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

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Author Topic: [0.97a] ED Shipyards 2.6.5 (2024-02-05)  (Read 159155 times)

Nick XR

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Re: [0.95.1a] ED Shipyard 2.5.0 (2022-07-22)
« Reply #15 on: August 03, 2022, 10:59:27 AM »

Afaik yes.

Makes sense. What threw me was the "How to get Wurgandal" section. But, come to think of it, its presence implies that for other ships, the usual methods are all available. Thanks!

Also there are a few unique bounty missions where you can recover ships too. (check bounty boards on independent and hegemony/persean worlds)

Dadada

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Re: [0.95.1a] ED Shipyard 2.5.0 (2022-07-22)
« Reply #16 on: August 10, 2022, 06:30:48 AM »

The update checker leads to the old thread.
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Nick XR

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Re: [0.95.1a] ED Shipyard 2.5.0 (2022-07-22)
« Reply #17 on: August 13, 2022, 08:09:43 PM »

The update checker leads to the old thread.

Thanks, should be fixed in the next version.

Dadada

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Re: [0.95.1a] ED Shipyard 2.5.0 (2022-07-22)
« Reply #18 on: August 14, 2022, 02:41:33 AM »

Nice. Thanks. <3
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Wojmistrz

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Re: [0.95.1a] ED Shipyard 2.5.0 (2022-07-22)
« Reply #19 on: August 21, 2022, 11:49:16 AM »

FROM DISCORD PRIV MESSAGE WITH NICK as a suggestion (BTW FYI Newfound worked like normal carrier that could issue fighters commands to engage/disengage prior to rework I KNOW COZ I USED IT LIKE THAT :D)

Wojmistrz — Today at 8:35 PM
I will go with the topic about Newfound and fighter controls

can u make a script that issue "engage" command to all modules of Newfound as u target specific ship and when u deselect it fighters go back to Newfound? or just make fighters commanding work as it is on normal ships

Nick — Today at 8:43 PM
Yes, that's how the Wurg works, so I can do that here.
But please leave a note on the forum thread, that way I don't forget!

Wojmistrz — Today at 8:44 PM
ok will do o7
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Nick XR

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Re: [0.95.1a] ED Shipyard 2.5.0 (2022-07-22)
« Reply #20 on: August 22, 2022, 11:57:19 AM »

FROM DISCORD PRIV MESSAGE WITH NICK as a suggestion (BTW FYI Newfound worked like normal carrier that could issue fighters commands to engage/disengage prior to rework I KNOW COZ I USED IT LIKE THAT :D)

Wojmistrz — Today at 8:35 PM
I will go with the topic about Newfound and fighter controls

can u make a script that issue "engage" command to all modules of Newfound as u target specific ship and when u deselect it fighters go back to Newfound? or just make fighters commanding work as it is on normal ships

Nick — Today at 8:43 PM
Yes, that's how the Wurg works, so I can do that here.
But please leave a note on the forum thread, that way I don't forget!

Wojmistrz — Today at 8:44 PM
ok will do o7

I'll get it fixed in the next update, thanks for the report!

Nick XR

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Re: [0.95.1a] ED Shipyard 2.5.1 (2022-08-23)
« Reply #21 on: August 23, 2022, 10:12:34 AM »

Version 2.5.1
  • Save compatible with anything 2.4.X or after
  • Can be added mid playthrough
  • Added two secret ships and their associated High Value Bounties (Thanks Pogre!)
  • Fixed crash bug with Wurg maw and AI casting
  • Suicide/Detonator drones now work (but only attack when a ship is “under pressure”)

Balance:
Wurg
* Large beams in modules can now just barely face forward
* Maw weapon is firing time has been reduced so it’s less dangerous to use
* Maw burst damage reduced
* Tyrant Eye no longer generates flux so it you can still have a zero flux engine boost

Bernard
* slightly more efficient to bring it in line with other support ships (still super expensive, but it does a lot for the player)

Retriever Mk. II
* More OP 250 -> 270
* Mount changed to Large Ballistic to make some mods more useful (rangefinder)

Newfoundland
* Modules now get targeting and fighter order data from parent
« Last Edit: August 23, 2022, 10:18:08 AM by Nick XR »
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ZeroAffex

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Re: [0.95.1a] ED Shipyard 2.5.1 (2022-08-23)
« Reply #22 on: August 31, 2022, 12:41:02 PM »

Thanks for the update! Some great fixes and new additions. Look forward to seeing what you throw out next. These are some lovely ships I must admit :)
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Hushed

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Re: [0.95.1a] ED Shipyard 2.5.1 (2022-08-23)
« Reply #23 on: September 02, 2022, 04:58:32 PM »

Something is wrong with the Retriever Nurseship.  Its shield emitter is supposed to be permeable to other ships, but my Salukis are dying running into it.  That or its repair drones are instead killing friendly ships with armor 'repairs' I'm unclear what the damage is from, but my ships are dying to the Nurseship rather than being healed by it.

