Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 7 8 [9] 10 11

Author Topic: [0.95a] Magellan Protectorate v1.25a - New goodies, tweaks and fixes.  (Read 65774 times)

Harmful Mechanic

  • Admiral
  • *****
  • Posts: 1304
  • Ur-Quan Bastard
    • View Profile
Re: [0.95a] Magellan Protectorate v1.08a - update and fixes
« Reply #120 on: September 19, 2021, 03:04:25 PM »

Will they keep the white theme and fairly rounded feel? Always loved how distinct and "spacecraft-like" it made them.

Don't mess with success.

I'm thinking I'll do more curves, more integrated surfaces, and bring things down to something a bit more like the white sections of the Mallory or Kant.
Logged
People need societies, but they don't necessarily need nations.

SpaceDrake

  • Lieutenant
  • **
  • Posts: 94
  • Mio Harcourt: fixin' the Machine.
    • View Profile
Re: [0.95a] Magellan Protectorate v1.08a - update and fixes
« Reply #121 on: September 30, 2021, 11:40:09 PM »

So I actually have a bit of a question: while I really rather like the Magellan Starfarer start in Nexerelin, I'm a little unsure what they/the player are supposed to "be" in that start and exactly what their relationship with the wider Magellan state is meant to be (along with why their starting relations are as rough as they are). Obviously Magellans in general have a rough time of it given their hard relationship with the Domain, but aside from "balancing the fact that you can start with two Mallories if you play your cards right, one of them pristine", I don't have a clear picture on why someone commanding a relic ship is so widely hated by the Sector at the start.

It *is* still a ton of fun, though!
Logged

Harmful Mechanic

  • Admiral
  • *****
  • Posts: 1304
  • Ur-Quan Bastard
    • View Profile
Re: [0.95a] Magellan Protectorate v1.08a - update and fixes
« Reply #122 on: October 02, 2021, 01:21:53 PM »

So I actually have a bit of a question: while I really rather like the Magellan Starfarer start in Nexerelin, I'm a little unsure what they/the player are supposed to "be" in that start and exactly what their relationship with the wider Magellan state is meant to be (along with why their starting relations are as rough as they are). Obviously Magellans in general have a rough time of it given their hard relationship with the Domain, but aside from "balancing the fact that you can start with two Mallories if you play your cards right, one of them pristine", I don't have a clear picture on why someone commanding a relic ship is so widely hated by the Sector at the start.
Well...

It *is* still a ton of fun, though!
...you stumbled on the logic for it right here. Like the original Deserter start in DME, the purpose of the Starfarer start is to 1) hand the player a fancy elite cruiser, and 2) force the player to lean on that cruiser in the early game by locking off a lot of markets and other options. You can sort of compensate with the ship graveyard (which is meant to compensate for not much Magellan stuff in Prism Freeport and to make starts in their isolated constellation a little less rough on newer player), but it's mostly going to be lean for a while.

So, there you go. I will probably make something up around the gameplay if it needs to be explained later.
Logged
People need societies, but they don't necessarily need nations.

Harmful Mechanic

  • Admiral
  • *****
  • Posts: 1304
  • Ur-Quan Bastard
    • View Profile
[0.95a] Magellan Protectorate v1.15a - New goodies, tweaks and fixes.
« Reply #123 on: October 02, 2021, 05:40:19 PM »



A big old balance and QoL update with plenty of new fun stuff. Get it >HERE<.

BREAKS SAVES
(new game required for some features).

1.15 - New content, balance tweaks.
Content:
- Added Porey [BCR] ship skin
- Added Jitte [BCR] fighter-bomber wing
- Added Bastardsword [SKT] corvette wing as built-in on Edger [SKT]
- Added Flashfire Rocket Barrage, a Squall sidegrade with a unique bite.
- Added Ramey drone frigate (Leveller)
- Added Stunfire Grenade Pod (Leveller)

Balance:
- Reduced per-shot damage of Bonesaw/Boneshaker weapon family to 120, increased burst length from 3/6/9 to 4/8/12 shots. Removed proximity fuzing, and made on-hit effect do 30 damage that ignores armor.
- Changed Bonecracker core shot to HE damage.
- Tightened Beehive grouping, changed to 175 HE center projectile and 3x75 HE submunitions.
- Edger [SKT] now has a single Large Missile slot instead of two Mediums. Carries a Bastardsword [SKT] built-in wing.
- Changed Ripfire damage type to Fragmentation, increased shot damage to 300, with 150 extra armor damage on-hit.

Campaign:
- Added pirate market, Calicheman, to Secundus graveyard system.
[close]
« Last Edit: October 02, 2021, 07:46:01 PM by Harmful Mechanic »
Logged
People need societies, but they don't necessarily need nations.

Nine Ball

  • Ensign
  • *
  • Posts: 2
    • View Profile
Re: [0.95a] Magellan Protectorate v1.15a - New goodies, tweaks and fixes.
« Reply #124 on: October 03, 2021, 10:34:06 AM »

Thank you for the update!

