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Starmade reactor chambers
Starmade reactor chambers













starmade reactor chambers
  1. #Starmade reactor chambers how to
  2. #Starmade reactor chambers update
  3. #Starmade reactor chambers code

I thought it was dumb complex until I messed with it. It now makes reactor building a question of, how much power do you need and what enhancements? Federation ships would have a lot of different chambers to adapt to problems, a Klingon ship would have a very simple set up. It's no longer dependent on the ship, but the reactor, and everything connects to it, like how other games have conduits or wires to connect sub systems. Reactors have auxiliary power to power these chambers, bigger means more. I do wish it didn't need to have individual chambers though, but that's that now. Sub systems like jumping, mobility enhancements, defense etc now take a set of chambers that completely dependent on the reactor size to be effective. You can have just a box of power, add stabilizers you get more power. I feel like the application got so much simpler to understand.

#Starmade reactor chambers how to

Figruing out how to get spegattie in every inch of the ship, having the power capacity to keep stealth or things working, how cloaking and radar jamming was one block but you had to do a lot of math to get an idea of if it's viable. Unless it’s absolutely necessary, changes after this will only affect smaller aspects.I feel like I have a better grasp of the chamber system than the previous power and effects system. This will also likely be the last major change to balance for ships. Thanks to all the quifire members who developed and tested these changes. Adjusted some chamber abilities, such as scanning and Thrust Burst.Ī more detailed document is available here: Adjusted bomb to hopefully be more usable (see document below) Worked with Schine to fix missile guidance Replaced the broken Doom Beam with a high-range pulse laser Helped to track down and resolve the infamous 'tunnelling' bug with cannon projectiles Buffed Anti High Damage chamber, lowered threshold for "High Damage" to better protect against large hits. Nerfed/adjusted Anti Low Damage chamber to only block actual low damage relative to shield capacity Buffed shields relative to weapons overall (should make thick or slanted armor more viable) Made armor layering/stacking significantly more effective. Made diminishing returns on thrust harsher. There should be more variance in ship maneuverability and top speeds now depending on ship size and design. Changed chamber size formula, to not force certain reactor sizes for optimal mass efficiency Rebalanced chamber capacity requirements across the board (see document below) Set maximum power from stabilization to 100%. The following is a short overview of the most important changes, with a more comprehensive document of all changes available via a link below. The Quickfire config changes cover a broad spectrum of StarMade's systems, which have been determined to be broken or imbalanced in the vanilla game. The Quickfire team is available for any support, question, suggestion for changes, or barrage of rotten tomatoes on their thread here, or in their discord server As such, you should expect that most ships will require refits to function.

starmade reactor chambers

Most systems are balanced very differently than they were previously, including power consumption, mass, potency per block, and even some aspects of mechanics. This is a complete overhaul of the game's configs. The config set was created by Quickfire's core team of configurators, with input from other members of the community, including PvP enthusiasts, creative builders, and others. The Quickfire Initiative configs are very different from the old defaults.

#Starmade reactor chambers code

To make modding and general extensions of the game easier the game's code is now unobfuscated. It introduces balance changes that the Quickfire initiative developed and tested.

#Starmade reactor chambers update

For this reason, this will probably be the last update on the non-universe-update version of StarMade. The universe update is well underway and the code bases are now so different that any change on the old version takes a lot of time because of migrating. Update 0.202.87: Fixed missile speed for AI tracking















Starmade reactor chambers