edit: I'm running a bunch of mods of course, but the ones interacting with the Nurseship directly are exotica tech and it's carrying apex design PD (gluon) weapons and a hullmod
« Last Edit: September 02, 2022, 06:03:23 PM by Hushed »
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Nick XR

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Re: [0.95.1a] ED Shipyard 2.5.1 (2022-08-23)
« Reply #24 on: September 04, 2022, 09:13:22 AM »

Something is wrong with the Retriever Nurseship.  Its shield emitter is supposed to be permeable to other ships, but my Salukis are dying running into it.  That or its repair drones are instead killing friendly ships with armor 'repairs' I'm unclear what the damage is from, but my ships are dying to the Nurseship rather than being healed by it.

edit: I'm running a bunch of mods of course, but the ones interacting with the Nurseship directly are exotica tech and it's carrying apex design PD (gluon) weapons and a hullmod

Which Apex hullmod is it using (basically what's the fit of the ships involved).  Thanks!

Mr_8000

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Re: [0.95.1a] ED Shipyard 2.5.1 (2022-08-23)
« Reply #25 on: September 04, 2022, 11:05:06 AM »

The mounts on the leonberger don't appear to line up with their location on the sprite:
Spoiler
[close]
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Hushed

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Re: [0.95.1a] ED Shipyard 2.5.1 (2022-08-23)
« Reply #26 on: September 04, 2022, 11:39:26 AM »

I did some more testing.  I strongly suspect it's an issue with the Field Shield Generator on the Nurse ship.  The Maltese Support drones seem to be behaving fine.  The Salukis sometimes are able to interact with the shield as expected, but then it acts like they're ramming the shield nonstop while they're inside it.  I've been able to see this behavior repeatedly in combat and reproduce it in simulations.  I followed up by testing with a non-phase ship (the Groenendael) and the problem persisted.  You can see the damage tick up from nothing just by being in the vicinity of the Nurse ship's field emitter.

The Retriever's loadout is

Hullmods-
  • Exotica Technologies
    • Plasma Flux Catalyst
    • Drive Flux Vent
    • Equalizer Core
    • Hangar Forge
  • Augmented Drive Field
  • Coherency Amplifier (Apex Design Collective)
  • Integrated Targeting Unit
  • Flux Distributor
The Augmented Drive Field is built in

Armaments-
  • 8x Heavy Quark-Gluon PD (Apex Design Collective)
  • 9x Burst PD Laser
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Nick XR

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Re: [0.95.1a] ED Shipyard 2.5.1 (2022-08-23)
« Reply #27 on: September 04, 2022, 02:21:03 PM »

The mounts on the leonberger don't appear to line up with their location on the sprite:
Spoiler
[close]

Ooo!  Nice catch.  I'll fix it next version, thank you for the report!

Nick XR

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Re: [0.95.1a] ED Shipyard 2.5.1 (2022-08-23)
« Reply #28 on: September 04, 2022, 02:23:09 PM »

I did some more testing.  I strongly suspect it's an issue with the Field Shield Generator on the Nurse ship.  The Maltese Support drones seem to be behaving fine.  The Salukis sometimes are able to interact with the shield as expected, but then it acts like they're ramming the shield nonstop while they're inside it.  I've been able to see this behavior repeatedly in combat and reproduce it in simulations.  I followed up by testing with a non-phase ship (the Groenendael) and the problem persisted.  You can see the damage tick up from nothing just by being in the vicinity of the Nurse ship's field emitter.

The Retriever's loadout is

Hullmods-
  • Exotica Technologies
    • Plasma Flux Catalyst
    • Drive Flux Vent
    • Equalizer Core
    • Hangar Forge
  • Augmented Drive Field
  • Coherency Amplifier (Apex Design Collective)
  • Integrated Targeting Unit
  • Flux Distributor
The Augmented Drive Field is built in

Armaments-
  • 8x Heavy Quark-Gluon PD (Apex Design Collective)
  • 9x Burst PD Laser

Thanks for the details, I'll look into this for the next release.

Mr_8000

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Re: [0.95.1a] ED Shipyard 2.5.1 (2022-08-23)
« Reply #29 on: September 08, 2022, 01:03:32 PM »

Similar alignment issue on the small mounts located on the forward modules of the wurg:
Spoiler
[close]

Edit:
Also noticed the built-in for the riptide appears as a blueprint, base_bp specifically, so essentially everyone knows it.
Spoiler
[close]
This might be intentional, but I'll still note it.

Edit 2:
The "Mine Custer" located on the doog can drop, despite being a built-in and costing nothing. Also really wondering about the name, is it accurate or is it supposed to be "caster" or "cluster".

I might be being stupid, but what is "Mali" supposed to be here? I really doubt I could apply an entire country to the core  ;D .
Spoiler
[close]
« Last Edit: September 09, 2022, 11:10:32 AM by Mr_8000 »
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