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Author Topic: [0.95.1a] Torchships And Deadly Armaments V0.17rc1 (2023/01/08)  (Read 285724 times)

Kadatherion

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Re: [0.95a] Torchships And Deadly Armaments V0.16rc2 (2021/04/11)
« Reply #75 on: October 26, 2021, 06:56:08 AM »

I was wondering if this mod and your other mod "Seeker" were compatible?

I was curious if mods like "Seeker" would be compatible with other mods that add ships such as "Tahlan Shipworks"?

Yes and yes. I use all of these - and many more - together with no issues.

The only "problem" can be redundancy, really: when you add mods like this one, Seeker, Tahlan's, HTE, Vayra's etc together, you begin to have A LOT of ships around in the sector or anyway available. Many of which might be filling the same niche or role, as these are all mods meant to either fill some holes in the vanilla lineup or offer some "white whales", rare ships for your own personal fleet. I'm a sucker for the latter, thus I'm happy to have a plethora of uniques to choose from, but it can get objectively unwieldly. Add on top a few faction mods that might also have some HVBs or other non faction exclusive exploration content, and you might feel a bit overwhelmed.

Depend on your tastes and where you want it to stop, really.
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Nukacolared

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Re: [0.95a] Torchships And Deadly Armaments V0.16rc2 (2021/04/11)
« Reply #76 on: October 26, 2021, 08:20:09 AM »

Okay, cool. Thank you so much for the answers. Looking forward to playing.
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Nuka

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Re: [0.95a] Torchships And Deadly Armaments V0.16rc2 (2021/04/11)
« Reply #77 on: December 24, 2021, 10:58:27 AM »

I hope Hightide will use Pilums (D), with the description saying how Hightide's autofactory is damaged and makes missiles without a warhead, so people just shove random explosives there and call it a day.

Tartiflette

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Re: [0.95a] Torchships And Deadly Armaments V0.16rc2 (2021/04/11)
« Reply #78 on: December 26, 2021, 12:16:18 AM »

I intend to do something slightly different and just call those missiles a different name altogether. Maybe also tweak them a bit now that I'm no longer constrained by the original one.
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NGTM-1R

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Re: [0.95a] Torchships And Deadly Armaments V0.16rc2 (2021/04/11)
« Reply #79 on: January 17, 2022, 11:41:13 PM »

A weirdness. I'm not sure if it was a bug, because it sounds just plausible, and if it was a bug, I'm not sure I want it fixed.

I picked up a Pest (P) as combat salvage, intending to drag it home to the emergency ship stash/museum of stuff I've killed. Don't worry, those d-mods give it character!  It sat at the back of the fleet awhile. Occasionally, Hull Restoration would fix a d-mod; I was on a marathon exploration/salvaging run through the north of the sector and stayed out for months at a time. The last one was Unreliable Subsystems. When it got fixed...my Pest (P) turned into a regular midline Pest.
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Tartiflette

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Re: [0.95a] Torchships And Deadly Armaments V0.16rc2 (2021/04/11)
« Reply #80 on: January 17, 2022, 11:51:57 PM »

Yes, you can restore Pests to their pristine condition, that's intended.
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NGTM-1R

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Re: [0.95a] Torchships And Deadly Armaments V0.16rc2 (2021/04/11)
« Reply #81 on: January 17, 2022, 11:54:10 PM »

That's actually a really neat feature, and thank you for adding it.
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PeopleThief

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Re: [0.95.1a] Torchships And Deadly Armaments V0.16rc2 (2021/04/11)
« Reply #82 on: May 05, 2022, 06:58:41 PM »

LP Bonnetheads really should be better than they are, and it doesn't match up with vanilla. Both the LP Brawler and Lasher are literally just their respective hulls with Ill-advised modifications and safety overrides built in, so the LP Bonnethead should at least be that.
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PeopleThief

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Re: [0.95.1a] Torchships And Deadly Armaments V0.16rc2 (2021/04/11)
« Reply #83 on: May 30, 2022, 08:26:43 PM »

I think triple mortar needs a buff. Compared to the light assault gun, it has slightly better flux efficiency, but lower dps and very low projectile speed that makes it fairly unreliable, especially against fast targets. While it might have a place as a niche 5-op sidegrade to the light assault gun (also 5 op), but right now it costs 7 op, 2 more than the generally superior LAG. While it doesn't need to be buffed to be a top-tier weapon, I think a drop to 5 op is probably justified
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MarsInvicta

