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Author Topic: [0.96a-RC10] The Star Federation v0.99-RC5 - Inspired by FTL (5/23/23)  (Read 330960 times)

123nick

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Re: [0.95a] The Star Federation v0.8.1a (Inspired by FTL)
« Reply #105 on: April 29, 2021, 02:29:35 PM »

Sorry if htis bug is already reported, but,

The weapon arcs on the NEssasio are slightly off, for the small universals. One can aim slightly wider than the other
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CrixM

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Re: [0.95a] The Star Federation v0.8.1a (Inspired by FTL)
« Reply #106 on: June 12, 2021, 09:14:45 AM »

I don't think several of the Federation's weapons ever appear in their military market. The light overcharger and heavy overcharger, for example.
« Last Edit: June 14, 2021, 11:01:35 AM by CrixM »
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Oni

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Re: [0.95a] The Star Federation v0.8.1a (Inspired by FTL)
« Reply #107 on: July 11, 2021, 06:27:29 PM »

Hmm... there doesn't seem to be a 'Supership' start option for The Federation in the newest version of Nexerelin.

I decided to make one, by copy/pasting from another mod and changing the ships, but... the ship's official names don't seem to all match their file names.  :-\
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GorillaxJax

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Re: [0.95a] The Star Federation v0.8.1a (Inspired by FTL)
« Reply #108 on: October 09, 2021, 04:39:19 AM »

I've found a fix for the bug when you CTD when you click on the domain/blueprints tab. Apparently, it's related to prioritizing and Federation ship that has secondary shields or modules.

Unfortunately, the only way I've found so far is to edit your save (so make a backup before editing).

Find the line that reads:
Code
<priorityShips z="[number here]"
<st>fed_flagship</st>
<st>fed_superkestrel</st>
<st>fed_flagship_assault</st>
or any other fed_xxx ship. All you need to do is remove the fed_xxx ships, save the file, and place it back into your save folder. No more CTDs!

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FasterThanSleepyfish

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Re: [0.95a] The Star Federation v0.8.1a (Inspired by FTL)
« Reply #109 on: October 09, 2021, 11:24:40 AM »

I've found a fix for the bug when you CTD when you click on the domain/blueprints tab. Apparently, it's related to prioritizing and Federation ship that has secondary shields or modules.

Unfortunately, the only way I've found so far is to edit your save (so make a backup before editing).

Find the line that reads:
Code
<priorityShips z="[number here]"
<st>fed_flagship</st>
<st>fed_superkestrel</st>
<st>fed_flagship_assault</st>
or any other fed_xxx ship. All you need to do is remove the fed_xxx ships, save the file, and place it back into your save folder. No more CTDs!

I think adding the "no_autofit" tag to each
capital Shield Module's "hints" column in ship_data.csv is the true fix. Thank you for your efforts though!
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Unknown-J

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Re: [0.95a] The Star Federation v0.8.1a (Inspired by FTL)
« Reply #110 on: November 19, 2021, 04:41:30 PM »

I think adding the "no_autofit" tag to each
capital Shield Module's "hints" column in ship_data.csv is the true fix. Thank you for your efforts though!
Has this been fixed yet? If not, to fix the issue do I just add no_autofit in the hints column for each ship?
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FasterThanSleepyfish

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Re: [0.95a] The Star Federation v0.8.1a (Inspired by FTL)
« Reply #111 on: November 19, 2021, 05:24:35 PM »

I think adding the "no_autofit" tag to each
capital Shield Module's "hints" column in ship_data.csv is the true fix. Thank you for your efforts though!
Has this been fixed yet? If not, to fix the issue do I just add no_autofit in the hints column for each ship?

I've had people help out tangentially with several different steps, and in my dev update I added some OP to the shield modules just to be sure. Though despite all of this, it seems to be out of my hands. There is a beta out of the unofficial Starsector Discord with all of the attempted fixes.
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FasterThanSleepyfish

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Re: [0.95.1a] The Star Federation v0.95.4 (Inspired by FTL)
« Reply #112 on: December 05, 2021, 11:51:25 AM »



Heeeeey boys and girls, much love from your semi-absent modder! It's time for your 4:00 AM Starfed Update. And this one kills the capital-ship module crash for good! :)

There's a lot this time, I'd say it's basically a whole new mod... but it isn't! It's like someone went into your house to move things around, and now it's unsettling to rediscover where it all is.

