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Starsector 0.95a is out! (03/26/21); Blog post: Of Slipstreams and Sensor Ghosts (09/24/21)

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Author Topic: [0.8a] Starsector+ 3.7.0  (Read 1176076 times)

Midnight Kitsune

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Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.3
« Reply #720 on: January 07, 2015, 12:04:35 PM »

Ah, then I hope and look forward to it joining the lineup because I would love to pilfer a jumbo version of the Paladin seeing as I just blew up my pilfered Paladin in a pretty chain reaction. Seems that Templar ships drop their shields at very high flux so intentionally running the ship hot to weaponise the discharges lead to me blowing up a capital ship while close enough to stare at the captain in the bridge of said capital ship. I expected to overload from tanking the explosion on the shields, instead I blew up which blew up a frigate behind me and my deathsplosion blew away a destroyer. And it took so long to salvage that damn thing.  :(
Yeah, their "shields" won't ever overload as they fail at around 80 or so percent, losing damage mitigation all the way
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planeswalker

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Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.3
« Reply #721 on: January 07, 2015, 03:37:24 PM »

Thanks for the console command tip, never knew it existed, hehe
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Dark.Revenant

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[0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
« Reply #722 on: January 08, 2015, 07:12:55 PM »

Big update.  Large improvements to campaign battles and named bounties.  Saves from 2.3 are compatible with 2.4, but I cannot guarantee that individual mod updates will also work.

Albatross-class Destroyer [4 Logistics]


Not pictured: the enemy missile commander's delicious tears.

While the Arachne is a capable escort, useful against ships of all sizes, it never really excels in any one task.  I wanted to create a true fleet screen, specialized for wiping out missiles and taking down fighter wings, and that required a destroyer-sized ship.  Meet the Albatross: the flak drone tender.  It's armed with two medium universal turrets that offer full coverage, so it's not particularly weak from any direction, but due to its lack of secondary slots it can't perform an assault role the way a Hammerhead or Enforcer can.  Sprite by Psiyon.




Version 2.4
  • Added Albatross-class Destroyer
  • Improved campaign battle map variety and contextual immersion:
    • Added scene light sources, such as stars and the blue glow of hyperspace (configurable through settings.json)
    • Distance between fleets during escape scenarios depends on relative fleet size (a much smaller fleet gets a head start)
    • Adjusted map sizes and included some variance; escape scenarios are taller, to account for the head start
    • Fighting near a planetary body will cause the map to be flatter
    • Multiple planets can appear in the background
    • Jump points can appear in the background
    • Particularly large battles can result in 5 or even 6 objectives
    • Asteroids do not spawn in hyperspace and asteroids are less likely to spawn / sparser in deep space
    • Asteroid speed and direction is now influenced by the velocity of nearby asteroids in the world map
    • Nebula generation depends on proximity to a star or gas giant
    • Hyperspace maps are narrower, have no asteroids or nebulae, and generally have fewer objectives than usual
  • Bounties placed on the player are smarter and more forgiving in some situations, particularly the start of the game
  • Named bounty progression curve improved
  • Improved the "advanced weapons" character generation option
  • AI fleets gain turret target leading bonuses from the Command Experience skill
  • AI fleets gain 1% bonus OP for each point in Combat Aptitude, Leadership Aptitude, and Fleet Logistics (good luck, suckers!)
  • Numerous updates for Exigency Incorporated and Blackrock Driveyards
  • Fast Missile Racks now has 3 charges that slowly regenerate
  • Single-shot missiles reload in 10 seconds rather than 1 second
  • Heavy Mauler accuracy improved to near-vanilla levels
  • Buffed Reaper Torpedo acceleration (not to vanilla levels, though)
  • Dagger bombers now use a fighter version of the Reaper Torpedo with reduced engine stats
  • Advanced Tactics level 10 perk added: -50% chance for boarded ships to self-destruct
  • Pursuit distance is higher if the pursuing fleet is significantly larger than the escaping fleet (effect less pronounced if the player is pursuing)
  • Tweaked weapon grouper and fleet builder numbers
  • Cathedral and Infernus can no longer be purchased; increased chance for Infernus to spawn in Pirate Armadas
  • Cathedral spawns as the flagship of Church Purification Fleets (Templars mod)
  • Maximized Ordnance can no longer be exploited to get free OP
  • Entropic Rangefinders perk now gives a 25% boost to damage instead of range
  • Logistical Conservation hull mod OP cost reduced to 10/20/40/80; gives a consistent 25% reduction to supplies per day instead of 50%/40%/30%/20%
  • Added mission "Atop the Mountain" (only for those who use Interstellar Imperium and The Knights Templar)
  • Gunnery Implants no longer increases damage/range at level 5; instead, the recoil reduction perk is moved to level 5
  • Additional start option
« Last Edit: January 17, 2015, 10:49:09 PM by Dark.Revenant »
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angrytigerp

