Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  


Starsector 0.95.1a is out! (12/10/21); Blog post: Hyperspace Topography (10/12/22)

Pages: 1 ... 14 15 [16]

Author Topic: [0.95a] Kingdom of Terra (v0.13.1) - Taverns in Caverns (+Hotfix)  (Read 211779 times)


  • Captain
  • ****
  • Posts: 251
    • View Profile
Re: [0.95a] Kingdom of Terra (v0.13.1) - Taverns in Caverns (+Hotfix)
« Reply #225 on: May 21, 2022, 10:34:46 PM »

I'm making this post in both Kingdom of Terra and Apex Design Collective, as I'm not sure which of the two mods are causing this issue, but figured you both might want to know.

So experimenting with Grappling beam weapon on a modified Paragon and I wanted to see how effective using 2 beams on smaller ships will be so since my main armaments are shorter range and being able to pull in quick small ships means I'll be able to prevent the eternal kite even if they have no ability to break my shields.

At the top of my list of hostile ships when running a simulation are the Apex Design Collective ships, some of which have Geodesic Shield Matrix, which changes how shields work. I've tested my ship against Apex ships with and without the Geodesic Shield Matrix and it's only getting the effect from ships with the Geodesic shield matrix.

Upon the Grappling Beam hitting the shield, the sprite for the shield itself goes away, it still blocks all my shots, and emits particles like it is being shot. As well, the ship gains infinite flux being able to fire all of its weapons forever without gaining any flux at all. this effectively rendered them invulnerable to me.

If I send another ship to get behind the arc of the shield it still takes damage to the armor and hull like normal. so unless ship has a 360 shield I can kill it if I have 2 ships attack it.

Have a good [time of day].

yeah looks like this one is my problem- Geodesic Shield Matrix was having some very unexpected behavior if it was hit by something that didn't deal any damage. Dunno what exactly was going on to make the shield invisible and invincible, but I've got it fixed in dev and will have a patch out momentarily.


  • Ensign
  • *
  • Posts: 1
    • View Profile
Re: [0.95a] Kingdom of Terra (v0.13.1) - Taverns in Caverns (+Hotfix)
« Reply #226 on: August 23, 2022, 07:12:22 PM »

Hi, i have problems facing high-tech orbital fortress equipped with CHAD-lance (Large energy beam weapon from this mod).
With it ability to instantly overload any ships when it hit hull or armor and pushed them away combine with fortress added range(3000+) it make the fortress invulnerable to any shieldless ships(phrase or shield shunted ship).
Any ways to help with this? I really love this mod ships and mechanic(collision based) and kinda don't want to remove it.
Pages: 1 ... 14 15 [16]