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Starsector 0.97a is out! (02/02/24); New blog post: Planet Search Overhaul (07/13/24)

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Author Topic: [0.97] The Apocrita Association v0.3.2  (Read 74227 times)

Big Bee

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Re: [0.96] The Apocrita Association v0.2.0
« Reply #15 on: August 24, 2023, 01:48:11 PM »

v0.3.0 Update

This update was actually mostly done around the end of May, but then I started getting busy with other stuff, so I had to wait until I could finish it...
I had an idea and it went seriously out of hand...

Changelog
Ships:

-Added:
--Mellifera-class Heavy Tug.
--Abscond-class Courier (HVB).
--"Strange Vessels" HVB bounty chain. (It's supposed to be difficult but it's probably just unbalanced as hell...)

-Changes:
--Polistes:
---Tweaked sprite.
---Removed 4 small slots.
---Reduced OP to 130 (was 160).
---Adjusted variants.

--Polistes (E):
---Tweaked sprite.
---Removed 1 small slot.
---Reduced OP to 140 (was 170).
---Adjusted variants.

--Vespul
---Reduced OP to 120 (was 130).
---Adjusted variants.

--Cteno:
---Added Automated Repair Unit and Resistant Flux Conduits as built-in hullmods.
---Replaced Interdictor Array system with Entropy Amplifier.

--Ceraphron (P) and Osmia (P)
---Changed tech/manufacturer to Pirate.

--Belcher
---New system AI to make it use its system as a weapon.

Weapons:

-Changes:
--Vivax
---Projectile now passes through missiles and fighters.
---Increased range to 1000 (was 800).

--Mandibula MRM
---Flight time reduced to 15 (was 30).

--Aculeus SRM Pod
---Flight time reduced to 10 (was 25).

Other:
-AA crest flag changed.
-Slightly tweaked a bounty description.
-Adjusted weapon rarities.
-Fixed weapon prices not being read properly.
-Tweaked the Synoeca's description.
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Dadada

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Re: [0.96] The Apocrita Association v0.3.0
« Reply #16 on: September 13, 2023, 08:20:18 AM »

I am sorry, I fear your mod may add solar systems in random sector "the wrong way", planets potentially end up having 2-3 different owners at once with different markets despite representing the very same planet and supposedly market.
My current notes for the mods concerning Apocrita and Stop Gap Measure:
Quote
handmade Systems still have the potential to spawn several factions occupying the same planet & börking the market
probably spawns systems before random allocation so the same planets get assigned twice or even more often
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Big Bee

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Re: [0.96] The Apocrita Association v0.3.0
« Reply #17 on: September 14, 2023, 04:47:53 AM »

I am sorry, I fear your mod may add solar systems in random sector "the wrong way", planets potentially end up having 2-3 different owners at once with different markets despite representing the very same planet and supposedly market.
My current notes for the mods concerning Apocrita and Stop Gap Measure:
Quote
handmade Systems still have the potential to spawn several factions occupying the same planet & börking the market
probably spawns systems before random allocation so the same planets get assigned twice or even more often

Oh damn... I think I used a guide someone posted when someone else asked about making systems, based on the Periphery Planet Pack mod.
I have no idea how to fix that but I will look into it when I have the time, thanks!
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Dadada

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Re: [0.96] The Apocrita Association v0.3.0
« Reply #18 on: September 14, 2023, 06:56:51 AM »

No problem and thank you.   :-*;D
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Coil

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Re: [0.96] The Apocrita Association v0.3.0
« Reply #19 on: October 15, 2023, 04:20:41 PM »

Wow really unique look to the ships! Downloaded
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Big Bee

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Re: [0.96] The Apocrita Association v0.3.1
« Reply #20 on: November 26, 2023, 06:34:05 AM »

v0.3.1 Update

Balanced the energy weapons a bit, fixed an issue where a bounty quest reward superweapon (at least it's meant to be one) would spawn normally.
Also tweaked some bounty stuff a little.

I'm pretty burnt out on Starsector so I'm not really working on this actively anymore but still tell me if something needs to be balanced.

Changelog
Weapons:

-Atrox Light Cannon:
--Increased flux per shot to 300 (was 250).

-Tristis Pulse Gun:
--Increased flux per shot to 120 (was 100).

-Byblos Antimatter Caster:
--Added 'restricted' tag so it should no longer appear randomly, only as a bounty reward.
--Increased flux per shot to 1000 (was 900).

Ships:

-Slightly debuffed the shield efficiency of some non-pilotable bounty ships.
-Adjusted shield module placement and module shield arc on a non-pilotable bounty ship.
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« Last Edit: November 26, 2023, 06:41:05 AM by Big Bee »
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WolfPriest

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Re: [0.96] The Apocrita Association v0.3.1
« Reply #21 on: February 20, 2024, 01:09:14 AM »

Great quality mod so far, but it needs a few more ships.
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Big Bee

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Re: [0.97] The Apocrita Association v0.3.2
« Reply #22 on: June 22, 2024, 09:43:55 AM »

v0.3.2 Update

This is a small balancing update, mostly just changing some numbers around according to feedback. I intended this mod to be mostly vanilla-adjacent balance-wise and referred to vanilla ship and weapon stats for everything, I'm told that some stuff was still quite OP, so hopefully this will help a bit with that.

It should also work with 0.97, nothing crashed when I tested it, but I just changed the version number. If you don't like these balancing changes you can still use the 0.96 version with the version number changed in the mod_info.json file.

Changelog
Weapons:

-Combusta Stinger:
--Damage per second reduced to 1800 (was 2000).
(It was basically a Tachyon Lance with less range and no EMP but more raw damage. As a normal weapon that may have been fine but the Xyloc is agile enough that it is not quite enough. It still has more raw damage than a TL but its less efficient now. It's meant to be a mining tool, so I think that makes it match the Mining Blaster more too?)

-Aculeus SRM Tube:
--Reduced flight time to 1.3 seconds (was 20).
(This was an error that resulted in the range being less limited than intended)

-Aurifer Pulse Cannon
--Damage reduced to 500 (was 600).
--Energy per shot increased to 600 (was 500).
--Chargedown increased to 1s (was 0.8).
(The Aurifer was a powerful and efficient main weapon on its own, and became downright broken with Flux Recycling. The decreased efficiency and fire rate should make it less powerful but still serviceable normally while not being quite as broken while Flux Recycling is active.)

Ships:
-Several frigates now cost +1 DP. I forgot to write down which ones, sorry.

-Sceliphron:
--Flux dissipation reduced to 400 (was 500).

-Mutill:
--Flux dissipation reduced to 500 (was 600).

-Polistes:
--Flux Recycling system cooldown increased to 10s (was 8).

Other:
-Adjusted a bounty's reward scaling and base value.
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General Nomen

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Re: [0.97] The Apocrita Association v0.3.2
« Reply #23 on: September 27, 2024, 08:06:44 AM »

Very Cool mod Just Fought the Strange Vessels

Tough early Game Fight realy enjoyed it.
Also the sound their gun makes love it kinda sad i didnt get one

Anyway Great mod
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Cryovolcanic

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Re: [0.97] The Apocrita Association v0.3.2
« Reply #24 on: October 04, 2024, 10:30:04 AM »

Weird bug, your "anomaly" string name shows up in a lot of NPC names. I keep getting NPCs at stations with names like Callisto ? ? ? and ? ? ? Ganymede.
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