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Re: [0.95.1a] Torchships And Deadly Armaments V0.16rc2 (2021/04/11)
« Reply #84 on: August 31, 2022, 11:00:58 AM »

Would this work if added mid-save?
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Hrothgar

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Re: [0.95.1a] Torchships And Deadly Armaments V0.16rc2 (2021/04/11)
« Reply #85 on: August 31, 2022, 11:13:31 AM »

I think triple mortar needs a buff. Compared to the light assault gun, it has slightly better flux efficiency, but lower dps and very low projectile speed that makes it fairly unreliable, especially against fast targets. While it might have a place as a niche 5-op sidegrade to the light assault gun (also 5 op), but right now it costs 7 op, 2 more than the generally superior LAG. While it doesn't need to be buffed to be a top-tier weapon, I think a drop to 5 op is probably justified

Well light assault gun was buffed to 700 range lately so it before had 100+ range compared to lag.
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robepriority

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Re: [0.95.1a] Torchships And Deadly Armaments V0.16rc2 (2021/04/11)
« Reply #86 on: August 31, 2022, 11:14:21 AM »

Would this work if added mid-save?

Yes, it doesn't need to spawn in new markets, wait for ~a month for the new ships and weapons to appear in refreshed markets.

antimatter

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Re: [0.95.1a] Torchships And Deadly Armaments V0.16rc2 (2021/04/11)
« Reply #87 on: September 24, 2022, 09:00:46 PM »

This mod has amazing vanilla-adjacent ship designs. Have you ever thought about redistributing the weapons on the Whirlwind? 3 heavy armaments is fun but in practice not so effective. If I had it my way I would love to maybe an energy and energy/missile hybrid set of large slots complimented with 6-8 small energy and energy/missile slots. And like the paragon, it has a circular weapon profile where a side will have half the weapons active.
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Emodan

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Re: [0.95.1a] Torchships And Deadly Armaments V0.16rc2 (2021/04/11)
« Reply #88 on: December 10, 2022, 09:08:39 PM »

hello Tartiflette
i have recently been working on a pet project and maybe sometime in the distant future I would like to use some of your ships in a XIV reskin mod...
is it alright with you if i do post them or would you rather I not share them?
i will give all due credit

please let me know about your decision: [email protected]
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Tartiflette

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Re: [0.95.1a] Torchships And Deadly Armaments V0.17rc1 (2023/01/08)
« Reply #89 on: January 08, 2023, 08:30:11 AM »


Minor update with some long needed polish.

Changelog
0.17

NEW CONTENT

 - Migrated the Lightweight Plating, Reactive Armor and Minimal Preparation hullmods from Scy.

BALANCING:

 - Lightweight Plating:
   . No longer affects the deployment cost.
   . Lowered the armor rating cost to -30% from -50.
   . OP cost lowered to 3/6/10/15 from 5/10/15/20
 - Triple Mortar:
   . OP cost reduced to 6 from 7,
   . DPS increased to 150 from 125.
 - Pilum Wave (High-tide built-in):
   . Renamed Hasta Wave since the behavior is different from the vanilla Pilum,
   . Increased base ammo count to 15 from 10,
   . Projectile hitpoints increased to 75 from 50.
 - Bully-class:
   . Increased OP amount to 100 from 80,
   . Missile Ready Racks system has a much shorter cooldown and regen delay.

BUGFIXES/IMPROVEMENTS:
 - The Lightweight Plating, Reactive Armor and Minimal Preparation hullmods now use merged modSettings.json entries to define incompatibilities. Their tooltips display that list.
 - Whirlwind-class's Gravitic Hook system:
   . Now pushes ships, missiles and shots *away* in a narrow cone. Can reflect ordinance back to the shooter.
   . Improved distortion FX.

[close]


This update should be save compatible

Requires LazyLib and MagicLib


To whomever it may interest:
As it has become pretty obvious, this past year I for the most part moved on from modding this game. While it may be disappointing to hear I cannot promise to ever returning to the debit of frequent updates I once held. I however do not want to let this mod die. Thus in the case I have yet to show up 3 months after the next major game release, anyone is free to update TaDA and/or change it however they want.

In the meantime, TaDA's code can freely be re-used by anyone and the sprites can freely be kitbashed from without asking with 3 conditions: It must be for a Starsector mod, that mod must have a similarly permissive license, and I am credited.
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