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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Author Topic: [0.95.1a] Scy V1.66rc3 (2023/03/19)  (Read 1097512 times)

Space_Lettuce_OG

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Re: [0.95a] Scy V1.64rc6 (2021/05/02)
« Reply #1380 on: September 19, 2021, 10:52:26 AM »

So.... My memory may be fuzzy, but I remember the Keto's main gun not having ammo, let alone only 1 ammo....
Is this a whoopsie bug? Kinda makes the whole thing worthless.

It's easy enough for me to fix on my end, but I figured I'd ask anyways.
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Killsode

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Re: [0.95a] Scy V1.64rc6 (2021/05/02)
« Reply #1381 on: September 19, 2021, 12:32:21 PM »

So.... My memory may be fuzzy, but I remember the Keto's main gun not having ammo, let alone only 1 ammo....
Is this a whoopsie bug? Kinda makes the whole thing worthless.

It's easy enough for me to fix on my end, but I figured I'd ask anyways.

no its got regenerating ammo... you just have to wait a bit for the synchrotron to spin up
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Space_Lettuce_OG

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Re: [0.95a] Scy V1.64rc6 (2021/05/02)
« Reply #1382 on: September 19, 2021, 09:42:20 PM »

So.... My memory may be fuzzy, but I remember the Keto's main gun not having ammo, let alone only 1 ammo....
Is this a whoopsie bug? Kinda makes the whole thing worthless.

It's easy enough for me to fix on my end, but I figured I'd ask anyways.

no its got regenerating ammo... you just have to wait a bit for the synchrotron to spin up

Thanks, ya I figured this out eventually, and apparently there is a script that manages the reload time, instead of it being managed in the .csv(only).
The actual chargedown time is somewhere around 15-17 seconds, and not the 10 seconds(plus 1 second chargeup = 11 total) that the .csv and tooltip in-game describe.

I have found that changing the chargdown time in the .csv to something a lot lower will make it actually have a chargedown time of 10 seconds. Anything from 0.1 to 5 seconds will work, since it's all really just done in a script.

So, I suppose this is a bug, and I took a look at the script, and I couldn't tell which variable actually controlled the chargedown time, so I suppose I'll just report this as a bug for now, since I got a workable, albeit ramshackle, workaround for it right now.
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JUDGE! slowpersun

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Re: [0.95a] Scy V1.64rc6 (2021/05/02)
« Reply #1383 on: November 07, 2021, 01:36:26 PM »

Regarding the Singularity Launcher, is it supposed to work on phased ships?  Being phased while affected by one is... interesting.  But watching my Doom die was quite entertaining!  Seems almost like it would be better as more of a mine system (although whether game AI would use well, who knows), or at least have some sort of min average distance to friendlys before using, not just range of ship firing.  Although maybe that should require an officer as like a side requirement.  Or not.  But definitely weird that phasing is still effected, unless that is intended.
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I wasn't always a Judge...

SouljaWolf

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Re: [0.95a] Scy V1.64rc6 (2021/05/02)
« Reply #1384 on: November 24, 2021, 07:32:19 AM »

My guy has another sick mod oh my lord imma faint all it needs now is a heavy armored dreadnought
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Tartiflette

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Re: [0.95a] Scy V1.64rc6 (2021/05/02)
« Reply #1385 on: November 24, 2021, 11:55:58 PM »

Thanks again!
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Jackundor

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Re: [0.95a] Scy V1.64rc6 (2021/05/02)
« Reply #1386 on: December 08, 2021, 02:31:37 AM »

running it for the 3rd time in one of my playthroughs and i believe i'm interacting more with the faction than i ever did before. Harbringer with 3 triple energy blasters is vicious. As is a falcon with 2 KAcc mk 2 and 2 Scatter beams... Also got the destroyer-sized carrier
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Tartiflette

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Re: [0.95a] Scy V1.64rc6 (2021/05/02)
« Reply #1387 on: December 08, 2021, 04:33:16 AM »

