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Author Topic: [0.96a] Apex Design Collective v1.2.1  (Read 151612 times)

Jonass

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Re: [0.95.1a] Apex Design Collective v1.0.10a
« Reply #120 on: October 26, 2022, 03:03:07 PM »

Maybe its just that you need to be docked for the option to put it in to be available.

I am docked, and as i wrote i can see the add on on a ship i start with, remove it, and then it is not listed anymore anywhere.
I even reinstalled the game, and removed all other mods except this one, the libs and Nexerilin, and this strange thing reoccurs.



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Killsode

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Re: [0.95.1a] Apex Design Collective v1.0.10a
« Reply #121 on: October 26, 2022, 03:32:11 PM »

saw in the files pictures for bounty ships.. two seem to be funny memes, and the last one an apex supercap; any plans for these to appear or are they just ideas tossed in there? From looks alone the supernova makes me drool in envy (not multipart (which i dont like much), LOT of heavies AND 6 nozzles? Where do I sign?)

I remember finding a kommok or an odomodo once, forget if it was a derelict, prism, or blueprint though. Although i'm not sure what you mean by the supernova? sneaky addition >:3
« Last Edit: October 26, 2022, 06:31:39 PM by Killsode »
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theDragn

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Re: [0.95.1a] Apex Design Collective v1.0.10a
« Reply #122 on: October 26, 2022, 10:58:40 PM »

I can't find the hullmod "remote armor patcher" that is supposed to repair my battleships, in the list of hull mods?
It needs to be acquired like other hullmods; you don't start with it unlocked. All of Apex's markets should always be selling a few of their special hullmods, so it shouldn't take very long to find them.

saw in the files pictures for bounty ships.. two seem to be funny memes, and the last one an apex supercap; any plans for these to appear or are they just ideas tossed in there? From looks alone the supernova makes me drool in envy (not multipart (which i dont like much), LOT of heavies AND 6 nozzles? Where do I sign?)

The Kommok and Odomodo show up as flagships for two special bounties in magiclib's special bounty board. The supernova (name will probably change) isn't implemented yet, but when I get around to it, it'll be multipart- probably just the wings and the body. Doing so allows me to put some extra goodies in there. It probably won't be player-acquirable, since I plan to make it comically overpowered.

Jonass

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Re: [0.95.1a] Apex Design Collective v1.0.10a
« Reply #123 on: October 27, 2022, 12:19:17 AM »

All of Apex's markets should always be selling a few of their special hullmods, so it shouldn't take very long to find them.

I must have been in bad luck, cause i actually looked for it in markets, but did not see it. 
I kinda assumed you start with your factions hullmods, since you start with the blueprints. Thanks
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Gabloc

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Re: [0.95.1a] Apex Design Collective v1.0.10a
« Reply #124 on: October 28, 2022, 03:26:42 AM »

The new minelayer is really fun to have in the fleet.
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theDragn

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Re: [0.95.1a] Apex Design Collective v1.0.10b
« Reply #125 on: November 10, 2022, 01:43:14 AM »

Updated to 1.0.10b: mid-tournament balance patch edition

the discord modded faction tournament grinds on, and as punishment for my sins several nerfs have been delivered:
- Thunderstorm SLRM: Removed hard flux on shield hit from frag mines. Reduced mine attraction speed (60 -> 30), frag mine armor strip (50 -> 25), frag mine damage (600 -> 500), and missile HP (450 -> 400).
- Arcspikes/Arcstorm: reduced damage (125 -> 110), EMP (200 -> 175) and top speed (700 -> 550). Reduced Canister Pod range (1500 -> 1200).
- Arcmine Dispenser: Reduced mine arc radius (400 -> 300). Reduced charge regen (10s -> 12s). AI is now slightly more hesitant to spend all its charges at once.
- Toroid Mortar: Fixed a minor graphical bug.

ApolloStarsector

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Re: [0.95.1a] Apex Design Collective v1.0.10b
« Reply #126 on: November 13, 2022, 12:41:48 PM »

I'm loving this mod. Like several other great newish mods, I notice there are no normal maps for the ships for graphicslib. Without normal maps, the ships are left looking somewhat flat. Anyways, just a suggestion :)

Edit: I just want to add that I'm willing to take a crack at making the normal maps myself. I've never done it but I believe I've seen some guides around for how to do it via a batch method.
« Last Edit: November 13, 2022, 02:28:17 PM by ApolloStarsector »
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MechaRauser

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Re: [0.95.1a] Apex Design Collective v1.0.10b
« Reply #127 on: November 19, 2022, 11:22:15 AM »

Hiya!

I'm not sure if I'm being stupid or accidentally installed some incompatible mod (which would also count as stupidity now that I think of it) but I'm running into a weird issue with the Sunbeam.

In a nutshell, the defense uplink doesn't work in battles, but does so in simulations exclusively, or atleast  visually it would seem so. Regardless if I am piloting it or not, in either mode, the buffs and the green vibrating outline only appears in simulations. In simulations it applies the defense matrix buffs to every applicable ship, as well as the debuff to the Sunbeam, but outside it applies no buffs to any ship, neither itsself nor other allied ships, and the green outline on buffed ships is also absent. The only thing it applies in proper battles is just the hard flux debuff on its own self, which, uhh, doesn't seem to correlate with intended behaviour.

