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Starsector 0.95a is out! (03/26/21); Blog post: A Tale of Two Tech Levels (05/28/21)

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Author Topic: [0.95a] Blue - Extratential Lanestate Union (0.7.5aa) Mod  (Read 137962 times)

legion499

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Re: [0.95a] Blue (0.7.2) Mod
« Reply #75 on: April 11, 2021, 05:27:34 PM »

I like this fleet. I really do. I only have a single er... nitpick? issue? Small annoyance? Well its one of those surely. Its the Starliner (XLU). It doesn't feel the same has the rest. It just doesn't feel Blue. Rather it feels kinda just tacked on to the rest of the mod. You did a perfect conversion of the Colossus though and that just makes the odd one out stand out even more to me I think. I don't get that feeling from the Scheelite though. Even though it doesn't follow the Blue theme it does follow the long standing Utility Ship theme so I don't even notice it.
... Maybe some more blue paint will fix it? Or if your willing to go further straight up make your own crew hauler XL. There are not nearly enough stylish utility ships around so no one would mind you adding your own I'm sure. I certainly wouldn't!
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captinjoehenry

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Re: [0.95a] Blue (0.7.2) Mod
« Reply #76 on: April 12, 2021, 12:37:19 AM »

I think I found an issue.  The game crashes when I try to shift click a bunch of gattler guns into a fire group.  Happens no matter what it seems
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Protonus

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Re: [0.95a] Blue (0.7.2) Mod
« Reply #77 on: April 12, 2021, 01:24:59 AM »

I think I found an issue.  The game crashes when I try to shift click a bunch of gattler guns into a fire group.  Happens no matter what it seems

Would you specify which ship you are referring to?

If it happens to be a ship with modules (like the Gadolinite, Anthracite or Diaboleite), I'm afraid I can't solve that one, it happens to other mods that have ships with modules that happened to have scroll bar for the Fire Group as well.

The only way I know to mitigate the issue was to scroll down for the UI to "see" every gun in the Fire Group window before auto-assigning them.
« Last Edit: April 12, 2021, 01:26:50 AM by Protonus »
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Tschudy

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Re: [0.95a] Blue (0.7.2) Mod
« Reply #78 on: April 15, 2021, 07:35:18 AM »

When installing built-in mods, does each module have its own allotment?  Like 2 for the Anthracite's core and 2 per arm?  or just the core part?
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Protonus

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Re: [0.95a] Blue (0.7.2) Mod
« Reply #79 on: April 15, 2021, 08:19:51 AM »

When installing built-in mods, does each module have its own allotment?  Like 2 for the Anthracite's core and 2 per arm?  or just the core part?

Yeah, that's how it works. Basically like another ship but is a part of a bigger ship.
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Tschudy

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Re: [0.95a] Blue (0.7.2) Mod
« Reply #80 on: April 15, 2021, 08:39:27 AM »

ooooh, fantastic.  now i just gotta hope the Anthracite prints come up at prism
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EpicLancer

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Re: [0.95a] Blue (0.7.2) Mod
« Reply #81 on: April 16, 2021, 01:15:51 PM »

started a new game with anthracite and clicked auto assign weapons then it crashed. yesterday i started a game and auto'd the weapons without issue. before starting the run i added more hullmods, then updated legecy of arkgneisis and ss armaa.

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ModdedLaharl

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Re: [0.95a] Blue (0.7.2) Mod
« Reply #82 on: April 16, 2021, 05:32:07 PM »

So, was the Alum intended to be nigh-on immortal when it activates the system? I don't think anything frigate-sized should be able to sustain over ten seconds of concentrated firepower from nearly every gun on an Anthracite and still be alive. Actually, I'd be inclined to say that nothing short of a dreadnought or particularly tanky capital should be able to do that.

