Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.95.1a is out! (12/10/21); Blog post: Hostile Activity (09/01/22)

Pages: 1 ... 13 14 [15]

Author Topic: [0.95.1a] High Tech Expansion v1.4.9  (Read 228645 times)

LinWasTaken

  • Commander
  • ***
  • Posts: 179
    • View Profile
Re: [0.95.1a] High Tech Expansion v1.4.8
« Reply #210 on: February 24, 2022, 04:40:21 AM »

"Iris" is the only thing i can complain about in this mod. everything else is great and this mod is always a must have for me.
but MAN i cannot stand seeing that ship (let alone multiple) on the enemy side, all it does is slow down the combat.
oh whats this? you are about to destroy an enemy capital after a hard fight with it destorying some of your smaller ships? too bad 2 Iris ships start body blocking you and talking your anti-shield weapons like they don't exist as well as shooting down all you missiles and let the enemy capital vent most if not all of its flux.
this is a personal request, nerf that shield at least a bit.

theDragn

  • Commander
  • ***
  • Posts: 227
    • View Profile
Re: [0.95.1a] High Tech Expansion v1.4.8
« Reply #211 on: March 05, 2022, 04:30:27 PM »

Good day.

Have there been plans for high-tech logistics ships? Transportation of fuel / transportation of goods? Atlas and Prometheus certainly fulfill their roles admirably, but have not the engineers of the domain era worked out the next generation of such ships?

No. Other mods do those and I don't feel any need to replicate them.

How do I edit which ships and weapons I want to use? Some hulls and weapons I don't like because of balance or aesthetic reasons.

Learn how to mod, I guess. The easy way would be to reduce the variant weighting in default_ship_roles.json, but that would still have the blueprints show up in research stations, and preset fleets (like the HVBs) would be unchanged.

"Iris" is the only thing i can complain about in this mod. everything else is great and this mod is always a must have for me.
but MAN i cannot stand seeing that ship (let alone multiple) on the enemy side, all it does is slow down the combat.
oh whats this? you are about to destroy an enemy capital after a hard fight with it destorying some of your smaller ships? too bad 2 Iris ships start body blocking you and talking your anti-shield weapons like they don't exist as well as shooting down all you missiles and let the enemy capital vent most if not all of its flux.
this is a personal request, nerf that shield at least a bit.

I bet you don't like the Monitor either, heh. Anyway, the Iris is an expensive, slow, and undergunned destroyer whose only advantage is its extreme survivability. Like Monitors, they're quite easy to kill if you separate them from whatever they're escorting.

theDragn

  • Commander
  • ***
  • Posts: 227
    • View Profile
Re: [0.95.1a] High Tech Expansion v1.4.9
« Reply #212 on: April 25, 2022, 03:56:32 PM »

Updated to 1.4.9.

New:
- Shoebill Heavy Cruiser: Big, slow, expensive, and tanky, this is more of a lowtech ship than some lowtech ships. System is Microvent Actuators, which causes the ship to vent with a 50% dissipation bonus for a very brief period.

Changes:
- Bombardier: Sprite rework, courtesy of Demto. Everyone say "thanks, Demto".
- Blaze Phase Fighter: moved from rare blueprint pool to hightech package, actually added auto_fighter tag this time around.
- Equality: Minor sprite improvements (I forgot who did this but it wasn't me)
- Fissure LRM: Reduced kinetic spike damage to 500; with the 0.95.1 buff to breaches this should push it further into a long-range armor stripping role. Reduced ammo regen.

You can grab the new version from the first post.

stomir

  • Ensign
  • *
  • Posts: 2
    • View Profile
Re: [0.95a] High Tech Expansion v1.4.3
« Reply #213 on: June 01, 2022, 01:08:35 PM »

Yes, I had plans for a capital fleet tender/cargo/fuel ship. However, my life is quite hectic right now, and it will probably be a while before I have time to work on it.
Did you ever get to making this?
Logged

theDragn

  • Commander
  • ***
  • Posts: 227
    • View Profile
Re: [0.95a] High Tech Expansion v1.4.3
« Reply #214 on: June 04, 2022, 06:27:45 AM »

Did you ever get to making this?

Nope.

This mod is more or less in "maintenance mode", I'll keep it up to date and might add things that people throw at me (like the Shoebill), but I probably won't be spending much effort making entirely new stuff- most of my effort is on Apex Design Collective at the moment.

stomir

  • Ensign
  • *
  • Posts: 2
    • View Profile
Re: [0.95a] High Tech Expansion v1.4.3
« Reply #215 on: June 07, 2022, 07:49:20 AM »

Did you ever get to making this?

Nope.

This mod is more or less in "maintenance mode", I'll keep it up to date and might add things that people throw at me (like the Shoebill), but I probably won't be spending much effort making entirely new stuff- most of my effort is on Apex Design Collective at the moment.

I see. Thanks for the reply.
Logged

Bob69Joe

  • Lieutenant
  • **
  • Posts: 76
  • Steam: Herr Derrierr with the tiger picture
    • View Profile
    • Email
Re: [0.95a] High Tech Expansion v1.4.3
« Reply #216 on: June 26, 2022, 07:08:57 PM »

The omen now benefits from ship range 100% with the officer skill. Your arc weapons need more range to compensate for lack of skill.
A) No they don't. theDragn is still trying to calm them down without nerfing them too hard.
B) Don't quote an entire mod post like that, it contributes nothing.
Oh yeah, I hadn't taken a look until now. Bit late but it's gone.

I'm used to reply functions on boards, but I'll tidy up what I quote.
Logged
Search = 'site:cakravartin.com Hermetic Tradition'

Afrolicious

  • Ensign
  • *
  • Posts: 1
    • View Profile
Re: [0.95.1a] High Tech Expansion v1.4.9
« Reply #217 on: September 23, 2022, 01:12:46 PM »

Hello, I've encountered a problem with one of the special bounties. Specifically the "Epsilon AI" which is piloting a Titanium class ship which I've never seen before.

After accepting the bounty and attempting to save I receive the following error message:


message             : Failed calling method
cause-exception     : java.lang.NullPointerException
cause-message       : null
method              : com.fs.starfarer.campaign.fleet.FleetMember.readResolve()
class               : com.fs.starfarer.campaign.fleet.FleetMember


Since the game doesn't actually crash i don't have an actual log file to upload. But any ideas for a fix would be appreciated!
Logged

theDragn

  • Commander
  • ***
  • Posts: 227
    • View Profile
Re: [0.95.1a] High Tech Expansion v1.4.9
« Reply #218 on: September 27, 2022, 01:58:59 PM »

Hello, I've encountered a problem with one of the special bounties. Specifically the "Epsilon AI" which is piloting a Titanium class ship which I've never seen before.

After accepting the bounty and attempting to save I receive the following error message:


message             : Failed calling method
cause-exception     : java.lang.NullPointerException
cause-message       : null
method              : com.fs.starfarer.campaign.fleet.FleetMember.readResolve()
class               : com.fs.starfarer.campaign.fleet.FleetMember


Since the game doesn't actually crash i don't have an actual log file to upload. But any ideas for a fix would be appreciated!

Pretty sure the root cause isn't my fault- I don't have any ships called that, or anything called an epsilon AI. My guess is that a ship from another mod you had spawned in the bounty (the bounty gets fleshed out with some random ships from the faction's doctrine) and somehow had an issue. Without knowing what mod that stuff is from, I can't help you much.
Pages: 1 ... 13 14 [15]