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Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
« Reply #723 on: January 08, 2015, 07:44:53 PM »

2.4 Update News

So when you say "I cannot guarantee that individual mod updates will also work.", does that mean SHI, Mayorate, and Citadel are not 100% sure to work? Not really sure what you mean with this verbiage.
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Dark.Revenant

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Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
« Reply #724 on: January 08, 2015, 08:03:10 PM »

2.4 Update News

So when you say "I cannot guarantee that individual mod updates will also work.", does that mean SHI, Mayorate, and Citadel are not 100% sure to work? Not really sure what you mean with this verbiage.
All I know is that the 2.3 -> 2.4 does not break saves.  I don't know if the same applies to any other mods that update.
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Velox

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Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
« Reply #725 on: January 08, 2015, 09:54:12 PM »


Oddly enough, now that I've updated to SS+ 2.4, the ambient music in space plays but as soon as I dock somewhere the music stops; the station music never starts, and in fact from then on the music system never works again (and the game hangs on exit, to boot.)  I am using the mayorate mod that adds some music but I didn't see any issues at all with SS+ 2.3.  Weird!  I'll test in a minute and disable everything but SS+ to see if it happens with the stock music as well.
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Velox

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Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
« Reply #726 on: January 08, 2015, 10:06:57 PM »


Oddly enough, now that I've updated to SS+ 2.4, the ambient music in space plays but as soon as I dock somewhere the music stops; the station music never starts, and in fact from then on the music system never works again (and the game hangs on exit, to boot.)  I am using the mayorate mod that adds some music but I didn't see any issues at all with SS+ 2.3.  Weird!  I'll test in a minute and disable everything but SS+ to see if it happens with the stock music as well.

So no issues with SS+ 2.4 and the stock music (of course.)  Like a total rube I just added twiglib, SCY, and the mayorate earlier today, and then promptly updated everything else (Imperium, Templars, version checker, shaderlib) so it's a big pain to figure figure out all the combinations.  However, rolling SS+ back to 2.3 fixes the issue.  Disabling all mods except SS+ 2.4 (and shaderlib/lazylib of course) fixes the issue.  Interestingly enough, just disabling the mayorate does NOT solve the problem, so it's something else.  More results to follow.  :)
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Midnight Kitsune

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Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
« Reply #727 on: January 08, 2015, 10:08:31 PM »

Maximized Ordnance can no longer be exploited to get free OP
Oh this won't *** off anyone! nope, no one at all! /s
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Velox

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Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
« Reply #728 on: January 08, 2015, 10:38:42 PM »


Oddly enough, now that I've updated to SS+ 2.4, the ambient music in space plays but as soon as I dock somewhere the music stops; the station music never starts, and in fact from then on the music system never works again (and the game hangs on exit, to boot.)  I am using the mayorate mod that adds some music but I didn't see any issues at all with SS+ 2.3.  Weird!  I'll test in a minute and disable everything but SS+ to see if it happens with the stock music as well.

So no issues with SS+ 2.4 and the stock music (of course.)  Like a total rube I just added twiglib, SCY, and the mayorate earlier today, and then promptly updated everything else (Imperium, Templars, version checker, shaderlib) so it's a big pain to figure figure out all the combinations.  However, rolling SS+ back to 2.3 fixes the issue.  Disabling all mods except SS+ 2.4 (and shaderlib/lazylib of course) fixes the issue.  Interestingly enough, just disabling the mayorate does NOT solve the problem, so it's something else.  More results to follow.  :)

OK, I take it back on the no issues with just SS+ 2.4.  I deleted the contents of the mod folder, power-cycled the machine, and copied SS+ 2.4, ShaderLib Beta 1.03, and LazyLib 2.0b into the mods folder.  Started up the game, created a new character, and the ambient music started playing.  Docked at Jangala and the planet/station music never started; no space music after I undocked again either, and when I went to exit the game it just plain old start-the-task-manager-Nellie-we-got-us-a-problem hung.  I killed the program, reverted to SS+ 2.3, and repeated the process, and had no music or crash-on-exit problems.  Am I just a specially-cursed snowflake or is there something odd going on?
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Dark.Revenant

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Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
« Reply #729 on: January 08, 2015, 11:08:19 PM »

You probably have a sound card that doesn't support the increased number of sound channels.  Go ahead and redownload; I reverted that particular change.
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Velox

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Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
« Reply #730 on: January 08, 2015, 11:27:28 PM »

You probably have a sound card that doesn't support the increased number of sound channels.  Go ahead and redownload; I reverted that particular change.

