Fractal Softworks Forum

Starsector => Mods => Topic started by: Harmful Mechanic on August 31, 2016, 06:04:47 PM

Title: [0.9.1a] Dassault-Mikoyan Engineering v.1.18a
Post by: Harmful Mechanic on August 31, 2016, 06:04:47 PM
(http://i.imgur.com/LLEB3We.png)

Excerpted from standard contract hunter-warrior Terms and Conditions (cycle 206):
...II. All vessels, armament, or other materials (hereafter 'Equipment') is provided in an 'as-is' state,
including any battle damage it may have suffered. Customers and purchasing agents (hereafter 'Contractor') are
advised to conduct their own inspections and safety checks before piloting/operating/inserting/wearing/fondling/
glancing sharply at any purchased Equipment.

III. Dassault-Mikoyan accepts no responsibility for any damages (physical, monetary, temporo-spatial, or emotional)
relating to the use or misuse of any Equipment purchased by the Contractor or their designated agents.
Please do not use Equipment as a foot rest (excepting designated foot rest units), flotation device
(excepting designated flotation device units), novelty gift, or marital aid.

IV. Employment of Equipment in causing material or financial harm to Dassault-Mikoyan personnel, spacecraft,
planetary assets, or other property not specifically mentioned in this agreement shall be construed as excellent grounds
for the delivery of a swift, messy death to the Contractor, to be carried out summarily by the nearest available fleet asset...
[close]

Download Mod (https://bitbucket.org/StopTypingSoren/dassault-mikoyan-engineering/downloads/Dassault-Mikoyan_Engineering_v1.18a.zip)
Get LazyLib [required] (http://fractalsoftworks.com/forum/index.php?topic=5444.0)
Get GraphicsLib [required] (http://fractalsoftworks.com/forum/index.php?topic=10982.0)
Get MagicLib [required] (http://fractalsoftworks.com/forum/index.php?topic=13718.0)


Recommended Utility Mods
Console Commands (http://bit.ly/19udfC8)
Version Checker (http://bit.ly/1wSPmKE)
Autosave (http://fractalsoftworks.com/forum/index.php?topic=9748.0)

For Maximum Fun:
Nexerelin (http://fractalsoftworks.com/forum/index.php?topic=9175.0)
(dynamic faction warfare, DME hard mode start)

A simple, clean fighter-, and cruiser-centric high-tech/midline faction,
focused around carrier combat, specialized weapons, and high mobility.
Adds 40+ ships and 70+ weapons, new {REDACTED} enemies, generous campaign content,
deeply inappropriate ship names, cheese-eating space magic, arcane in-jokes, and more.


Example Ships
(https://i.imgur.com/SnQrbEp.png)
Zelenograd Research Platform - Jeanne d'Arc Fleet Carrier

(https://i.imgur.com/6nZvgd7.png)
Kobra Gunboat - Wanderer Combat Clipper - Baikal Universal Cruiser - Husky Picket Ship

(https://i.imgur.com/bFhTUqv.png)
Tunguska Gun Destroyer - Snow Goose Fast Attack Ship - Kormoran Guard Cruiser - Vesper Tactical Frigate

(https://i.imgur.com/53dBiai.png)
Tereshkova Explorer - Chamois Utility Rig - Normandie Command Carrier - d'Erlon Escort Carrier

(https://i.imgur.com/m9nMeR3.png)
Demoiselle Strike Bomber - Harridan Scout Fighter - Spirale Heavy Fighter - Rafale Torpedo Bomber - Foil Attack Bit - Dard Drone Interceptor

(https://i.imgur.com/Z4wGB4i.png)
Star Sylph Combat Courier - Lodestar Armed Freighter - Bouclier Armored Courier - Shalaika Scout-Courier

(https://i.imgur.com/dRT66dz.png)
Mouflon Assault Lander - Sevastopol Secure Transport - Kentaurus Armed Transport - Puddle Jumper Free Trader
[close]

Example Weapons
(http://i.imgur.com/TFtGG3n.png)
(https://i.imgur.com/D0CcP6E.png)
Linear Autogun - Heavy Linear Autogun - Heavy Linear Cannon - Twin Linear Cannon - Linear Cannon
Pure kinetic DPS weapons with poor penetration.
(http://i.imgur.com/lX49m4x.png)
Whistler Jetrifle - Hellspear Cannon - Howler Cannon - Horn Attack Gun
Break on through to the other side.
(http://i.imgur.com/RfZMKyc.png)
Heavy Rail Accelerator - Ultra Rail Accelerator - Light Rail Accelerator
Big gun (gotta have one!)
(http://i.imgur.com/JKRkuYe.png)
Flechette CIWS - Ripper Flechette Gun - Flak Discharger
Utility weapons mainly effective against bare hull.
(http://i.imgur.com/RDe0YOL.png)
(http://i.imgur.com/ZQ47iu9.png)
Hybrid Blaster - Quad Hybrid Blaster - Hybrid Pulser
Do you like hurting other people?
(https://i.imgur.com/WgomJYD.png)
Obusier Shock Artillery - Heavy Shockbeam - Ultra Shockbeam - Tactical Shockbeam
Shock the monkey!
(http://i.imgur.com/vQZqQCS.png)
ER Pulsed Laser - Capacitor Autolaser - Capacitor Microlaser
Clean, quiet, efficient.
(http://i.imgur.com/NePI1bb.png)
Multi-Beamer Node - Tribeamer - PD Beamer - Micro Beamer
Strong point-defense is a staple of any faction with low armor.
(http://i.imgur.com/JMJ6mJ1.png)
ER PD Laser - Blaze Gun - Blaze Repeater - Medium Pulsed Laser - Light Pulsed Laser
Obsolete, or just none too special.
(http://i.imgur.com/Wejbz78.png)
(http://i.imgur.com/z8p3lpS.png)
Chasseur Multi-ASM Launcher - Voltigeur ASM-5 - Voltigeur ASM-3
Allons-y!
(http://i.imgur.com/GMKZhry.png)
Traceur MRM Launcher - Traceur MRM Tube - 2x Frappeur Torpedo - 1x Frappeur Torpedo
What you can't blow up, leave crippled and drifting.
(https://i.imgur.com/b5V8wKf.png)
Jongleur ESAD Rack - Jongleur ESAD Launcher - Jongleur ESAD Barrage - Katyusha Perforator - Perforator Rockets
Fast, cheap support missiles and deadly fast light rockets.
(https://i.imgur.com/zv6Mh1j.png)
Itano AMM-6 - Itano AMM-8 - AMM Blister Launcher - Grad TBM-10 - Grad TBM-5
It's the circus.
[close]

Misc
(https://i.imgur.com/hcG1sQi.png)
Laboratory/Commercial-Industrial/Outpost Stations
(https://i.imgur.com/jF5GhlK.png)
High-grade/Low-grade/Unstable Sigma Matter
(https://i.imgur.com/ZAgT5TN.png)
Secure Data Storage
[close]

- REDACTED -
An AI-infected NPC terrorist faction, designed around doing mobile-alpha-damage player trickery right back to you, with interest. Blow up their ships, salvage their bases for loot, and steal their gear.
(https://i.imgur.com/zC2Zidl.png)
Hellion Phase Fighter - Iridium Drone - Devil Ray Phase Destroyer - Sparrowhawk Escort Cruiser - Imp Drone

(http://i.imgur.com/SE7IdCx.png)
(https://i.imgur.com/mh2gYKE.png)
Energy Mine Discharger - Jackal Burst Slicer - Shell Hawk UAC/3 - Shellback AC/3
(https://i.imgur.com/1joiIcN.png)
Thermal Burst PD - Thermal Scatter PD - Plasma Erupter - Plasma Bolter - Plasma Streamer

(https://i.imgur.com/eQM9PnU.gif)
Hardened Warning Beacon

Blade Breakers spawn in a single fixed constellation to the galactic South, with optional procedural spawns that you can enable in the settings file. And keep a look out for deserters and renegades from their ranks - you never know what goodies they might bring with them...
[close]

Gameplay Guide
(https://giant.gfycat.com/FarflungThankfulAttwatersprairiechicken.gif)
GENERAL:
  • All ships have higher base speed compared to their vanilla equivalents, and rely more on shields than armor (which can't be increased, thanks to the built-in Monobloc Construction hullmod disallowing Heavy Armor). Always be moving! Very few ships in the mod can fight a toe-to-toe brawl; work around to an enemy's flank or stern and hit them there.
  • Because Monoboc Construction, the built-in hullmod, trims the base range of long-range weapons, and the range extension of ITU, it's better to mount shorter-range, high-DPS or high-per-shot weapons, to ensure that when you close the range, you do the greatest damage possible.
  • Dedicated carriers, unlike other ships, don't have weapon range reduced - instead, they get a flat 200-su range bonus, and can't use ITU or DTC, so save long-range weapons for them.

WEAPONS:
  • Weapons are specialized; make sure you read the weapon stat cards, and test them out in the simulator; many DME weapons have hidden qualities like shot speed that make them more or less useful than raw stats suggest.
  • The Hybrid weapon family is best against armor and lower-tech ships; their EMP damage and arcing can quickly turn a fight in your favor by disabling the enemy's more numerous weapons.
  • Linear cannons come in a variety of sizes, and provide fearsome burst firepower; most are highly flux-efficient and ride up an opponent's flux quickly. They tend to have lower per-shot damage values, however, and are especially useless against armor.
  • HE weapons like the Horn, Howler, and Hellspear, on the other hand, fire slowly, but have high per-shot damage and an additional, random bonus damage effect; what they lack in fire rate, they make up for in penetration. Mix a few in with your kinetics or energy weapons to strip enemy armor.
  • Ammo-limited weapons like the Ripper, Whistler, and Autolasers make excellent choices for small picket and fast-attack vessels; moving in, firing until ammo runs out, and backing off to reload and vent is highly effective against larger enemies, especially with wingmen who can swap-out for you.
  • Rail Accelerators have lackluster DPS, but high per-shot damage and blinding fast projectile speed. Salvo fire from multiple mounts or ships is the best way to make them effective.
  • The various pulsed lasers and beams have shorter base ranges than vanilla, continuous beams, but higher damage output, comparable to projectile weapons. The burst damage is more effective against shields; alpha strikes using the X key will do ruinous damage.

FIGHTERS:
  • All fighters in the mod are relatively strong, on par with the better midline and high-tech models in vanilla Starsector. Lean on them! What you lack in direct firepower can often be made up for with smart use of fighters.
  • Use tougher, more numerous fighters like the Spirale and Mystére to screen for bombers; their kinetic damage will soften up shields for huge rocket and torpedo salvos.
  • Massed bomber strikes are always more effective; manage your carriers to maximize the number of bombers in a single attack wave.
  • Harridans are poor choices against heavy PD or shielded fighters, but will clean up unshielded fighters and bombers due to their Hybrid Scrambler and missiles. Use their long tether range to your advantage; they can clear out interceptors ahead of bombers, or disable light, unshielded frigates like the Hound.
  • Several combinations of fighters and bombers (Spirale/Mystére + Rafale, or Harridan + Demoiselle) are particularly effective; fighters, like weapons, are specialized, and compliment each other.

[REDACTED]:
  • Blade Breakers want to hit-and-run on you. Don't let them; sustained chases and attrition are murderous on their ships, which ride up flux horribly with their advanced weaponry and overload for 25% longer than normal ships. Sabots, Voltigeurs, and other kinetic missiles are useful, but shouldn't be your primary sources of kinetic damage. Pin them and win the flux war.
  • Similarly, trying to out-high-tech them is a losing game; get some cheap, simple, low-tech anvils to soak up all that alpha damage, and arm them with lots of efficient kinetics. Enforcers, Dominators, and other missile- and bullet-sponge ships will do very well. Don't try to out-alpha them, either; Blade Breakers are good at punishing other ships that ride up their flux and depend on heavy burst damage.
  • Strike ships like the Devil Ray are designed to win one-on-one duels with superships and with the player. If you're willing to sacrifice a frigate or two (or better yet, some fighters), send them in first to soak up those induced overloads for you. There's always a counterplay.
  • Mod factions that are weak vs. Blade Breakers:
    - Blackrock Drive Yards
    - SCY Nation
    - Diable Avionics
  • Mod factions that are strong vs. Blade Breakers:
    - Tiandong Heavy Industries
    - Interstellar Imperium
    - Kadur Remnant

[close]

Thanks
Eliza for generous early help with scripting, gameplay testing, and goofy space-naming assistance.
MesoTroniK for equally generous help with scripting, debugging, great and subtle space magics, and high-quality advice.
Cycerin for SFX advice and encouragement.
Histidine for debugging and best-practices assistance.
Nicke535 for his gorgeous quad-strip trail and oscillating beam code.
Machine for help with procgen constellation code.
Everyone who previewed and tested, gave useful feedback, or said something funny that became a ship name.

