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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: [0.9.1a] 'Junk Pirates' 3.5.3 (including ASP & P.A.C.K.)  (Read 596963 times)

mendonca

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Ha, oh yeah. I like to make things difficult for people ...

(Thanks for the weapons, Vayra  :) )
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stormbringer951

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Bug report: the Mandarine currently has zero cooldown on the ship system.
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Weapons Group Controls mod - deselect all weapon groups, hold-down hold-fire mode, toggle alternating/linked fire
Captain's Log - throw away your notepad: custom notes, ruins and salvageable reminders
Old Hyperion - for your dose of nostalgia
Adjustable Skill Thresholds - set fleet DP and fighter bay thresholds

mendonca

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Bug report: the Mandarine currently has zero cooldown on the ship system.

Thank you. Brought to light a strange and unexpected re-arrangement of my ship_systems.csv ... really no clue when that went a bit wild ...

Will drop out a quick fix tonight very soon (small jar / not quite a can of worms opened); also with the Nexerelin Colony Expeditions enabled for the 3 main factions (something that never quite made it on my to-do list, despite trying really hard to remember to write it down!)
« Last Edit: June 24, 2019, 02:11:09 PM by mendonca »
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mendonca

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CHANGELOG:
Spoiler
Nex colonization added to 3 main factions
Zero Cooldown Electrostatic Chaff fixed up
Keflusker fixed up
Trilateral Augmentation fixed up
[close]
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taerkar

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I just found the Asp Familia Blueprint Package... and it had nothing in it.

Modlist:
Arsenal Expansion
BRDY
Combat Chatter
Combat Analytics
Common Radar
Console Commands
DME
Diable
Disassemble/Reassemble
GraphicsLib
Interstellar Imperium
Junk Pirates
LazyLib
Legacy of Arkgneisis
MagicLib
Mayasuran
Nexerelin
ORA
SCY
Shadowyards
Ship and Weapon Pack
Skilled Up
Starship Legends
Sylphon
TSC
Upgraded Rotary Weapons
Vayra's Sector
Version Checker
Vesperon

Everything is current as of this post.
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Sinigr

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Kraken is cool, i like it, thanks!
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"officerMaxLevel":29,
"officerAIMax":36,
"maxOfficersInAIFleet":36
"tier1StationOfficerLevel":29,
"tier2StationOfficerLevel":29,
"tier3StationOfficerLevel":29,
Try to hunt it! ;)
https://i.imgur.com/gXIAgGy.png

mendonca

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I just found the Asp Familia Blueprint Package... and it had nothing in it.

Hey thanks for letting me know, I appreciate it. And thanks for letting me know what mods you have active - but in this case it is entirely an issue at my end :)

Kraken is cool, i like it, thanks!

 ;D

(Have a picture of a Kraken ...)

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Sinigr

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Empty ASP blueprint.
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"officerMaxLevel":29,
"officerAIMax":36,
"maxOfficersInAIFleet":36
"tier1StationOfficerLevel":29,
"tier2StationOfficerLevel":29,
"tier3StationOfficerLevel":29,
Try to hunt it! ;)
https://i.imgur.com/gXIAgGy.png

dis astranagant

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Re: [0.9.1a] 'Junk Pirates' 3.11 (including ASP & P.A.C.K.) - Graphicslib Req.
« Reply #638 on: September 02, 2019, 09:34:34 PM »

Scrap missiles could use a bit better turning.  They like to curve out a bit and then be unable to curve back in far enough to actually hit anything. 
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mendonca

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Re: [0.9.1a] 'Junk Pirates' 3.11 (including ASP & P.A.C.K.) - Graphicslib Req.
« Reply #639 on: September 04, 2019, 01:12:43 PM »

Scrap missiles could use a bit better turning.  They like to curve out a bit and then be unable to curve back in far enough to actually hit anything.

Hey thanks for the feedback - I'll have a look at this, I know exactly where you are coming from - I had very similar thoughts on first testing.

I might not change it though; as I did tend to think that they are sat 'just' before that fine line where they could go from being maybe-okay and tip over into being (RNG-dependent) exceptionally good in salvo situations - especially against the smaller stuff that this would then make them significantly more relevant for use against.

