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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 159162 times)

Nick XR

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Re: [0.95.1a] ED Shipyard 2.5.1 (2022-08-23)
« Reply #30 on: September 12, 2022, 02:13:04 PM »

Similar alignment issue on the small mounts located on the forward modules of the wurg:
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How did no one else notice this? I'll never know.  Fixed in the next release.

Edit:
Also noticed the built-in for the riptide appears as a blueprint, base_bp specifically, so essentially everyone knows it.
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This might be intentional, but I'll still note it.
Good catch, fixed in next release.

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".
You're right, should be `Caster` and shouldn't drop. 

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 .
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Latin pluralization for Malus.  I don't like it either  :o

Nick XR

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Re: [0.95.1a] ED Shipyard 2.5.2 (2022-09-13)
« Reply #31 on: September 13, 2022, 11:30:18 PM »

Version 2.5.2 - Bugfix release, special thanks to those that reported issues
Download in main post
  • Save compatible with anything 2.4.X or after
  • Can be added mid playthrough
  • Changed hidden modular mounts to normal turrets to prevent rare, but painful autofit based crashes (works around a Starsector engine limitation).  Thanks ruddygreat.
  • Fixed missing Riptide built in laser (thanks Mr_8000)
  • Builtin Riptide laser no longer appears as a member of the basic blueprint family
  • Fixed mounts appearing offset on the Leonberger, Wurg left and right shield emitter modules
  • "Mine Custer" -> "Mine Caster", also it will no longer drop.
  • Retriever field shields now really sets it's collision type to "fighter" to try and prevent friendly fire scenarios.
  • Increased repair drone rate by a factor of 2 - 3 depending on repair hull size so it might actually make some sort of difference in real combat.

Nick XR

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Re: [0.95.1a] ED Shipyard 2.5.3 (2022-10-01)
« Reply #32 on: October 01, 2022, 12:30:09 AM »

Version 2.5.3 - Balance Fixes
  • Balance changes to the leonberger based on feedback (better assault variant and a slight buff to its phase stats and movement)
  • Dust missiles move a bit slower and have fewer HP to make the more vulnerable to AoE PD
  • Slightly improved AI Wurg usage of MAW weapon and Tyrant Eye system
  • Rebalanced phase ships vs Vanilla, ~10% less phase cost (improved variants also)
  • ED Shipyard locations now spawn defensive fleets when threatened as well as have delivery fleets
  • Ship and variant changes for the newfoundland so the AI can use it semi-effectively
  • No longer create submarkets at locations that already have non-standard submarkets
  • More SO variants for smaller ships
  • Shield breaker weapons are much more powerful, but they still seem like a bad idea except in specific situations so I guess that's balance?
  • Fixed Memory leak with Newfoundland
  • Riptide doesn't take damage from ship explosions so it doesn't blow itself up constantly

Space_Lettuce_OG

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Re: [0.95.1a] ED Shipyards 2.5.3 (2022-10-01)
« Reply #33 on: October 06, 2022, 10:03:54 AM »

Has no one seriously made an erectile dysfunction joke yet? I'm disappointed!
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Nick XR

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Re: [0.95.1a] ED Shipyards 2.5.3 (2022-10-01)
« Reply #34 on: October 06, 2022, 01:51:24 PM »

Has no one seriously made an erectile dysfunction joke yet? I'm disappointed!

If you're hard up for that sort of humor, check out the StarSector discord, it's saltier.

TheGungis

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Re: [0.95.1a] ED Shipyards 2.5.3 (2022-10-01)
« Reply #35 on: October 17, 2022, 04:41:52 AM »

Hey! I've been loving the mod, especially the Riptide. The good ol' suck n *** is a favorite of mine. When i used the Kingdom of Terra puny baby tractor beam drill ship, it just wasn't that satisfying. The riptide is that and more. I can't wait to use the multiplayer mod and have a friend ride a drillship into some poor stunlocked ship.