If Alex is the one true god, then you are most surely his prophet.  Or at least a prince among men/a warrior and a poet/a gentleman and scholar (take your pick.)  That did the trick and I am restored to full Starsector happiness.

Just since I'm not sure people say so often enough - seriously, you do amazing work.  The content you produce is consistently far above par - interesting and well-balanced mechanics, superb art that still manages to stay faithful to the vanilla Starsector look, and all in several quite-distinct flavors of awesome.  And - pretty fantastic support for us fans, as well.  Thanks so much for making an already-favorite game so much more so!
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Dark.Revenant

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Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
« Reply #731 on: January 08, 2015, 11:54:45 PM »

Just since I'm not sure people say so often enough - seriously, you do amazing work.  The content you produce is consistently far above par - interesting and well-balanced mechanics, superb art that still manages to stay faithful to the vanilla Starsector look, and all in several quite-distinct flavors of awesome.  And - pretty fantastic support for us fans, as well.  Thanks so much for making an already-favorite game so much more so!

I'm flattered.  But to be fair, the artwork is mostly not mine; MesoTroniK, HELMUT, Psiyon, Shellster, and Tartiflette have contributed.
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Silver Silence

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Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
« Reply #732 on: January 09, 2015, 12:48:00 AM »

Ooh. Single shot missiles have a 10s cooldown? I can go ahead and unlimit their ammo as well now. I don't mind CR but I dislike how an entire ship runs out of ammo and then everyone takes a gentlemen's agreement to reload all weapons and slug it out some more. So most guns and any missile launcher with a defined cooldown has unlimited ammo. I unlimited the ammo on 1s cooldown missiles once and was punished by a wall of reapers and salamanders by the AI. So instead those get regenerating ammo and reload a missile every 40,20 or 10s depending on the "level" of the launcher. One shot launchers get a missile every 40 seconds, two/three shot racks get missiles every 20 seconds and pods get one every 10 seconds. This does have the side effect of making any Pilum-style missile pretty silly as you can get several dedicated missile boats and fill the air with said Pilums.
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Dark.Revenant

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Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
« Reply #733 on: January 09, 2015, 12:58:50 AM »

Ooh. Single shot missiles have a 10s cooldown? I can go ahead and unlimit their ammo as well now. I don't mind CR but I dislike how an entire ship runs out of ammo and then everyone takes a gentlemen's agreement to reload all weapons and slug it out some more. So most guns and any missile launcher with a defined cooldown has unlimited ammo. I unlimited the ammo on 1s cooldown missiles once and was punished by a wall of reapers and salamanders by the AI. So instead those get regenerating ammo and reload a missile every 40,20 or 10s depending on the "level" of the launcher. One shot launchers get a missile every 40 seconds, two/three shot racks get missiles every 20 seconds and pods get one every 10 seconds. This does have the side effect of making any Pilum-style missile pretty silly as you can get several dedicated missile boats and fill the air with said Pilums.

That seems pretty excessive.  Only a few missiles will actually have infinite or regenerating ammo in the upcoming patch.
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Silver Silence

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Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
« Reply #734 on: January 09, 2015, 01:51:07 AM »

I don't like "I had a complete upper hand and was gonna win then I ran out of ammo, welp, time to flee. Haha, PSYCH, REMATCH" side effect of ammo constraints. Also means missiles are still useful in protracted fights instead of being good for the first or second ship and then be a waste of OP that could have been used on hullmods or caps/vents. Before I could be arsed to go into the files and do the editing, I would focus heavily on playing energy focused ships because they often had no qualms with ammo. Flux was the critical resource to keep an eye on. There was another total conversion mod out there, Fairy, which gave regenerating ammo to most weapons at like a tenth of the fire rate. I don't remember if it had regenerating missiles, though I think pilums were unlimited. I'd have to do dig it out of the mod forums and redownload it.
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