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Author Topic: [0.96a] Tahlan Shipworks  (Read 1104486 times)

Nia Tahl

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Re: [0.9.1a] Tahlan Shipworks 0.3.11 - Thar be Legio guns
« Reply #315 on: December 22, 2019, 05:11:36 AM »

I've done some additional testing on the smartguns and I'm entirely unable to replicate the issue in question. The projectiles act as intended

Without a target they will fly unguided. With a target they will home in on the locked target. I have yet to encounter a case of the projectiles flying unusually fast.
« Last Edit: December 22, 2019, 05:15:05 AM by Nia Tahl »
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Ryu

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Re: [0.9.1a] Tahlan Shipworks 0.3.11 - Thar be Legio guns
« Reply #316 on: December 22, 2019, 05:10:16 PM »

There's a bunch of GH ships that have the hullmod and different ship systems. Not sure what you're asking.

Well 9 compared to vanilla might be a bunch but it feels low compared to all the modded ones available. There's just a few others I'd really like to have available from vanilla and this mod like the Hammerhead, Phoca, Heron, maybe the Gryphon. But some might not be viable or worth it if the Kassadari Engineering hullmod must be used in tandem with Chrono Rupture system. The description doesn't SOUND like it is but I just wanted to make sure if modding the hullmod onto other ships while keeping their unique ship system would break it. But i guess if it's on the onslaught and legion already then it wouldn't.
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Nia Tahl

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Re: [0.9.1a] Tahlan Shipworks 0.3.11 - Thar be Legio guns
« Reply #317 on: December 23, 2019, 07:10:39 AM »

The hullmods and shipsystems are separate things that work independently of one another. The reason there are only a few ships with the hullmod is simply that it is an extremely powerful effect that is meant to be limited to a small number of rare ships
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Nia Tahl

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Re: [0.9.1a] Tahlan Shipworks 0.3.12 - For fans of flagellation
« Reply #318 on: December 23, 2019, 09:32:25 AM »

New update



Featuring the new Flagellator-class pursuit destroyer and a number of changes and fixes.

Update is compatible with existing saves but some campaign-layer changes will only apply on a new campaign.


Spoiler
0.3.12
Additions:
- Added Flagellator assault destroyer
- Added Flagellator (LI)

Changes:
- Legio Infernalis now has nex start options
- Trill hullmod will now display its current effect during combat
- Castigator (LI) large mount changed from hybrid to universal (this change is experimental, so don't get used to it yet)
- Removed Kassadari Engineering from Monitor (GH) for the time being due to some vanilla AI issues. Will return once it's fixed. Replaced with built-in expanded magazines for now.
- Downgraded Kassadar's Orbital Works to Heavy Industry and removed the nanoforge
- Tempest (P) built-in drones have been changed to totally real legit terminator drones that are all like the ones on a normal Tempest I swear
- GH ship DP rebalanced to be roughly 10% higher than their base versions
- Scathach has regained Kassadari Engineering

Fixes:
- Fixed Legio Tyranny causing decivved Legio planets to make saves unable to load
- Fixed Legio Tyranny granting its bonus even when a planet is no longer controlled by the Legio
- Fixed some missing descriptions

Others:
- Added support for Commissioned Crews (For Legio. Great Houses still aren't a faction so stop asking)
[close]
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Outro

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Re: [0.9.1a] Tahlan Shipworks 0.3.11 - Thar be Legio guns
« Reply #319 on: December 23, 2019, 10:25:42 AM »

I've done some additional testing on the smartguns and I'm entirely unable to replicate the issue in question. The projectiles act as intended

Without a target they will fly unguided. With a target they will home in on the locked target. I have yet to encounter a case of the projectiles flying unusually fast.

I just installed the latest version and this stopped happening. Maybe it was an odd interaction between my installed mods. Sorry for the trouble.
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tseikk1

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Re: [0.9.1a] Tahlan Shipworks 0.3.12 - For fans of flagellation
« Reply #320 on: December 23, 2019, 04:05:42 PM »

New update



Featuring the new Flagellator-class pursuit destroyer and a number of changes and fixes.

Update is compatible with existing saves but some campaign-layer changes will only apply on a new campaign.


Spoiler
0.3.12
Additions:
- Added Flagellator assault destroyer
- Added Flagellator (LI)

Changes:
- Legio Infernalis now has nex start options
- Trill hullmod will now display its current effect during combat
- Castigator (LI) large mount changed from hybrid to universal (this change is experimental, so don't get used to it yet)
- Removed Kassadari Engineering from Monitor (GH) for the time being due to some vanilla AI issues. Will return once it's fixed. Replaced with built-in expanded magazines for now.
- Downgraded Kassadar's Orbital Works to Heavy Industry and removed the nanoforge
- Tempest (P) built-in drones have been changed to totally real legit terminator drones that are all like the ones on a normal Tempest I swear
- GH ship DP rebalanced to be roughly 10% higher than their base versions
- Scathach has regained Kassadari Engineering

Fixes:
- Fixed Legio Tyranny causing decivved Legio planets to make saves unable to load
- Fixed Legio Tyranny granting its bonus even when a planet is no longer controlled by the Legio
- Fixed some missing descriptions

Others:
- Added support for Commissioned Crews (For Legio. Great Houses still aren't a faction so stop asking)
[close]
Did you remember to adjust the spawn rate for castigators? Just asking, since you didn't mention anything in the patch notes
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Nia Tahl

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Re: [0.9.1a] Tahlan Shipworks 0.3.12 - For fans of flagellation
« Reply #321 on: December 23, 2019, 04:14:12 PM »

yes, spawnrate got buffed a bit

Anyway, here's another small hotfix with some things I missed. Save compatible.

