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Starsector 0.97a is out! (02/02/24); In-development patch notes for Starsector 0.98a (2/8/25)

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Author Topic: [0.97] Orky Sector (Formally Looted Sector) 0.51  (Read 38477 times)

Mycophobia

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Re: [0.97] Looted Sector 0.43
« Reply #30 on: November 26, 2024, 05:46:16 AM »

Is it intended for the Orkz colony in Mekkaslag and Deff Head to start with 1 industry over the limit or some other mods are messing with my game?

Opps, I have forgotten all about that when deciding to give them a bit additional industry to help the orks out a little bit (since general report I've been getting is they get stomped in Nex). If this causes any severe issues please let me know, otherwise I will tone them down next patch (where I hopefully release Evil Sunz as a stand alone faction, just need to bulk up their roster a little more. This way giving the Deathskulls an ally to take some of the heat off should mean i can cut back on their own industry a bit.)

In two my of my games when those colonies become decivilized it corrupted the save file and unable to load. Even when colonizing the planet again didn't fix it so I'm guessing it stored some invalid market condition somewhere in the memory? Only by loading an earlier save and cheat to remove the exceed industry solved it, I still lost a lot of progress though :'(. Here's the full log for the save file load crash if you're interested:

https://cdn.discordapp.com/attachments/1308450463309365318/1308450463439392938/full_log.zip?ex=674148b4&is=673ff734&hm=4f7dbd7ac1c43d5a26597f6cfbc7992f4590078cc124f5fdd4628360c43ae3bd&

This upcoming patch has fixed the issue with number of industries. If someone can point out what causes this I'd appreciate it as well, as I dont see how being over industry itself cause save corruption? Wonder if it could also be anything else I did
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Mycophobia

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Re: [0.97] Looted Sector 0.45
« Reply #31 on: November 26, 2024, 05:48:31 AM »

0.45 patch out adding the Evil Sunz Faction!  :)

New
Evil Sunz Faction added with 1 system and 3 planets.

4 new ships,
Squighound, Dram (ES), Gouga, Skarfist added.
1 Hullmod, 1 System, and 3 builtin weapon for the new ships.
Added Smart Rokkit Launcha (Small Missile)

Changes
Attack Fighta flare removed, HP 400 -> 300, Flux 150 -> 100, 200 -> 300. wing size 4.
Attack Fighta ES -> Weapon changed from 3x big shoota to 2x big shoota 1 x grot shoota
Fighta Bomba Speed 180 -> 200
Big Shoota Flux/shot 10 -> 8
Fixed/Adjusted Deff Head system to remove extra industries
Smart Rokkit Damage 100 -125, ROF slightly reduced
Kite (ES) Burn +1
Added Carrier tag to Wayfarer (DS)
Communications Array added to both ork systems.



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Mycophobia

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Re: [0.97] Looted Sector 0.43
« Reply #32 on: November 26, 2024, 01:59:02 PM »

why not have the orks work like pirates with their pirate stations instead of like ordinary factions?

Mostly becuase I want orks to be actual faction that will attack and seize territory in Nex and they are a lot more organized than people give them credit for.

Still, I do want to eventually move the ork stuff out of existing pirate roster and create an ork pirate analogue (freebootas or what not) along side existing major clan factions. But I know next to nonthing when it comes to campaign coding so thats probably gonna put off until I at least get the first 3 planned faction (Evil Sunz, Bad Moon, Deathskulls) done to a decent point.
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Mycophobia

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Re: [0.97] Looted Sector 0.45
« Reply #33 on: December 05, 2024, 05:24:19 AM »

V0.46 Update out, save compatible


New
Add 3 new ships to the Evil Sunz
1 built in LPC for the new ships.
Added 3 Grot crew themed Hullmod that can be installed on non-ork ship with downside.

Changes

Eagle (ES) Fleet point adjusted 16->15
Big Shoota/Twin Shoota Sprite adjustment
Super Destroyer Hullmod Effect clarified
Fixed Missing string for Doomdiva/Rokkit Pod
Slightly Improved Bolta/Mega Bolta Accuracy
Small Mount Small Rokkit speed increased, range reduced to compensate, description update.
Venture (DS) Burn +1
Eagle (ES) / Smash hamma Burn+1
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Mycophobia

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Re: [0.97] Looted Sector 0.45
« Reply #34 on: December 09, 2024, 06:32:14 AM »

Version 0.47 is out, save compatible




Added 3 new Bad Moon ships and 1 LPC (with pirates for now)
2 Deathskull version of Evil Sun ship
1 Evil Sun version of Deathskull ship.
1 new weapon (rattler kannon)

Blasta Pod and Drill Killa Added
Kandrill frame rate halved
Addded Bad Moon BP Pack (Update settings.json)
Bolta/ Mega bolta recoil decay increased
Phaeton ES - Flux -4000 - 4800, Dissipation 250 -300, Op 90 -95
Wayfarer DS Price increased 14000 - 22000
Killkannon DPH 200 -300, rof 1.5 -> 1.75, flux 300-375
Haula/Mega Haula +1 Burn
Test Mission added
Ramma AI Improved
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Mycophobia

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Re: [0.97] Looted Sector 0.45
« Reply #35 on: December 17, 2024, 10:17:58 PM »


V0.48
Update out, save compatible but some feature need new game.