Like, it's extremely noticeable how the Alum basically turns itself into an unkillable brick with consistent regularity whenever anything remotely threatening approaches. The amount of time invested in killing them was funny the first three times, but I'm on number thirty and it's less humorous.
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Lathrael

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Re: [0.95a] Blue (0.7.2) Mod
« Reply #83 on: April 22, 2021, 08:59:12 AM »

Before XLU, Choosing a ship;
Is the burst fire is enough to overcome target's defense?
Could ship's defences hold against a focused fire?
Can it disengage from a tight spot?
Can AI use the ship efficiently?
Slot layout?
Is it compatible with rest of the fleet?
...
...
...
...
...
...
...
...
(Does continue)
After XLU, choosing a ship;
Is it faster than a cruiser? (optional)
How many Kalis fighters it can field?



So, was the Alum intended to be nigh-on immortal when it activates the system? I don't think anything frigate-sized should be able to sustain over ten seconds of concentrated firepower from nearly every gun on an Anthracite and still be alive. Actually, I'd be inclined to say that nothing short of a dreadnought or particularly tanky capital should be able to do that.

Like, it's extremely noticeable how the Alum basically turns itself into an unkillable brick with consistent regularity whenever anything remotely threatening approaches. The amount of time invested in killing them was funny the first three times, but I'm on number thirty and it's less humorous.

Just get a couple of Kalis Superheavy fighters. With 6k range, they will die in 20 seconds.
« Last Edit: April 22, 2021, 09:15:17 AM by Lathrael »
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Protonus

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[0.95a] Blue (0.7.3) Mod
« Reply #84 on: April 24, 2021, 02:16:11 AM »

So, was the Alum intended to be nigh-on immortal when it activates the system? I don't think anything frigate-sized should be able to sustain over ten seconds of concentrated firepower from nearly every gun on an Anthracite and still be alive. Actually, I'd be inclined to say that nothing short of a dreadnought or particularly tanky capital should be able to do that.

Like, it's extremely noticeable how the Alum basically turns itself into an unkillable brick with consistent regularity whenever anything remotely threatening approaches. The amount of time invested in killing them was funny the first three times, but I'm on number thirty and it's less humorous.

I've thrown Charges at it to curb the pebble, hopefully.

After XLU, choosing a ship;
Is it faster than a cruiser? (optional)
How many Kalis fighters it can field?

Nah, it goes by the phrase:
Does it have XTRA-XTRA Dakka?


Blue
RAR / ZIP

Known Issues:
   Game WILL crash if you auto-assign weapons on a ship with modules when the UI has not seen all the weapons on the ship (must be scrolled all the way down). Vanilla issue.