It wouldn’t be what it is without you guys.


- Like The Mod? Buy Me A Beer -
(https://i.imgur.com/4bFtjuV.png) (https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=J3BYXZSVHYF9A)

(Donations also make it possible to do things like commission music and dedicate more time to the mod.)

Changelog
1.18 - Fixes, balance, polish. More fun stuff. Breaks saves.

Content:
- Added Nymphe light bomber (4/wing).
- Added Reef light carrier (Deserter).
- Added light and heavy Cargo Rigs (Deserter).
- Added Arcite bomber (Deserter).
- Added Bantam fighter drone (Deserter).
- Added Phased Buster Launcher (Deserter) - (Hotfix for Prism blacklist).

Balance:
- Reduced Pup to 2 fighters/wing, increased HP to 600 and armor to 200. She bricc.
- Reduced OP costs of Canister Flaks to 12/8, improved base accuracy.
- Reduced Calliope missile damage to 200 frag, added on-hit HE damage, swapped over to fully-guided missiles.
- Fixed tooltip note for Voltigeur bonus damage.
- Removed Curse-class carrier from Deserter blueprint pack, restored slot types (now more fun to fly).
- Redesigned Bladewood-class Mothership (Deserter).
- Added Advanced Nav Relay to Shalaika, removed High-Res Sensors.
- Changed Zelenograd system to Focusing Lenses.
- Reduced Brisance flux cap and hullpoints as well as top speed.
- Replaced Itano AMM-3 with Aiguille SAM on Skink.

Campaign:
- Removed handmade Sigma constellations other than primary (Lenze), beefed up availability of Sigma Matter inside that one.
- Majorly adjusted Lenze's surrounds, recycled two new systems from other constellations.
- Added custom intel dialogue and intel icons for Hardened Warning Beacons.
- Rebalanced markets across the whole faction; should fit better into the sector economy. In particular, nanoforges have been trimmed back to a reasonable one on Peremohy.
- Integrated procgen Blade Breaker spawning with Adjusted Sector; Adjusted Sector now allows you to control the number of Blade Breaker spawns. Procgen Blade Breakers still need to be enabled in DMESettings.ini first.
- (Hotfix for beacon dialogue error)

1.1 - Fixes, content, polish and balance.

Content:
- Added Electron Rocket Family - launcher, twin rack, and single rack.
- Added GX Phased Blaster (Deserter).
- Added a 'lo-fi' version of trail_data.csv for low-end machines.
- Added some... surprises... to Sixth Bureau fleets.
- Added Bladewood-class Mothership (Deserter).
- Numerous sound replacements and improvements.

Balance:
- Adjusted monthly/deployment costs of Mouflon to 4/8.
- Revamped Maskirovka mines - now do 500 energy damage, smaller radius (but teleporting in closer as well).
- Replaced IR Beamers on Deserter Sparrowhawk with simpler PD.
- Slight addition to Blade Breaker Engineering hullmod; BB ships now do half again the explosion damage, but with only 75% of the normal explosion radius.
- Halved damage (100>50) and doubled salvo size (3>6) of Flak Discharger.
- Changed d'Erlon cargo/fuel value and deployment costs (now at 60/60 and 12/10), should be more reasonable. Precision Targeting damage buff reduced from +50% to +33%.
- Changed Normandie's ship system to Strike Command, which increases fighter speed, maneuverability, and autoaim accuracy.
- Added +10 OP to Carabao to make it a little more flexible.
- Changed a bunch of crew, cargo, and fuel values to something approaching sanity.
- Reduced a number of projectile velocities at the high end (rail accelerators, BB plasma weapons).
- Reduced Heavy Linear Cannon shot damage from 160 to 120 and DPS from 480 to 400. Added a little on-hit energy damage to make up for that.
- Reduced Hellspear DPS to 150 from 200.

Campaign:
- Tweaked a few planetary conditions to account for new colony balance and simple derp.
- Fixed inability of random Blade Breaker systems to spawn in Nexerelin's Random Mode. (Thanks go to Morathar for suggesting a fast fix).
- Shuffled around Deserter start options to accommodate another... surprise.

1.0 - Updated for 0.9.1a, major balance and content. Breaks saves, takes names.

Content:
- Improved sprites for Linear Autogun family.
- Improved sprite for Star Sylph.
- Improved sprite for Snow Goose.
- Improved sprite for Dard Interceptor Drone.
- Improved sprite for Icax Skipfighter.
- Improved sprites for base Vesper and Sixth Bureau Vesper.
- Improved or replaced all custom station sprites.
- Touchup and minor adjustments to scripts, projectiles.
- Added Revanche Flechette Cannon.
- Added Assault Rail Accelerator (6B).
- Added Thermal Mortar (BB).
- VERY REDACTED goodies. Lots of goodies.
- Fixed missing d-hull damage overlays in hull_styles.

Balance:
- Reworked Linear Autogun family as magazine-based rotary cannons with high peak, but much lower sustained, DPS.
- Added ammunition to flechette gun weapon family.
- Replaced Dual Linear Chain Gun on Spirale with Linear Autogun.
- Minor tweaks to Kobra Mk. 3; more armor, slightly more speed. Should be more common in markets.
- Added Aiguille SAM Bay (renamed from Slapper) to Dard.
- Improved Mouflon flux stats; added 5 OP, integral fighter bay.
- Replaced integral ECCM with integral Expanded Missile Racks on Tonnerre.
- Reduced TBM-10 and TBM-5 ammo to 90/60, respectively, in light of the above.
- Swapped trails over to .csv system.
- Increased prices of all ships destroyer-grade and higher.

Campaign:
- Added a new (empty) system, Hejaz.
- Added custom admins to Peremohy and La Reole.
- Adjusted tooltips on hardened warning beacons.
- Revised most station visuals, some more than others.
- Default setting is now no random Blade Breaker constellations. To activate, look in settings.ini.
- Fixed a few minor system issues.


Previous Changelogs
Spoiler
0.9.9f - Balance and QoL.

Content:
- New Mystère sprite.
- Added DME Refit blueprint package.
- Added Targeting Optics hullmod (built-in)
- Sound tuneups and alterations.
- Added a few weapon FX.

Balance:
- Added 0-flux speed bonuses to Monobloc Construction and Skipspace Reaction Furnace. Monobloc ships get half-again the vanilla boost, while Reaction Furnace ships get a doubled 0-flux boost at up to 5% flux (6% with Helm 3).
- Adjusted bomber refitting times upwards 3-5 seconds.
- Rearranged Maskirovka slot types to better match the Harbinger; one Large Universal, two medium Hybrids. Better commit with that large!
- Kobra, Tunguska, and Baikal now have a built-in hullmod to increase range threshold slightly and autoaim accuracy.
- Reduced per-shot damage and flux of Obusier Shock Artillery to make it slightly less of a no-brainer/more effective in AI hands.
- Redesigned Mystère as a better support bomber.
- Removed Salvage Gantry on base Baikal, added it to Baikal (Brone).
- Changed some fighter OP costs (reduced cost: Aigrette, Demoiselle, increased cost: Harridan, Mystère).

Campaign:
- Integrated refit and export DME hulls into indie and pirate fleets.

0.9.9e - Fixes, QoL.

Content:
- Set Linear Chain Gun family to SYSTEM in preparation for removal.
- Added oscillating beam effect to shockbeams, ER PD laser. Thanks to Nicke535 for his script.

Balance:
- Updated Prism Freeport and Omnifactory blacklists.
- Blocked Safety Overrides (temp).
- Added Vesperon whitelist, because NO FUN ALLOWED DONUT STEEL.

Campaign:
- Checked and updated Nexerelin configuration files.
- Tweaked ship availability.
- Added a toggle for Blade Breaker random system spawning in DMEsettings.ini, because I am a shadowy one-man cabal who actively conspires against player enjoyment.

0.9.9d - Content, fixes, QoL tweaks. The usual. Will break your save.

Content:
- Added Maskirovka Phase Destroyer.
- Added Capacitor Scatterlaser.
- Added DME minelayer system with unique mine.
- Added Nodal Phase Cloak hullmod for DME phase ships.
- Modified Borzoi sprite (again).
- Slightly redesigned Hybrid family weapon sprites.

Balance:
- Doubled up- and downtime of Shockbeam family; will make them burstier, better vs. armor.
- Returned Quad Hybrid Blaster to charge-based firing because bursty large energy is best large energy. Renamed to Auto Hybrid Blaster.
- Refined Omni Blaster to use random scattering, core shot at 900 dmg with four 150-dmg submunitions.
- Fixed DME ship availability in markets.
- Fixed some odd tags.

Campaign:
- Fixed a few missing market conditions and a duplicate industry.
- Preceptor reworked; more modules, more hate, more exciting violence.
- First pass on Blade Breaker overall balance - reduced some speeds, reworked Hellion autocannon. Massively reduced Mega Plasma Bolter shot damage.
- Changed Sigma system spawning radically - systems now spawn semi-randomly.

0.9.9c - Content, fixes, and QoL tweaks.

Content:
- Added custom bar and commission text to DME planets.
- Added Focuser Bomber Wing (BB)
- Added Plasma Rocket Pod (BB)
- Added Warlock Carrier (BB)
- Added Strategos LRM Battery (BB) (Warlock built-in)
- Added Mincer Assault Cannon (BB)
- Added Spearhead Destroyer (BB)

Balance:
- Fixed issues with Pulsed Skipjet ships suicide ramming.

Campaign:
- First pass on ship availability under the new faction system.
- Fixed Kostroma spawning location.
- Implemented hyperspace clearing for all DME/Sigma systems.
- Reduced chance of Blade Breakers spawning in procgen systems vs. Remnants.
- Added new drop items to Blade Breaker salvage. Now you get all the goodies.

0.9.9b - 0.9a compatibility, fixes, and QoL tweaks. MagicLib now required.

Content:
- Added blueprint graphics.
- Revamped faction flag.
- Added four new selectable player flags.

Balance:
- Made Whistler Jetrifle scarier - continuous fire while ammo holds out, falling off into slower bursts. 400(100) DPS from 300(120).
- Increased Linear Cannon and Twin Linear Cannon DPS to 180/240, respectively.
- Fixed flux/shot for all LINKED weapon types.
- Switched over trail code to MagicLib.

Campaign:
- ***REDACTED BY SIXTH BUREAU COMMS MONITORING***

0.9.9 - Major content and campaign update, significant balance changes. Will break your saves, and you'll like it.

Content:
- Added Jongleur Barrage.
- Added Obusier Shock Artillery.
- Added Sauterelle Rail Drone.
- Added Tonnerre Missile Cruiser.
- Added Grad TBM-10 Missile System (built-in on Tonnerre).
- Added Burya Missile Frigate.
- Added quad trails to rail accelerator family, several other weapons. Thanks to Nicke535 for his quad-trail utility script.
- New sounds for Focusing Lenses shipsystem.
- New and updated UI icons for ship systems.
- Updated Itano AMM missile and pod graphics.
- Updated all Perforator launcher graphics.
- Updated all Shockbeam visuals.
- Updated Kobra Mk.3 sprite.
(Blade Breakers):
- Added Electron Bolt Projector.
- Added Curse stealth carrier and Snake Eye gunship.
- Added Deserter Star Sylph skin.
- Added built-in hullmod: Blade Breaker Engineering.
- ***REDACTED BY SIXTH BUREAU COMMS MONITORING***
- Added “City of the Disturbed” by Eric Matyas (www.soundimage.org) as temporary Blade Breaker interaction music.

Balance:
- Hyperfocus shipsystem renamed to Focusing Lenses, now toggles; doubles the range of all beam weapons in addition to increasing energy weapon damage and slows acceleration and turning. Charge-up and -down times increased.
- Split off a carrier version of Monobloc Construction; removes range penalty, adds 200 su flat bonus to ballistic and energy weapons, blocks ITU and DTC. Replaces the standard Monobloc Construction hullmod on d'Erlon, Normandie, and Jeanne d'Arc.
- Increased Monobloc Construction's capital ship range threshold to 1000.
- Reduced fire rate and total DPS of all rail accelerator weapons, slightly increased shot damage.
- Decreased Katyusha Perforator burst size to 12 from 18.
- Removed PD from Borzoi, replaced with a short-range burst rail accelerator. Small hybrid turrets changed to energy hardpoints.
- Swapped hardpoint and turret types in redesign of Kobra Mk. 3. Kobra Mk 1 remains the same.
- Raker changed to Flechette CIWS, range cut to 400. Flechette-gun family changed to continuous fire, DPS reduced slightly.
- Shockbeam crit frequency increased, bonus damage type changed to Fragmentation.
- Damselfly renamed to Demoiselle.
- Adjusted and added a few variants.
- Fixed some variant qualities and weapon rarity issues.

