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

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Author Topic: [0.97a] Underworld 1.8.3  (Read 653071 times)

idiotekque

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Re: [0.95a] Underworld 1.6.1
« Reply #330 on: July 18, 2021, 10:10:52 AM »

In the Underworld folder, there is a file : UNDERWORLD_OPTIONS.INI
this is what is in it
{
    ### MODULES ###
    "starlightCabal":true,  # Default: true  ## The Starlight Cabal exists

    # CABAL OPTIONS #
    "cabalFleetFactor":1.0, # Default: 1.0  ## Affects fleet count
}
[close]
Just edit that 'true' to a 'false'
You have to start a new game for the change to work.

Oh, easy peasy. Thanks!
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SpaceDrake

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Re: [0.95a] Underworld 1.6.1
« Reply #331 on: July 18, 2021, 04:14:41 PM »

On that note:

Spoiler
Can the Palace ever actually be obtained by players? I notice it's flagged as "no board" in the data files. I'm a bit obsessed with multi-part ships and it caught my eye, but if it's not intended for player use, then welp.
[close]
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Deshara

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Re: [0.95a] Underworld 1.6.1
« Reply #332 on: July 18, 2021, 09:32:43 PM »

ive definitely played a multi-module boss ship the scale of a station from the seeker mod in random mission mode -- the game even has a neat little UI for switching modules while in the refit screen! so its possible. probably you could remove the "no board" tag from the ships.cvs, try to get it & see what happens
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Quote from: Deshara
I cant be blamed for what I said 5 minutes ago. I was a different person back then

JAL28

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Re: [0.95a] Underworld 1.6.1
« Reply #333 on: August 07, 2021, 06:31:07 PM »

Would be cool if there were Cabal contacts who would pay you to hunt down members who failed to pay their membership fees
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IonDragonX

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Re: [0.95a] Underworld 1.6.1
« Reply #334 on: October 16, 2021, 02:29:48 PM »

@Dark.Revenant
I know that you are not actively modding or taking time off or what have you. I understand but still have suggestions, no pressure:
* Cabal could have variants that depend on High Tech Expansion in a small addon mod.
* Cabal could send mercenaries at you if your fleet has Superweapons Arsenal equipped.
* Cabal could send mercenaries at you if your fleet has:
redacted
Ziggy, Remnant, or Starlight Cabal ships; cruiser or larger
[close]
« Last Edit: October 16, 2021, 03:39:12 PM by IonDragonX »
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Dark.Revenant

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[0.95.1a] Underworld 1.7.0
« Reply #335 on: December 13, 2021, 09:08:39 PM »

Not just a routine update this time!  New ships!

Starlight Fury


Climax


Download Underworld 1.7.0
Download Mirror
(Requires LazyLib 2.7b) (Updated!)
(Requires GraphicsLib 1.6.0) (Updated!)

- Supported by Nexerelin 0.10.3g - (Updated!)

Git Repository

Edit UNDERWORLD_OPTIONS.ini to enable or disable Underworld features!



We recommend Version Checker to notify you when an update is ready.

Having problems?  Visit the Mod Troubleshooting Guide!



Change Log
Version 1.7.0:
- Updated for Starsector 0.95.1a
- Added Cabal skin for the Fury
  * Thanks to King Alfonzo for the sprite!
- Added Climax-class Cruiser
  * Cabal equivalent of the Apogee
  * Thanks to King Alfonzo for the sprite!
- Infernus shield arc reduced to 90 from 180 degrees
- Infernus shield upkeep reduced to 300 from 480
- Infernus armor increased to 1600 from 1400
- Starscream now uses Advanced Ground Support instead of Ground Support
- Cabal ships no longer have S-mods when recovered in Nexerelin
- Added Rugged Construction to shieldless ships
- Barbarian hull increased to 11000 from 9000
- Mongrel hull increased to 10000 from 6500
- Amalgam hull increased to 16000 from 12000
- Renegade supplies decreased to 35 from 40
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SpaceDrake

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Re: [0.95.1a] Underworld 1.7.0
« Reply #336 on: December 13, 2021, 09:26:31 PM »

Oh ***! Thank you, DR! These new ships look rad!
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Zalpha

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Re: [0.95.1a] Underworld 1.7.0
« Reply #337 on: December 14, 2021, 09:51:01 AM »

Hi new to this mod.

