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Starsector 0.95a is out! (03/26/21); Blog post: Skill Changes, Part 2 (07/15/21)

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Author Topic: [0.95a] Scy V1.64rc6 (2021/05/02)  (Read 800259 times)

zergline

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Re: [0.95a] Scy V1.64rc6 (2021/05/02)
« Reply #1335 on: May 04, 2021, 12:36:25 PM »

I am still playing v0.91a game and mod.
Why my missile cruisers always want to get closer to the enemy and use their point defense fire to the enemy ships? Yes, the missile cruisers still use missiles but always try to get as close as they can use their PD to reach the enemy ships. I check they are all vanilla PD weapons.
I remember the AI in the old version not act like this (the version in which the missile cruiser still has 2 big missile slots).

edit: I use a 1500 range mid slot mod weapon from Interstellar Imperium to replace the mid PD, cruisers act better now.
« Last Edit: May 04, 2021, 01:22:17 PM by zergline »
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danando123

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Re: [0.95a] Scy V1.64rc6 (2021/05/02)
« Reply #1336 on: May 04, 2021, 07:27:19 PM »

does anyone know if there is a huge ship set? or if you can use them all together(seperate download for each shipset/faction)

ALso nice work on Scy
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danando123

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Re: [0.95a] Scy V1.64rc6 (2021/05/02)
« Reply #1337 on: May 04, 2021, 08:52:20 PM »

Hey Lovely mod :D , im wondering as im new, if you can mix ship mods to have more in the game?
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Tartiflette

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Re: [0.95a] Scy V1.64rc6 (2021/05/02)
« Reply #1338 on: May 04, 2021, 11:32:00 PM »

You can use any mod together unless specified otherwise.
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danando123

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Re: [0.95a] Scy V1.64rc6 (2021/05/02)
« Reply #1339 on: May 05, 2021, 09:36:11 AM »

You can use any mod together unless specified otherwise.

I have been doing so LMAO, game seems Stable with all this!!
For other noobs like me, who just started to play this game, the 001 is to sort the mods in order, and just give it a name , in my instance ship packs and factions are 001 , Quality of life is 002 etc. saves a lot of time navigating etc. :D

NOTE: Archean Order is not available for 0,95 so that's only mod i have disabled in the Attachment i have attached :D * i know its a overhaul, but because i haven't used it yet, its in QoL lmao :()



« Last Edit: May 05, 2021, 09:41:57 AM by danando123 »
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Helldiver

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Re: [0.95a] Scy V1.64rc4 (2021/04/29)
« Reply #1340 on: May 06, 2021, 12:59:51 PM »

Of course, it's also possible to go ahead with removing the logistics ships.

Aw hellllllll naw
The Scy logistic ships look great and are part of the faction identity. Logistic ships are too often forgotten by mods and Scy having its own set is part of what makes it such a high quality faction mod.
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Hellya

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Re: [0.95a] Scy V1.64rc6 (2021/05/02)
« Reply #1341 on: May 06, 2021, 04:49:42 PM »

Bird Class, lets discuss this.

I cannot think of a single scenario where I would field this ship. Its extremely fragile, terrible shield coverage, 1 phase jump on very slow cool down, extremely OP expensive, has low DPS, terrible range, and terrible main gun coverage. Is this thing meant to be hard mode? It says meant to fight "capital ships", the thing is the gun is outranged by even short range PD and does not have enough alpha to make the risk remotely worth it.

What is going on with this thing? Maybe it was good before .95? I can't think of why it would be any different. I get the enhanced phase thing that last for like 2 seconds helps, however it would take 3-4 unshielded hit and runs on a enforcer just to down it, and the PD's shred this paper bird before you can even get the shields up, and you can't phase out once you use it for what seems like 10 - 15 seconds. You have to phase in to get double damage (under this with officer skills), get your shields up faster then you ever have, shoot, try to catch all incoming missiles, guns, fighters with your terrible shield, and slow boat away hoping you don't overload, which is a real concern as the rail gun takes half you capacitor.
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briansd9

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Re: [0.95a] Scy V1.64rc6 (2021/05/02)
« Reply #1342 on: May 09, 2021, 02:46:21 AM »

Got a crash today, version 1.6.4rc6. I am playing with a local mod that turns off hulks (ships disappear on death), in case that's related

[Edit] Hmm, crash was replicable, but went away when my mod was disabled - that was probably the cause