The chaos of the missiles not hitting anything smaller than a barn door is also kind of fun, I think. And the theme of the missile, to me, is all about chaos.

(FYI they are sat at exactly the same figures they were at when Vayra handed them over to me - which feels symbolically important in some way that makes me not want to needlessly tweak, but I will definitely think about and experiment with this particular thing)
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Vayra

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Re: [0.9.1a] 'Junk Pirates' 3.11 (including ASP & P.A.C.K.) - Graphicslib Req.
« Reply #640 on: September 12, 2019, 12:06:52 AM »

Scrap missiles could use a bit better turning.  They like to curve out a bit and then be unable to curve back in far enough to actually hit anything.

Hey thanks for the feedback - I'll have a look at this, I know exactly where you are coming from - I had very similar thoughts on first testing.

I might not change it though; as I did tend to think that they are sat 'just' before that fine line where they could go from being maybe-okay and tip over into being (RNG-dependent) exceptionally good in salvo situations - especially against the smaller stuff that this would then make them significantly more relevant for use against.

The chaos of the missiles not hitting anything smaller than a barn door is also kind of fun, I think. And the theme of the missile, to me, is all about chaos.

(FYI they are sat at exactly the same figures they were at when Vayra handed them over to me - which feels symbolically important in some way that makes me not want to needlessly tweak, but I will definitely think about and experiment with this particular thing)

It was intentional! I swear! They're better when fired point-blank, or at larger targets near maximum range.  ;D

That said they could probably get bumped another 5 or 10 turnRate without it breaking anything, IMO.
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Kadur Remnant: http://fractalsoftworks.com/forum/index.php?topic=6649
Vayra's Sector: http://fractalsoftworks.com/forum/index.php?topic=16058
Vayra's Ship Pack: http://fractalsoftworks.com/forum/index.php?topic=16059

im gonna push jangala into the sun i swear to god im gonna do it

dis astranagant

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Re: [0.9.1a] 'Junk Pirates' 3.11 (including ASP & P.A.C.K.) - Graphicslib Req.
« Reply #641 on: September 14, 2019, 09:18:47 PM »

Are Junk Pirate nex starts supposed to come with ASP blueprints?  Feels like the should have a JP one.
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mendonca

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Re: [0.9.1a] 'Junk Pirates' 3.11 (including ASP & P.A.C.K.) - Graphicslib Req.
« Reply #642 on: September 15, 2019, 02:23:40 AM »

Are Junk Pirate nex starts supposed to come with ASP blueprints?  Feels like the should have a JP one.

Heh yeah I noticed this. I assumed this was me doing something accidentally?

Thanks again for mentioning it - I don’t know right now what it is but it’s going on my list for things to look at for the next update.
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Flix

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Re: [0.9.1a] 'Junk Pirates' 3.11 (including ASP & P.A.C.K.) - Graphicslib Req.
« Reply #643 on: October 01, 2019, 01:01:37 PM »

Hi. I have a question. I settled a colony in a fringe system with a nice terran planet and cleared out all the anarchist fleets. Or so I thought... One semi-large fleet keeps spawning every couple minutes and I cannot find the source in the system. Am I doomed to Anarchist attacks all the time or is there a way I can cleanse the system of these pests!

Edit: And I found the camp. I guess destroying that will do it.
« Last Edit: October 01, 2019, 01:03:37 PM by Flix »
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It is possible to commit no mistakes and still lose.

mendonca

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Re: [0.9.1a] 'Junk Pirates' 3.11 (including ASP & P.A.C.K.) - Graphicslib Req.
« Reply #644 on: October 02, 2019, 12:28:00 AM »

Hi. I have a question. I settled a colony in a fringe system with a nice terran planet and cleared out all the anarchist fleets. Or so I thought... One semi-large fleet keeps spawning every couple minutes and I cannot find the source in the system. Am I doomed to Anarchist attacks all the time or is there a way I can cleanse the system of these pests!

Edit: And I found the camp. I guess destroying that will do it.

Glad you found it! Otherwise I would have been confused!

(Notably the stations are a bit stronger than I intended right now; just be careful - especially if you have the nasty version - there's a level 20 officer sitting there and the mod doesn't do a great job of presenting the actual level of danger these things)
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