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Author Topic: [0.95.1a] Scy V1.66rc3 (2023/03/19)  (Read 1103209 times)

Shogouki

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Re: [0.95.1a] Scy V1.66rc3 (2023/03/19)
« Reply #1455 on: December 24, 2023, 02:30:31 PM »

i've updated Scy in the same way i updated Diable Avionics.

version 1.6.7:
https://github.com/scardwell15/scy-nation/releases/download/v1.6.7/Scy-Nation-v1.6.7.zip

the Modular Armor hullmod's readability has been massively improved in this version compared to the bootleg
fixed phased missile torpedo by removing STRIKE tag from the weapon. it also unphases slightly closer to the target than before
i've made the same changes that MnHebi made as well, except that the SCY information industry never crashed on my save no matter what so i didn't change that



I just wanted to say thank you so much for your work rescuing these mods!
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starficz

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Re: [0.95.1a] Scy V1.66rc3 (2023/03/19)
« Reply #1456 on: March 08, 2024, 07:41:47 AM »

As the previous maintainer is unable to update as of this moment, here is the latest patch for SCY.

https://github.com/Starficz/scy-nation/releases/tag/v1.8.1

Version 1.8.1
- Thanks to Himemi for the following 2:
   - Updated Scy maps
   - Added new material and surface maps
- Bugfixes
   - Removed KoL dependency
   - Made Singularity Torp way more rare
   - Fixed Armor paperdoll scaling issue
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A_Random_Dude

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Re: [0.95.1a] Scy V1.66rc3 (2023/03/19)
« Reply #1457 on: March 08, 2024, 12:19:37 PM »

What does KoL stand for? My best guess would be Knights of Ludd, but that's the first time I hear of SCY requiring such a recent mod to work.

Also is this your own fork, or are you just sharing Matt's latest update?

Probably two dumb questions, but better have them answered than stay ignorant.
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Zumberge

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Re: [0.95.1a] Scy V1.66rc3 (2023/03/19)
« Reply #1458 on: March 08, 2024, 03:19:32 PM »

What does KoL stand for? My best guess would be Knights of Ludd, but that's the first time I hear of SCY requiring such a recent mod to work.

Knight of Ludd.  The modder(s) for that figured out how to not only display additional parts (e.g. ablative armor) on the ship silhouette on the corner, but have it be in different colors so you can tell what's the main ship and what's not.  One of the SCY ships has external armor plating, so that's probably what was added.
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A_Random_Dude

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Re: [0.95.1a] Scy V1.66rc3 (2023/03/19)
« Reply #1459 on: March 08, 2024, 03:42:16 PM »

Ah, I didn't know about that! Well, thanks for clarifying.
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SSchorik0101

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Re: [0.95.1a] Scy V1.66rc3 (2023/03/19)
« Reply #1460 on: March 10, 2024, 12:45:15 PM »

Is this save-compatible?
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starficz

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Re: [0.95.1a] Scy V1.66rc3 (2023/03/19)
« Reply #1461 on: March 10, 2024, 04:16:00 PM »

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starficz

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Re: [0.95.1a] Scy V1.66rc3 (2023/03/19)
« Reply #1462 on: March 10, 2024, 10:16:04 PM »

Scy Nation v1.8.2
https://github.com/Starficz/scy-nation/releases/tag/v1.8.3

Ship Balance Changes
  • Nemean Lion
    • 42 DP -> 45 DP
  • Keto
    • 190 OP -> 210 OP

  • Logistics ships buffed to more reasonable alternatives vs vanilla
  • Balius (F)
    • 350 Cargo -> 400 Cargo
    • 5 Supplies/month -> 4 Supplies per month
  • Balius (T)
    • 600 Fuel -> 650 Fuel
    • 5 Supplies/month -> 4 Supplies per month
    • 50 Cargo -> 30 Cargo
  • Xanthus
    • 20 DP -> 10 DP (Supplies/month were always 10)
    • 1200 Cargo -> 1600 Cargo
    • 7 Fuel/LY -> 4 Fuel/LY
    • 700 Fuel -> 300 Fuel

Weapon Balance Changes
  • Nano-needle Minigun mk.1
    • Gained PD + PD_ALSO tags by default
  • Arc Missile Rack (small)
    • Range 1000 -> 1500
    • Refire delay 10s -> 15s
  • Arc Missile Pod (medium)
    • Reload rate 15s/missile -> 10s/missile

Misc updates / Fixes
  • Faction doctrine nerfed from its 15 points to a vanilla spread of 7
  • Default aggression moved from Steady to Aggressive
  • encounter tracks switched from Tri-Tachyon to SCY market
  • AI core turn-in rewards slightly nerfed
« Last Edit: March 14, 2024, 02:21:09 PM by starficz »
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Hexseer

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Re: [0.95.1a] Scy V1.66rc3 (2023/03/19)
« Reply #1463 on: March 18, 2024, 11:58:13 AM »

Boss, so I've been..., finking...
Spoiler
[close]
Tell me that midline skin doesn't look sexy. Could leave the blue stipe paint to designate it as SCY pattern, but oh boy do they blend in nicely in my midline fleet!

