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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: [0.95.1a] Torchships And Deadly Armaments V0.17rc1 (2023/01/08)  (Read 285619 times)

Jonlissla

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Re: [0.95a] Torchships And Deadly Armaments V0.15 (2021/03/27)
« Reply #45 on: March 29, 2021, 07:10:39 AM »

Thanks for the quick update, always enjoyed this mod for its extra variety.
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Tartiflette

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Re: [0.95a] Torchships And Deadly Armaments V0.15 (2021/03/27)
« Reply #46 on: March 29, 2021, 07:13:03 AM »

Thanks!
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Dazs

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Re: [0.95a] Torchships And Deadly Armaments V0.15 (2021/03/27)
« Reply #47 on: March 29, 2021, 08:32:45 AM »

Hi Tartiflette,

I posted a crash report in Dark Revenant's post regarding a crash I am having between TADA and the new release of GraphicsLib. The report is in his post http://fractalsoftworks.com/forum/index.php?topic=10982.135 He said that he would reach out to you but I figured I would post it here as well for anyone else with the issue.

Tartiflette

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Re: [0.95a] Torchships And Deadly Armaments V0.15rc2 (2021/03/29)
« Reply #48 on: March 29, 2021, 10:31:57 AM »

Uploaded a fix!
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Dudley Dickerson

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Re: [0.95a] Torchships And Deadly Armaments V0.15rc2 (2021/03/29)
« Reply #49 on: March 31, 2021, 09:33:15 AM »

I'm more of a vanilla guy so I hugely appreciate this mod and how seamlessly it blends in. The ships and weapons all feel like meaningful additions too rather than adding bloat to the game, great work.
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Tartiflette

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Re: [0.95a] Torchships And Deadly Armaments V0.15rc2 (2021/03/29)
« Reply #50 on: March 31, 2021, 10:34:28 AM »

Thanks!
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Tartiflette

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Re: [0.95a] Torchships And Deadly Armaments V0.16rc2 (2021/04/11)
« Reply #51 on: April 11, 2021, 09:58:52 AM »



 Now that I had time to play a bit with the update, here is something a smidgen more polished to play with. It includes a few mild nerfs but also some mild to significant buffs. A few ships have seen their systems changed to better fit with the new Vanilla content, or to finally make them worth using, notably the Owl:

Changelog

0.16

BALANCING:
 - Pest-class frigate:
   . Regular Pest now has the Maneuvering Jet system instead of basic Flares.
   . Pest Pirate (new) is pretty much the old regular Pest with Flares, but can be restored into the new regular Pest.
   . Pest XIVth now has the Accelerated Ammo Feeder system instead of Flares.
   . Pest Cutter (formerly Pest Pirate) is now a rarer pirate variant, has High Energy Focus instead of Flares.
   . Catalyzed Chemical Torch damage increased to 800 HE dps from 600.

 - Tempest MK.II-class frigate: Now has Active Flares instead of basic Flares.


 - Scalper-class destroyer: Shield efficiency nerfed to 0.9 from 0.8.

 - Bonnethead-class cruiser:
   . System switched to Accelerated Ammo Feeder from Burst Jets.
   . Speed increased to 70 from 60.

 - Whirlwind-class cruiser:
   . Weapon arcs significantly widened, all three large weapons now converge.
   . Large hardpoint is now a Missile type, from Synergy.
   . Flux capacity reduced to 12000 from 16000.
   . Gravitic Pull system charges reduced to 2 from 3 (because the System Expertise skill is ludicrous)

 - High-tide-class cruiser: Increased the Pilum Wave launcher regen rate by 20% from 85s to 63.

 - Shine-class cruiser: OP available reduced to 150 from 170

 - Owl-class cruiser:
   . System switched to Burst Jets from Ammo Feeder.
   . Flight decks are now modular.
   . Stats adjusted to fit between the Eagle and the Heron.

 - Beak-wing: no longer built-in the Owl and now available as an escort fighter.

 - Pinnace-wing:
   . OP cost reduced to 9 from 11.
   . Graviton Blasters dps increased to 125 energy dps from 100.