Campaign:
- Blade Breaker integration! Blade Breakers now spawn in procgen space.
- New salvageable stations for Blade Breaker systems.
- New commodities; three grades of Sigma Matter - turn them in like AI cores for the bounty; and Secure Data Storage, all about the cold hard cash.
- Added derelict ships to handcrafted DME and Sigma systems.
- Added solo frigate and light carrier options to Deserter start.

0.9.8f - Balance, minor content.

Content:
- Made Hedgehog Pod purchasable, because why not. Enjoy taking a big, explosive dump on things.
- Added Frappeur Torpedo Launcher, a 20OP large missile.
- Added new Frappeur launch sound, fiddled with visuals.

Balance:
- Reduced Rafale II OP cost to 20.
- Borzoi PPT reduced to 180.
- Monobloc Construction range threshold is now graduated 600/700/800/900 by hull class. Less brutal for capitals and cruisers. Rewrote description.
- Zelenograd speed increased to 70 from 65.
- Jeanne d'Arc and Baikal speed increased to 45 from 40.
- Tunguska speed increased to 85 from 80.
- Removed Civilian-grade hullmod on Carabao, Sevastopol Mk.1 and Puddle Jumper Mk.1.
- Changed Goalkeeper AI type to SUPPORT.

Campaign:
- Added generous namegen list to spice up vanilla, because I can.
- Added tips, so you can not read my advice inside the game as well as on the forum and in changelogs.

0.9.8e - Content, balance adjustments. Will bork saves. Please consume space kitten mlems responsibly.

Content:
- Spirale: reduced speed, increased refit time from 10 to 12. New sprite.
- Borzoi: total rework, now a phase ship. Built-in Tomino AMM System.
- Added Rafale II Heavy Bomber, a 24-OP wing deploying Hedgehog cluster bombs.

Balance:
- Adjusted AMM family of weapons; AMM Blister MIRV reduced to 12 submunitions (from 16), fire interval set to 6 (from 4). Itano AMM health reduced to 35, fighter AMM reload time reduced to 0.15 from 0.2.
- Omni Blaster now fires a tight cluster of three shots rather than a double-tap burst; should be easier to land hits with.
- Quad Hybrid Blaster DPS reduced to 640.
- Tweaked Perforator acceleration and top speed downwards - should hit a little less often.
   • Damselfly: health/armor reduced to 500/90, more in line with the Khopesh. Reduced rocket volley to 7/pod. Removed flares.
- Flak Projectors reworked as Canister Flak; now fire a spread of buckshot.
- Autolaser family reworked as charge-based Capacitor Autolasers. More interesting this way.
   • Aigrette: removed flares, reduced Compact Autolaser charges to 12 to match the rest of the Autolaser family.
- Jeanne d'Arc flux dissipation/capacity reduced to 640/14000, hull points reduced to 12000, ATC removed, forward medium missile upgraded to large. Costs reduced to 55/55.
   • Target Datalink bonus reduced to 25%, uptime/downtime increased to 15/7.5
- Zelenograd dissipation reduced from 960 to 840, flux capacity increased to 16500. Should be a bit less of a beast.
- Added Delicate Machinery to Snow Goose.
- Replaced Hellrider Rafale I with Hedgehog proximity bomb version. IT's a nice weird sidegrade, rather than a problem.
- Hit a bunch of stuff with minor nerfs and a very few buffs (ammo counts, +/- 50 range, etc).
- Changed Monobloc Construction's range penalty; instead of a flat 15% cut to ballistics, it reduces all weapon range by 50% above 600 units. Same net effect, generally cleaner implementation with fewer edge cases.

Campaign:
- Moved Yod system to avoid conflict with Metelson's Rock system.
- Made some minor system changes, expanded a few descriptions.
- Fixed solar mirrors orbiting Tenacity (connected to market, will now change allegiance with the planet when captured).
- Sixth Bureau ship skins now have a small chance to show up in DME markets.
- Tweaked faction relationships; friendly to Hegemony, cool on the League.

0.9.8d - Minor balance!
- Perforator rocket damage reduced to 150 from 240, ammo and burst counts (9 for Damselfly, 18 for Katyusha) tweaked where relevant. DPS values remain the same. Missile HP reduced to 40.
- Jeanne d'Arc costs raised to 60/60.
- Samoyed built-in AMMs forked from fighter AMMs (more ammo).

0.9.8c - Tournament balance tweaks.
- Reduced Hybrid Scrambler shot damage (15>10).
- Adjusted Zelenograd deployment costs to 45/45.
- Reduced Jeanne d'Arc flux capacity to 18000, changed system to Target Datalink.
- Removed third fighter bay on Zelenograd, swapped system back to MIRAGE Recall.
- Increased fire time of Med Pulsed Laser by 50% - longer burst (300>450), same total DPS.
- Improved SFX of Raker and Ripper.

0.9.8b - More little stuff, some not-so-little stuff. May break saves.
- Cut down per-burst smart flare counts to 3 for ship, 1 for fighter versions. Mostly a visual thing, but makes fighter flares less potent.
- Added Defense Screen, a Damper Field clone that (hopefully) fixes some of the more egregious issues with the vanilla system. Used on Zelenograd and Kobra Mk. 3.
- Added Ramming Mode system for Baikal (Brone). Slower, but allows steering, and uses charges.
- Custom sigma nebula texture for relevant systems.
- Reduced Frappeur torpedo damage to 1350.
- Redid Quad Hybrid Blaster a bit - now does 800 DPS in four-round bursts of 400-dmg projectiles, no more charges.
- Layout/design surgery on the Jeanne d'Arc; should be both better, and more interesting to fit out. Also much prettier.
- Replaced the Sparrowhawk's Plasma Jets with Stutterwarp Jump, a fast-cycling phase skimmer.

0.9.8a - Minor improvements, bugfixes. Should be non-savebreaky.
- Tweaked some system stuff. Mostly aesthetic, some different salvage.
- Removed steering ability from Skipjet Injector.
- Fixed Jeanne d'Arc hull typo. How embarrassing.
- Reduced Baikal (Brone) shield efficiency.
- Reduced module armor health, armor rating, on all playable ships.
- Added Thermal Scatter PD, a workhorse energy flak shotgun. (BB)

0.9.8 - Nose to the grindstone! Will break your saves.
- Added Dalet and Yod systems. Really just there for flavor, but you do get more Sigma Worlds. I wonder what those are all about...
- Did some polish work on the campaign layer to breadcrumb the player towards the Sigma worlds (custom icons, checked to make sure they stood out just right, etc.)
- Included updated faction config for Nexerelin 0.8.3c.
- Integrated mod faction relations.
- Integrated mod faction relations into deserter start.

- More visual improvements to ships, weapons. New Perforator sprite. Adjusted turret locations, artwork of all Multi-PD Node carrying ships: should look nicer, positioning is improved. Damselfly got a once-over, fresh carrier deck designs.
- Reduced Lycosid Interceptor wing size to 5.
- Increased extra supply cost of Sixth Bureau hullmod to 15%.
- Increased fire rate of Heavy Linear Cannon; DPS increased slightly to 480, reduced damage per-shot to 160/50.
- Reduced fire rate of Heavy Rail Accelerator; increased per-shot damage to 375, DPS/flux remain the same. Should be more distinct from the HVD now.
- Increased Kormoran armor to 700.
- Added Sigma Jaunt ship system, replaces Temporal Field on Imp.

- Baikal changes:
- New layout, sprite. She thicc.
- Increased armor to 1200.
- Decreased OP to 140, added Heavy Ballistics Integration hullmod.
- Overall, should feel like a mixture of the Dominator and Apogee. It's practically a new ship.
- Added Baikal (Brone) variant. Be afraid.

- Updated, revised, and expanded many, many descriptions.

- Added new missions, Heavy Iron and Devil To The Belt.
- Enlarged Mothership Connection mission - more stuff, more bees.

- Adjusted Mouflon layout. Added module armor.
- Reduced Star Sylph deployment and recovery costs.
- Added Jeanne d'Arc Fleet Carrier.
- Renamed Mindanao and Leyte to Normandie and d'Erlon, respectively.
- Normandie has lost a few slots and gained a flight deck. Also practically a new ship.
- Zelenograd has also gained a flight deck; ship system changed to Hyperfocus pending something fancier.

- Added Verdun-class defense station and Guardian-class bastion.

0.9.7 - More big changes. Will break saves.
- Added custom shield sounds.
- Slot tweaks to Chamois.
- Added prototype Sparrowhawk skin for player use.
- Removed built-in Operations Center from standard Sparrowhawk: it's still present on the prototype skin.
- Added Blade Breaker Deserter start option for Nexerelin (for experienced players only - it's a rough ride).
- Added Sigma Disruptor ship system for the Devil Ray.
- Added Lycosid Interceptor, a nasty little six-fighter wing.
- Added Plasma Vulcan, built-in for the Lycosid.

- Reduced fire rate of AMM-6 to 45 DPS, reduced OP cost to 3.
- Replaced, or polished up a number of graphics, including the Linear Cannon/Chain Gun family.

0.9.6c - Forward! Some big, sweeping changes.
- Added Fletcher Bomber (a light energy-torpedo bomber).
- Added Hedgehog Pod (a station-only grenade-throwing weapon).
- Added Iridium Assault Fighter (BB).
- Added Energy Mine Discharger (BB).
- added a new mission, Hell's Own Sun.

- Redid all Blade Breaker ship variants. They're color-coded!
- Reworked Flak Discharger to throw braking grenades, increased damage and ammo count.
- Reworked Monobloc Construction; removed flux bonuses, now mitigates 25% EMP, halves overload time and cuts ballistic range by 15%. Incompatible with Heavy Armor, rather than Resistant Flux Conduits.
- Adjusted flux dissipation of affected ships very slightly to compensate in light of above.
- Increased top speed of a few combat ships slightly, as well.

0.9.6b - adding stuff, fixing stuff.
- Removed Nex battlestation variants, because I was dumb and left them in.
- Added Blade Breaker fighters, the Hellion and the Firespray.
- Added Jackal Burst Slicer.

0.9.6a - Polish polish polish - oops, also a content update!
- Increased ammo counts of Raker, Ripper, and Flak Discharger.
- Various tweaks to Blade Breaker content (incl. tweaks to Storm Kestrel, renamed Sparrowhawk, layout). Tagged all weapons for salvage groups, and for exclusion generally (useful for tournaments).
- Hellrider version of Rafale removed from campaign.
- Adjusted Perforator damage (235->240) and DPS (150->160) slightly. Raised DPS (250->320) of Katyusha Perforator.
- Added Marteau MLRM, a multi-warhead LRM dealing energy damage.
- In light of the above, reworked the AMM Blister Launcher as a faster-firing close-range anti-fighter weapon.
- Increased Microlaser projectile speed. Fighters beware.
- Increased range of Traceur random damage slightly (was 20-200, is now 50-250). You people weren't afraid enough for your engines.
- Improved all PD beam SFX.
- Misc adjustments to SFX here and there.

- Added a few new discoverables to existing systems. Get that Neutrino Detector powered up!
- Added non-econ market (Cousteau Base) to Nikolaev, because why not.
- Added two new, uninhabited systems. Mostly for flavor, some plot hooks for later.
- Added Nex battlestation variants. Yeah, I'll probably talk myself into custom stations later...
- Added Kormoran, Tunguska, and Vesper elite skins, which show up in the Nikolaev and Kostroma system as part of Sixth Bureau fleets.
- Added a few 'export' skins.
- Fixed Version Checker support.

0.9.6 - The slog forward continues. Will break your saves.
- First pass on Blade Breaker ships (not available in campaign, not remotely final).
- Added AMM-3 launcher to Shalaika, should make it a little bit more combat-capable without being too strong.
- Fixed Harridan Hybrid Scrambler EMP arc frequency. Should be less of an instant shutdown tool, still good.
- Reduced size of Peremohy combined market to 6.
- Doubled charge time of all rail accelerators.
- Increased shot damage for Light Rail Accelerator, adjusted fire rate to retain 120/145 DPS/flux.
- Adjustments to Lens DEM; now more of a long-range softening-up weapon.
- Added Mouflon Assault Lander.
- Added Bouclier Armored Courier.
- Added Rafale Torpedo/Missile Bomber. Comes in two flavors, Frappeur and Hellrider.
- Added Hybrid Repeater.
- Redesigned Chamois Utility Rig. Even less combat capable!
- Nexerelin carrier start options are now available.
- Some minor adjustments to star systems.

0.9.5f - Swinging the nerf bat.

- Redistributed a few of the turret arc changes to the Kormoran.
- Global nerfs to armor values.
- Many shield efficiencies reduced, especially on highly mobile ships.
- Did a quick pass on fighter health.

0.9.5e - Swinging the nerf bat.

