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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] prv Starworks v28.3 (2024-03-11)  (Read 339232 times)

prav

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Re: [0.95.1a] prv Starworks v22 (2021-12-22)
« Reply #165 on: January 07, 2022, 10:31:30 AM »

this is with Starsector951arc5 version.
Yeah there was a regression bug in vanilla for versions between 0.95.1a RC1 and RC5. RC6 works as it should.

Anyway, I had a question (that was the buttering part). Are they not supposed to attack as soon as I loot their "cuddling" stations (not the nests) ? They just leave and go for another one instead, not even glancing back. If someone was to loot my teddy bear I'd be ***. But they seem fine with it. And don't attack on sight either, until I drop their opinion by fighting some, and then they become hostile, like any faction. I thought they would act like (REDACTED) and attack on sight, especially to protect their environment ? Or maybe there's a valid lore reason ?
An interesting point. As it is they won't attack if you manage to sneak past their "personal space" range, or your fleet is scarier than theirs - and they're probably a little underconned, so they're underestimating their strength.
« Last Edit: January 07, 2022, 10:33:02 AM by prav »
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TontonBoo

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Re: [0.95.1a] prv Starworks v22 (2021-12-22)
« Reply #166 on: January 08, 2022, 06:31:34 AM »

Quote
they're underestimating their strength.

I'm not. They are absolute beasts. That's why I would've liked some of their systems to be a "sneak or die" situation like some (REDACTED) hangouts. They are a fantastic alternative to battling shield-centric ships and really freshen up the exploration bits. I'm really excited to see what you'll do with them.

They sing. I can't get over it.
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JustThatGoo

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Re: [0.95.1a] prv Starworks v22 (2021-12-22)
« Reply #167 on: January 22, 2022, 06:25:30 PM »

Could we get the new creatures working with Adjusted Sector? Would be great
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Sutopia

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Re: [0.95.1a] prv Starworks v22 (2021-12-22)
« Reply #168 on: February 23, 2022, 10:56:32 PM »

Instead of checking phase system ID for flicker core, can you check the phase status instance instead?
Code
if (ship == null) return false;
ShipSystemAPI cloak = ship.getPhaseCloak();
if (cloak != null && cloak.getSpecAPI().getStatsScript() instanceof com.fs.starfarer.api.impl.combat.PhaseCloakStats) {
      return true;
}

This would allow reskinned phase cloaks that merely modified the color or miscellaneous attributes to be compatible with it.

Or simply do what vanilla does
Code
return ship.getHullSpec().isPhase();
« Last Edit: February 23, 2022, 10:58:19 PM by Sutopia »
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Since all my mods have poor reputation, I deem my efforts unworthy thus no more updates will be made.

Vundaex

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Re: [0.95.1a] prv Starworks v22 (2021-12-22)
« Reply #169 on: March 09, 2022, 11:04:03 AM »

Hey, what's up with the Agni? I have a full fleet focusing fire on one of their ships, barely scratching it, while their weapons almost instantly get shields to a critical level.
I tried all kinds of weapons against them, they're way too strong.
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603bill

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Re: [0.95.1a] prv Starworks v22 (2021-12-22)
« Reply #170 on: March 09, 2022, 12:14:08 PM »

Hey, what's up with the Agni? I have a full fleet focusing fire on one of their ships, barely scratching it, while their weapons almost instantly get shields to a critical level.
I tried all kinds of weapons against them, they're way too strong.

Agni ships can have upwards of 3000 armor and convert HE and kinetic damage received into energy.  You need high alpha damage weapons to pierce their thick hide quickly.  Also, while most of their weapons aren't great for popping shields, they are quite heavy and tend to bump into your ships a lot.

*Edit*  I just checked and armor only goes to around 2000, but the point still stands.  And I just remembered that the female Agni are able to coat themselves in web, which adds a few thousand or so temporary HP that you need to burn through before you can hurt them again.
« Last Edit: March 09, 2022, 12:21:05 PM by 603bill »
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nukularpower

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Re: [0.95.1a] prv Starworks v22 (2021-12-22)
« Reply #171 on: March 09, 2022, 12:59:14 PM »

I dunno, Agni are tough but not that bad once you get used to killing them.  I love farming their weapons to put on Kingdom of Terra ships - Rex stuffed with Agni weapons is a terror
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Island

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Re: [0.95.1a] prv Starworks v22 (2021-12-22)
« Reply #172 on: March 28, 2022, 09:06:33 AM »

Dang massive enemy fleets in asteroid belts. I like the idea of making belt dangerous and spooky but it could use some scaling.

I'm flying pretty low end fleet with 1 capital (Prometheus mk2) and around 3+5+5 of low end cruisers, destroyers and frigates.
First belt fleet that spawned on me was 2 Radiants and 3+5+6 of the rest (but luckily for me it prob bugged out, because after they opened the comms there was an option to just leave)
Second - 3 Guardians and load of derelicts, which didn't even matter, because they just fielded all 3 Guardians and ate me alive.

Neither of these fleets are beatable at that point. Could scale them against players fleet's DP? And/or keep them massive, but at least make them use slow ships, so you could attempt to disengage with smaller fleet.
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0202

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Re: [0.95.1a] prv Starworks v22 (2021-12-22)
« Reply #173 on: April 16, 2022, 05:39:09 AM »

 Sorry, I sent the wrong message before. I apologize for my rudeness and carelessness. I just wanted to ask May I ask your permission to translate your 'prv Starworks ' into chineses ? then upload to a Chinese forum,sure,it's free for everyone
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Ira

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Re: [0.95.1a] prv Starworks v22 (2021-12-22)
« Reply #174 on: April 22, 2022, 04:23:01 AM »

You may want to consider reworking flicker core again. In its current form its op in player hands. Its basically 600% time dialation on any phase ship for the whole fight if the player knows how to use it.
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Maelstrom

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Re: [0.95.1a] prv Starworks v22 (2021-12-22)
« Reply #175 on: April 22, 2022, 07:15:24 AM »



Kitbashed this thing together in case you wanted to add it to PRV, it would require the permission of the Athena mod creator though since I used the vector thrusters and certain sprite sections from that mod. Sadly the original thread for the Athena ship is now gone so itll be hard to track down the original creator to ask permission...
« Last Edit: April 22, 2022, 07:18:54 AM by Mealstrom »
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sylva

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Re: [0.95.1a] prv Starworks v22 (2021-12-22)
« Reply #176 on: April 22, 2022, 12:07:04 PM »

Go for it.
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Maelstrom

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Re: [0.95.1a] prv Starworks v22 (2021-12-22)
« Reply #177 on: April 22, 2022, 12:10:17 PM »

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Algoul

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Re: [0.95.1a] prv Starworks v22 (2021-12-22)
« Reply #178 on: April 22, 2022, 01:15:38 PM »

Dreadnought for prv? GOOD
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Maelstrom

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Re: [0.95.1a] prv Starworks v22 (2021-12-22)
« Reply #179 on: April 22, 2022, 01:44:12 PM »

Dreadnought for prv? GOOD

wait till you see the blackrock one I am currently working on hehehe
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