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Author Topic: [0.95a] Shadowyards Reconstruction Authority 0.9.5-rc4(4/12/21)  (Read 1121494 times)

Ghoti

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Re: (0.53a) Shadowyards Heavy Industries v0.3.2
« Reply #90 on: September 10, 2012, 12:37:11 PM »

Any thoughts as to balance? Compare:
Medium CEPC to AutoPulse laser
CEPC to IR laser

These guns are pretty lethal.
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MShadowy

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Re: (0.53a) Shadowyards Heavy Industries v0.3.2
« Reply #91 on: September 12, 2012, 11:22:25 AM »

Any thoughts as to balance? Compare:
Medium CEPC to AutoPulse laser
CEPC to IR laser

These guns are pretty lethal.

Not yet.  I'm afraid I've been rather preoccupied with a personal disaster (the loss and possible recovery of most of my recent art) and am still not quite back together again.  I'll try and fix it soon but my motivation is a little low right now.
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Uomoz

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Re: (0.53a) Shadowyards Heavy Industries v0.3.2
« Reply #92 on: December 06, 2012, 10:19:16 AM »

Hi MShadowy, are you still working on this? I'd love to see some progress (and some minor balancing, on weapons :D)
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MShadowy

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Re: (0.53a) Shadowyards Heavy Industries v0.3.2
« Reply #93 on: December 12, 2012, 12:45:16 PM »

To be perfectly honest I'm afraid I basically just crashed for a while.  I'm starting to get my creative legs back under me, though, and have been working on artwork again, though not anything related to Starfarer as of yet.  Just having trouble organizing my time back into useful chunks and/or not fruitlessly wasting time browsing the interwebs.

Sorry 'bout all that.
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Wyvern

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Re: (0.53a) Shadowyards Heavy Industries v0.3.2
« Reply #94 on: December 12, 2012, 01:40:25 PM »

Well, good to see you back on the forums, anyway.  Looking forward to seeing more, whenever you get to it.
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Wyvern is 100% correct about the math.

zeno0010

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Re: (0.53a) Shadowyards Heavy Industries v0.3.2
« Reply #95 on: January 25, 2013, 07:49:26 PM »

I would ask you to continue your work on this mod.

It is actually my favorite and your ship designs work well for my play style and aren't aver powered. so please please PLEEEAASEEE

continue this mod -a fan

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MShadowy

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Re: (0.53a) Shadowyards Heavy Industries v0.3.2
« Reply #96 on: March 05, 2013, 11:53:22 AM »

Ooookay.  Being kind of a jerk and/or idiot it's managed to take me a ridiculously long time to get my dumb ass organized.    Procrastination has had it's vile grip on me, etc., etc.

Anyway, I should finally be uploading the next revision of my mod sometime tonight.  Do note that this release is entirely concerned with balancing and bringing the release up to date with the latest release of Starfa... Starsector and hence will not be a new version.  Preliminary changelog is as follows:

Armaments:
Flux cost for all CEPC weapons increased.
The CEPC and Scatter CEPC have had their damage per shot reduced by 10.
The Medium CEPCs damage has been increased by 5.
The Medium and standard CEPCs now fire in burst rather than fully auto; 2 rounds and three rounds per burst, respectively.

Additionally I may slightly reduce the accuracy of the Light and standard CEPC's, as it seems like their effectiveness against small targets, like missiles and fighters is rather poor due to their perfect accuracy and not being beam weapons. Also, the shots of basically all of these guns, possibly excepting the Medium CECP, are a little hard to read and I'd like to change that.