- Hullmod bonus values slashed on Monobloc Construction/Reaction Furnace. This really needs a redesign at some point.
- Damage cuts to: Plasma Streamer.
- Range cuts to: rail accelerators, sm/med/large linear weapons. Normalized some range values that were 50su high.
- Jongleur ESAD fire rates reduced, sm/med DPS values are now 100/150.
- Ripper and Raker now have lower ammo counts, higher peak fire rates.
- Cut Kormoran shield arc to 120, cut nearly all turret arcs, some severely. Cut into accel/turn accel values by 25% or more.
- Kobra Mk 1&3 PPT decreased to 270, typo in Mk 3 CR decay fixed.
- Basilisk flux efficiency reduced to 4:9.
- All flux dissipation values slashed by 20%.

0.9.5d - Tournament balance, QoL.

- Ultra Rail Accelerator DPS reduced to 250, projectile speed increased to 1600 from 1550, projectile damage/flux increased to 750/1500 from 600/1000, OP increased to 28.
- Flux/sec increased on Heavy Rail Accelerator (180>200).
- Shot damage reduced on Light Rail Accelerator (135>120).
- Single and Dual Linear Chain Gun DPS reduced slightly (150/200 from 160/210). Largely a symbolic change.
- Linear Cannon and Heavy Linear Autogun DPS reduced to 160.
- Twin Linear Cannon DPS reduced to 215, flux/sec to 190.
- Heavy Linear Cannon projectile damage reduced to 180, DPS, etc. remain constant.
- Voltigeur ASM projectile damage reduced to 200(120 for fighter version on Mystère). DPS values and ammo have been retained.
- Small and medium shockbeam damage/flux adjusted (100/120small and 150/200 med). Basilisk DPS reduced to 400.
- Reverted Micro/Autolaser Clusters to constant-fire @ 156/333 DPS. Boring but reasonable.
- Reduced Damselfly rocket salvo from 6 to 5.
- Reduced Medium Pulsed Laser burst damage to 300, DPS to 150.

- Returned Salvage Gantry to the Chamois; in return, it’s become more expensive to deploy, weaker overall, and slower/less maneuverable.
- Slightly reduced a few shield arcs (Baikal, Kormoran, Leyte).
- Cut Kormoran flux capacity to 13600 from 14500.
- Clarified Raker Flechette Gun role (assault/auxiliary PD).

0.9.5c - GraphicsLib integration, yet more polish.

- GraphicsLib integration; lights, maps, funsietimes for all.

- Reduced OP to 45 for both Mk.3 and Mk.1 Kobras. Not sure how this one slipped by me.
- In light of the above, did a once-over pass on ship OP generally. Relatively few surprises, caught some outliers.
- Raised OP cost of: Aigrette (15>16), Icax (15>16), Damselfly (12>14).

0.9.5b - Patch and polish for 0.8.1.

- Added new system, Kostroma. Good for building rep through battles with Luddi and Pirates. Also, lots of scrap to gather.
- All systems refined, added debris, tuned up appearance. All non-procgen uninhabited planets assigned fixed conditions.
- Split name list so you can turn off the really silly ones (comment out "DASSAULT_MIKOYAN_SILLY" in the faction file). Added more silly ones, set them to be less common overall.

- Kentaurus burn speed lowered to 8, cargo increased to 750. Supply costs increased.
- Itano AMM shot damage increased to 60, AMM Blister now launches single 16-missile containers.
- Small/fighter AMM refire speeds reduced.
- Zelenograd speed increased to 70 from 50. Supplies/month and supplies/recover rebalanced.
- Slammer renamed to Frappeur.
- Spirale weapons redesigned; now uses one Dual Linear Chain Gun instead of two singles, reducing kinetic DPS from 320 to 210. Missiles now fire forward.
- Halved fire rate of small and medium modular Voltigeur mounts. Save ‘em for when it counts.
- PD Beamer family rebalanced for faster firing and lower per-shot damage.
- Fixed various minor issues with EMP in scripts - should address any issues with weapons spawning EMP arcs.
- Harridan and Aigrette refit time increased to 15.
- Chamois brought back down into the realm of sanity, somewhat. Removed Salvage Gantry, now has Converted Hangar, supply costs increased. Should suffice until total redesign.
- Buzz Gun DPS cut to 450.
- Horn Attack Gun cost increased to 5OP, flux/shot increased to 90.
- Tereshkova flux dissipation, capacity cut.
- Hybrid weapons family visuals improved. Quad Hybrid Blaster peak DPS reduced to 1080 from 1200.
- All fighters given an armor/hull point pass. Mostly this has meant nerfs, in a few cases (Mystère) it’s meant buffs or sidegrades.
- Brought out the balance hacksaw on Blade Breaker weapons (again). New visuals for Electroplasma Bolter/Erupter.

- Export variants of a few Dassault-Mikoyan hulls will show up in independent fleets.

0.9.5a - Patch and polish.

- Ripper and Raker rebalanced (again) - higher damage, slightly slower firing.
- Autolaser and Microlaser fire rates increased, added charges; should compete better with the Hybrid Blaster for your medium energy slots.
- Modular Voltigeur OP costs increased to 5/12.
- Fixed bugged missions.

0.9.5 - Content, major balance. Will break saves.

0.8 compatibility update; OP rebalanced, all variants changed, fighter mechanics and new campaign dialogue. New tags added to ships and weapons. Everything Has Changed.

- Added Zelenograd Research Platform, a survey battlecruiser.
- Added Vesper Tactical Frigate, a fast, powerful design with a flexible layout of universal and hybrid mounts.
- Added Mystère Multi-role Fighter.
- Added Foil Attack Bit, a 2OP drone fighter wing.
- Added Linear CIWS, built-in ballistic PD with origins in industrial espionage.
- Added Heavy Linear Autogun, a 9OP burst-fire cannon. A good slot-filler on carriers and fast frigates.

- Star Sylph Hybrid slots changed to Energy (don’t cry son, it’s gonna be all right), flux capacity trimmed from 2400 to 2100. Less pure combat ship, more combat freighter.
- Reworked Rail Accelerator, Linear Cannon and Blaze family weapons with updated/new sprites.
- Hellrider engine stats tweaked, AoE increased; made less common. No longer a do-everything missile: they’re elite guided weapons like the Atropos.
- ER Pulsed Laser range reduced from 900 to 850.
- Medium Pulsed Laser range reduced from 800 to 750.
- Monobloc Construction hullmod changed: reduced EMP resistance (50>30%) now grants bigger passive dissipation bonus (15>30%), smaller (25>10%) vent rate bonus. Icon improved.
- Skipspace Reaction Furnace bonuses trimmed, 60/25/25 from 75/30/30. Icon improved.
- Hellspear Cannon fire rate decreased, DPS reduced to 250.
- Cut Kentaurus fuel capacity to 150. Retains burn 9, but has hungrier engines.
- Flare renamed to Spirale.
- Damselfly reduced to two/wing, turret changed to Linear CIWS, sprite slimmed down, rocket volley size doubled. Less a nerf than an adjustment; probably more lethal, overall.
- Fighter version of Itano AMM given lower ammo (60>36), regeneration.
- Added Precision Targeting to Mindanao and Leyte, replacing Goalkeeper Drone system.
- All drones converted to fighter wings. Oryol Scanner Bit is available to buy as a 0-OP bay filler, armed with an ER Pulsed Laser.
- Several ships (Chamois, Tereshkova) have been given modular single fighter bays, while others (Lodestar, Husky, Puddle Jumper) have been given their drones back as built-in wings.
- Baikal and Chamois now have Salvage Gantries.
- Tereshkova medium Missile slot changed to Composite.
- Rail Accelerator family renamed to remove references to caliber.
- Hybrid Pulser per-shot damage increased from 30 to 35. Flux to 35->40/shot.
- Auto Hybrid Blaster renamed Quad Hybrid Blaster, fire rate, damage adjusted.
- Whistler damage cut to 90/shot from 105, fire rate increased to maintain DPS.

- Added new fighter systems: Precision Targeting and MIRAGE Recall.

- Expanded Nikolaev system - bigger, new uninhabited planets to survey, added a gate, cleaned up and polished rings.
- Added new system, Martinique, to the galactic west.
- Lots and lots of new or expanded descriptions.
- Mk. 1 hulls will now show up in pirate fleets and black markets across the sector.
- New name list is *appalling*. Enjoy, HELMUT!

0.9.4c - Content, minor balance. Might break saves, your heart.
- Added 2OP single Slammer torpedo.
- Added 2OP single Hellrider missile.
- Added Flak Discharger, a slow-firing 2OP PD weapon of very little brain.
- Added E-Vulcan (upcoming content).
- Added Whistler Jetrifle, a fast, accurate 13OP mid-range HE weapon.
- Added Jongleur ESAD SRMs, 4/10OP (sm/med) HE missiles that like to come back for a second round from behind.

- Snow Goose shield efficiency reduced to 1.0, flux cap raised to 8400.
- Chasseur Multi-ASM reload time increased from 10 to 14.
- Heavy Linear Cannon converted to burst-firing, retains DPS of 480. Per-shot reduced to 240. Flux efficiency set to 1:1.
- Reduced Shockbeam ablation effect damage, frequency.
- Reduced OP costs of Hellrider racks and launchers by 1OP to 5/12.
- Lowered Traceur ammo to 5/12 for small/med mount.
- Lowered Howler, Hellspear projectile speed.
- Widened Shalaika shield to 120º.
- Increased Auto Hybrid Blaster shot damage to 225.
- Reduced Omni Blaster charges to 32.
- Changed Hummingbird weaponry to single Raker.
- Increased deployment costs of Flares.
- Perforator Pod salvo stretched from 6 to 12, renamed Katyusha Perforator.
- Carabao changed to tanker.
- Borzoi small turret changed to Hybrid.
- Quad Linear Chain Gun flux value fixed. Should also be more useful as PD due to converging aimpoint.
- Ripper and Raker Flechette Guns: peak RoF increased, sustained DPS reduced, per shot reduced to 60/40, clip size to 15, range to 600/500. Energy weapons in ballistic form.
- Cleaned up or removed some unused/poorly-conceived weapon concepts.

0.9.4b - More balance, minor content, QoL. ‘Guys, I think I screwed up.’
- ElizaLib dependency removed. (Much rejoicing).
- Pup Armored Assault Fighter main weapon changed to Horn Attack Gun. Now actually dangerous.
- Defense Beamer renamed to ER PD Laser, sounds replaced; it might be a silly filler weapon, but dammit, it’s going to sound and feel right. No longer shows up in markets; has to be salvaged.
- Added ER Pulsed Laser, a 6OP, 900-range support beam. It’s flux-inefficient but relatively high-damage, a useful alternative to the Tactical Laser. Doesn’t show up in markets; has to be salvaged.
- Light and Heavy Pulsed Beams renamed to Small/Medium Pulsed Laser, sounds replaced, beam duration/fire time doubled (DPS remains the same; should make them more effective against large ships, less effective against small ones), range increased to 700/800, beam speed decreased to 4000 (damage will fall off with range).
- All pulsed laser damage reduced by 1/3rd or more.
- Increased Ripper/Raker damage to 75/45 per shot, added ammo/clip system. Better for burst/infighting, worse for sustained barrages.
- Hybrid weapon family sounds replaced - should sound a bit less harsh.
- Shockbeam ranges reduced to 700/1000/1200. DPS for small/med versions reduced to 100/160.
- Howler Cannon fire rate reduced very slightly, flux raised to 1:1 efficiency.
- Hellspear Cannon damage reduced to 650, fire rate slightly increased.
- Tunguska top speed reduced to 70, base ordnance points reduced to 76.
- Added unique names for DME and United Security NPCs (can’t believe I didn’t do that earlier).
- Baikal armor, flux stats reduced, shield efficiency lowered to 0.8, shield type changed to omni. Should be less of a brick, easier to kill. Speed reduced from 40>35.
- Linear Cannon family: accuracy sharply reduced.
- Chasseur Multi-ASM ammo reduced to 20 from 32, MIRV submunitions reduced from 9 to 7, reload time increased to 10 from 9.
- 20cm damage reduced to 600, fire rate increased to maintain DPS, flux slightly increased. EMP Reduced to 200/shot.
- Hybrid Scrambler, Hybrid Pulser, Hybrid Blaster and Auto Hybrid Blaster EMP trimmed (150>120/250>240/100>90/75>60).
- Most ships have had flux capacity, base dissipation rate, or both reduced 10-20%.
- Most ships have had shield efficiencies, and/or widths, reduced.
- Numerous other tiny fixes.