I love the new Porey Skin, its fast becoming one of my favourite flagshisp
Logged

SpaceDrake

  • Lieutenant
  • **
  • Posts: 94
  • Mio Harcourt: fixin' the Machine.
    • View Profile
Re: [0.95a] Magellan Protectorate v1.15a - New goodies, tweaks and fixes.
« Reply #125 on: October 03, 2021, 10:58:51 AM »

I was going to say, hello Porey variant. :o

Also those are some nice balance tweaks. The Beehives really needed that love.
Logged

TheInapproPirate

  • Ensign
  • *
  • Posts: 5
    • View Profile
    • Twitch
Re: [0.95a] Magellan Protectorate v1.15a - New goodies, tweaks and fixes.
« Reply #126 on: October 04, 2021, 01:54:27 AM »

The new Porey variant looks amazing. Already liked the regular one a lot. Cannot wait to find it ingame.
Logged
AI core template provided by Harmful Mechanic: https://fractalsoftworks.com/forum/index.php?topic=11433.0

Jade Tendency

  • Ensign
  • *
  • Posts: 36
  • Fourth Olympus
    • View Profile
Re: [0.95a] Magellan Protectorate v1.15a - New goodies, tweaks and fixes.
« Reply #127 on: October 04, 2021, 07:24:52 AM »

The "drop of an item" bar quests always send me to the ship graveyard system.
Logged

Harmful Mechanic

  • Admiral
  • *****
  • Posts: 1304
  • Ur-Quan Bastard
    • View Profile
Re: [0.95a] Magellan Protectorate v1.15a - New goodies, tweaks and fixes.
« Reply #128 on: October 04, 2021, 07:52:53 AM »

The "drop of an item" bar quests always send me to the ship graveyard system.

I have good news for you: I found the bug last night (system tags set incorrectly).
I have bad news for you: you'll need a new save when I fix it.
Logged
People need societies, but they don't necessarily need nations.

mora

  • Commander
  • ***
  • Posts: 129
    • View Profile
Re: [0.95a] Magellan Protectorate v1.15a - New goodies, tweaks and fixes.
« Reply #129 on: October 05, 2021, 06:31:37 AM »

I have good news for you: I found the bug last night (system tags set incorrectly).
I have bad news for you: you'll need a new save when I fix it.
Is said bug the part where tags are added to system_two instead of system_three?
Logged

Jade Tendency

  • Ensign
  • *
  • Posts: 36
  • Fourth Olympus
    • View Profile
Re: [0.95a] Magellan Protectorate v1.15a - New goodies, tweaks and fixes.
« Reply #130 on: October 05, 2021, 09:24:13 AM »

The "drop of an item" bar quests always send me to the ship graveyard system.

I have good news for you: I found the bug last night (system tags set incorrectly).
I have bad news for you: you'll need a new save when I fix it.

Starting a new save is the best part about StarSector so that's fine.
Logged

VonCrunchhausen

  • Ensign
  • *
  • Posts: 2
    • View Profile
Re: [0.95a] Magellan Protectorate v1.15a - New goodies, tweaks and fixes.
« Reply #131 on: October 05, 2021, 09:52:48 PM »

I like the beige, chonky look of the ships. It makes me imagine that the Magellan Protectorate has an Alien: Isolation vibe with its technology, with lots of blocky computers and glowing CRT monitors on their bridges.
Logged

Errors2149

  • Ensign
  • *
  • Posts: 1
    • View Profile
Re: [0.95a] Magellan Protectorate v1.15a - New goodies, tweaks and fixes.
« Reply #132 on: October 11, 2021, 02:00:21 PM »

I just want to say.
Capellas are awesome. I love them to bits. No other destroyer will ever do it for me ever again.
I'm very much in love with the rest of the faction as well.
Though it would be nicer with a capital carrier and their own station type as well. maybe extend the concept of the edger into a battlecruiser-carrier somewhat like the legion.
Logged

Harmful Mechanic

  • Admiral
  • *****
  • Posts: 1304
  • Ur-Quan Bastard
    • View Profile
Re: [0.95a] Magellan Protectorate v1.25a - New goodies, tweaks and fixes.
« Reply #133 on: October 22, 2021, 09:47:13 AM »



A big old balance and QoL update with plenty of new fun stuff. Get it >HERE<.

BREAKS SAVES
(new game required for some features).

1.25a - Minor new content, script refactoring, balance tweaks.
Content:
- Added Silverdart ESD Gun.

Balance:
- Most crit scripts now scale damage and other effects based on their parent projectile (especially useful for energy weapons).
- Added a check to keep onHit flux damage from being applied to ships with less total flux than the effect.
- Muzzle effects and shotgun scripts converted to onFire effects. Substantial performance improvements.
- Renamed Twin Autocannon to Silverbolt Autocannon, reduced shot damage to 150.
- Ripfire SRM base damage changed to 300 frag damage, with 150 additional scripted damage to armor.
- Changed Fusion Lance on Porey to Electron Lance; now has added EMP damage.
- Swapped out missile system on baseline Sung cruiser to an HE cluster MRM. Blackcollar Sung retains the Balefire launcher.
- Flenser family of PD weapons revamped, now use snazzy tracer FX.
- Electra CIWS now uses ammo, shots expire randomly towards max range. Should be less of a no-brainer.

Campaign:
- Added a special condition (City-Warrens) to make Jeshad a harder target for raids and invasions.
[close]
Logged
People need societies, but they don't necessarily need nations.

Gabloc

  • Ensign
  • *
  • Posts: 3
    • View Profile
Re: [0.95a] Magellan Protectorate v1.25a - New goodies, tweaks and fixes.
« Reply #134 on: November 01, 2021, 12:41:36 AM »

I really like the mod, the art work is wonderful. However I've noticed following issues during the playthrough while I tried to only use Magellan warships in my fleet: 
1. Jeshad seems to be in constant shortage of fuel. Is that due to Jeshad's size and its remote location?
2. Elite version (Blackcollar, Skytiger, etc. ) ships rarely appear in markets. Is there any plan to make them appear more often? In addition, I'm wondering where I can find the  'herd'  variant of ships.
3. Will you add a new Magellan heavy frigate? I'm asking that because Capella is little OP and it's overshadowing all the other destroyers and even Chenel while being really difficult to acquire. Some heavy frigates can provide us with another option.

Thanks again for the hard work.

Logged
Pages: 1 ... 7 8 [9] 10 11