New Additions
New Additions
Normal map for almost all ork ships, thanks miko!
Added Grunt, Loota, and Bromen
Added Gatler Blasta
Added attack fighta (BM)
New Lobba Shot sprite
Ramshackle hullmod added to a bunch of low end ork ship to reduce repair time and cost.
Gate added to both ork system + unique industry for ork home planet

Fixes/Changes
Mega Blasta Weapon made slightly more explody, fixed large version being "safe"
Added missing freighter tag to mega haula
Phaeton Engine Trail Fix
Flame Weapon tag changed to add PD or Anti-Fighter
Rattler burst size 20 -> 24
Slightly increased mega blasta explode chance, fixed large mega blasta unable to explode.
jet shoota collision changed to fighter
Text fix for various hullmods/fixing ctd caused by conflict scripts.
Fixed missing bound on Bomma (DS)
« Last Edit: December 17, 2024, 10:19:31 PM by Mycophobia »
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Mycophobia

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Re: [0.97] Looted Sector 0.48
« Reply #36 on: December 27, 2024, 04:51:38 AM »

Looted Sector V 0.49b (Dec 27, 2024)

Additions
Added 5 kustom weapon unique to each ork clan.
Added 4 new ships, Aperion (BM) , Basilisk (BM), Venture (BM) and Gold Tooth
Added 2 Mercenary Variant of Aperion/Basilisk appearing in a new bounty showcasing bad moons and giving access to their BP pack.


Fixes
Fixed Drill weapon code to fix potential crash when left in AI command.
Fixed Loota's lack of built in wing
Fixed mini rokkit rendering on BM attack fighta

Changes
Deff storm - Clip 75 -> 90, reload still 15 sec, accuracy typo fixed, damage 100 -> 120
Mega Bolta -> 150 -> 125
Bolta -> Flux 165 -> 150
Apeiron Peak time 120 -150
Onihime Turn rate increased, system change to tellyporta, DP increased 16-18.
Suisei Time Flow reduced (potentially fixing a crash caused by excessive timeflow if combined with combat speed and other speed buff)
Jet Shoota Collision reverted to missile, added impact damage.
Gyarammu Turn rate/accel slightly increased
Gouga Turn Rate improved.
Red Comet Bounty Level 5-> 8, slightly changed composition.




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Mycophobia

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Re: [0.97] Looted Sector 0.49b
« Reply #37 on: December 29, 2024, 06:19:12 PM »

Dec 29 Hotfix

Fixed missing hanger slot form Gold Tooth
Minor text fixes
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Farya

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Re: [0.97] Looted Sector 0.43
« Reply #38 on: January 11, 2025, 08:39:23 AM »

why not have the orks work like pirates with their pirate stations instead of like ordinary factions?

Mostly becuase I want orks to be actual faction that will attack and seize territory in Nex and they are a lot more organized than people give them credit for.

Still, I do want to eventually move the ork stuff out of existing pirate roster and create an ork pirate analogue (freebootas or what not) along side existing major clan factions. But I know next to nonthing when it comes to campaign coding so thats probably gonna put off until I at least get the first 3 planned faction (Evil Sunz, Bad Moon, Deathskulls) done to a decent point.
Maybe they could behave similar to some smaller factions from Vayra Sector? By default orks are poorly organised raiders living in remote orbital station similar to pirates. However at some point some warboss will grow into the Beast and unite the orks into a faction proper and start conquering the sector, starting with weaker markets and factions. Basically War of the Beast 2: Starsector Edition.
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Mycophobia

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Re: [0.97] Looted Sector 0.43
« Reply #39 on: January 13, 2025, 01:43:18 PM »

why not have the orks work like pirates with their pirate stations instead of like ordinary factions?

Mostly becuase I want orks to be actual faction that will attack and seize territory in Nex and they are a lot more organized than people give them credit for.

Still, I do want to eventually move the ork stuff out of existing pirate roster and create an ork pirate analogue (freebootas or what not) along side existing major clan factions. But I know next to nonthing when it comes to campaign coding so thats probably gonna put off until I at least get the first 3 planned faction (Evil Sunz, Bad Moon, Deathskulls) done to a decent point.
Maybe they could behave similar to some smaller factions from Vayra Sector? By default orks are poorly organised raiders living in remote orbital station similar to pirates. However at some point some warboss will grow into the Beast and unite the orks into a faction proper and start conquering the sector, starting with weaker markets and factions. Basically War of the Beast 2: Starsector Edition.