0.9.4 - Balance, minor content, QoL.
- Heavy Pulsed Beamer damage reduced to 250/shot. Should be less impressive for 9OP.
- Increased Ripper/Raker damage to 60/36 per shot, lowered fire rate slightly.
- Reduced Traceur speed to 450, base damage to 200.
- Hellrider launcher ammo increased to 12.
- Icax revamped, now carries two Linear Autoguns.
- Tunguska base speed increased to 80.
- Lens DEM, Slapper SRM removed temporarily (SYSTEM tag).
- Adjusted variants for a few ships.
- Adjusted ship prices. Ships should have ‘correct’, vanilla-friendly costs in campaign.
- Adjusted prices of weapons across the board. Small weapons should be more affordable, meds and larges should be less so.
- Aigrette redesigned - now armed with 1x autolaser and 2x multi-beam nodes. Autolaser has a 90º fire arc, making Aigrettes very effective for infighting.
- Set hullmod blocker up - Monobloc Construction now blocks Resistant Flux Conduits, Skipspace Reaction Furnace now blocks Resistant Flux Conduits and Safety Overrides. Should make for more of a challenge.
- Screwed around with Blade Breaker weapons yet again, as a dog returneth to its vomit. Nothing is final, all is in flux.

0.9.3 - Balance, minor content.
- Removed EMP damage from Linear Autoguns, Cannons, small and med shockbeams. Heavy Linear and Basilisk EMP reduced.
Should fix ‘stun-locking’ problems and semi-broken/exploity loadouts.
- Reduced missile EMP values across the board.
- Micro Beamer/PD Beamer/Tribeamer damage type swapped to energy, some minor damage, etc. rebalancing.
- Dard Interceptor weapon changed to Micro Beamer.
- Snow Goose deployment/recovery costs increased to 20, peak time decreased to 270, armor cut to 350. Very small chance to show up in markets, fleets.
- Further polish passes on upcoming content for United Securities, Blade Breakers. Too many little changes to mention.
- Added Omni Blaster, a 9OP small energy weapon in the AM Blaster vein. Fires a burst of two shots for added effectiveness vs. shields.
- Small missile slot on Tereshkova changed to universal.
- Reduced per-shot damage/DPS of Hybrid Pulser to 30/90.
- Auto Hybrid Blaster shot damage reduced to 200, DPS to 1600. EMP/shot reduced to 75.
- Basilisk range increased to 1350, Heavy Shockbeam damage increased to 200, flux/second to 215.
- Added Chamois Mining Rig, a heavily-armored, destroyer-sized civilian ship.
- Perforator damage increased to 235, acceleration profile changed, ammo counts adjusted downwards (60>45, 120>90).
Should feel clumsier, but hits more satisfying.
- DME now considers Harvested Organs illegal goods (no more human foie gras).
- More delightful ship names.

0.9.2 - Balance, stuff, things.
- Quad Linear Chain Gun burst increased from 12 to 24 shots, DPS reduced to 360. Should feel less like an HMG clone and more like a sawed-off Heavy Needler.
Try it out on SO fits.
- 20cm Rail Accelerator damage increased to 900, DPS decreased to 300, range increased to 1350.
Should be better for spiking flux at a distance, less effective for suppression.
- Linear Chain Guns/Buzz Guns shot speed increased, should be more effective as PD now.
- Itano AMM timing fixed, given new sound. DPS should be more in line with vanilla.
- Husky frigate drone changed to single Goalkeeper in anticipation of carrier changes.
- Hyperfocal Cooling renamed Hyperfocus, reworked as HEF-style damage bonus rather than fire-rate increase.
- Blaze Repeater redesigned; now has two barrels, damage/shot decreased to 60, DPS/flux 450
- Raker/Ripper shot damage decreased to 30/50, fire rate increased. DPS remains the same.
- Minor fixes - Burn speeds corrected for frigates, some freighters, some descriptions tightened up or expanded.
- Samoyed renamed to Shalaika.
- Heavy Linear Cannon shot damage reduced to 300, DPS reduced to 450. Still scary, less broken.
- Howler Cannon RoF increased.
- Added Borzoi Corvette, a shieldless frigate.
- Added Brightheaven, a pirate station in Stendhal’s L5 trojan asteroids.
- Fixed faction relationships.
- Added Nexerelin compatibility.

0.9.1 - Fixes, fixes errywhere
- Reduced Linear Autogun/Cannon/Twin Cannon EMP to 15/20/20.
- Reduced Heavy Linear Cannon EMP to 120.
- Reduced Rail Accelerator EMP to 40/120/240.
- Reduced Tactical Shockbeam EMP to 60/sec.
- Hornet Cannon renamed to Horn Attack Gun.

- Relocated Nikolaev system to address conflict with SCY Nation.
- Tweaks to weapon availability - more of the low-end DME weapons should now be available in non-military markets.

0.9 - Initial public release.
[close]
[close]

FAQ
Do you plan to support your mod going forward?
Yes, through Starsector's 1.0 release at minimum. God help me.

You did all of this with vector graphics? What's wrong with you?
1) Very nearly. There are one or two minor pieces of old raster art and some filters that use raster textures.
2) I'm not sure; maybe he's born with it, maybe it's Illustrator.

Will you include (feature)?
It depends on the feature. Supporting big, popular mods like Nexerelin is pretty much a given.
Other stuff is a matter of how fun it sounds.

I found a bug. Will you fix it?
Whoops. -stomp- I try to kill those when I see them, but I'm one guy. I screw up sometimes, that's what hotfixes are for.

Please make sure that;
0) you read the FAQ and I didn't already answer your question (yeah, it's long; I had to answer all of them at least once, imagine how I feel),
1) you're using the correct, current version of the game (old versions can throw errors on new vanilla features),
2) the bug is actually a bug (not a feature you don't understand or don't like), and that
3) it's actually my mod causing it (as opposed to the vanilla game, another mod I have no control over, or player error).
4) for procgen; to check procgen systems, you need to 1: turn on devmode (in settings.json or via Console Commands - enter 'devmode'), 2: turn off sensors (ctrl-z on the campaign layer), and 3: enter hyperspace. Now, look at the full, revealed campaign map to see if something is actually wrong or if you're just unlucky so far in your current run. Use a save copy if you want to go back to playing without everything revealed.

As designed and tested, the randomly-assigned Blade Breaker systems will not;
a) replace all the Remnant-occupied systems in the sector (there should be 5-7 constellations that spawn Breakers with the same selection parameters; check BladeBreakerThemeGenerator.java in the source code folder for more info);
b) spawn unless turned on manually in DMEsettings.ini;
c) appear without a unique warning beacon ('Hardened Warning Beacon' in Intel), with a unique icon colored green, to mark it;
d) crash the game, kick your dog, or give you cancer. Yet.

In the future, I'd like to change the theme assignment criteria to avoid any conflict with Remnants; procgen is a real bear to work with, though, so for now there's a toggle.

I found a balance issue. Will you fix it?
I'll take a look. I balance by ear and sometimes I make mistakes or forget things. The whole 'one-man band with jam sessions' aspect of the mod shows up a lot here.

Some factors to take into account;
1) The base game changes and sometimes I'm playing catch up (for example; DME was designed as a fighter-centric faction as far back as Starsector 0.65a, when fighter mechanics and power were radically different from the ones we have now; fighters were weaker overall and lacked direct control).
2) High-tech factions that sit at the upper range of the power curve, factions with a lot of interrelated mechanics, and factions that incentivize carriers and mobility, inherently have more issues and need to be tweaked more tightly around vanilla than big dumb wedges. The mod is unfinished, just like the base game.
3) I'm often short of testing time. Faced with the choice between not making new content at all, and not testing it exhaustively, I usually choose the latter. Sometimes this means weird bugs sneak through. If it seems easy to just avoid bugs, you don't know how software works.
4) You have no idea how difficult your suggestion is to implement and test. I'd love to be able to snap my fingers and replace weapon, ship, and fighter AIs, totally change game balance, or rewrite engine code from scratch in a couple evenings, but I can't.
5) A few things are deliberately unbalanced; player superships and NPC enemies. Not everyone wants to play the game the same way, and difficulty in a mod for a single-player indie game is a different beast than in a competitive multiplayer title with millions in financing. If what you want is an acrimonious competitive multiplayer experience, it's not like that's hard to find; go play those games.
6) You may be wrong, or not understand the game as well as you think you do, and just because I listen, doesn't mean I'm required to agree or make the changes you want. This is something I do unpaid and for fun, and you're free to uninstall it at any time, plunge in and alter the mod's files or vanilla files yourself, make your own mod and hire me to do the art, or denounce me like a Stalinist tribunal and tell everyone not to play it because I'm a super bad boy.

I altered the files/used Console Commands/did some other thing and now I'm getting an error, or the mod doesn't work.
If the issue persists after you redownload the mod and do a fresh install (delete the mod folder and replace it with the stock version), that's my fault. If it goes away with a reinstall, it's your fault.

I altered the mod/vanilla files and balance is all screwed up.
That's on you, not on me. I test against vanilla Starsector without skills; you'd be amazed how often someone with weird ideas about balance has also monkeyed around with their copy of the base game in ways that break vanilla balance. I can only fix my own mistakes. Missing lizards, horrible betrayals, weird super-cabals, and communist clouds are on you guys. If your gripe is with vanilla balance, take it up with Alex in Suggestions (http://fractalsoftworks.com/forum/index.php?board=5.0).

I'm using (AI Overhaul/EZ Faction/etc.) and something isn't working right.
DME will never be tested around/made compatible with Xenoargh's mods like AI Overhaul, EZ Faction, Rebalance Pack, FX Whatever, etc. No anger involved, they're just incomplete and buggy mods. I won't answer bug reports unless the bug reports can be reproduced without those mods running. Sorry! Convince him to fix his own bugs, or at least explain better what his mods actually do in his thread.

I'd like to use your graphics for another Starsector mod. Can I?
No. Or rather, if you do, don't post it on the forum. If I want to give something away, I'll put it in my freebie thread (http://fractalsoftworks.com/forum/index.php?topic=11433.msg) and give you explicit permission.

I'd like to use your graphics in another game. Can I?
No. This mod is free as in beer, not free as in speech (https://en.wiktionary.org/wiki/free_as_in_beer).

Can I include your mod in a modpack?
No. Modpacks make extra work for everyone and are hard to keep properly up to date.

Can I PM you feedback?
Please don't. Post your feedback in this thread. Yes, this means you'll get pushback from other players.

This FAQ is too long.
If you didn't like reading it, imagine how much I didn't like answering all of these questions.

You really don't like space Nazis.
I really don't, although it's less 'never put space Nazis in the game' and more 'please don't touch yourself while thinking about mass murder'. Nobody needs to see your tiny Fappenkreuz. And since we apparently have to say this now, tankies are just as bad; Communism was flawed, genocidal, and it fell for very good reasons.

Are you some kind of French/Russian/whatever nationalist?
No? France and Russia have their own set of horrible national problems and I'm an American. I have my hands full with my own messed-up country. I just speak some French and some Russian, and I thought up a neat theme for my faction around that.

You're a jerk. I don't like you.
That's not a question, and yes, yes I am. A huge jerk.

You're mean, and your mod totally ruins the game.
I am and it does, all completely by design and at Satan's command. Here's your refund, have a nice day.

You're SO BAD that we have to use the name of a super obscure nerd who upset some other nerds once to describe you.
This is utterly vicious and scathing and totally convinces me that you have been outside or eaten a vegetable this week.

Why don't more people realize that Brussels sprouts are tasty?
Because someone decided that you're supposed to boil them until they look and taste like army green ball bearings. You should slice them into quarters and sauté them in butter. It's not hard, even a people as morally suspect as the Belgians figured it out.
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This work is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License (http://creativecommons.org/licenses/by-nc-nd/4.0/).
Title: Re: [0.7.2a] Dassault-Mikoyan Engineering v.0.9.0
Post by: Weltall on August 31, 2016, 06:16:38 PM
Omg... the design gives me such a nice sterilized feeling. It feels so nice! Like one of those future movies came into the game. I adore the different design!
Title: Re: [0.7.2a] Dassault-Mikoyan Engineering v.0.9.0
Post by: King Alfonzo on August 31, 2016, 06:17:59 PM
My thoughts on this mod I have been eagerly awaiting since seeing the boats in the Sprite Thread:

Spoiler
https://youtu.be/yicbvWwQ_MA
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Title: Re: [0.7.2a] Dassault-Mikoyan Engineering v.0.9.0
Post by: Tartiflette on August 31, 2016, 11:13:38 PM
Finally! About time this mod got out of its cave ;)
Title: Re: [0.7.2a] Dassault-Mikoyan Engineering v.0.9.0
Post by: Eliza on September 01, 2016, 07:41:56 AM
Hooray! I'm excited to try out the release version.
Title: Re: [0.7.2a] Dassault-Mikoyan Engineering v.0.9.0
Post by: HELMUT on September 01, 2016, 08:03:43 AM
I'm happy to finally see a working version of this. I'll definitely play a campaign with them at some point... At least before the next SS update, i hope...
Title: Re: [0.7.2a] Dassault-Mikoyan Engineering v.0.9.0
Post by: Cycerin on September 01, 2016, 08:24:16 AM
Glad to see a thread for this! Gonna check it out as soon as I get some time.
Title: Re: [0.7.2a] Dassault-Mikoyan Engineering v.0.9.0
Post by: Kanil on September 01, 2016, 10:18:39 AM
Been looking forward to these after seeing them in the sprite thread, they look so pretty.
Title: Re: [0.7.2a] Dassault-Mikoyan Engineering v.0.9.0
Post by: Orikson on September 01, 2016, 11:12:11 AM
Really nice ships! I've seen the pics on twitter mostly.