It may very well be some sort of mod conflict or I messed up something somewhere, or maybe its just the visuals and under the hood it all works properly, but just not sure about it, thought I'd report it. Not very experienced with how bug hunting goes here, so if I need to provide some sorta log or file, or modlist, I can do that!
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theDragn

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Re: [0.95.1a] Apex Design Collective v1.0.10c
« Reply #128 on: November 20, 2022, 01:54:40 AM »

Hiya!

I'm not sure if I'm being stupid or ...

Nope, I was the stupid one. Combination of weird differences between the simulator/mission combat and a really really dumb mistake I made. Guess I didn't test it in campaign after I rewrote it. Embarrassing, lol. Anyway, there's a fixed version in the main post, or you can download it here.

This also comes with new SFX for the fusion beams, courtesy of mesotronik.

theDragn

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Re: [0.95.1a] Apex Design Collective v1.0.11
« Reply #129 on: December 01, 2022, 02:12:10 PM »

New version. Slowly approaching the final version of the mod- only two more ships to go after this.




New:
- Iguana-class Frigate: A medium frigate with four Taipan VLS tubes. System is Rapid Loader, which instantly reloads 20 seconds worth of ammo regeneration.
- Goanna-class Heavy Cruiser: A familiar-looking cruiser design. System is Pursuit Mode, which improves damage output, forward speed, and maneuverability for a short duration.
- [REDACTED]. A very difficult late-game bounty. Check the bounty boards at Collective markets if you're at least level 10. It's not player-acquirable, before you get your hopes up.

Changes:
- Translation: Externalized all strings to /data/strings.json to support translation.
- Komodo: Actually reduced dissipation (750 -> 700). Had this in a previous changelog but somehow didn't actually do it. Whoops.
- Spectrum: Upgraded its two front small energy mounts to universals.
- Apotheosis: Increased spawn weight to about 1/8 of the Eidolon's (from 1/40).
- Light Burst Coilgun: Reduced burst DPS (200 -> 150), and slightly reduced projectile velocity (1200 -> 1100) to reflect its shorter barrel.
- Entropy Consolidator (Caiman, Komodo): Now fires retaliatory projectiles at the end of the active period instead of during it. Reduced damage/EMP/projectile HP (200/400/400 -> 150/300/300) and capped the number of projectiles the system can fire.
- Damper Systems (Summit, Caiman, Komodo): Shieldless ships should now be more aggressive with system use.
- Inertial Skimmers (Alligator, Eidolon): Rewrote AI (and by "rewrote" I mean "stole code"); ships should now be more intelligent with system use.
- Rapid Loader (Iguana, Crocodile): Reduced flux cost to activate (10% -> 7.5%).
- Travel Drive (Photon, Agama): Significantly reduced chargeup time. AI should be much less cautious with system use.

Bugfix
- Fixed an issue where Networked Targeting Array didn't ignore deco weapons.

Edit: Tiny patch to 1.0.11a, fixed an error with the collision box on one of the new bounty boss's pieces.
« Last Edit: December 01, 2022, 06:22:17 PM by theDragn »
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theDragn

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Re: [0.95.1a] Apex Design Collective v1.0.11b
« Reply #130 on: December 02, 2022, 02:59:16 PM »

Updated to 1.0.11b. Fixed a crash when using guns that fired interceptable projectiles on the Python (shoutout to the chinese forums for finding this one), a description error with the Iguana's VLS, and some floating pixels.

theDragn

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Re: [0.95.1a] Apex Design Collective v1.0.11c
« Reply #131 on: December 05, 2022, 02:24:25 PM »

Updated yet again because I made a couple errors with weapon card text. I should really actually test these things when I'm not tired.

Melcyna

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Re: [0.95.1a] Apex Design Collective v1.0.11c
« Reply #132 on: December 06, 2022, 03:05:41 AM »

Delicious... quite liking these new ship additions, filling the gap in the fleet that I've been struggling to fill for an all apex ship fleet.
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ADH166

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Re: [0.95.1a] Apex Design Collective v1.0.11c
« Reply #133 on: December 06, 2022, 02:37:40 PM »

Hello, I made an account to ask, does anyone know when the omega faction apex branded ship as an anomalous bounty was put in, and does anyone have any tips for beating it, I threw close to 8-9 capital and pocket capital ships at it fully stocked and mostly optimized along with 10-12 other ships of cruiser class or similar and while I could beat the small fighters paired with it no problem, the main body didn't even take a lick of damage.
« Last Edit: December 06, 2022, 07:53:30 PM by ADH166 »
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theDragn

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Re: [0.95.1a] Apex Design Collective v1.0.11c
« Reply #134 on: December 06, 2022, 04:37:39 PM »

Hello, I made an account to ask, does anyone know when the omega faction apex branded ship as an anomalous bounty was put in, and does anyone have any tips for beating it, I threw close to 8-9 capital and pocket capital ships at it fully stocked and mostly optimized along with 10-12 other ships of cruiser class or similar and while I could be the small fighters paired with it no problem, the main body didn't even take a lick of damage.

It is an intentionally challenging endgame bounty that is around the same difficulty as the hypershunt encounter. The main ship is made up of four sections- the main body and three modules. If you were shooting the wreck of one of the modules, it wouldn't damage the main hull.
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