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Author Topic: [0.95a] Shadowyards Reconstruction Authority 0.9.5-rc4(4/12/21)  (Read 885425 times)

AxleMC131

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Re: (0.8a) Shadowyards Reconstruction Authority 0.6.0.7.1
« Reply #1050 on: May 03, 2017, 01:34:47 PM »

You can't install hangar upgrading hull mods on converted hangars and I believe they got slower fighter replace rate.

Because converted hangers are not as powerful as real ones

yep, 75% slower on destroyers. and perhaps the most important drawback is that they don't allow quick refitting of returning fighters at all, which is a big deal for any kind of bomber.

basically, built-in Converted Hangar is a way to give a ship a bit of carrier capability when a normal flight deck would be way too powerful.

Ah, okay, so it's deliberately a sub-standard flight deck to assert that the ship isn't a carrier, but still wants some fighter capabilities. I can understand that.
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D00D

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Re: (0.8a) Shadowyards Reconstruction Authority 0.6.0.7.1
« Reply #1051 on: May 04, 2017, 07:25:32 AM »

Hi, may I ask how you managed to do those directional engines? They are some sort of directional turrets I guess?
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MShadowy

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Re: (0.8a) Shadowyards Reconstruction Authority 0.6.0.7.1
« Reply #1052 on: May 04, 2017, 08:13:05 AM »

The thrusters themselves are a bunch of decorative weapons yeah, consisting of engine flame sprite and a cap unit stacked on top of each other; there's an attached everyFrame script that looks for weapon slots with particular strings in the weapon slot ID that actually directs the behavior.
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D00D

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Re: (0.8a) Shadowyards Reconstruction Authority 0.6.0.7.1
« Reply #1053 on: May 04, 2017, 08:23:35 AM »

Ah, I see. I found the script in MS_thrustPlugin along with your tutorial. Does that means you don't mind other people adapting your script for their own mods? I might have an idea for some solar sails that angles towards the sun on ships.
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MShadowy

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Re: (0.8a) Shadowyards Reconstruction Authority 0.6.0.7.1
« Reply #1054 on: May 04, 2017, 10:46:52 AM »

Go ahead, I look forward to seeing what you come up with, though the script itself still needs work.
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MShadowy

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Re: (0.8a) Shadowyards Reconstruction Authority 0.6.1
« Reply #1055 on: May 06, 2017, 07:36:08 AM »

Version 0.6.1 is ready!  This release features a bunch of new content and a style overhaul, as well as getting SRA ships spawning in Pirate, Independent and League fleets.


As an aside, due to the style change, the original style is available here if you want to keep the old look.


0.6.1 Changelog

Spoiler
  • Adjusted down most fighter base prices
    • Skinwalkers to 11,000 (from 18,000)
    • Neriads to 4,000 (from 10,000)
    • Kobold to 8,000 (from 15,000)
  • Removed (or rather changed purpose of) the small Blackcap Launcher
    • Fighter only weapon, fitted to Neriad and Skinwalker
    • Starts with 2 ammo; regenerates 1 shot every 15 seconds
  • Skinwalkers shrike launcher changed to fighter specific built-in; regenerates 1 shot every 45 seconds.
  • Fixed an oversight related to misreading the the tables that left the Raksasha and Kobold with lower OP than their vanilla equivalents
    • Raksahsa OP to to 28 (from 8)
    • Kobold OP to 12 (from 5)
  • Added the Skadi-class fleet carrier
    • Vaguely between the Astral and Legion while being more fragile than either
  • Added the Minos-class Cruiser
    • Exploration focused civilian ship
  • Shamash changes:
    • Ordnance Points increased to 40 (from 35)
    • Additional small energy mount added
    • ENERGY hardpoints on the arms changed to SYNERGY
    • Ship system changed from the Flak flares system to the Remote Engine Inhibitor System
  • Changed the Morningstars ship system, removing the drone and tweaking the stats
  • Morningstar L (formerly Civ) system changed to Plasma Jets
  • Civilian Modifications removed and replaced with League Refit
    • Reduced flux loss compared to CM
    • Cargo expansion removed
    • Armor and hull health improved
  • Added the Storm Blaster, a short range assault weapon for ENERGY mounts
    • It shoots a hail of small flak rounds at a very high rof, doing loads of frag damage
  • Created dummy files for the Pirates, Persean League, Independents and Scavengers so that they spawn with SRA ships or cobbled together pirate uglies
  • Expanded and revised faction description slightly
  • Changed civilian skins to be Persean League skins; League variants have more health and armor but worse flux stats, with much of their offensive equipment becoming BALLISTIC
  • Added Pirate Skins
    • Ships with these skins--Clade, Elysium, Shamash and Solidarity
    • Layouts are very different with most energy mounts stripped and replaced with BALLISTIC or COMPOSITE mounts
  • Added the Baseplate class Utralight Carrier
    • Converted Ashnan, basically little more than a flight deck in space
  • General graphical overhaul for sprites in the mod; overall style changed
    • Original style available as a seperate graphics pcack for those who want it
  • Added autofit variants
[close]