By the way, is there any compatibility issues with this mod?

I've uploaded and started a new campaign with Dassault and its required ElizaLib files together with these list of mods:

.

Factions - A.I. War, BRDY, Diable, ICE, Interstellar Imperium, Junk Pirates, Mayorate, Metelson, Neutrino, PBC, P9, Scy, Shadowyards, Templars, Tiandong, Underworld.

Utility - Audio Plus, Autosave, Combat Chatter, Combat Radar, Console Commands, GraphicsLib, LazyLib, Leading Pip, Save Transfer, Simulator Overhaul, TwigLib, Upgraded_Rotary_Weapons, Version Checker.

Add-on - Lions Guard, Ships and Weapons Pack, TARGETS.

Gameplay changers - Dynasector, Nexerelin, Starsector Plus, Steiner Foundation.

.

The problem I've encountered was that the home system for the Dassault, Nikolaev, was not generated in Corvus Mode.

In non-Corvus Mode however, the home system generates and the faction does not occupy any of the randomly generated star systems. In this case, I had to disable ICE to get the game to load, but that maybe just ICE's problems.

.

Disabling Nexerelin  while other mods are active however, did not solve this problem. I haven't tested with all possible combinations, but the home system will generate when only Dassault and its required mods are on.

.

Any ideas? The game doesn't crash and the ship uploads into the game. Just the star system was non-existent under certain conditions.

.

Also, what is the _MACOSX folder (from ElizaLib compressed folder before unziping) do?
Title: Re: [0.7.2a] Dassault-Mikoyan Engineering v.0.9.0
Post by: Kanil on September 01, 2016, 11:36:00 AM
I had it generate just fine using Nexerelin Corvus mode. Using just Dynasector and some factions at the moment (Mayorate, Blackrock, Shadowyards, Diable, and Interstellar Imperium.)
Title: Re: [0.7.2a] Dassault-Mikoyan Engineering v.0.9.0
Post by: Harmful Mechanic on September 01, 2016, 12:10:22 PM
I haven't done Nexerelin integration yet, sadly. I can absolutely get on that though, it's on my short list of wants for a next release, along with GraphicsLib integration.

Compatibility issues; I think we're in the process of stress-testing to find that out. I haven't found any, but feel free to shout at me if you do and I will try to get it fixed in reasonable time.

The _ MACOSX folder is just very minor Mac system files that came along for the ride - happens every time I zip something up and send it to someone not also using a Mac, feel free to delete that.
Title: Re: [0.7.2a] Dassault-Mikoyan Engineering v.0.9.0
Post by: Bastion.Systems on September 01, 2016, 02:21:02 PM
Woah, these are so cool  :o
A scientific faction with Russian roots, very cool.

What's Elizalib?
Title: Re: [0.7.2a] Dassault-Mikoyan Engineering v.0.9.0
Post by: King Alfonzo on September 02, 2016, 03:37:22 AM
Alright, this mod is incompatible with SS+, throwing out a null error on campaign start. This is tied to procurement missions and economy, apparently. Scratch that, redownloaded SS+ and now the bloody thing works fine.

Scy nation is also incompatible, but not because of any conflict in programing, rather because DME spawns on top of Tartarus. At least in this game. I know it says in the Scy that it shouldn't move, but I've seen it move about in my games.
Title: Re: [0.7.2a] Dassault-Mikoyan Engineering v.0.9.0
Post by: Orikson on September 02, 2016, 06:18:41 AM
Alright, this mod is incompatible with SS+, throwing out a null error on campaign start. This is tied to procurement missions and economy, apparently. Scratch that, redownloaded SS+ and now the bloody thing works fine.

Scy nation is also incompatible, but not because of any conflict in programing, rather because DME spawns on top of Tartarus. At least in this game. I know it says in the Scy that it shouldn't move, but I've seen it move about in my games.

I can attest to that, the Dassault's star system generation is clashing with Scy Nation's.

I would suggest moving the Dassault system to somewhere below Penelope's Star, they are some clear space there for a new system.

.

Also, my previous post stating that the star system for Dassault not generating in Corvus mode when Nexerelin is active is false. It is generated, but the fact it clashes with Scy and overlaps each other on the intel's star map made it hard to see. I flew by on a star ship to see myself.

Both factions star systems generate and not cause the game to crash. However, they appear to displace each other and make the other disappear from time to time on the Intel's map (they do not physically wipe each other of the map).

Another reason why I didn't see it at first was that Dassault was not listed in the Faction's Directory.

So, in conclusion, the incompatibility problems Dassault has is with the Scy Nation and Nexerelin's random non-Corvus mode.

.

Question: Any plans for faction relationships? The Dassault are not allied with anybody when generated, and are enemies straight away with the Templars, Cabals and Idoneus Garrison (from ICE).

That's all, take your time patching things up!
Title: Re: [0.7.2a] Dassault-Mikoyan Engineering v.0.9.0
Post by: Harmful Mechanic on September 02, 2016, 02:56:16 PM
Going to try to have the system location issue ironed out this weekend.

Faction relationships are in flux - I assume that with their low tariffs and easygoing mercantile bent, DME are not likely to get stuck into strong hatreds against more factions than pirates or Pathers, but they're exactly the kind of opportunists who kick over local system governments in favor of something more business-friendly.
Title: Re: [0.7.2a] Dassault-Mikoyan Engineering v.0.9.0
Post by: Cik on September 02, 2016, 03:27:18 PM
>dassault in the name

>no delta winged fighters

???????????? not what i expected tbh
Title: Re: [0.7.2a] Dassault-Mikoyan Engineering v.0.9.0
Post by: Cik on September 02, 2016, 05:00:45 PM
mirage III was like what, 70? what year is it even in SS?

i do like the name though, amusing to think of a company surviving that long. like GM inventing the fusion engine in battletech.
Title: Re: [0.7.2a] Dassault-Mikoyan Engineering v.0.9.0
Post by: Orikson on September 03, 2016, 12:54:21 AM
So I've messed around with the star system location a bit.

This coordinates seems ok, [-5000,-12000]. The area is clear and free of hyperspace storms.

What do you think?
Title: Re: [0.7.2a] Dassault-Mikoyan Engineering v.0.9.0
Post by: Orikson on September 03, 2016, 07:38:58 AM
I'm fixing it right now - I chose a closer location than that, but one that works fine.

EDIT: And it's up, all fixed. Weapon availability got a minor pass as well; should be easier to get some of the low-end DME weapons in the civ markets now.

Ok, the new location's pretty good, close to high traffic lanes.

Thanks for the quick fix!

Also, is the faction's market music using the same one the Tri-Tachyon uses?

Title: Re: [0.7.2a] Dassault-Mikoyan Engineering v.0.9.1
Post by: Phearlock on September 06, 2016, 06:31:10 PM
I like the look of these. Haven't had much of a chance to fly them outside the built-in missions though.

The "hard" mission was pretty easy even with the default loadout though, that fast-attack heavy-destroyer thing is crazy good. (I think having that many built-in PD's, great speed, ability and defenses makes it insane to catch. Will have to fly it in the campaign some time to see if feels too strong there as well, though I haven't seen the price tag yet)
Tunguska seems balanced enough. The small universals up front are a nice touch in terms of versatility.

Nexelerin integration next please <3
Title: Re: [0.7.2a] Dassault-Mikoyan Engineering v.0.9.1
Post by: Harmful Mechanic on September 06, 2016, 06:48:44 PM
The Snow Goose is intentionally somewhat off the hook, yes. That's why it's going to be gated in campaign, ideally behind a series of missions. I have attempted to balance it in campaign play, although naturally with skills being OP right now, it does get a little nuts.

I should add a few Lashers to the Snow Goose mission, as well. Glad you enjoyed!
Title: Re: [0.7.2a] Dassault-Mikoyan Engineering v.0.9.1
Post by: NightfallGemini on September 07, 2016, 04:43:01 PM
What's Elizalib's function? I'm intrigued because this is the only place I've ever seen it.
Title: Re: [0.7.2a] Dassault-Mikoyan Engineering v.0.9.1
Post by: Harmful Mechanic on September 07, 2016, 05:08:56 PM
Some FX stuff, current and planned.
Title: Re: [0.7.2a] Dassault-Mikoyan Engineering v.0.9.1
Post by: mendonca on September 08, 2016, 06:01:04 AM
Thought I would post some early stage feedback / experiences from a few hours vanilla + DME campaign play, if it's helpful.

I appreciate there's a long way to go, but then posting anyway whilst this set-up period is fresh in my mind:

First thing I did was build up a small lasher-based fleet; amassed 120k or so worth of credits - then made my way over to Nikolaev for an ice-cold start.

Immediately ditched my 3 lashers, bought a Buffalo from the black market and got together a small fleet with an additional Puddle-Jumper, Husky Picket and the Scout-courier. I started by flying the Husky and put some steady officers in the other 2 DME ships.

First stage was running missions from the Highpoint to Lavoisier, and as it happens there were quite a few missions straight off to service the needs of those shady types over at Lavoisier.

The system is nicely done, and good move on making the market conditions between the two bases work together, as without this it would be difficult and possibly slightly tedious to build up to a relation level of >25. I love the energy system in orbit around Lavoisier's planet.

Came across a few wandering pirates and picked them off with relative ease.

On early stage combat:

The ships which appear to be the most accessible; i.e. Husky and the Scout-Courier; punch quite lightly and in order to bring them to a certain level of use which isn't too frustrating to use require some decent light weapons - so I had to work on that with trips to Magec etc. as necessary. They are however very resilient, with lots of OP to go at, great mobility and good shields. This pairing copes well with pirate fleets of up to say 4; with a bit of care. Can be frustrating against Pathers, as it's hard to build an alpha strike (with just the two ships) that can make the most of when you do manage to close them down.

My husky was rocking a couple of tac lasers up front paired with annihilators. The scout-courier kept a tac laser in the open slot for safe support. She escorted me, generally, and I never really felt threatened. Pick off the Kites early; then neutralise any unarmored quick ships with your annihilators (or whatever missile package you go for), then pick away at the wolves and lashers once the major threat of flanking has gone away.

Once I got my commission; things progress on a slightly upward scale as I build my fleet and decide to start looking for 20k bounties - with 2xHusky and 2xScout-courier - second husky gets IR pulse and Ion Cannon as primary armament, with annihilators.

As a foursome with the Puddle-jumper stepping in as a distraction if needed - we cope easily with all-comers and build up a bit of spare cash reserve. Against this level of opposition, I am rarely threatened due to being very well protected against the low level pirate fleets. I know the Monobloc Construction has saved me from errors a few times after shrugging off a couple of errant Wolf-D ion cannon strikes which would otherwise have been problematic.

Ship availability hasn't been too great so far; I missed out on the couple of Tunguska-class that were available when I couldn't support them or didn't have the right rep with the DME, so I haven't tried that yet. I could get an escort carrier - but don't feel like it would sit well with my current fleet doctrine.

I am now rolling with a Wanderer to go with the awesome-foursome, and taking on some 30k-40k bounties with a bit less ease. My foursome are starting to take hull damage intermittently but I also feel very safe in just leaving them to it.

On the Wanderer specifically; I'm finding it hard to justify putting a build together that can take advantage of her system - in order to get in close enough I have to expose my shield to lots of fire which means I get at a significant flux-disadvantage rather quickly. I am having success with 2 linear autoguns and a phase beam as the front armaments (I control the phase beam for timed alpha-damage), and then a low-flux support package up top with 2xgrav beams and 3x tac lasers. Allows me to sit off and approach only when it is safe. I haven't unlocked anything beyond skill-level 5 in the tech tree, so don't have access to e.g. augmented engines. I feel a bit sluggish, but again I can operate very safely in this arrangement. I might prefer to add optics over engines and keep the wanderer in a safe mode - which will also probably stop being my flagship soon at that point.

I am very much enjoying the mod so far, everything is well balanced - so far to the low end on punching-power but on the high-end of resilience.

A few other points I'd like to mention:
- Because of my black market activity - the DME are regularly checking up on me. They never find anything contraband because - well - nothing is illegal. Not specifically an issue, but by making, say, a product illegal would add some kind of 'what-if' excitement to this particular activity.