Those new ships do look awesome, I love the flowing shape that they have.

Anyway I am friends (more that 15 friendship) with the Cabal but I am still getting hit up for offering money or resources. If I use my story points I gain more rep with them but I still pay them anyway. (I never actually checked and they might be giving me resources, idk). Anyway do they have a base somewhere unknown or do I just have to visit Tri-bases and hope to come across them? 
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Oni

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Re: [0.95.1a] Underworld 1.7.0
« Reply #338 on: December 14, 2021, 10:23:30 AM »

Hi new to this mod.

Those new ships do look awesome, I love the flowing shape that they have.

Anyway I am friends (more that 15 friendship) with the Cabal but I am still getting hit up for offering money or resources. If I use my story points I gain more rep with them but I still pay them anyway. (I never actually checked and they might be giving me resources, idk). Anyway do they have a base somewhere unknown or do I just have to visit Tri-bases and hope to come across them?

I believe they have some markets on a few Tri-Tachyon worlds that you need to be on good terms to use, but they will always extort money/goods from you. Always.
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pairedeciseaux

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Re: [0.95.1a] Underworld 1.7.0
« Reply #339 on: December 14, 2021, 10:55:51 AM »

Not just a routine update this time!  New ships!

Yay!

Climax


- Added Climax-class Cruiser
  * Cabal equivalent of the Apogee
  * Thanks to King Alfonzo for the sprite!

Interestingly enough, Climax looks very much like a GMDA design with Cabal color.  ;D

Anyway: well done!
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Carcer

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Re: [0.95.1a] Underworld 1.7.0
« Reply #340 on: December 26, 2021, 12:27:51 AM »

I'm doing a The Infernal Machine start and really enjoying it, I don't generally use pirate tech capitals or d-mod ships so its a very nice change of pace.

I saw there's meant to be a branching upgrade path, when does that unlock? I've done everything except clear all the d-mods and add the operation center and I don't see anymore options.
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Ravenholme

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Re: [0.95.1a] Underworld 1.7.0
« Reply #341 on: December 26, 2021, 04:28:58 AM »

I'm doing a The Infernal Machine start and really enjoying it, I don't generally use pirate tech capitals or d-mod ships so its a very nice change of pace.

I saw there's meant to be a branching upgrade path, when does that unlock? I've done everything except clear all the d-mods and add the operation center and I don't see anymore options.

Upgrades are divided into tiers - once you get the Ops centre (I believe) you'll start seeing the next tier of upgrades. I don't believe that you have to clear the D-Mods to reach the second tier.
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Carcer

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Re: [0.95.1a] Underworld 1.7.0
« Reply #342 on: December 26, 2021, 05:01:44 AM »

Thanks for the reply, I was holding off on the ops center but I'll pick it up soon as I can now.

That's good, I wanted to keep the D-mods I still have since the deploy cost is 7 right now, so I can just deploy this massive thing whenever I want.
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Grizzlyadamz

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Re: [0.95a] Underworld 1.6.1
« Reply #343 on: January 04, 2022, 08:51:01 PM »

Dang, was hoping someone had posted the Infernal Machine upgrade paths.
I'll go ahead and do that then.

