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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: [0.97a] Roider Union 2.1.0  (Read 401916 times)

WolfPriest

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Re: [0.95.1a] Roider Union - Expeditions - 1.4.3
« Reply #375 on: July 08, 2022, 01:10:12 AM »

How did you get the one without the armor module? That is not supposed to drop.

I am not sure the other one ever drops normally, either.
Raiding pirates.
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Quartofel

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Re: [0.95.1a] Roider Union - Expeditions - 1.4.3
« Reply #376 on: July 13, 2022, 12:06:06 PM »

Hello!

I would like to ask for permission to make ARMAA add-on for Roider Union if it'd be okay with you.
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SafariJohn

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Re: [0.95.1a] Roider Union - Expeditions - 1.4.3
« Reply #377 on: July 13, 2022, 02:28:43 PM »

Don't ask to ask ;)

Yes, it is fine with me.
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Quartofel

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Re: [0.95.1a] Roider Union - Expeditions - 1.4.3
« Reply #378 on: July 13, 2022, 03:51:18 PM »

>Don't ask to ask
If it sounded like that, it was a certified second language moment :p

Thank you for permission! :D
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econ_intern

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Re: [0.95.1a] Roider Union - Expeditions - 1.4.3
« Reply #379 on: July 15, 2022, 03:53:24 AM »

Hi there! Just tried this mod, huge fan so far.

Quick question - how do tech expeditions work? I see them in the patch notes but after a few cycles of interacting with the Roiders I haven't encountered them or any mention of them.

Any tips?

Thanks!
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SafariJohn

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Re: [0.95.1a] Roider Union - Expeditions - 1.4.3
« Reply #380 on: July 15, 2022, 07:51:45 PM »

They travel from the core to the fringe to salvage tech. You will get an intel for them if you are nearby when they are launching or if you spot the expedition itself. You have probably gotten the intel but didn't notice it because it looks similar to the trade fleet intels.
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Quartofel

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Re: [0.95.1a] Roider Union - Expeditions - 1.4.3
« Reply #381 on: July 28, 2022, 06:31:28 AM »

Hey John, have you considered nerfing Bolts maybe? They're super fun, but I feel like they're too good overall. Granted, they don't do much direct damage, but 2-3 wings can completely stunlock even some capitals and PD systems simply can't keep up with their speed. I feel like either making fighter zaps have to be reloaded or reducing wing size or increasing OP cost would make them more fair without making them not fun anymore.

And boy, are they fun especially when pilotable :P.
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SafariJohn

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Re: [0.95.1a] Roider Union - Expeditions - 1.4.3
« Reply #382 on: July 28, 2022, 09:10:16 AM »

Bolts are fairly equivalent to Claws, except their missiles mess with PD and shield AI. I am going to rework the Zap SRM to alleviate those issues.
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SafariJohn

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Re: [0.95.1a] Roider Union - Expeditions - 1.4.4
« Reply #383 on: August 28, 2022, 10:57:45 AM »

Roider Union - Expeditions - v1.4.4

Download in the OP
Maybe not save compatible! Backup your saves!

New music! Fixed save leak from expeditions and some crashes. Reworked Bolt, Zap SRM, Spike/Pile Driver, and Firestorm.



Version 1.4.4
 New Features
 - New music!
 - Added pirate skin of Wrecker
 - Added zapping mechanic for Zap SRMs
 - Redesigned Firestorm's mount arcs - can now focus forward

 Changes
 - Reworked Zap SRM
   - Reduced EMP damage from 180 to 70
   - Added 280 bonus EMP damage versus fighters
   - Increased damage from 50 to 60
 - Nerfed Bolt interceptor into a specialized anti-fighter
   - Reduced hull from 500 to 450
   - Reduced armod from 75 to 50
   - Increased refit time from 6 to 10
   - Reduced Zap SRM's missiles per burst from 4 to 2
 - Spike Driver and Pile Driver
   - Buffed initial accuracy from 5 degrees to 0
   - Nerfed initial rate of fire - starts at 50% and reaches normal at worst accuracy
   - Changed recoil per shot (to smooth rate of fire spin-up) from 5 degrees to 3
   - Increased range of Spike Driver from 600 to 650
 
 Bug Fixes
 - Fixed Expedition crashes and save leak
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Jang

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Re: [0.95.1a] Roider Union - Expeditions - 1.4.4
« Reply #384 on: August 28, 2022, 11:11:29 AM »

New update!  ;D

If the update isn't save compatible, is that something that would be apparent right away? I wouldn't want to update and then run into a game-breaking bug half a cycle later.
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cjuicy

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Re: [0.95.1a] Roider Union - Expeditions - 1.4.4
« Reply #385 on: August 28, 2022, 12:29:49 PM »

YOOOO THOSE SPIKE THROWER CHANGES, BLESSED
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It's been a long time, but I still love ya!

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SafariJohn

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Re: [0.95.1a] Roider Union - Expeditions - 1.4.4
« Reply #386 on: August 28, 2022, 03:32:53 PM »

New update!  ;D

If the update isn't save compatible, is that something that would be apparent right away? I wouldn't want to update and then run into a game-breaking bug half a cycle later.

I think if you load in your old save, make a save copy with 1.4.4, and are able to load in that save, you should be good.
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Jang

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Re: [0.95.1a] Roider Union - Expeditions - 1.4.4
« Reply #387 on: August 30, 2022, 07:08:33 PM »

I updated from 1.4.3 to 1.4.4 and have been playing for a while now with no problems! By the way, I found a message from 2020 saying that Union HQ patrols don't stack with High Commands. Is this still the case?
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SafariJohn

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Re: [0.95.1a] Roider Union - Expeditions - 1.4.4
« Reply #388 on: August 30, 2022, 07:51:21 PM »

By the way, I found a message from 2020 saying that Union HQ patrols don't stack with High Commands. Is this still the case?

Yes.
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SafariJohn

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Re: [0.95.1a] Roider Union - Expeditions - 1.4.4
« Reply #389 on: September 08, 2022, 08:07:35 PM »

2.0 teaser:
New Cowboy-class Light Carrier frigate using Doldrums Chainguns, a new premium small kinetic ballistic that will be featured on the Rocksaw heavy fighter, replacing its Assault Chaingun.



Old Cowboy sprite will be used a for a support-oriented carrier to supplement the new Roider destroyer carrier, the Calidor:

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