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: Planet Search Overhaul (07/13/24)

Pages: 1 [2] 3

Author Topic: [0.97] Looted Sector 0.45  (Read 16015 times)

redbeaksalvagesage

  • Ensign
  • *
  • Posts: 42
    • View Profile
Re: [0.97] Looted Sector 0.2 Alpha
« Reply #15 on: June 24, 2024, 06:27:08 AM »

Oh my! Another hidden gold huh! The modding board really contain many underrated mod. Really love those ships sprite.
Logged

Mycophobia

  • Lieutenant
  • **
  • Posts: 60
    • View Profile
Re: [0.97] Looted Sector 0.2 Alpha
« Reply #16 on: June 25, 2024, 04:03:04 AM »

So I decided to squeeze in one more capital to the update. A bit variety with da big unz is always good , a bit more testing and she should be good to go



Logged

redbeaksalvagesage

  • Ensign
  • *
  • Posts: 42
    • View Profile
Logged

Mycophobia

  • Lieutenant
  • **
  • Posts: 60
    • View Profile
Re: [0.97] Looted Sector 0.2 Alpha
« Reply #18 on: June 26, 2024, 12:24:24 PM »


Basic Nex Support

Wait a minute, is this mod requires Nexerelin? Just asking

I do not think i set it up in a way to require Nexerelin, it just have some basic integration with Nexerelin such as custom starts and such. If there is any issue let me know.
Logged

Mycophobia

  • Lieutenant
  • **
  • Posts: 60
    • View Profile
Re: [0.97] Looted Sector 0.2 Alpha
« Reply #19 on: June 28, 2024, 03:51:41 AM »

New updates now out for version 0.32!

Added four new ork warship including one capital, flamer line of weapons and some balancing change to strengthen the faction a bit, especially their smaller ships.

Full changelog on the download page and github!


June 30 Hotfix - Should now properly Fixes crashes caused by faction blueprint/ship priority, thanks to kannon for reporting the issue.
June 29 Hotfix - Fixes crashes caused by faction blueprint and deffstorm bolta description, download link updated with fixed version,sorry for the inconvenience
« Last Edit: June 30, 2024, 04:01:17 PM by Mycophobia »
Logged

AdamLegend

  • Commander
  • ***
  • Posts: 138
    • View Profile
Re: [0.97] Looted Sector 0.32 Alpha
« Reply #20 on: August 08, 2024, 09:57:06 PM »

I like your flamethrower weapon. Ramming is quite fun as well :)
Logged

Mycophobia

  • Lieutenant
  • **
  • Posts: 60
    • View Profile
Re: [0.97] Looted Sector 0.32 Alpha
« Reply #21 on: August 09, 2024, 01:51:29 AM »

Some WIP Roks for the next update

These will be modular ships with station-module like modules and an asteroid 'core' that has high hull, low base armor but moderate amount of effective armor modifier, making them resistant to low DPH weapons but can be effective damaged by high DPH weapon regardless of damage type.









Logged

Mycophobia

  • Lieutenant
  • **
  • Posts: 60
    • View Profile
Re: [0.97] Looted Sector 0.41 Alpha
« Reply #22 on: October 07, 2024, 07:43:17 AM »

V0.41 Update is out, brining Evil Sunz, Roks, and a New Unique Bounty~

Added first batch of Evil Sunz ships/LPC
Added 4 new generic weapons
1 New High Value Bounty with unique reward ship
Added 3 new roks
1 New Hullmod
Various tweaks/fixes


Logged

Mycophobia

  • Lieutenant
  • **
  • Posts: 60
    • View Profile
Re: [0.97] Looted Sector 0.41 Alpha
« Reply #23 on: October 21, 2024, 06:12:29 AM »

V0.42 Updates
Lightly tested for save compatibility, should work, new planet/industry for faction need new game to take effect.

Adding two new ships for the evil sunz

With "Phase" ship that achieves time dilitation just by having an oversized engine.

Agressive destroyer that lobbs bomb and rocket in dash, but a lot more mobile than the mega bommer.

Added Military Base/Defense to Mekkaslag
Added Fungob to the Deffhead system

Fixes/Change
Built in Weapon Tag fix
Shoota Skippa Weapon fix
Grotzooka damage type/damage change
Burna Range 200 - 300
Skorcha Range 300 -350
Mega Bommer Bomb Bay Spread out onto wings
Added Weapon Description for various fighter weapons.

Setting Changed for BP Graphics
BP package reorganization. (Also less Ork ship in pirate fleets)
Diplomacy Adjustment to improve faction survival.


Logged

Guardsmen83

  • Lieutenant
  • **
  • Posts: 54
    • View Profile
Re: [0.97] Looted Sector 0.42
« Reply #24 on: October 21, 2024, 06:22:19 PM »

so wait your telling theres a PROPA WAYZ toooz play d mod fleetz with the skill tree from second in command?
serious note check that skill tree out its proper ork playstyle more d mods you have more dmg and armour you ahve for some reason XD
Logged

Mycophobia

  • Lieutenant
  • **
  • Posts: 60
    • View Profile
Re: [0.97] Looted Sector 0.42
« Reply #25 on: November 16, 2024, 04:01:59 PM »

Version 0.43 out as the Evil Sunz roster is continously expanded with some new in-faction bomber options

Added Eagle (ES) , Two distinct kinds of Ork Bommer.

Mega Bomma Bomb Damage increase 125 -> 200, HP 300 ->400

Fixes various Built in Weapon Tag/Design Tag
Fixes bug associated with various ork super destroyer AI when certain slot are left empty.
Fixed error in ork fighta bomma hullmods.



Logged

Truly

  • Ensign
  • *
  • Posts: 11
    • View Profile
Re: [0.97] Looted Sector 0.43
« Reply #26 on: November 20, 2024, 06:16:47 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?
Logged

Mycophobia

  • Lieutenant
  • **
  • Posts: 60
    • View Profile
Re: [0.97] Looted Sector 0.43
« Reply #27 on: November 21, 2024, 12:22:37 PM »

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.)
Logged

Silvahand

  • Ensign
  • *
  • Posts: 2
    • View Profile
Re: [0.97] Looted Sector 0.43
« Reply #28 on: November 21, 2024, 02:32:01 PM »

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

Truly

  • Ensign
  • *
  • Posts: 11
    • View Profile
Re: [0.97] Looted Sector 0.43
« Reply #29 on: November 21, 2024, 11:40:28 PM »

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&
Logged
Pages: 1 [2] 3