Spoiler
First one is Terminator Drones (2 per wing, unmanned, 20 second replacement time with 500 hull 100 armor 300 top speed, 1x IR pulse laser 1x PD laser) or 2 Fighter Bays & +20 OP (mining pods cost 4 each, wasps 5 (closest equivalent to the stock Borers))
Second is a built-in Advanced Targeting Core (+100% ballistic/energy range, +60% PD range)(Integrated Targeting Computer is +60% to ballistic/energy, including PD), or replacing the Burn Drive system with Maneuvering Jets (with burn drive I had 67 0-flux top speed, 195 with burn activated ;;;; maneuvering I had 80 0-flux top speed, 123 with jets activated (but you can keep your shield on, and turn)) PLUS built-in Auxiliary Thrusters (+50% maneuverability) *and* Unstable Injector (+15 top speed, -15% max range, +25% fighter replacement time (bad))
Third is replacing the Hellfire (TPC) Cannon with a Diablo Cannon (60 max ammo, 3 ammo regenerated per second, fires at 15/second...250 energy damage/shot, 200 flux/shot, 3750 damage a second for 5 full seconds...this thing SLAPS)) OR 2 medium slots become 2 large slots (11oclock missile & 10oclock ballistic), ALL the ballistic slots become hybrid/composite/universal(12oc mediumx2 -> hybrids, 11oc & 1oc smallx2 -> hybrids, 3oc & 9oc smallx2 -> universals, 4oc mediumx2 -> hybrids, 5oc & 7oc smallx2 -> hybrids, 6oc large x1 & med x1 -> composites), +20 OP, and the TPC main cannon firing arc is increased from 180 to 360 degrees.
Fourth is adding an Infernal Shield built-in system (360 omni, doubles turn/extension rate, -20% shield damage taken, 50% hard flux dissipation(!!), *and* it makes it a pretty RED color), OR an Infernal Minefield which spawns a mine or two every couple seconds which slowly drift towards enemies to deal moderate HE damage. They can spawn automatically at a range of up to 4000, drift for ~30 seconds before detonating, and several can be deployed at the same time, but they're easy work for enemy PD and CAN friendly-fire if they're within range when they time out and detonate. They may be most valuable for their effects on enemy AI and PD saturation.

Personally, I think I like:
THE FIGHTER BAYS- terminators are very good escorts, performing slightly better than my personal favorite escort, Pikes (jam some of those in a makeshift P Falcon hangar for a good time), for the same OP cost. *However*, keeping them as fighter bays instead of committing to the terminators grants significantly more flexibility & it even lets you ignore/downgrade them for the bonus OP points as needed.
THE ADVANCED TARGETING CORE- this one was close, because the extra maneuverability helps you bring your BIG GUN to bear and while I personally *love* the stock ram-drive, the speed differential is basically equal. The manuevering jet package would have been a very respectable sidegrade/possibly a flat-out upgrade, *but* what killed it for me was the built-in -15% range on the unstable injector. Compared to the targeting core's extra +40%? You can bring your gun to bear on those pesky frigates hiding in your shadow faster, sure, but the ATC's 2500 effective range main cannon is downright *oppressive*.
THE DIABLO CANNON- the alternative is pretty strong, nice to have, almost certainly *broken* if you build it right, but that's what the Diablo is right out of the box: broken. (hyperbole pls no nerf) The only thing I saw soak a fully charged Diablo barrage in my testing was a Paragon fortress shield, and those soak *everything*.
THE INFERNAL SHIELD- in a vacuum the mines are kinda underpowered. They can make frigates scream and cry, but as soon as you get a medium PD in the mix the mines might as well not exist- with how far away from ships they spawn, the enemy's PD lights up every couple seconds and that's that. Up against the shield? It's a no-brainer. Even if you were set on armor-tanking, you might want to take another look at this.
[close]

Besides, what's she gonna do? Kill you? The player character is immortal.

She can *try* lmao
« Last Edit: January 04, 2022, 09:33:27 PM by Grizzlyadamz »
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Dark.Revenant

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[0.95.1a] Underworld 1.7.1
« Reply #344 on: January 05, 2022, 11:15:29 PM »

Small, but important, update.

Download Underworld 1.7.1
Download Mirror
(Requires LazyLib 2.7b)
(Requires GraphicsLib 1.6.1) (Updated!)

- Supported by Nexerelin 0.10.3i - (Updated!)

Git Repository

Edit UNDERWORLD_OPTIONS.ini to enable or disable Underworld features!



We recommend Version Checker to notify you when an update is ready.

Having problems?  Visit the Mod Troubleshooting Guide!



Change Log
Version 1.7.1:
- Updated for Starsector 0.95.1a RC6
- Slightly buffed TIM's minefield upgrade, also made it less likely to mine yourself
- Cabal cannot take ships that can't be scuttled (such as Ziggurat) or those that have unremovable captains (such as integrated AI cores)
- Cabal cannot take mission items (such as Janus Device)
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