Honestly most successful ork warlord can form ork factions that is sufficient to threaten a sector, something like the Beast would be galactic threat. So thats why the current system is more that each clan have carved out their own little turf on the sector's edge.   :D

Problem with them starting small is that they will inevitably just get killed off (even now, they regularly get stomped by hegemony, even considering I already made it so they arent outright hostile with most other factions.) Some sort of growth like you suggested (which is certainly a cool idea, for sure) will need a lot of help to happen, something that I feel im not quite able to code.

Freeboota striking from hidden remote basis is definately very orky tho, and something I will definately try to add when my campaigan modding ability permits. For now, I am thinking to add a few more system next patch (other than just the bad moons system) to give a bit of variety and spread the orks out a bit. Eventually I'll try to work in the randomly spawning basis.
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Farya

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Re: [0.97] Looted Sector 0.49b
« Reply #40 on: January 13, 2025, 02:20:05 PM »

You should probably look into how Roider Union handles things then. Because union basically have a thing with some hidden bases all over the sector. And if they lose Korovin, one of these gets upgraded into a market proper. So they could not really be eradicated completely as faction.
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Mycophobia

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Re: [0.97] Looted Sector 0.49b
« Reply #41 on: January 13, 2025, 02:41:31 PM »

You should probably look into how Roider Union handles things then. Because union basically have a thing with some hidden bases all over the sector. And if they lose Korovin, one of these gets upgraded into a market proper. So they could not really be eradicated completely as faction.

Actually already got permission to reference the code for that matter  :D, though as I have essentially 0 knowledge with campaign modding beyond very basic dialouge change and adding industry, will prob take it a bit at at time.

A short term and probably more easily to implement goal is to give some perk and benefit you can get with them from being a proppa grod.
« Last Edit: January 13, 2025, 02:43:09 PM by Mycophobia »
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Mycophobia

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Re: [0.97] Orky Sector (Formally Looted Sector) 0.50
« Reply #42 on: February 16, 2025, 08:11:54 PM »

Version 0.5 out with Bad Moons added!

We will expand on the faction together with bounties in the following weeks, together with some plans around expanding on campaign level systems

0.50 Ver
New


Mod Renamed to Orky Sector
Bad Moon Faction Added, with line up of ships, hullmods, weapon, and LPC
Kill Bursta Siege Destroyer added for Deathskull
Three new ork systems added, with additional planet for existing ork factions as well as new ones.
An experimental system to obtain ork BP package / set relation to cooperative AFTER you have VERY LOW relation with them added, will be expanded in the future. (Talk to big mek on planets)

Changes

DeffHead Size 6 -> 7
Mekkaslag Size 5-> 6 , added Heavy Industry
All ork bonus given land battle morale bonus.
Fighta Bomma (ES) -> HP 550 ->500, Armor 75 -> 60
All ork planet made free-port
Moon Krumpin Wyrd Kannon ammo regen 1.5 -> 2
Phas Engine (Shade) Increased damage and randomized angle of lightning strike
Bubble Chukka Rework to now fire random sized bubble with effect.
Warlord Fort given a 50% fleet size bonus.

Bug Fixes
Onihime script update
Lao Ba Apelion Engine fix
Removed duplicate turret on Star Krumpa (DS)
Grot Rigger crash on module fixed.
Potentially fixed a crash caused by Red Comet's shoota weapon.



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Mycophobia

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Re: [0.97] Orky Sector (Formally Looted Sector) 0.50
« Reply #43 on: February 19, 2025, 09:33:58 PM »

Feb 19 2025  Ver 0.51
Fixes
Fixed Killbursta availability
Fixed weird line when Stheno activate its shipsystem
Fixed warlord fort not functioning on Bad Moonz planets

Changes
Snazdreg - Added Glitta Drive, Flux 14000  - 1500, diss 900 - 1000, built in super-gitfinda
Bromen OP 55 - 60
Squighawk OP 50 - 55
Bursta HP 6200 - 6500, Max Turn rate 25-30 OP 80 - 95, Prow HP 3000 - 4000, armor 1000 - 1250, Damper dmg reduction 33 -50% , base diss 300 ->350
Bursta Kannon Range 1000 - 1200 , reload 10 -> 8s
Mork's Eye per shot Flux 300-350
Flash Blasta Med Turret Arc 160 -> 180
Blasta Pod OP Cost 6 - 2
Glimmer/Wayfarer(BM) system changed to Blasta Overdrive

Thunder Charga Damage Boost 40% -30% , rof/flux penalty 30->25%
Supa Gitfinda Range Bonus 100% - 90%

Mostly balance and release bug fixes and adjustments. Will begin working on new stuff for next patch
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Mycophobia

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Re: [0.97] Orky Sector (Formally Looted Sector) 0.50
« Reply #44 on: February 20, 2025, 07:59:30 AM »

Minor Hotfix updated fixing Glimmer CR,please download using original link
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