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News:

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

Poll

What next?

Capital carrier
- 5 (27.8%)
Cruiser carrier
- 3 (16.7%)
Assault cruiser
- 3 (16.7%)
Civilian ships
- 0 (0%)
Some weird frigate
- 2 (11.1%)
Weapons
- 5 (27.8%)

Total Members Voted: 18


Pages: 1 ... 6 7 [8] 9

Author Topic: [0.7.2a] Pegasus Belt Council v1.6 (update 2016-08-27)  (Read 93777 times)

celestis

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Re: [0.7.1a] Pegasus Belt Council v1.4 (update 2016-02-06)
« Reply #105 on: March 18, 2016, 10:16:46 AM »

I need PBC!
Good news everyone, that scream prevented me from postponing the release for tomorrow, so PBC 1.5 is already out! =)

Changes:
- Phase inhibitor: reduces time scale bonus, max speed and raises cloak upkeep for nearby phased ships
- Multi EMP: shield pierce chance
- Magnetic accelerator active time increased to 9 seconds and it now also gives 25% bonus to energy and ballistic range
- Ionized shield reduces chance of shield piercing by 50%
- Nanite paste duration reduced to 2 seconds
- Thanatos: 2 small slots Universal->Synergy
- Nyx: 1 medium slot Energy->Universal
- Gaia: 1 large slot Energy->Synergy
- Aidos: 2 medium slots Energy->Synergy
- Pallas: 1 medium slot Energy->Hybrid
- Tethys: 2 small slots Universal->Synergy
- Thrasos torpedo: 0.75 second arm time
- Pallas shield radius increased a bit
- Slightly increased stasis beam effectiveness vs big ships
- Twig entity support for beam effects (looks like it works, but I'm not completely sure about everything)
- Flux destabilizer now also reduces hard flux dissapation fraction by 85%, adds small chance of weapon malfunction and also deals 1 dps
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Abyz

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Re: [0.7.2a] Pegasus Belt Council v1.5 (update 2016-03-18)
« Reply #106 on: March 18, 2016, 01:04:44 PM »

Yessssssssssss!
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HELMUT

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Re: [0.7.2a] Pegasus Belt Council v1.5 (update 2016-03-18)
« Reply #107 on: March 18, 2016, 01:16:03 PM »

Any chances of having a quick fix for the Erebus? Ship's OP.
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radekplug

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Re: [0.7.2a] Pegasus Belt Council v1.5 (update 2016-03-18)
« Reply #108 on: March 18, 2016, 03:54:39 PM »

Very funy faction to play at start war with tri-tiacon have some hard time but few bounties done get phase destroyer and tri-tiacon base i home system prety annoying bout will be soon done with this base by capture.
how get start fleet for nexelin by playing as pbc?
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celestis

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Re: [0.7.2a] Pegasus Belt Council v1.5 (update 2016-03-18)
« Reply #109 on: March 18, 2016, 11:33:04 PM »

Any chances of having a quick fix for the Erebus? Ship's OP.
I haven't yet decided what to do with it. Perhaps I'll just removed about 2 decks, but quickfix is unlikely: next update will contain something new too. If this really annoys you, such a seasoned modder like you can easeily adjust the files to your liking w/o waiting for the fix.

Very funy faction to play at start war with tri-tiacon have some hard time but few bounties done get phase destroyer and tri-tiacon base i home system prety annoying bout will be soon done with this base by capture.
how get start fleet for nexelin by playing as pbc?
Last time I played Nex with PBC it was working fine, you just need to select the starting race from "P" group.
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SierraTangoDelta

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Re: [0.7.2a] Pegasus Belt Council v1.5 (update 2016-03-18)
« Reply #110 on: March 19, 2016, 11:33:37 AM »

*** yeah, this is one of my favorite mods. Gonna start a brand new character soon.
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celestis

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Re: [0.7.2a] Pegasus Belt Council v1.5 (update 2016-03-18)
« Reply #111 on: May 07, 2016, 03:46:25 AM »

Finally found some time to continue development. Check out 2 new frigate sprites:

Any ideas what kind of a built-in super gun to mount on #1? Perhaps it will have a system that will toggle long/short range for this weapon, but I'm still in the very start of thinking it over...
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NCMagic

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Re: [0.7.2a] Pegasus Belt Council v1.5 (update 2016-03-18)
« Reply #112 on: May 20, 2016, 10:54:33 AM »

What about a slow longrange projectile mode that slowly splits into multiple shards and a shortrange shotgun mode?
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Mr. Nobody

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Re: [0.7.2a] Pegasus Belt Council v1.5 (update 2016-03-18)
« Reply #113 on: May 20, 2016, 02:28:45 PM »

What about something that impart momentum to a ship over a long time?

