Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

Pages: 1 ... 66 67 [68] 69 70 ... 106

Author Topic: [0.9.1a] Neutrino Corp. (v. 1.86-RC3)  (Read 986329 times)

Deathfly

  • Modders' Vanguard
  • Commander
  • ***
  • Posts: 245
  • Murdered by T. H. Morgan
    • View Profile
Re: [0.7.1a] Neutrino Corp. (v. 1.82RC3)
« Reply #1005 on: January 15, 2016, 06:18:27 AM »

hmm, didn't all the hidden mounts have 2.5° firing arc already? OK, sounds like I need to double check it.

And I don't get any CR issue on Polarity. Maybe some more details next time and I will got a better look for it.

About the new star system...well, I think that one is up to Flash.
Logged
A not-so-noob functional geneticist
And a free bug hunter
Code and decode almost everythings with a genomics approach.
Served in Neutrino corporation as a long-term services and supports staff.

Taverius

  • Captain
  • ****
  • Posts: 471
  • Mistake not ...
    • View Profile
Re: [0.7.1a] Neutrino Corp. (v. 1.82RC3)
« Reply #1006 on: January 15, 2016, 06:40:36 AM »

hmm, didn't all the hidden mounts have 2.5° firing arc already? OK, sounds like I need to double check it.
Fighters/Frigates/Capitals have it, but Vice/Pilderiver-A/Hacksaw/Grinder/Lathe were missing it.

Also bounds could still do with some optimizing - Floh and Aegis for example have ~twice as many as needed.

And I don't get any CR issue on Polarity. Maybe some more details next time and I will got a better look for it.
Its an old issue that used to happen a lot more when they had 0 crew. You can trigger it (sometimes) by not having enough crew and letting it go to 0 CR.

Edit: I was wondering why the side PD on the Hild was immortal - now I know:

« Last Edit: January 15, 2016, 06:44:16 AM by Taverius »
Logged
No faction is truly established without a themed Buffalo (TAG) variant.

Deathfly

  • Modders' Vanguard
  • Commander
  • ***
  • Posts: 245
  • Murdered by T. H. Morgan
    • View Profile
Re: [0.7.1a] Neutrino Corp. (v. 1.82RC3)
« Reply #1007 on: January 15, 2016, 06:53:24 AM »

But in fact they can be disabled but yeah, just in case of collision, maybe I should fit it up.
Logged
A not-so-noob functional geneticist
And a free bug hunter
Code and decode almost everythings with a genomics approach.
Served in Neutrino corporation as a long-term services and supports staff.

Taverius

  • Captain
  • ****
  • Posts: 471
  • Mistake not ...
    • View Profile
Re: [0.7.1a] Neutrino Corp. (v. 1.82RC3)
« Reply #1008 on: January 15, 2016, 10:03:12 AM »

Btw Deathfly, is there any way to let the AI know about the extra armor damage of Neutron Pulses? I was trying a Bane/Heavy Neutron setup on a Grinder, and the AI basically never shot the HNP, even while the enemy was venting with front armour chewed through.

Also would be wonderful if you could add extra damage info to weapon descriptions like BRDY/SCY/etc weapons with scripted extra damage:

Logged
No faction is truly established without a themed Buffalo (TAG) variant.

Taverius

  • Captain
  • ****
  • Posts: 471
  • Mistake not ...
    • View Profile
Re: [0.7.1a] Neutrino Corp. (v. 1.82RC3)
« Reply #1009 on: January 15, 2016, 10:30:44 AM »

Btw Deathfly, is there any way to let the AI know about the extra armor damage of Neutron Pulses? I was trying a Bane/Heavy Neutron setup on a Grinder, and the AI basically never shot the HNP, even while the enemy was venting with front armour chewed through.

Also would be wonderful if you could add extra damage info to weapon descriptions like BRDY/SCY/etc weapons with scripted extra damage:



P.S. It was bothering me that Gepard Sechs wings have 3 fighters on top of each other when in battle. Changed formation from BOX to CLAW.

Logged
No faction is truly established without a themed Buffalo (TAG) variant.

Deathfly

  • Modders' Vanguard
  • Commander
  • ***
  • Posts: 245
  • Murdered by T. H. Morgan
    • View Profile
Re: [0.7.1a] Neutrino Corp. (v. 1.82RC3)
« Reply #1010 on: January 16, 2016, 07:02:39 PM »

OK, a new version released. Including some more new fun experimental weapon mechanism. And some bug fix. And...well, some more nerf you don't likke too see. (But we have some buffs too :))

http://www.mediafire.com/download/3v1p32nq42vyb93/Neutrino_corp_1.82-RC5.5.zip

Spoiler
Code
RC5.5
------------------------------------------------
All Pulsar Beams will fire rapid for each shot if they were fired consistent. Up to 1.5x ROF.
Heavy Pulsar Beam flux per shot down to 2450 (form 2520).