Code
2308572 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.ArrayIndexOutOfBoundsException: -2
java.lang.ArrayIndexOutOfBoundsException: -2
at com.fs.starfarer.combat.entities.ship.A.void.getSprite(Unknown Source)
at data.scripts.weapons.SCY_ketoMainEffect.dot(SCY_ketoMainEffect.java:211)
at data.scripts.weapons.SCY_ketoMainEffect.advance(SCY_ketoMainEffect.java:121)
at com.fs.starfarer.combat.entities.ship.A.O0oO.advance(Unknown Source)
at com.fs.starfarer.combat.systems.G.advanceLinked(Unknown Source)
at com.fs.starfarer.combat.systems.G.advance(Unknown Source)
at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
« Last Edit: May 09, 2021, 05:00:43 AM by briansd9 »
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The Soldier

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Re: [0.95a] Scy V1.64rc6 (2021/05/02)
« Reply #1343 on: May 10, 2021, 02:27:09 PM »

Has anyone else noticed that allied ships prioritize aiming their shields at Phase Missiles that are still in phase traveling to their target? I understand that missile turns into a mine once it reaches it's target, and AI treats mines similarly (Doom and High-Tech Star Fortress mines), but the missile hasn't taken mine form yet, it's just passing through. Ships redirect their shields like it's a life-and-death scenario, then proceed to get blown up by whatever happens to be aiming at them already. Especially noticeable on station attacks or when the battle is just beginning.

That aside, probably my favorite Scy missile so far.
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Tartiflette

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Re: [0.95a] Scy V1.64rc6 (2021/05/02)
« Reply #1344 on: May 10, 2021, 10:16:25 PM »

That is something that should be solved in the next update.
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KDR_11k

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Re: [0.95a] Scy V1.64rc6 (2021/05/02)
« Reply #1345 on: May 12, 2021, 07:24:59 AM »

Hm, seems a bit OP that the Nemerian Lion gets to keep using its armor-mounted point defenses while venting?
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Wyvern

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Re: [0.95a] Scy V1.64rc6 (2021/05/02)
« Reply #1346 on: May 14, 2021, 11:57:39 AM »

I think the Ultra Heavy Energy Blaster is a bit under-priced at 22 OP. I'd suggest increasing it to somewhere in the 26-30 OP range.

Compared to a vanilla plasma cannon it's got an advantage in EMP & range - at a cost of reduced armor penetration, slightly reduced DPS, and slightly reduced flux efficiency.  Even at 30 OP, the range advantage alone would make me have to seriously consider my choices; the plasma cannon would probably win out for ships like the Radiant that are going to be closing to Energy-Weapon-Mastery range anyway, or ships like the Sunder that don't have good alternatives for breaking armor, while the UHEB would be a better choice for the turrets on a Paragon or the rear turret on an Odyssey.
« Last Edit: May 14, 2021, 12:00:33 PM by Wyvern »
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Wyvern is 100% correct about the math.

Bulldog

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Re: [0.95a] Scy V1.64rc6 (2021/05/02)
« Reply #1347 on: May 14, 2021, 08:36:22 PM »

The Scyan Raider Hardware hullmod doesn't seem to negate the maintenance cost malus from adding on the increased cargo/fuel/crew capacity hullmods on civilian ships the way militarized subsytems does.

Is that intended behavior?
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Tartiflette

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Re: [0.95a] Scy V1.64rc6 (2021/05/02)
« Reply #1348 on: May 14, 2021, 11:03:38 PM »

Hm, seems a bit OP that the Nemerian Lion gets to keep using its armor-mounted point defenses while venting?
For a ship so focused on defense, I think it is appropriate. But I could change my mind if other concur that it is too big of an advantage.

I think the Ultra Heavy Energy Blaster is a bit under-priced at 22 OP. I'd suggest increasing it to somewhere in the 26-30 OP range.
I'm making a note to check it for the next update, I may just reduce the range a smidgen instead.

The Scyan Raider Hardware hullmod doesn't seem to negate the maintenance cost malus from adding on the increased cargo/fuel/crew capacity hullmods on civilian ships the way militarized subsytems does.

Is that intended behavior?
It's not, but also not something I can do much about.
« Last Edit: May 14, 2021, 11:07:13 PM by Tartiflette »
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Roxorium

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Re: [0.95a] Scy V1.64rc6 (2021/05/02)
« Reply #1349 on: May 16, 2021, 02:46:30 AM »

I just wanted to tell you that this mod made me feel like a little kid in a toy store. So many amazingly fun ships and weapons to play with and against!

And yesterday I met a Nemean Lion in the wild, it was essentially a raid bossfight with phases and 3 health bars - shields(flux), then armor plates, and *then* finally ship itself. The animations and SFX when it vents are incredible too - it's safe to say I will be adding that ship to my fleet ASAP

I have installed every single mod you've released so far and it made my Starsector gameplay several times more fun, so thank you for that ;D
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