Ships:
Slightly increased the flux capacity for the frigates in order to adjust for the increased flux cost on the guns.
Enlil: Flux capacity from 2000 -> 2250
Seski: Flux capacity from 1300 -> 2000

Next goal after putting this behind me is to get the Shamash and Inana class frigates in game, which should take care of SHI's light fleet assets until I need to get around to making transports and the like.
« Last Edit: March 05, 2013, 11:56:20 AM by MShadowy »
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Cycerin

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Re: (0.53a) Shadowyards Heavy Industries v0.3.2
« Reply #97 on: March 05, 2013, 12:23:28 PM »

If you want a hand with making sound effects for the faction, just drop me a line. :)
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MShadowy

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Re: (0.53a) Shadowyards Heavy Industries v0.3.2
« Reply #98 on: March 05, 2013, 12:56:10 PM »

At the moment I'm mostly concerned with visual impact, but it certainly couldn't hurt to have sound effects for these things.  I may contact you later.
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zeno0010

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Re: (0.53a) Shadowyards Heavy Industries v0.3.2
« Reply #99 on: March 05, 2013, 03:23:27 PM »

Continued progress! YEAHHHHHHH,who has the confetti?
« Last Edit: March 05, 2013, 05:37:22 PM by zeno0010 »
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MShadowy

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Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
« Reply #100 on: March 06, 2013, 08:10:16 AM »

Alrighty, new release is up.  Nothing fancy really.

v. 0.3.2c Changelog
Updated mod to be compatible with Starsector 0.54.1a.
Changed the fleet spawning system to use LazyLib; the LazyLib mod is now required for the mod to function.
Changed weapon balance on all CEPC type weapons.
All CEPC weapons are now burst firing, in order to throttle their their burst damage somewhat.
Light CECP:
Flux cost per shot has increased from 10 to 20.
Accuracy has been somewhat reduced (max spread from 0 to 3).
Shots recharged/second has been reduced from 4 to 2.5.
CEPC:
Now fires in three round bursts.
Flux cost has increased from 40 to 65 per shot.
Accuracy has been minutely reduced (max spread from 0 to 1).
Fire rate adjusted somewhat to account for burst firing; burst delay is 0.2, is chargedown 0.3.
Medium CECP:
Now fires in two round bursts.
Flux cost per shot has increased from 110 to 130.
Shot regen reduced to 1.5.
Damage increased by 5 (from 95 to 100).
Scatter CECP:
Damage has been reduced from 60 to 50.
Flux cost per shot increased from 65 to 100.
Enlil:
Fixed a typo in the description.
Increased flux capacity from 2,000 to 2,250.
Seski:
Increased flux capacity from 1,300 to 2,000.
Added some additional fleet types.

Oh, and I forgot to put in that that I fiddled with the CECP shot graphics; should have much better visual readability now, especially the light variant.

Clicky shiny download button!  (If you really want to.)


Also, you'll need LazyLib from now on with this mod.  Um, sorry?

Edit: I slightly screwed up and removed the spawn points by accident.  It's been fixed but if you've downloaded it before this edit you may need to grab it again.
« Last Edit: March 06, 2013, 09:03:50 AM by MShadowy »
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sini002

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Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
« Reply #101 on: March 06, 2013, 09:09:22 AM »

well you are back and you're working so it's good anyway  ;D
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MShadowy

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Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
« Reply #102 on: March 06, 2013, 03:40:53 PM »

well you are back and you're working so it's good anyway  ;D

Well, glad to see you happy.  Hopefully I'll have some more to show soon.
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zeno0010

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Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
« Reply #103 on: March 06, 2013, 06:09:50 PM »

PLEASE do, ill...ill get more confetti =(
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MShadowy

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Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
« Reply #104 on: March 07, 2013, 05:24:57 PM »

PLEASE do, ill...ill get more confetti =(

Uh, very well.  How could I refuse?  Here's something I didn't quite mean to work on but er... well, here it is.



This is the Elysium-class Light Cruiser, albeit at a very early stage of development.  I was supposed to be working on frigates but as I was thumbnailing out some ideas for maybe a couple more combat frigates I came up with a perfect design for her and so uh...  yeah.  The weird dome on front in actually a projector for a built in weapon.  I think it might spawn explosions.  The "wings" are actually large and rather exposed radiators, to quickly shunt away the large amounts of flux the main gun generates when fired; I may do something to make that more apparent, greebly bits pointing out the trailing edge perhaps.

Hopefully she gives a nice, speedy feel.
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