Idk, the projectile is actually a rocket that latch onto the ship and then fire the engine causing the ship to drift away or spin.

Now that i think of it, a "magnet" weapon would be interesting, shoot enemy 1, shoot enemy 2 (and 3 maybe), enemy 1 and 2 (and 3 if applicable) all collide with one another.

Or maybe it just attract the ship to the one that has fired the weapon, and the ship has quite the amount of armor?
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celestis

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Re: [0.7.2a] Pegasus Belt Council v1.5 (update 2016-03-18)
« Reply #114 on: May 22, 2016, 11:43:59 AM »

Quote
What about a slow longrange projectile mode that slowly splits into multiple shards and a shortrange shotgun mode?
Had something like that in mind at start, but then I remembered that one of the SS+ cruisers has exactly built-in
Quote
slow longrange projectile mode that slowly splits into multiple shards
...
Quote
Idk, the projectile is actually a rocket that latch onto the ship and then fire the engine causing the ship to drift away or spin.
I suppose the weapon should be quite decent at dealing damage as well, because it is this ship's main gun after all.
Quote
Now that i think of it, a "magnet" weapon would be interesting, shoot enemy 1, shoot enemy 2 (and 3 maybe), enemy 1 and 2 (and 3 if applicable) all collide with one another.
Well, that is definitely original, I like the idea. Shooting several ships might be a bit too much, but maybe a sort of AoE singularity that will drag nearby ships to itself for a short period of time? Or, as you proposed, a magnet, that could be represented by 2 or more "tractor" beams coming out of the projectile.
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celestis

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Re: [0.7.2a] Pegasus Belt Council v1.6 (update 2016-08-27)
« Reply #115 on: August 27, 2016, 12:20:48 AM »

New 1.6 version has been uploaded.
Apart from minor tweaks it includes abovementioned frigate and a new unshielded cruiser:

Check it out!
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HELMUT

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Re: [0.7.2a] Pegasus Belt Council v1.6 (update 2016-08-27)
« Reply #116 on: August 27, 2016, 09:41:32 AM »

That's a pretty cool looking ship, although i'm not sure if an unshielded and (i assume) non-phase ship is going to work out really well.

Otherwise, the download link is down :

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Weltall

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Re: [0.7.2a] Pegasus Belt Council v1.6 (update 2016-08-27)
« Reply #117 on: August 27, 2016, 10:38:46 AM »

Bitbucket seems to have had a bad time today. All bitbucket downloads were down for a while.

PS: I never new in general PCB was such an awesome faction.. until they recently kicked my butt XD It was worth it thought, since I got a Moros out of it~

New 1.6 version has been uploaded.
Apart from minor tweaks it includes abovementioned frigate and a new unshielded cruiser:

Check it out!

It looks so beautiful.. It is rare to see a large spaceship shaped closer to an actual aircraft. I am already in love with it.
« Last Edit: August 27, 2016, 10:43:11 AM by Weltall »
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DownTheDrain

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Re: [0.7.2a] Pegasus Belt Council v1.6 (update 2016-08-27)
« Reply #118 on: August 27, 2016, 11:19:26 AM »

New ship looks great.
Shame it's unshielded, so I guess the only time I'll ever get to see it is when I'm shooting at it.
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Weltall

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Re: [0.7.2a] Pegasus Belt Council v1.6 (update 2016-08-27)
« Reply #119 on: August 27, 2016, 11:45:02 AM »

Being one that does not like unshielded ships myself, I think a front shield Emitter would be an option for this. It has 150 OP, which for a normal Cruiser it is quite high. Btw, what is the Omni Armour?
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