That being said, the riptide feels incredibly strong. (it could be that i used the Kingdom of Terra Integral density hullmod that increases mass by 65%)
But most of the time if i pull a ship in and release right before it gets pulled all the way in, the ship explodes almost immediately. I don't know if it's some interaction with the station armor segments, but if i slap a ship with those meaty paws it dies.

Is it just a stupid synergy or is it something with the game physics? It's much, much less common if i keep the tractor beam on the whole time till they melt.



Anyways, keep up the good work, really cool ships!
« Last Edit: October 17, 2022, 04:46:05 AM by TheGungis »
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Unknown-J

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Re: [0.95.1a] ED Shipyards 2.5.3 (2022-10-01)
« Reply #36 on: October 30, 2022, 02:31:03 AM »

Thank you ED and Nick for these lovely ships! I'm only sad I didn't see this mod sooner.
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Shogouki

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Re: [0.95.1a] ED Shipyards 2.5.3 (2022-10-01)
« Reply #37 on: November 05, 2022, 02:44:38 PM »

Hey, I just noticed that despite all of ED's fighters being drones they can't be used on Remnant ships.  Is this intended or an oversight?  I only ask because it looks like Remnant carriers can carry non-Remnant fighters as long as they are unmanned except for ED's.
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Nick XR

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Re: [0.95.1a] ED Shipyards 2.5.3 (2022-10-01)
« Reply #38 on: November 06, 2022, 12:38:06 AM »

Hey, I just noticed that despite all of ED's fighters being drones they can't be used on Remnant ships.  Is this intended or an oversight?  I only ask because it looks like Remnant carriers can carry non-Remnant fighters as long as they are unmanned except for ED's.

Good catch, I'll try to fix it in the next release!

Shogouki

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Re: [0.95.1a] ED Shipyards 2.5.3 (2022-10-01)
« Reply #39 on: November 06, 2022, 12:39:40 PM »

Woot!  Very cool, thank you!
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Reshy

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Re: [0.95.1a] ED Shipyards 2.5.3 (2022-10-01)
« Reply #40 on: November 10, 2022, 10:35:58 PM »

Noticed an error with some of the hull variants:




The Defaults are overcommitted on OP.
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Vundaex

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Re: [0.95.1a] ED Shipyards 2.5.3 (2022-10-01)
« Reply #41 on: November 23, 2022, 08:14:19 PM »

I don't know if this has been mentioned, but I have the impression that the ships from this particular mod are causing a lot of in-fleet damage.
Wurgandal collision box destroys its own wings; Newfoundland will destroy many of the ships of its fleet before reaching the first enemy, etc.
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Nick XR

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Re: [0.95.1a] ED Shipyards 2.5.3 (2022-10-01)
« Reply #42 on: November 23, 2022, 10:05:42 PM »

Wurgandal collision box destroys its own wings;
That shouldn't be possible, the collision class prevents this.


Newfoundland will destroy many of the ships of its fleet before reaching the first enemy, etc.

Yeah, it's a real problem.  The friendly ships don't seem to want to avoid it.
I deal with that by piloting it myself :shrug:

Vundaex

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Re: [0.95.1a] ED Shipyards 2.5.3 (2022-10-01)
« Reply #43 on: November 24, 2022, 10:55:42 AM »

That shouldn't be possible, the collision class prevents this.

Was it changed recently? I may be using an older version.
If not, then I can confirm the Wurgandal does destroy its own wings.
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Nick XR

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Re: [0.95.1a] ED Shipyards 2.5.3 (2022-10-01)
« Reply #44 on: November 24, 2022, 06:41:13 PM »

That shouldn't be possible, the collision class prevents this.

Was it changed recently? I may be using an older version.
If not, then I can confirm the Wurgandal does destroy its own wings.

Fighters shouldn't be able to collide with any ships. I haven't seen it on the current release of 2.5.3 and I've been playing a fair bit with it lately.  Can you get it to happen in the simulator without any other crazy mods (especially hullmods)?
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