Glad to hear you are enjoying them.
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SpaceDrake

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Re: [0.95a] Scy V1.64rc6 (2021/05/02)
« Reply #1388 on: December 08, 2021, 08:38:57 AM »

My guy has another sick mod oh my lord imma faint all it needs now is a heavy armored dreadnought

That isn't really Scy's style, though. While I'm one of the types who enjoys beating the Three Caps Is Good For Variety drum, the Nemean Lion is about as heavy as a Scy ship should get, IMO.
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Mikomikomiko

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Re: [0.95a] Scy V1.64rc6 (2021/05/02)
« Reply #1389 on: December 08, 2021, 11:57:44 PM »

That isn't really Scy's style, though. While I'm one of the types who enjoys beating the Three Caps Is Good For Variety drum, the Nemean Lion is about as heavy as a Scy ship should get, IMO.

I agree. The Scyan Engineering built in hullmod kinda tells you that the faction tactics revolve around a fast moving all seeing (alpha) strike. Lots of flux stores behind an initial burst, but a lot less armor than most. Evading hits is really the way to brawl with SCY ships. I suppose this is why the ships are so slim.

The Nemean Lion works as a good damage soak while the rest of your fleet cleans up. It's a fun playstyle once you get used to it. Especially with Siren-Brontios shenanigans.

I'm still sad it no longer works on stations. I mean I understand why, but it's sad.  :'(
« Last Edit: December 09, 2021, 04:04:38 PM by Mikomikomiko »
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Tartiflette

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Re: [0.95a] Scy V1.65rc1 (2021/12/11)
« Reply #1390 on: December 11, 2021, 02:52:57 AM »



This is a small update to fix the crashes with several weapons that were introduced in the 0.95.1a version of the game, along a few other minor changes:

 - Cluster Torpedo Launcher: Added 3s arming time to the carrier missile.
 - Fixed various crashes due to 0.95.1 API changes.
 - Removed the civilian and raider hullmods from all logistic ships.
 - Renamed the Manticore-class to Androphagos-class.


Earliest save compatible version: 1.62

Always DELETE the old version before extracting the new one
Requires LazyLib and MagicLib
« Last Edit: December 11, 2021, 04:19:30 AM by Tartiflette »
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mosshadow

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Re: [0.95a] Scy V1.65rc1 (2021/12/11)
« Reply #1391 on: January 05, 2022, 11:51:48 AM »

I've been playing Scy recently and they are rather challenging since they are individually only worth half their deployment points. But their strategic capabilities are excellent with subcapital cargo ships being useful for both cargo and fuel while still cruising at speed 20. I can make plenty of salvage in the outskirts only to flop against a derelict fleet because of PPT.

Do Scy carriers also have some sort of fighter debuff? I feel as if my fighters on a siege carrier take longer to rebuild and fighter level drops faster than on an astral.
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Tartiflette

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Re: [0.95a] Scy V1.65rc1 (2021/12/11)
« Reply #1392 on: January 05, 2022, 10:28:52 PM »

Scyan carriers are just normal carriers, nothing special to them. The only special case is the Keto that gets its replacement rate tanked if you loose the flight deck segment.
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bishbashbosh

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Re: [0.95a] Scy V1.65rc1 (2021/12/11)
« Reply #1393 on: January 20, 2022, 10:35:59 PM »

It's a cool mod.

I'm just here to report a bug, it seems at least one ship, Khalkotauroi-class Cruiser, when targeted by salamanders the missile doesn't target the engine. Instead salamanders just faceplant into the front (maybe due to the modular nature of the ship).
I don't have all the ships to test but it seems most scy ships don't have this issue.
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Tartiflette

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Re: [0.95a] Scy V1.65rc1 (2021/12/11)
« Reply #1394 on: January 20, 2022, 10:44:22 PM »

The Salamander probably targeted one of the modules. That's probably something Alex could fix: Salamander should automatically check if it is aiming at a module, and switch target the parent ship if it has engines and the module doesn't.
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