Pulsed Beam Cannon brust damage down to 652 (from 870).

Disruptor's range lower to 550, brust size down to 0.5 sec.

Antiproton Laser will pierce missiles.

All Neutron Pulse Cannon's projectile flight faster a bit in cost of range.
Neutron Pulse Cannon's extra damage on hull are halved, but the extra damage will ignore damage reduce form armor.(means do more damage on heavy aromor)

Misery and Bane will some time do extra soft flux damage on shield.

Silver Lance flux usage increased. Need 9000 flux to fire.(So cann't fit on some small ships now.)
If Silver Lance hit a unshield target, the penetrating damage will ignore damage reduce form armor.
Silver Lance change up time restore to 3 seconds.

Unstable Photon Cannon damage per shot incease to 6000 (form 4000), flux per shot reduce to 3000 (from 4000). But do mach less DPH.

Sapper and Goliath have friendly fire now.

Nirvash's front large mount charge to Neutron Pulse Battery.

Banshee's last universal slot change into hybrid.

Neutronium Plating looks less bright.

And some more small fixes that I cann't remembered.
[close]
Logged
A not-so-noob functional geneticist
And a free bug hunter
Code and decode almost everythings with a genomics approach.
Served in Neutrino corporation as a long-term services and supports staff.

Taverius

  • Captain
  • ****
  • Posts: 471
  • Mistake not ...
    • View Profile
Re: [0.7.1a] Neutrino Corp. (v. 1.82RC5.5)
« Reply #1011 on: January 16, 2016, 08:18:01 PM »

Cool mechanic on the Pulsar RoF, though it feels to take too long on the heavy - perhaps because the base RoF is so slow, but it feels like I'd bash a paragon before it spooled up to full. Appreciate the lower flux on the heavy.

Neutron Pulses, its about Hellbore speeds now? AI seems a lot happier with it :D
Armor damage change very noticeable on Imperium ships. Range on Large Battery is unchanged?

Antiproton ... Alex said something about burst beam PD in 0.7.2, I guess I'll wait and see.

P.S. Pls do something about the Reloaded/minute on the DERP, right now its a wasted slot after it runs out of ammo - and its not so good I'd bring one for those first 15 seconds of the fight.
Logged
No faction is truly established without a themed Buffalo (TAG) variant.

Gezzaman

  • Lieutenant
  • **
  • Posts: 92
    • View Profile
Re: [0.7.1a] Neutrino Corp. (v. 1.82RC5.5)
« Reply #1012 on: January 16, 2016, 11:29:49 PM »

oooo Pulsar Rapid fire! yummy
Logged

Taverius

  • Captain
  • ****
  • Posts: 471
  • Mistake not ...
    • View Profile
Re: [0.7.1a] Neutrino Corp. (v. 1.82RC5.5)
« Reply #1013 on: January 17, 2016, 09:05:35 AM »

Ok, so the Nirvash was bugging me, and I decided to get to the bottom of it.

Result 1: Broadside AI only really engages at all if your broadside turrets have Conquest-type angles - +-90 facing and 120 arc. I noticed MShadowy resetting his broadside SHI frigate's turret arcs that way, so I suspected as much ... confirmed.

Result 2: Any fixed front-facing built-in will basically stop it from broadsiding at all, including DO_NOT_AIM missiles. I mentioned the latter to Alex as it seems like a bug.

Result 3: After turning the hidden into a small energy (so I could load the game without crashing AND not have a built-in) it turned into an actual broadside ship.

Then I confirmed something I suspected - a broadside ship with NC narrow shields is a pretty awful idea, it really doesn't work at all.

The AI is not entirely dumb, and whenever it feels under threat it will turn nose-on to hide behind the narrow shield; when its not hiding half the shots will go right past the sides of the shield and turn your armor into swiss cheese.

It is, to be generous, not very effective.

I suspect the only way its going to work is it has a wider than normal shield arc, or if you turn it into a missile boat.

The latter I find frankly more interesting, as the Sledge is too fragile for mid-to-late game, especially with the small launchers and siege fusor making it go in close. I would even leave its system the same instead of giving it FMR, making it a support missile cruiser rather than an assault missile cruiser. Bashed it together quickly (link) 10 medium missiles is too strong even without FMR. Not sure what to do there though, small Adv. P. Torps are too weak and I wanted to keep it savegame-compat for quick testing.
Logged
No faction is truly established without a themed Buffalo (TAG) variant.

Deathfly

  • Modders' Vanguard
  • Commander
  • ***
  • Posts: 245
  • Murdered by T. H. Morgan
    • View Profile
Re: [0.7.1a] Neutrino Corp. (v. 1.82RC5.5)
« Reply #1014 on: February 01, 2016, 08:15:04 PM »

OK, let's put on a new release now.