- Are there plans to make the system more populated? I see why you wouldn't want to do this - and lore-wise the system is in a good place but gameplay-wise e.g. a pirate base could add some additional interest.

- Faction relations; Again it's Lore vs. Gameplay. I appreciate and don't disagree with the reasons for full neutrality all round; but it may be worthwhile adding some kind of enemy to the faction in order to add an extra dimension upon taking a commission.
Title: Re: [0.7.2a] Dassault-Mikoyan Engineering v.0.9.1
Post by: Harmful Mechanic on September 08, 2016, 07:15:49 AM
Hey, thanks for taking the time, I really appreciate the feedback. Any is good, detailed is awesome.

- System is getting more populated eventually (pirate freeport in the L5 trojans), ditto faction relations (which are currently bugged, not fully neutral - and enemies are in the works). As far as illegal commodities go - I want to add 1-2 custom commodities that are controlled in the future; as it stands, I might set Harvested Organs as the one thing they really don't like to see in your holds.

- The ships you've mentioned are dedicated fleet-support ships, so, yeah - I should make the Kobra (more of a solo/small fleet combat design) more common and have been mulling over another, more Wolf-like frigate. Strongly recommend you try the escort carrier out; DME fighters are intentionally strong, and it's a tough little thing compared to a Condor.

- My favorite Wanderer builds are usually Pulse Lasers + small kinetics and a medium ballistic of choice in the nose slot. Treat it like a mini-Falcon with a little extra flexibility; it's nice when you can use the system for all weapons (the Standard build does this), but several very good builds ignore it.

Also, take a look through the asteroid belt, there's an abandoned station waiting for you to fill it with goodies.
Title: Re: [0.7.2a] Dassault-Mikoyan Engineering v.0.9.1
Post by: Ghoti on September 08, 2016, 10:02:56 AM
Love this mods aesthetic. All the equipment looks good, all the ships look good.

I think there are a few weapons in this mod that are just vanilla guns with higher numbers. bigger damage, bigger flux, bigger op cost. Like the 24cm rail gun and the guass gun, and the quadlinear machine gun and the heavy machine gun.

I'm gonna do a proper play-through later today.
Title: Re: [0.7.2a] Dassault-Mikoyan Engineering v.0.9.1
Post by: ROFLtheWAFL on September 08, 2016, 10:30:45 AM
Can someone confirm that Nexerelin is not supported? At the very least, I don't see DME showing up in the available factions list before starting a campaign.
Title: Re: [0.7.2a] Dassault-Mikoyan Engineering v.0.9.1
Post by: DownTheDrain on September 08, 2016, 10:35:41 AM
So Nexerelin support... yes, no, maybe, eventually?

I'm aware that someone in the comments said it worked just fine in Corvus mode but I figured I better ask before risking to end up with a broken save a few hours down the line.

edit:
Heh, someone else asked the same thing while I was typing, my bad.
Title: Re: [0.7.2a] Dassault-Mikoyan Engineering v.0.9.0
Post by: Phearlock on September 08, 2016, 10:57:11 AM
I haven't done Nexerelin integration yet, sadly. I can absolutely get on that though, it's on my short list of wants for a next release, along with GraphicsLib integration.

It's planned guys.
Title: Re: [0.7.2a] Dassault-Mikoyan Engineering v.0.9.1
Post by: mendonca on September 09, 2016, 05:48:25 PM
Another chunk of gameplay down so I'll follow up with some more rambling, whilst I'm on a roll ...

- My favorite Wanderer builds are usually Pulse Lasers + small kinetics and a medium ballistic of choice in the nose slot. Treat it like a mini-Falcon with a little extra flexibility; it's nice when you can use the system for all weapons (the Standard build does this), but several very good builds ignore it.

I've been playing around with the Wanderer, and have had 3-4 disabled in the AI hands - notably the only frame that has remained intact is the original 2xGrav 3xTac laser variant with the phase beam. I don't exactly micromanage my fleets, so I expect it's mainly because it's pretty flux safe and has managed to avoid copping a hatful of harpoons when highly-fluxed.

My character is now a bit more powerful and can really put together some strong and aggressive Wanderers. Current build - which crushes pirates and can surgically neuter deserter fleets - HMG up front, 2xGrav and micro-laser cluster up top, PD lasers on the back - and reapers. It's a solid synergy and is feeling much more potent given the higher level perks that are speeding me up and giving me the extra OP to get some more mobility mods. It can fend off the inevitable hordes of fighter craft (press F and watch the microlaser cluster make them disappear); and whilst I can't always stand toe-to-toe with a cruiser - there is normally a wing of Damselfly or a bombarding Tunguska backing me up. Destroyers just get completely demolished (they really are damned if they do anything - and I've just got to missile spec 10 ... which always helps)

If you have a spare reaper after the fight you can also go bowling for escaping Hounds.

3xPulse laser is a strong build option - if a little flux-hungry. Was working better when I was going against more evenly matched fleets and could manage my deployment better. As I tend to be against superior forces just now; I kind of feel the need to deploy as much as possible straight away to mitigate losses but it does put the high-impact builds at risk early in the fight (and I've still not really got enough CP to bark out orders willy-nilly and keep a tight control - even if I did have the desire to).

On the Tunguska - I've dropped a Hellbore in her maw, paired with Slammers and a simple PD package. She's inside a solid fleet which has managed to keep her protected and she just sits back with a smile on her face dishing out the pain (in fact I think that's almost the ship's name?). I did play about with her in the simulator - and I think it's fair to say she absolutely wants and needs to be in a fleet that can cover her. If she becomes isolated I would worry myself sick. A Gauss Tunguska didn't feel quite right - perhaps as she is arriving late to the party I felt she wants to be tilted towards HE rather than Kinetic (shields should already be close to being down).

- The ships you've mentioned are dedicated fleet-support ships, so, yeah - I should make the Kobra (more of a solo/small fleet combat design) more common and have been mulling over another, more Wolf-like frigate. Strongly recommend you try the escort carrier out; DME fighters are intentionally strong, and it's a tough little thing compared to a Condor.

I'm still getting a bit of mileage out of my awesome foursome (they ain't popped yet, miraculously!). Actually; I have lost a couple of Samoyed but through good fortune they've been brought back on line. Especially frigate / fighter heavy bounties - a few extra ion cannons and tac lasers on resilient and mobile weapon platforms are very useful.

I'm loving the Kobra - and I'm tending to use them in SO-mode - with Phase Lances, LMGs and aggressive officers. Unfortunately when I personally took one for a spin I caught a reaper from a Dagger that had the temerity to release his ordnance at me when I wasn't watching. As far as my game goes - I think the availability could probably be increased a bit - as I've currently owned 2; lost 1 and would definitely own more if I could get my grubby mitts on them (Not that I have always been routinely checking in for them, but I haven't been able to replace the one I lost yet).

A new frigate would be cool - but the Samoyed/Husky/Kobra triumvirate are, I feel, in a good place so personally I wouldn't feel the need to rush. The 'limitations' when solely using DME do give interesting choices.

I've got a Leyte; a couple of Damselfly and a Harridan. The Damselfly particularly stand out as uber-cool and supports my burgeoning fleet well. Harridan is a great name. I haven't bought any Dard / Flare yet.

In terms of campaign progression; I'm getting a consistent flow of trade missions in and out of Nikolaev which has (just through playing normally, at a good steady pace) taken me up to +50 rep. I'm not sure about the next step; but I seem to have slowed to the point where I might not get up to 51 (and cruisers) without specifically doing something exploity or perhaps getting a lucky break on a large mission. This will obviously not be an issue with a hostile pirate base in-system (in fact progression will probably feel too fast) but whaddayagonnado.

I'm really aiming for the Cruiser level at the minute; eyeing up a Baikal; and hopefully that lovely looking Kormoran will still be there (I bought a plasma cannon from Tibicena black market especially). Maybe even will get a nice big fleet with a Tereshkova and a couple more Wanderers (I keep meaning to try out some SO builds for it). I'll probably need another flight deck in their as well, and some more fighters. Then I'll probably head north and lead a single-handed assault on the PACK just for being pink and breaking copyright on one of my ship names.

Also, take a look through the asteroid belt, there's an abandoned station waiting for you to fill it with goodies.

Awesome. Consider it filled.

Spoiler
Also nitpick; I expect you've probably spotted it; but Peremohy Orbital or Nikolaev Highpoint?
[close]
Title: Re: [0.7.2a] Dassault-Mikoyan Engineering v.0.9.1
Post by: Harmful Mechanic on September 09, 2016, 06:12:30 PM
Another chunk of gameplay down so I'll follow up with some more rambling, whilst I'm on a roll ...

On the Tunguska - I've dropped a Hellbore in her maw, paired with Slammers and a simple PD package. She's inside a solid fleet which has managed to keep her protected and she just sits back with a smile on her face dishing out the pain (in fact I think that's almost the ship's name?). I did play about with her in the simulator - and I think it's fair to say she absolutely wants and needs to be in a fleet that can cover her. If she becomes isolated I would worry myself sick. A Gauss Tunguska didn't feel quite right - perhaps as she is arriving late to the party I felt she wants to be tilted towards HE rather than Kinetic (shields should already be close to being down).

Yeah, later on you'll get your hands on the Hellspear - a Hellbore optimized for sniping. Less DPS, more shot speed and some random bonus damage. Glad you're enjoying and that the intended role of the ship is fairly clear.

The Damselfly particularly stand out as uber-cool and supports my burgeoning fleet well. Harridan is a great name. I haven't bought any Dard / Flare yet.

Pretty sure the Damselfly is my biggest single source of balance headaches; hopefully it's in a good place right now. The Harridan is one of my favorites, a Thunder that knows how to party.

just for being pink and breaking copyright on one of my ship names.

Dammit. I have an alternate name list, should probably change that.

Spoiler
Also nitpick; I expect you've probably spotted it; but Peremohy Orbital or Nikolaev Highpoint?
It's intentional; first is the name of the combined market, second is the name of the station.
[close]
Title: Re: [0.7.2a] Dassault-Mikoyan Engineering v.0.9.1
Post by: Chronosfear on September 10, 2016, 03:27:55 PM
Hi!
First I wanted to thank you for this mod.


I've got a Leyte; a couple of Damselfly and a Harridan. The Damselfly particularly stand out as uber-cool and supports my burgeoning fleet well. Harridan is a great name. I haven't bought any Dard / Flare yet.


I use the Dard to distract the enemy and give my Harridan some "living" cover. The Flare is is a weaker Harridan, way cheaper to deploy but got some nice firepower.
I`ve seen my 3 wings of Damselfly do some really nice bombing runs on enemy cruisers and battleships.  ;D  ( That really HURT ! )
But they often miss faster ships like destroyers.

I´m not sure about the Egret. Its though. Got good shield and flares, still only rarely deploy it.

I´ve got a bug in my game : The Kormoran when under AI-control doesn't fire its large energy mount ( also using Starsector Plus so maybe that could be an issue but I'm not sure )
I'll start over with the "savetransfer"mod and only your mod active. Will reply if the bug occours again.

There is one thing I´m missing : a battleship sized ship  ;) . More of a battlecruiser then a true battleship ( something i could use as my flagship )


Oh before I forget ( both of the Carries ) : The landing area looks awesome. I still use both of them in my fleet.

Chronosfear



Title: Re: [0.7.2a] Dassault-Mikoyan Engineering v.0.9.1
Post by: Harmful Mechanic on September 10, 2016, 03:46:29 PM
Yw; it was fun to work on.

The issue is an AI issue with Starsector generally and hardpoint weapons; try putting everything on the Kormoran's nose in one fire group. For best results, use weapons with similar ranges. Believe it's fixed in the next Starsector version.

DME isn't likely to get a true battleship design in the classic sense, but I would like to give it a very tough, if lightly-armed, battlecruiser; something like a Conquest in reverse. Expect that to show up soonish. If they get a true offensive capital class it's more likely to be a supercarrier.

Glad you like the carrier decks; it took a little while to get those just right.
Title: Re: [0.7.2a] Dassault-Mikoyan Engineering v.0.9.1
Post by: Chronosfear on September 10, 2016, 04:07:05 PM
Yw; it was fun to work on.

The issue is an AI issue with Starsector generally and hardpoint weapons; try putting everything on the Kormoran's nose in one fire group. For best results, use weapons with similar ranges. Believe it's fixed in the next Starsector version.

DME isn't likely to get a true battleship design in the classic sense, but I would like to give it a very tough, if lightly-armed, battlecruiser; something like a Conquest in reverse. Expect that to show up soonish. If they get a true offensive capital class it's more likely to be a supercarrier.

Glad you like the carrier decks; it took a little while to get those just right.