Version 0.7.3
Spoiler
Quote
   Campaign:
      Lanestate Battleyards:
         A potato from the new content can be used.
         Can have production improved further with Story Points.
   Hullmods:
      Old Lanestate Warshots hullmod renamed to Lanestate Wartorn Gunners.
      XLU Armorclad Works:
         Rebuffed Armor Effectiveness strength from 15% to 20%. (Just a little bit.)
         Frigate flat bonus returned from 150 to 250.
         Destroyer flat bonus returned from 250 to 350.
         Cruiser flat bonus returned from 500 to 500.
         Capital flat bonus returned from 600 to 700.
         Shield Shunt bonuses also goes to ships that don't have a shield.
         Gains 33% EMP resistance for ships that can't equip Shield Shunt because of their lack of shields.
      XLU Weapons Overhaul:
         Shield Shunt bonuses also goes to ships that don't have a shield.
      Lanestate Breezer Rounds:
         Description variable displays are fixed.
         Armor damage Calculation Strength reduced from 15% to 10%.
         Maximum Overheat margin reduced from 70% to 65%.
         Now gives 20% more Fragmentation damage to all Ballistic weapons.
      XLCrew hullmods added, compliment to the existing Armorclad hullmod, these major crew types determine the further functions of a Lanestate ship. These do not drop anywhere, instead they are very likely to be found being sold occasionally in XLU markets with a big cost and a relationship requirement.
         Hardy Boys Battalion:
            Slightly improves the durability of the ship.
            Wing LPCs are cheaper.
            Provide additional raid strength.
            Increases minimum crew significantly.
         Warshots Company:
            Cheaper, bigger Ballistics.
            Tougher, faster guns.
            Stronger shield.
            Increases supply costs.
         Waymakers Compliment:
            Anything not Ballistic is 1 point cheaper.
            Systems Expertise-lite.
            Farther sight radius.
            Less crew for surveys.
            Less crew overall.
   Weapons:
      Shotcannons:
         Overhauled and resprited.
         Now Shotcannons undergo an independent script to behave like actual shotguns.
         Light:
            Maximum Spread changed from Barrel 30 to Scripted 15.
         Heavy:
            Pellets per shot reduced from 12 to 10.
            Damage per pellet increased from 35 to 40.
            Flux per pellet increased from 25 to 30.
            Charge Down time reduced from 1.5 to 0.9.
            Maximum Spread changed from Barrel 40 to Scripted 20.
         Superheavy:
            Pellets per shot increased from 24 to 32.
            Damage per pellet reduced from 50 to 45.
            Charge Down time increased from 1.8 to 2.5.
            Maximum Spread changed from Barrel 50 to Scripted 25.
      Added Gaskilo and Gaston Gattling Cannons:
         Spool-up variants of the Needlers that increase pellet count and firing speed as you keep firing.
         Always starts weak with 1 pellet, becomes more three times more efficient at max spool.
      Stratus Cannons:
         Impact increased from 200 to 500.
      Thunderfist:
         Resprited and now displays Area of Effect range on the Tooltip.
         Damage Type is now High Explosive.
         Damage per shot increased from 300 to 400.
         Flux per shot increased from 120 to 250.
         Impact increased from 1 to 200.
         Turn Rate reduced from 15 to 3.
         Ammo Capacity given to 40.
         Ammo Regen given to 0.75.
         Burst Count removed from 18 to 1.
         Charge Up removed from 0.2 to 0.
         Charge Down reduced from 4.8 to 0.4.
         Projectile Speed reduced from 800 to 500.
         Full Strength AoE range increased from 15 to 35.
         Maximum AoE range increased from 30 to 75.
         Bonus Damage effect changed from 10% Explosive damage to 75% Fragmentation Damage.
   Ships:
      Some of the ships received redented iron. Donning the old Blue color, bright Navy blue and yellow like the old days.
      Alum:
         Dilation Damper:
            Received 2 damper charges with a 30 second recharge rate instead of can use after cooldown ends.
            Hull damage resistance is reduced from 80% to 60%.
      Butane:
         Now has a Civilian-Grade hull built-in.
      Cobalt:
         Hull increased from 9500 to 10000.
         Armor increased from 1500 to 1550.
         Vector Punch Jets:
            Speed bonus increased from 40 to 60 units.
            Ac/Deceleration bonus increased from 300% to 20x.
            Charge Up period reduced from 0.5 to 0.25.
            Active Time reduced from 5 to 3.25.
            Engine plumes will grow visually larger.
      Ferros:
         Armor increased from 1150 to 1250.
      Duralumin:
         Added 2 Small Hybrid mounts, while the existing single Hybrid is now a Universal mount.
         2 Rear Small Ballistic mounts are now Built-in Gattlers.
      Scheelite:
         Complete design overhaul, with the exception of its role.
         Made even uglier than its older variant.
         Modular slot changes:
            From 2 Small Ballistic, 1 Built-in Mining Laser
            To 1 Medium Universal hardpoint, 1 Medium Ballistic, 4 Small Ballistic,
            3 Built-in Grattlers and 4 Built-in Mining LaserS.
         Armor increased from 700 to 1100.
         Flux Capacity increased from 2000 to 4000.
         Flux Dissipation increased from 200 to 300.
         Ordinance points increased from 45 to 90.
         Maximum Crew increased from 50 to 100.
         Cargo Capacity increased from 100 to 150.
         Fuel Capacity increased from 90 to 200.
         Fuel Consumption reduced from 6 to 5.
         Supply Maintenance/Repair costs increased from 11 to 12.
      Diaboleite:
         Fleet Point cost reduced from 29 to 22.
         Flux Capacity increased from 8000 to 12000.
         Flux Dissipation increased from 500 to 600.
         Armor increased from 1500 to 1600.
         Supply Maintenance/Repair costs reduced from 38 to 32.
         Multiplatforms:
            Armor increased from 1100 to 1200.
            Ordinance points increased from 60 to 70.
      Kaolinite:
         Armor increased from 1600 to 1650.
         XLU:
            Armor increased from 1700 to 1800.
      Gadolinite:
         Added a Hullmod that simply dictates the ship's vulnerability to AoE weapons.
         Armor increased from 1800 to 2000.
         Mass increased from 4000 to 8000.
         Supply Maintenance/Repair costs increased from 32 to 40.
      Pyridoxate:
         Hull increased from 18000 to 20000.
         Armor reduced from 1600 to 1400.
      Anthracite:
         Mass increased from 5600 to 6800.
         Platform Arms:
            Mass increased from 2100 to 2500.
         XLU:
            Mass increased from 5800 to 7400.
            Platform Arms:
               Mass increased from 2400 to 3000.
[close]
« Last Edit: April 24, 2021, 02:31:21 AM by Protonus »
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captinjoehenry