Spoiler
0.3.12a
Additions:
- Legio now have access to every blueprint the pirates know, including those learned via black market trade (and they actually have guns to put on a paragon)

Changes:
- Updated Legio Nex diplomacy traits
- Reduced flux cost of Goll variants
- Holy Furor cooldown increased from 10 to 15 seconds
- Reduced Vale flux capacity from 9000 to 8000
- Reduced Vale shield efficiency from 0.7 to 0.8

Fixes:
- Fixed some math in Trill system script
[close]


edit: There was an error in the hotfix that has been fixed. If you get a crash, redownload the hotfix.
« Last Edit: December 23, 2019, 04:23:21 PM by Nia Tahl »
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Nia Tahl

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Re: [0.9.1a] Tahlan Shipworks 0.3.13
« Reply #322 on: January 04, 2020, 05:24:49 AM »

New update adds the Metafalica of former Outcast fame to the Kassadari HVB lineup. Outcast were never fleshed out to my satisfaction so I ended up cutting them, but I wanted to keep the Metafalica herself around as she's a sweet ship and way too much work went into her for me to scrap her.
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Phoenixheart

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Re: [0.9.1a] Tahlan Shipworks 0.3.13
« Reply #323 on: January 07, 2020, 03:17:30 PM »

Sweet, glad to see the Metafalica endures! do the HVB ships require Vayra's Sector to acquire? I assume so, since in the config files it's in the same category as the other Vayra's-specific bounty ships.
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Avanitia

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Re: [0.9.1a] Tahlan Shipworks 0.3.13
« Reply #324 on: January 07, 2020, 10:24:30 PM »

Sweet, glad to see the Metafalica endures! do the HVB ships require Vayra's Sector to acquire? I assume so, since in the config files it's in the same category as the other Vayra's-specific bounty ships.

If you want to obtain them as you're supposed to, yes, you need Vayra's Sector for this.
If you don't want to deal with RNG / don't like Vayra's Sector, you can use Console Commands to spawn them.
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tseikk1

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Re: [0.9.1a] Tahlan Shipworks 0.3.13
« Reply #325 on: January 18, 2020, 06:42:03 PM »

Very good mod!

Ships are well balanced with nothing really standing out to be too strong or weak. The weapons (and kassadar design in general, ships too!) are the best part of this mod in my opinion, they are absolutely gorgeous. They feel powerful. The colours, the projectiles, the firing animations, projectile and missile trails, the little puffs of smoke or whatever it is that come out when a weapon is fired. Everything looks so good.

The only critique I have is for these two things:
1. Forced overdrive. This might be just a little bit strong. It looks cool as heck though.
2. the Renki. On paper this ship looks like a good support ship for missile fleets. In practise though it doesn't really seem to know how to use its ship system (It should probably be on all the time) it also likes to wander off too far even with escort orders, so that ships it's meant to support aren't even close enough to benefit from it's system.
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callitri

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Re: [0.9.1a] Tahlan Shipworks 0.3.13
« Reply #326 on: January 19, 2020, 04:12:49 AM »

Hi there , i just recently found the game and boy i was surprized to find a vibrant and active modding scene , the lifeblood of any game imo.
Found your mod and i realy like the designs . Together with nexerelin the Kassadari BB start the Metafalica is hands down my favorite, the look the feel and the gun visuals.
My question is that ship unigue and only from that start or can you get it normally as well? Since its not in the database as a capital ship thats why i ask.
Great mod and thanks for your hard work.
Sorry if i asked something answered before , and could use a little help with the console option , would like to have it as my flagship.
« Last Edit: January 19, 2020, 04:22:30 AM by callitri »
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mora

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Re: [0.9.1a] Tahlan Shipworks 0.3.13
« Reply #327 on: January 21, 2020, 04:49:11 AM »

Ever since the Atrapos got reworked into its current form, the Dirge Lance sounds very... un-laser like because it shares the same sound entry.
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Sagitta

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Re: [0.9.1a] Tahlan Shipworks 0.3.13
« Reply #328 on: January 24, 2020, 09:23:49 AM »

Hi Nia, I noticed something with the Legio Lasher. I´m not sure if it´s something wrong on my end but both small mounts have an extremly slow turret traverse. Similar to the High Intensity Laser while firing. I guess this isn´t intended?

Love your mod btw, especially the three capital carriers and the Metafalica!
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Nia Tahl

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Re: [0.9.1a] Tahlan Shipworks 0.3.13
« Reply #329 on: January 24, 2020, 09:44:57 AM »

They are just normal weapon mounts. Nothing special about them whatsoever. Sounds more like you were using a weird gun or something.

edit: nevermind, I checked and seems they were accidentally set as hardpoints. Will fix
« Last Edit: January 24, 2020, 09:47:06 AM by Nia Tahl »
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My mods: Tahlan Shipworks - ScalarTech Solutions - Trailer Moments
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