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Author Topic: [0.95a] Tahlan Shipworks 0.7.4 - Hammerheadererer  (Read 473138 times)

Alfa Cor

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Re: [0.9.1a] Tahlan Shipworks 0.3.14d
« Reply #435 on: March 15, 2020, 01:34:40 PM »

In missions, the Regalias never recognise that there is a ship with the regalia gantries, and so have always nerfed stats. Great mod though!
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Nia Tahl

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Re: [0.9.1a] Tahlan Shipworks 0.3.14d
« Reply #436 on: March 15, 2020, 02:12:10 PM »

In missions, the Regalias never recognise that there is a ship with the regalia gantries, and so have always nerfed stats. Great mod though!

The nerfed stats are from not having an officer and it's not really a concern as there are no actual missions with Regalia
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Blackrazor1000

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Re: [0.9.1a] Tahlan Shipworks 0.3.14d
« Reply #437 on: March 16, 2020, 08:36:23 AM »

How do I trigger the blueprint research "intel" event for the Rosensitter ships?

For a bit of context, I started a run roughly two weeks ago and managed to find a Rosensitter carrier (can't remember the name atm). When I recovered it, I got a notification that keeping the ship in my fleet will give me blueprints over time. Now this was a run where Legio was sieging everyone. Sometimes multiple bases for one system. I didn't like that, so I turned off the siege event and started a new run.

In this second run, I found the Traumtanzer derelict and recovered it. But I didn't get the same intel event that I did for the carrier. And after exploring every system I never did find the carrier like I did in the first run. Its been a few whole cycles and Traumtanzer hasn't done anything blueprint-related. So do I need to find that exact Rosensitter carrier again?
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ROFLtheWAFL

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Re: [0.9.1a] Tahlan Shipworks 0.3.14d
« Reply #438 on: March 18, 2020, 12:47:27 PM »

Is there a way to end Legio sieges? I defeated a siege station all siege fleets camping a system. Three fleets I destroyed outright, the last managed to get away because I retreated too many low CR ships on my side. But there was no notification that the siege was lifted, and the siege station was still there, just disabled and I assume undergoing repairs. I thought it'd blow up like pirate and Luddic path random bases do.
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TimeDiver

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Re: [0.9.1a] Tahlan Shipworks 0.3.14d
« Reply #439 on: March 18, 2020, 05:35:36 PM »

Is there a way to end Legio sieges? I defeated a siege station all siege fleets camping a system. Three fleets I destroyed outright, the last managed to get away because I retreated too many low CR ships on my side. But there was no notification that the siege was lifted, and the siege station was still there, just disabled and I assume undergoing repairs. I thought it'd blow up like pirate and Luddic path random bases do.
If you're not on 0.3.14d already, upgrade; then wait awhile (up to several months) for the scripts to kick in and erase the event.
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ROFLtheWAFL

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Re: [0.9.1a] Tahlan Shipworks 0.3.14d
« Reply #440 on: March 19, 2020, 08:41:48 AM »

If you're not on 0.3.14d already, upgrade; then wait awhile (up to several months) for the scripts to kick in and erase the event.

The bases and sieges do time out eventually, but I feel like I should be able to end the siege before that by destroying their fleets and the siege station. How do they maintain a siege with no fleets and no working station?
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Chryvrius

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Re: [0.9.1a] Tahlan Shipworks 0.3.14d
« Reply #441 on: March 19, 2020, 12:17:22 PM »

After playing with them for quite a while, Regalias feel really overtuned. There aren't any matchups where I do not absolutely dominate with no losses, including [REDACTED] and other modded endgame threats such as Dassault-Miyokan's Blade Breakers. I end up spending less resources than capital-class spam, whilst outputting far superior results.

Am I missing some sort of underlying weakness that they are supposed to have aside from requiring an officer/gantry?
« Last Edit: March 20, 2020, 12:44:42 AM by Chryvrius »
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Cyber Von Cyberus

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Re: [0.9.1a] Tahlan Shipworks 0.3.14d
« Reply #442 on: March 22, 2020, 10:12:49 PM »

Well to be honest Regalias are very expensive to run and against true capital spam (for example the final IBB bounty with the Zeus, Ares, Nike and multiple high tier modded capitals) they can't really give you the DP advantage since they're considered destroyers. Also while they're very survivable the Type A's plasma cannons really struggle against good armour.
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Sterdude

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Re: [0.9.1a] Tahlan Shipworks 0.3.14d
« Reply #443 on: March 22, 2020, 11:58:55 PM »

You guys do know you can just go into the ship_data and edit stats yourself right? Same with weapons in the other notepad.
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Nia Tahl

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Re: [0.9.1a] Tahlan Shipworks 0.3.15
« Reply #444 on: March 24, 2020, 09:31:52 AM »

Update time. Decided to switch to a slower update cycle again so I should hopefully catch more bugs ahead of time instead of having to do a bunch of hotfixes.

This update further expands the Rosenritter content, adds a few other new things and generally adjusts a lot of things, mostly Rosenritter-related.