Changelog and downloads below!

Changelog:
Spoiler

THE STAR FEDERATION 0.95
0.95.4
        -Simple already-compatible version number change.
        -Woulda Coulda Shoulda fit in some balance changes.
0.95.3   
   -Nerfed capacity of frigates in general, especially the Byte
   -Updated Kestrel's sprite a little
   -Slight nerf to Kestrel's shield efficiency
   -Fixed an issue with Star Federation not using the Super Buffalo

0.95.2
   -Updated several weapon sprites: some pulsers, scrapshots, PD weapons

   -Fixed typos and added a few second paragraphs to descriptions

   -Kestral speed increased to 65

   -Elephant is no longer Pelican in its description

   -Colubris also increased to 130 speed
   -Reduced Power Surge's active time a lot, but increased charge regen.

   -Bell increased to 130 speed, hull reduced to 2000ish from 3000.

   -Increased DP of Resolute to 55 (was 50)

   -Increased DP of Rebellion to 55 (was 50)
   
   -Adjusted some deployment/supply-mo values that had become different

   -Maybe a few more small changes I forgot.

   
0.95.1 - fixed a nex config issue

=====================================SHIPS=====================================

Accordant
   -Total rework: Fast, energy-focused missile boat. Oddy Sidegrade.
Resolute
   -Ship system changed to drone swarm.
Union
   -Sprite change and rebalance
Rebellion
   -Total rework: Has an engine boost system and energy weapons only.
Perserverance
   -New ship, capital logistics class. Cobmat support ship like Altas MK2

Proteus (New name: Pikeman)
   -Total rework: Gunship cruiser.
Kestrel/Kestral (damn brits)
   -Ship system changed to Damper Field, rebalance.
Osprey
   -Rebalances, added Siege Engine hullmod for better projectile range.
Pelican
   -New ship, heavy cruiser carrier with reserve deployment and guns.
Nesasio
   -Fixed hardpoint arcs, nerfed across the board.
Nisos
   -New secret cruiser hull, with Flak Artillery and ballistics.

Daptrius
   -Rebalance, tanky energy brawler.
Cormorant
   -Rebalance, no more AAF and more built-in missile boosting hullmods.
Brava
   -Rebalance, should be tougher and faster.
Invader
   -Rebalance, now an energy rusher like the Shrike. No medium missile.
Egret
   -Rebalance, should have weaker flux stats.
Super Buffalo
   -New ship, premium Buffalo freighter with mobility and better guns.

Colubris
   -New ship, elite frigate with small guns but big boost system.
Bell
   -Rebalance, ship system changed to active flares, faster.
Brane
   -Rebalance, minor adjustments.
Byte
   -Rebalance, cheaper to deploy but also less durable I hope.

====================================WEAPONS=====================================

Lots of possible changes, I am bad at keeping track.

Flak Artillery
   -New built-in weapon, found on the Nisos. Energy flak,
Ion Flooder
   -New
Glaive, Halberd
   -Custom EMP scripts. More damage at close range, but good range overall.
Pulsers
   -Tweaked ammo and increased regen.
Scrapshots
   -Nerfed damage a lot. Updated visuals and scripts.
Pegasus Missile
   -New medium frag missile. Fires four leto-like missiles.
Pitch/Chisel/Carver PD
   -No more sustain firing, except for the Pitch. Higher burst DPS.


====================================FIGHTERS====================================

Firestream Gunbomber
   -New limited ammo HE-minigun fighter. Slow but tough and very powerful.
Tsunami Multirole
   -New general combat fighter. Fast and adaptable, but limited numbers.
Omnidrone
   -Probably small nerfs overall.


======================================MISC======================================
Descriptions update
Octavia star system update
Fixed module crash bug (FINALLY, thanks Alex)

And probably so many other changes I cannot think of. Thanks for playin'.