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Re: [0.95a] Blue (0.7.3) Mod
« Reply #85 on: April 24, 2021, 03:26:53 PM »

Lots of fun stuff in this new update!  Could it be possible though to have the bonus crew have their full effect if you have the commission crew bonus from the Union?  After all that bonus is already described as having a set of elite XLU gunners on board so I'd imagine the special crew mods could easily be justified as working fully?
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Protonus

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Re: [0.95a] Blue (0.7.3) Mod
« Reply #86 on: April 24, 2021, 09:48:36 PM »

Lots of fun stuff in this new update!  Could it be possible though to have the bonus crew have their full effect if you have the commission crew bonus from the Union?  After all that bonus is already described as having a set of elite XLU gunners on board so I'd imagine the special crew mods could easily be justified as working fully?

I'll see if I could do something about this. It's a bit of experiment to work around unrestricted hullmods, which should be interesting.
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captinjoehenry

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Re: [0.95a] Blue (0.7.3) Mod
« Reply #87 on: April 25, 2021, 02:39:05 PM »

Lots of fun stuff in this new update!  Could it be possible though to have the bonus crew have their full effect if you have the commission crew bonus from the Union?  After all that bonus is already described as having a set of elite XLU gunners on board so I'd imagine the special crew mods could easily be justified as working fully?

I'll see if I could do something about this. It's a bit of experiment to work around unrestricted hullmods, which should be interesting.
Awesome!  They’re some really awesome hull mods but you might want to make them more expensive as they are really good.
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captinjoehenry

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Re: [0.95a] Blue (0.7.3) Mod
« Reply #88 on: April 26, 2021, 01:50:37 PM »

Also an amusing side thing.  If you're going to the XLU home worlds from the core worlds you'll almost always fly straight over the Alpha site :P  Which means you can more or less see the Alpha Site jump point from the start of the game which isn't too much of an issue.  But still it does mean with this mod you almost find the Alpha Site jump point by default XD
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legion499

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Re: [0.95a] Blue (0.7.3) Mod
« Reply #89 on: April 29, 2021, 08:27:53 AM »

Bug Report: The Uranium's hanger section is missing the "Baseless Module" the other sections have. Also since those pieces have a burn level of 4 it drags the rest of my fleet down hard.
« Last Edit: April 29, 2021, 11:18:37 AM by legion499 »
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