 - Firespiter-wing:
   . Fixed ludicrous LPC price.
   . OP cost reduced to 3 from 6.
   . Hullpoints increased to 750 from 400


 - Mining Pike:
   . Stuck pikes waiting detonation can no longer be removed with flares.
   . Pikes now have a small extra frag damage AOE.

 - Dioscuri recoiless rifle:
   . Damage per shot reduced to 340 from 375.
   . Firerate raised to 53 rmp from 48.
   . DPS and flux efficiency unchanged.

BUGFIXES/IMPROVEMENTS:

 - Lasher(TT)-class frigate: removed the skirt and moved the hardpoints inward to streamline the silhouette.

 - Rarity/blueprint adjusted for most weapons.

 - Some ships frequencies have been lowered, notably the Foray-classes and the High-tide-classes.


[close]

Requires LazyLib and MagicLib

This update should be save compatible

« Last Edit: April 11, 2021, 12:16:58 PM by Tartiflette »
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Bastion.Systems

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Re: [0.95a] Torchships And Deadly Armaments V0.16rc2 (2021/04/11)
« Reply #52 on: April 11, 2021, 12:13:46 PM »

Your spritework just keeps getting better.
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Kaphraxus

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Re: [0.95a] Torchships And Deadly Armaments V0.16rc2 (2021/04/11)
« Reply #53 on: April 12, 2021, 09:00:17 AM »

Love the new sprite! Will the patch break existing saves?
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IonDragonX

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Re: [0.95a] Torchships And Deadly Armaments V0.16rc2 (2021/04/11)
« Reply #54 on: April 12, 2021, 09:09:09 AM »

That sprite is awesome!
Could you post these TADA hulls into your Kitbash thread without mounts? I’d love to use some of them!
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peppermeth

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Re: [0.95a] Torchships And Deadly Armaments V0.16rc2 (2021/04/11)
« Reply #55 on: April 13, 2021, 12:44:53 PM »

Is it possible for the V0.16rc2 and make it work on a 0.9.1a save?
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Tartiflette

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Re: [0.95a] Torchships And Deadly Armaments V0.16rc2 (2021/04/11)
« Reply #56 on: April 13, 2021, 01:38:42 PM »

Is it possible for the V0.16rc2 and make it work on a 0.9.1a save?
Not really no, there are a lot of new things that would need to be removed to make it compatible.
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Flacman3000

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Re: [0.95a] Torchships And Deadly Armaments V0.16rc2 (2021/04/11)
« Reply #57 on: April 21, 2021, 09:54:58 PM »

Is it possible for the V0.16rc2 and make it work on a 0.9.1a save?

I could send you the balancing changes he made that I adopted onto 0.91a but nothing else. Let me know by pming me!
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Ryzen 7 2700x, 1080ti, 16GB DDR4 RAM and playing SS on a SSD - Always stay ahead because when you're ahead you're rear anatomy is open to interpretation.

furl

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Re: [0.95a] Torchships And Deadly Armaments V0.16rc2 (2021/04/11)
« Reply #58 on: April 30, 2021, 12:26:35 PM »

Bonnethead (LP) needs a buff? Seriously, I can't find a reason to use LP version over a normal one with SO even when restored. (no assault chainguns, 25 vs 23 DP, 25 less OP with SO, very limited missile supply, same ship system... or maybe I'm just missing something very obvious hidden in plain sight)

Great mod btw, Bonnethead is super cool and fun to fly.
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BHunterSEAL

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Re: [0.95a] Torchships And Deadly Armaments V0.16rc2 (2021/04/11)
« Reply #59 on: May 11, 2021, 02:23:23 AM »

The balance seems a little off vs. vanilla... the mining pike in particular is just absolute murder against anything unlucky enough to have its shields down. The excellent range, ROF, damage, and projectile speed means anything Destroyer-sized or smaller (not to mention low-end Cruisers) dies within seconds, the damage output quickly overcoming the fragmentation penalty vs. armor. It's also available early and fairly common. Definitely something to either get a good nerf or could potentially get bumped to Large size and have an interesting niche as a capital-ship weapon designed to quickly dispatch enemy escorts.
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