Credits to FlyingFlip for the Perserverance, Basalisk, and Resolute!


todo: [[SUPER REDACTED]] appearance in campaign
[close]

   Not save compatible with Star Federation v0.8!

           Click the image to download! 0.95.4 as of 12/11/2021.
« Last Edit: December 11, 2021, 06:05:47 PM by Sleepyfish »
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FasterThanSleepyfish

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Re: [0.95.1a] The Star Federation v0.95.4 - Inspired by FTL (12/7/2021)
« Reply #113 on: December 11, 2021, 06:06:18 PM »

Updated for the new version, though nothing has really changed! Check out above post, or main post for downloads.
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tact

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Re: [0.95.1a] The Star Federation v0.95.4 (Inspired by FTL)
« Reply #114 on: December 13, 2021, 05:42:17 PM »

come on u got to use drone lib
https://fractalsoftworks.com/forum/index.php?topic=22274.0

i mean drone are other half of weapons of game play


shame we cant teleport and steal ship

that been said i wish for a flamethrower weapon now to burn enemys
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SethMK

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Re: [0.95.1a] The Star Federation v0.95.4 - Inspired by FTL (12/11/2021)
« Reply #115 on: December 13, 2021, 11:57:08 PM »

Closest I know of that you can get to a flamethrower is the cryoflamer off redacted in vanilla.
I just wish we could toss an AI core onto the ships that in FTL were automated. Even if it took a hullmod so they were controlled by another crewed ship in some way or something.
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Oni

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Re: [0.95.1a] The Star Federation v0.95.4 - Inspired by FTL (12/11/2021)
« Reply #116 on: December 14, 2021, 03:57:56 PM »

Could someone point me to where the starting attitude towards other groups is? I'm trying to adjust the starting rep with the Hegemony and Diable, but what I'm changing doesn't seem to affect anything.

I thought it was here: Starsector\mods\FED\data\config\exerelinFactionConfig\star_federation

Is there somewhere else I'm missing?  ???
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Szasz

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Re: [0.95.1a] The Star Federation v0.95.4 - Inspired by FTL (12/11/2021)
« Reply #117 on: December 17, 2021, 09:17:16 PM »

A very good representation of not only the players' arsenal but the whole FTL universe, small rebel ships are so cute. "Hull Smasher Laser" hits like a truck - as expected. Artillery beam definitely made me giggle. And holy *** the Nesasio is strong! I miss boarding drones though. Finally, shielding is a bit disappointing to be honest, interesting mechanic, but all FTL ships had full-bubble shields originally.
Incredible job overall.
edit: wheee the rebel flagship and its built-in overshield is so fun - no way to beat this with a cruiser so forget roleplaying  :P
« Last Edit: December 17, 2021, 09:29:25 PM by Szasz »
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Oni

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Re: [0.95.1a] The Star Federation v0.95.4 - Inspired by FTL (12/11/2021)
« Reply #118 on: December 18, 2021, 02:59:07 PM »

I notice there's a distinct lack of kinetic based faction weapons with only the Scrap Shot really there, everything else is energy and missiles.

Leaving out Flak Guns since those exist already in the common category and making a SF version would be redundant (or did FTL rename scrapshots to flak guns?), have you considered Crystal weaponry?

They sound like a good explosive kinetic weapon to me.  8)
... perhaps make them good against shields (they pierce them a bit in FTL) and hull, but bad against armour? How common is a weapon like that? Then again, Scrapshots are already good against shields.
« Last Edit: December 19, 2021, 01:13:45 AM by Oni »
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SethMK

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Re: [0.95.1a] The Star Federation v0.95.4 - Inspired by FTL (12/11/2021)
« Reply #119 on: December 22, 2021, 11:36:27 PM »

That would be pretty original... Shouldn't be to hard to code since there are already weapons that give a burst of HE damage upon impact... Would be pretty nice if an update with the crystal weapons also includes a crystal ship... Given how they fair in boarding combat a ground support feature might be appropriate for special equipment as that is the closest equivalent on starsector.
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