share any specifics, please?  :)
You start without it and need to charge energy before using it
The circle in the center of the wurg measures this energy
You charge up the circle by keeping the ship's flux high
Overloading resets the counter, so be careful
Once the circle is filled you can fire
It no longer costs CR to fire.

30
Mods / Re: [0.9.1a] ED Shipyard 1.9.9a (Requesting Feedback)
« on: September 27, 2020, 02:12:38 PM »
2.0 release, please tell me if there are any problems.


IT IS PROBABLY NOT SAVE COMPATIBLE WITH THE BETA

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