>>> Save-compatible <<<


Full changelog:
Spoiler
0.3.15
Additions:
- Added hint for Traumtänzer location to the end of Halbmond blueprint extraction quest
- Added Strahlblick medium burst beam
- Added Strahlhammer large burst beam
- Added Hagelsturm large ballistic weapon
- Added Mondlicht cruiser
- Added Crusher Drive ship system
   - Replaces Assault burn on Flagellator variants and Castella (LP)
- Added the Peppa (Parallel Energized Particle Pulse Array), a large energy weapon

Changes:
- Legio Siege feature now defaults to disabled as there seem to be some bugs still with stations not despawning when defeated
- Lifeless ship spawns can now be enabled and disabled mid-campaign
- Castella and Castella (LI) ship system changed to heavy damper field
- Buffed Legio Smartguns: Better tracking, dps and projectile velocity
- Legio Siege Bases no longer have the Legio Tyranny condition
   - Should fix absurd siege fleet sizes
- Legio Tyranny renamed to Legio Entrenchment
- Weapon Stabilization
   - Removed top speed reduction
   - Increased projectile speed bonus from 25% to 50%
   - Added 50% recoil reduction
- Glanzwurf Regalia
   - Removed High Maintenance
   - Kfg.A: Weapon range reduced from 800 to 700
   - Kfg.B: newly added support/escort variant
- Silberblut Regalia
   - Removed High Maintenance
   - Kfg.A: Ship system changed to R-type Phase Skimmer (shorter range, faster cycle rate, more charges)
   - Kfg.C: Missile arm replaced with beam arm
   - Kfg.D: new variant with missile and pulse blaster arm
- Halbmond
   - Added High Maintenance
- Nachtgesang
   - Top speed increased to 60
- Traumtänzer
   - Added High Maintenance
   - Top speed increased to 60
   - Large mounts changed to universal
   - Added Artillery Interface hullmod
   - Increased dissipation to 1100
   - Reduced OP by 20
   - DP increased from 50 to 60
   - System changed to R-type Phase Skimmer
- Castigator Variants (Standard, GH, Legio)
   - Armor increased from 1200 to 1300
   - Shield efficiency reduced from 1.0 to 1.1
   - Shield upkeep reduced from 0.4 to 0.3
   - DP increased from 26 to 28
   - Castigator LI large mount reverted to hybrid
- Hresvelgr (RG)
   - Reworked into a battlecarrier conversion with two additional large mounts and 2 less bays
- Added Kassadari Claim condition to Atanor and Heridal in the Lethia system
   - Reduces Accessibility by 50%
   - Lowers growth rate based on market size
- Conand efficiency reduced from 0.8 to 0.9
- Timeless
   - Removed damage boost from ship system
   - Shield efficiency reduced to 0.8
   - Reduced dissipation from 1400 to 1200
- Timeless Prototype
   - Shielf efficiency reduced to 0.9
   - PPT reduced to 600s
   - Reduced dissipation from 1200 to 1000
   - Reduced overall moblity
- Nameless
   - Shield efficiency reduced to 0.8
- Songbird
   - Increased health and armour of built-in drones
   - Increased shield efficiency from 1.0 to 0.9
- Nibelung
   - Medium turret arcs adjusted to no longer have frontal convergence
   - You can thank the people making silly frontal builds for that
- Seeded Derelicts are no longer guaranteed recoveries
- Armiger
   - Damage per shot reduced from 400 to 300
   - Fire rate boosted to compensate
- Anumis
   - Damage per shot increased from 400 to 500
   - Fire rate adjusted to compensate
[close]
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My mods: Tahlan Shipworks - ScalarTech Solutions - Trailer Moments
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Nia Tahl

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Re: [0.9.1a] Tahlan Shipworks 0.3.15a
« Reply #445 on: March 24, 2020, 11:35:29 AM »

Seems there was a bad line of code in there. Uploaded a hotfix
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mora

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Re: [0.9.1a] Tahlan Shipworks 0.3.15a
« Reply #446 on: March 26, 2020, 01:50:53 PM »

The Castigator (XIV) lacks the XIV_bp tag, making it unknown to the Hegemony. However, it has the rare_bp tag. Judging by its description, is this ship supposed to be the same as the Legion (XIV) except you can get the blueprints if you're lucky enough? Just asking because I've yet to see one or recover one...
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Nia Tahl

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Re: [0.9.1a] Tahlan Shipworks 0.3.15a
« Reply #447 on: March 26, 2020, 01:52:06 PM »

The Castigator (XIV) lacks the XIV_bp tag, making it unknown to the Hegemony. However, it has the rare_bp tag. Judging by its description, is this ship supposed to be the same as the Legion (XIV) except you can get the blueprints if you're lucky enough? Just asking because I've yet to see one or recover one...

exactly that

It also spawns as a seeded derelict
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Yubbin

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Re: [0.9.1a] Tahlan Shipworks 0.3.15a
« Reply #448 on: March 27, 2020, 01:09:36 PM »

I got the newest update after completing the Rosenritter carrier quest, and the quest box now says the Traumtänzer is in the "null" constellation, and the marker for the quest is on my fleet. Is there any way to fix this, or do I just have to manually find the ship?
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Nia Tahl

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Re: [0.9.1a] Tahlan Shipworks 0.3.15a
« Reply #449 on: March 27, 2020, 02:02:01 PM »

That's odd.

If you have console commands you can use:
Code
runcode data.scripts.campaign.tahlan_DerelictsSpawnScript.spawnDerelicts(Global.getSector());

Thus will spawn all the derelicts again including the Traumtänzer and should properly register it in the quest.
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My mods: Tahlan Shipworks - ScalarTech Solutions - Trailer Moments
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