Hopefully you all enjoy the new release! E: Also just as a heads up, this will break saves.
« Last Edit: May 06, 2017, 08:14:58 AM by MShadowy »
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Bastion.Systems

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Re: (0.8a) Shadowyards Reconstruction Authority 0.6.1
« Reply #1056 on: May 06, 2017, 09:34:09 AM »

What a huge update, can't wait to see the new look in action!
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adimetro00

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Re: (0.8a) Shadowyards Reconstruction Authority 0.6.1
« Reply #1057 on: May 06, 2017, 10:09:12 AM »

I'm curious. What does the ships looks like after the update? That pics in the OP only shows the ships in old style. And they don't have the new ones.
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Bastion.Systems

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Re: (0.8a) Shadowyards Reconstruction Authority 0.6.1
« Reply #1058 on: May 06, 2017, 10:15:55 AM »

Holy ***, the pirate variations look epic.

Spoiler
[close]
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Euripides

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« Last Edit: May 06, 2017, 11:59:13 AM by Euripides »
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MShadowy

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Re: (0.8a) Shadowyards Reconstruction Authority 0.6.1a
« Reply #1060 on: May 06, 2017, 12:03:23 PM »

... okayyy, that's weird.  I'll have to look into that.

Also, for immediate attention, here's a quick bugfix with 0.6.1a; this fixes a NPE that got past me with the Minos' ship system, so you should probably download it.

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BlazeCalamity

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Re: (0.8a) Shadowyards Reconstruction Authority 0.6.1a
« Reply #1061 on: May 06, 2017, 12:44:37 PM »

why choose one skin when you can have BOTH!

[attachment deleted by admin]
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XviZoR

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Re: (0.8a) Shadowyards Reconstruction Authority 0.6.1a
« Reply #1062 on: May 06, 2017, 04:31:11 PM »

Getting a crash about it not find the ms_morningstarCIV any solution to that? already tried removing it or throwing it around wildly :P
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MShadowy

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Re: (0.8a) Shadowyards Reconstruction Authority 0.6.1a
« Reply #1063 on: May 06, 2017, 05:32:30 PM »

You'll probably want to try cleanly reinstalling the mod; a lot of the internal files in the mod got rearranged and renamed with the skin additions, so leftover bits of the old version will complain if they're still around.
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arwan

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Re: (0.8a) Shadowyards Reconstruction Authority 0.6.1a
« Reply #1064 on: May 07, 2017, 12:41:18 AM »

i have the same problem with the crash.

have tried deleting the mod and doing a new install. this allowed the game to start. but if i try to load a save using the mod it wont load instead telling me it relies on data from a mod not in use.

ultimately had to go back to the old version of the mod to continue my game.
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Alex
You won't be able to refit fighters and bombers at all. They're designed/balanced around having a particular set of weapons and would be very broken if you could change it. Which ones you pick for your fleet -out of quite a few that are available- is the choice here, not how they're outfitted.
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