Skins that fit people's preferred tech? Perhaps? Eh?

Perhaps some fun unique ones?

I've made some, just fur meself entertainment..., but I don't mind sharing.
« Last Edit: March 18, 2024, 04:10:38 PM by ReSilence »
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A_Random_Dude

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Re: [0.95.1a] Scy V1.66rc3 (2023/03/19)
« Reply #1464 on: March 19, 2024, 12:15:20 AM »

I have to agree, the midline one on top left does indeed look good. The lowtech(?) one feels closer to a Diable Avionics skin, though.

Personally, I've always noticed that there was a distinct lack of pirate variants for that faction. I guess it'd require a bit more editing than just color changes, but do you think that's feasible?
« Last Edit: March 19, 2024, 12:18:12 AM by A_Random_Dude »
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Hexseer

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Re: [0.95.1a] Scy V1.66rc3 (2023/03/19)
« Reply #1465 on: March 19, 2024, 05:48:45 AM »

I have to agree, the midline one on top left does indeed look good. The lowtech(?) one feels closer to a Diable Avionics skin, though.

Personally, I've always noticed that there was a distinct lack of pirate variants for that faction. I guess it'd require a bit more editing than just color changes, but do you think that's feasible?

If it's making a midline skin pack or any other, I can properly edit it in an hour or two. I already made some skins just for myself, but I absolutely will not release anything without the author's permission.

As for the lack of pirate ships - it always made sense to me since SCY are quite protective and relatively isolationist, so where would the pirate template or modified hulls come from? Perhaps from scavenging from battles with SCY fleets? But then there would not be many for the ships to be commonly fielded by the pirates either way since SCY are a minor faction all things considered.

It's absolutely feasible, but the question rather from 'If' should be directed at 'Why?' and 'What for?'.

If I had to make pirate conversions I'd probably only stick to the freighters/tankers that were caught up in trading fleets and pirate raids, and make them quite uncommon.
Some ships are a bit unused so they could see new life in pirate hands.

Here's what I would do to make it worth my time:

  • I could see the captured Balius pattern converted into a missile boat with 6 hardpoint small missile mounts. Make it a rare but annoying and squishy bugger, fielding like 2 Slamanders, 2 permanently built-in Anti-missile pads (they really need a buff and you never see or want them), and 2 Arc missiles racks. Take away 3/4 of the cargo capacity and you have a mini Buffalo Mk.II.
  • Balius tanker could have given 2 hardpoint medium missile mounts in the middle tanker spot with Pillums, perhaps even adding a new integrated hullmod just for it specifying that tiny fuel tanks on the front and back were integrated into the missile racks, giving the projectiles +25% speed boost and range due to extra fuel.
  • Centaur, Telchine, and Megaera are rarely used even by players and you don't see much of them in the SCY fleets either - giving them Pirate Conversion hull mod and a paint makeover as well as replacing SCY weapons with the pirate ones would be enough, to make them slightly weaker you could add Ill-Advised Modifications hullmod (would fit perfectly with a pirate attempt at converting unfamiliar SCY engineering doctrine. Perhaps a lore flavor text that they've been captured by pirates on the trading fleet rides? Etc.
  • In a similar fashion - I can see Xanthus easily converted into a fast-tinfoil armor-makeshift carrier with 3 bays on its left side. Would be easy to do - just paste a bay 3 times on top of the left containers. As an extra flavor to make it unique, you could give it one permanent drone slot, Ill-Advised Modifications and Converted Cargo Bay, take away 2/3 of cargo capacity and add Shielded Cargo Holds hullmod instead.
  • If you want to go wild then make cheaper pirate Keto without the Big Gun or External Fighter Bays and add two large ballistic mounts where they would normally meet instead, probably also change the other large slot to . Drop the deployment cost by 10. Make it deploy regular drones instead. Give it Ground Support Package, Additional Berthing, and Pirate Modifications as integrated hullmods, perhaps Converted Cargo Bay. Now you have a dedicated 9-Burn speed raiding platform.

Overall not that much work aside from repainting and changing minor details with a few extra lines of code to justify their presence and make them distinct.
« Last Edit: March 19, 2024, 05:59:48 AM by ReSilence »
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starficz

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Re: [0.95.1a] Scy V1.66rc3 (2023/03/19)
« Reply #1466 on: March 19, 2024, 09:51:28 AM »

Im currently working on moving the exisiting bluesky skins to MagicPaintjobs, so ill be willing to stick any decent skins into the version that im maintaning.
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