(Hope this will attract more attention this post.)

Download Neutrino corp 1.82-RC6

Nothing fancy this time but some script optimizations to all customize missile AIs to make them do less hurt to CPU. Some balance charge as usual.(Nerf indeed. Just like boiling frog, hem?) And seems like Neutrino finally developed a safety way to mine with their weaponlized mining tools.

...Oh, did I mentioned that we got a new small energy beam weapon to fit the gap?

Spoiler
Code
RC6
------------------------------------------------
Optimized all custom missile AIs to make then take less CPU load.(And Javelin Torpedo's tracking ability is slightly reduced as a side effect.)

Photon Torpedos take more time to cool down between bursts. Reload sizes halved.(from 12/20 to 6/10).

Nerf Neutronium Plating a little bit.

Disruptor will no longer do friendly fire.

Rework Guardian Shield. Make it act like a TWIG and can control by the ship system.(need some more test on this new AI.)

Neutron Pulse Cannon flux per shot reduce to 525 (from 550). Range reduce to 850 (from 900).
Neutron Pulse Cannon v. (F) range reduce to 800 (from 850).
Heavy Neutron Pulse Cannon flux per shot increase to 975(from 850). Range reduce to 750 (from 800).
Neutron Pulse Battery flux per shot reduce to 425 (from 450). Range reduce to 900 (from 1000).

Add a new small beam weapon, Pulsed Beam Gun. A low OP cost small burst beam that can do a solid hit on armor but slowly turned.

The Drohne now have a high-resolution sensor and will do its scout job.

Some of the Neutrino ship/weapons now can use for mining.

And...did I forgot something?
[close]

EDIT: Ah, I forgot to say that we got more controls to the Guardian Shield now. But we need some more test on both its stability and AI wise. Any feed back of it is welcome.
« Last Edit: February 01, 2016, 08:20:29 PM by Deathfly »
Logged
A not-so-noob functional geneticist
And a free bug hunter
Code and decode almost everythings with a genomics approach.
Served in Neutrino corporation as a long-term services and supports staff.

sycspysycspy

  • Commander
  • ***
  • Posts: 193
  • Translator of the Council of AL
    • View Profile
Re: [0.7.1a] Neutrino Corp. (v. 1.82RC5.5)
« Reply #1015 on: February 02, 2016, 12:35:23 AM »

Yes! An upgrade! :D
Logged
Please report any translation error to me with PM.
- I just went over to my bank account and figured out I can live comfortably without working for the rest of my life as long as I die on next Tuesday.

Deathfly

  • Modders' Vanguard
  • Commander
  • ***
  • Posts: 245
  • Murdered by T. H. Morgan
    • View Profile
Re: [0.7.1a] Neutrino Corp. (v. 1.82RC6)
« Reply #1016 on: February 04, 2016, 09:53:26 PM »

Ah, sorry, seems like we need a hot fix here...



Download Neutrino corp 1.82-RC6.1

Fix a bug that the missile AI will crash when the missile's target is using some ship systems.

Spoiler
Code
RC6.1
------------------------------------------------
Fix a bug that the missile AI will crash when the missile's target is using some ship systems.(oops)

Some more adjust to the Neutronium Plating.
[close]
« Last Edit: February 04, 2016, 10:40:34 PM by Deathfly »
Logged
A not-so-noob functional geneticist
And a free bug hunter
Code and decode almost everythings with a genomics approach.
Served in Neutrino corporation as a long-term services and supports staff.

Gezzaman

  • Lieutenant
  • **
  • Posts: 92
    • View Profile
Re: [0.7.1a] Neutrino Corp. (v. 1.82RC6)
« Reply #1017 on: February 04, 2016, 10:00:58 PM »

"Some of the Neutrino ship/weapons now can use for mining."

i guess all they needed to do was tone down their lasers :P
Logged

SierraTangoDelta

  • Commander
  • ***
  • Posts: 149
  • Who could it be?
    • View Profile
Re: [0.7.1a] Neutrino Corp. (v. 1.82RC6.1)
« Reply #1018 on: February 17, 2016, 11:30:12 PM »

The Phased Array Cannon is absolutely ridiculous with how strong it is.
Logged

Taverius

  • Captain
  • ****
  • Posts: 471
  • Mistake not ...
    • View Profile
Re: [0.7.1a] Neutrino Corp. (v. 1.82RC6.1)
« Reply #1019 on: February 18, 2016, 01:24:23 AM »

I'm pretty sure the PAC doesn't drop anymore, nor can it get used by AI ships.

The Unstable Photon Cannon, that does drop, and its crazy strong - its like a budget-Joyeuse with much, much better flux usage.
Logged
No faction is truly established without a themed Buffalo (TAG) variant.
Pages: 1 ... 66 67 [68] 69 70 ... 106