Tried again. Even when they are really close ( < 300 Range ) "The captain could hit the enemy with his sword" , he doesn't fire the frontal weapons ( both the large 650 range and the 2 small 550 range while )
But when ( as u said ) it`s working ( so more a bug to the game as a whole )

yep . I agree it won't fit.
Like I already said I don't want a true battleship, more a battlecruiser ( conquest is a battlecruiser )
Maybe 2 large hybrid mounts  ::)

Chronosfear
Title: Re: [0.7.2a] Dassault-Mikoyan Engineering v.0.9.1
Post by: Ghoti on September 10, 2016, 07:35:17 PM
The Carabao freighter has 12 burn speed, shouldn't it have... like... 9?
Title: Re: [0.7.2a] Dassault-Mikoyan Engineering v.0.9.1
Post by: Ghoti on September 10, 2016, 07:57:58 PM
I'm using it as my shuttle.

I called it the Millennium Falcon.

I'm pretty sure it can do the Kessel Run in less than twelve parsecs, whatever the hell that means.
Title: Re: [0.7.2a] Dassault-Mikoyan Engineering v.0.9.1
Post by: Kanil on September 10, 2016, 08:02:59 PM
Quite a few ships have pretty excessive burnspeeds (Mindanao, Carabao, Samoyed, Husky, Feeder, Lodestar, Kentarus, and perhaps the Snow Goose.)

Also, any thoughts on either converting some of the freighters into non-freighter civilian ships (Tankers, passenger ships, tugs, miners, etc)? Or perhaps making some more, if you feel like churning out sprites? Seems sort of fitting to have a lot of civilian ships, but a little odd that they're all freighters.
Title: Re: [0.7.2a] Dassault-Mikoyan Engineering v.0.9.1
Post by: Harmful Mechanic on September 10, 2016, 08:25:10 PM
Yeah, I've corrected most of those (I think most were typos, although something like the Lodestar or Mindanao is meant to be reasonably fast, at the same level as a Mule or Heron, respectively).

The Flatmouse is probably going to get expanded passenger capacity, while the Carabao is meant to be a 'purer' freighter than, say, the Sevastopol. I love churning out sprites, though, so there will be more diverse designs. I'd like to do a luxury liner and an armored assault ship (destroyer-sized Valkyrie with slightly more weaponry; something you could take into early combat), tankers... I might go the SRA route and do a drone tanker, or some kind of lightweight fuel pod. I need to take a look at the way Nexerelin's mining system works; I'd like to have a unique mining ship. I don't know that there's a need for a new tug, but I'm open to ideas.

(Before anyone asks; DME proper is not going to get any phase ships; there will be a subfaction with a few, though, including a stealth freighter.)
Title: Re: [0.7.2a] Dassault-Mikoyan Engineering v.0.9.1
Post by: Kanil on September 10, 2016, 09:13:16 PM
I mentioned all the ships that were faster than any vanilla ships in their weight classes. Being the fastest X in the game isn't necessarily a problem, of course.

However, the Mindanao (9) is faster than the Heron (8) at the moment, and seems a little excessive. Faster than the Heron and twice the decks of every comparable speed destroyer carrier.

The others I won't judge, as I haven't used them enough to really say.

As for the tug, there isn't a need for one -- I was just listing all the civilian ship roles I could think of. Adding one wouldn't hurt, but if it's not something you're interested in, then that's fine too.
Title: Re: [0.7.2a] Dassault-Mikoyan Engineering v.0.9.1
Post by: Harmful Mechanic on September 10, 2016, 10:16:42 PM
I mentioned all the ships that were faster than any vanilla ships in their weight classes. Being the fastest X in the game isn't necessarily a problem, of course.

However, the Mindanao (9) is faster than the Heron (8) at the moment, and seems a little excessive. Faster than the Heron and twice the decks of every comparable speed destroyer carrier.

Yeah, that's one of the ones I corrected. I think the only one I left as-is was the Snow Goose, which A) you shouldn't be able to get your hands on in normal campaign play, and B) is meant to be excessive in so many other ways.

As for the tug, there isn't a need for one -- I was just listing all the civilian ship roles I could think of. Adding one wouldn't hurt, but if it's not something you're interested in, then that's fine too.

I'm just struggling to come up with a novel take on a tug, offhand. If I think up a good shape or some ancillary function that would be appealing but not broken in a tug, though, I could see it.
Title: Re: [0.7.2a] Dassault-Mikoyan Engineering v.0.9.1
Post by: Orikson on September 11, 2016, 07:46:39 AM
Just asking, is there a set amount of credits paid per month when under commission with Dassault faction?
Title: Re: [0.7.2a] Dassault-Mikoyan Engineering v.0.9.1
Post by: Harmful Mechanic on September 11, 2016, 06:46:18 PM
Just asking, is there a set amount of credits paid per month when under commission with Dassault faction?

If there is, it's a default; I don't think I've set anything. If not, I'll look!
Title: Re: [0.7.2a] Dassault-Mikoyan Engineering v.0.9.1
Post by: whatdoesthisbuttondo on September 27, 2016, 02:06:59 PM
Fantastic work, love the design and the skirmish-oriented approach.

Been playing them in a Nexerelin campaign, here is some feedback...

Early game, once I got my commission, started to build a wolfpack style fleet of 4 Huskies (autolasers and hellrider xrm) and 4 Kobras (hybrid blaster, 6cm rail, hellrider xrm). Both these ships are just perfect for their role, they hit very hard very fast and have great mobility with unstable injectors.

Also the AI does understand how to fly them properly, all in all they are a blast.

Moving up to the destroyer tier, I'm having somewhat of a problem to fit the Wanderer or the Tunguska into a proper role.

The Wanderer seems to suffer from a subsystem that is next to impossible to use without gimping the fit in some way or another, and it somewhat lacks a clear role focus in my opinion, it kinda tries to be a somewhat mobile in-your-face brawler in a setting where all the ships below it are light skirmishers.

Also the AI doesn't handle it as good as it does the frigates and tends to make really stupid decisions, so it usually ends up with even lower survivability.

The Tunguska on itself could probably work out well, if it wasn't for the fact that it can't really play out her bonus all that well in a fleet setting where the majority of small craft are swarming the enemies it is supposed to snipe. Haven't really used it all that much though.

What the destroyer tier lacks in my opinion is a light skirmish destroyer, a somewhat upsized variant of the Kobra, say give me an additional slot for a second hybrid blaster and the flux to use it, maybe a slight bit heavier armor and drop a tiny bit of speed in turn.

Now the cruiser tier, the Baikal is a great ship again. While it has a comparably slow base speed, unstable injector can fix that somewhat, and with the subsystem activated it can do some impressive sprinting, it hits very hard with a blaster fit and fits perfectly well with the general fleet doctrine of the faction.

At this point, I've arrived at a fleet setup as follows:

1x Baikal as flagship
5x Kobra
5x Husky
1x Leyte plus fighters

Notice the distinct lack of destroyers  ;D
Title: Re: [0.7.2a] Dassault-Mikoyan Engineering v.0.9.1
Post by: Harmful Mechanic on September 27, 2016, 02:31:36 PM
Thanks for the feedback!

The Wanderer has some issues, yeah. I've been thinking about swapping it back to an HEF clone because the fire-rate bonus has been really disappointing in testing, and because the best Wanderer builds I've found in campaign all rest on having a ballistic weapon in the nose slot as it is. If you get your hands on a Howler, that's an excellent bow gun, and you can fit a couple Linear Cannons or 6cms in the composite slots.

I'll keep your comments in mind for later, though; I already have another destroyer design in the pipe.
Title: Re: [0.7.2a] Dassault-Mikoyan Engineering v.0.9.1
Post by: DownTheDrain on September 27, 2016, 05:20:46 PM
Been playing them in a Nexerelin campaign, here is some feedback...

By itself or with a bunch of other faction mods?
If the latter, are there any conflicts or issues I need to be aware of?

I wanted to wait until the OP says that Nexerelin is officially supported, but who knows when that might be, so I'll definitely give it a try and hope that nothing important breaks.
Title: Re: [0.7.2a] Dassault-Mikoyan Engineering v.0.9.1
Post by: Harmful Mechanic on September 27, 2016, 05:46:17 PM
Been playing them in a Nexerelin campaign, here is some feedback...

By itself or with a bunch of other faction mods?
If the latter, are there any conflicts or issues I need to be aware of?

I wanted to wait until the OP says that Nexerelin is officially supported, but who knows when that might be, so I'll definitely give it a try and hope that nothing important breaks.

I was actually thinking I might take a peek at it this weekend. One of the reasons it's taken so long is that I'm doing other, minor balance stuff here and there + chewing on a couple of new hulls, so it may make more sense to wait until I have sui generis utility ships, like a personnel transport and a mining rig, in the mod.
Title: Re: [0.7.2a] Dassault-Mikoyan Engineering v.0.9.1
Post by: DownTheDrain on September 27, 2016, 06:21:26 PM
Been playing them in a Nexerelin campaign, here is some feedback...

By itself or with a bunch of other faction mods?
If the latter, are there any conflicts or issues I need to be aware of?

I wanted to wait until the OP says that Nexerelin is officially supported, but who knows when that might be, so I'll definitely give it a try and hope that nothing important breaks.

I was actually thinking I might take a peek at it this weekend. One of the reasons it's taken so long is that I'm doing other, minor balance stuff here and there + chewing on a couple of new hulls, so it may make more sense to wait until I have sui generis utility ships, like a personnel transport and a mining rig, in the mod.

That's good to hear.
I wasn't trying to push though. I asked before but didn't get a clear reply so I figured I'd shut up and wait, but if others can get the faction to run in Nexerelin without major hick-ups then I might as well see how that works out.

As for utility ships, I don't know your schedule but you can always put generic vanilla ships into the lineup and replace them with your own designs whenever they're ready. It won't look as homogenous, but if you use Dynasector you mostly get mixed bag fleets anyway.
Title: Re: [0.7.2a] Dassault-Mikoyan Engineering v.0.9.1
Post by: borgrel on September 28, 2016, 03:23:36 AM
the faction can run in nexerelin (most things that are properly coded can - nexerelin is very stable),

but the faction doesnt really 'play' in Nex, if u can understand the differance
* Cannot choose as starting faction
* Doesn't invade and capture new systems
* Doesn't get random planets during random map creation
* Doesn't post bounties

so u can, but not really ..........
i'm trying to see if DME will join my alliance (but its miles away from any of the generated systems so its mostly irrelevant) :P
(the hybrid blaster on a starlight medusa is a terrifying thing)
(i'm very tempted to try 2 on a starlight aurora)

since there's no bounties (not wanted bounties or system bounties) posted by DME the only way to get enough reputation to join faction is trading and well ........ no thanks, i'd rather not!
if u use nex u can use agents to increase rep (but u cant get commission unless u chose an unaffiliated start so its not that much better)
Title: Re: [0.7.2a] Dassault-Mikoyan Engineering v.0.9.1
Post by: whatdoesthisbuttondo on September 28, 2016, 04:04:50 AM
By itself or with a bunch of other faction mods?

By itself, in "Corvus Mode" so they get their regular system.

You can't select them as your starting faction, so I went with a factionless start. Their home system typically has good procurement mission offers between their two stations,
so it isn't that much effort to get a commission within an hour or so.

As a faction they are rather passive, so in order to get them involved I just blasted a hegemony fleet to bits after joining up with DME.
Title: Re: [0.7.2a] Dassault-Mikoyan Engineering v.0.9.1
Post by: DownTheDrain on September 28, 2016, 04:01:59 PM
By itself, in "Corvus Mode" so they get their regular system.

Yup, Corvus Mode works just fine.
I tried them with Starsector+, all the usual Libs und utility mods and a moderate amount of other factions and didn't run into any issues so far.

but the faction doesnt really 'play' in Nex, if u can understand the differance

I do understand now.
Since their system doesn't include any hostile neighbors I gave them Asharu in the Corvus system via console command to see if that would trigger any responses. No dice, but at least they're sending out patrols and such.
I guess I can try to use console command to also set up hostile relations with a major faction or two so they at least get to defend themselves.

That said, I'm perfectly fine with just using them as a supply for new ships and weapons for now.
Because damn, they offer A LOT of weapons, almost as many as the entire vanilla lineup.
Title: Re: [0.7.2a] Dassault-Mikoyan Engineering v.0.9.1
Post by: Wyvern on October 03, 2016, 10:02:08 PM
The 6cm Rail Accelerator probably shouldn't have the STRIKE tag.  Or, if it does, it should come with a warning that it won't shoot at fighters when set on autofire.  (Larger rail accelerators may also want to lose that tag - I'm not sure, haven't found any yet.)

The Wanderer looks like a great ship on paper, and I'm definitely a fan of having a ship system that makes choices between ballistic / energy weapons a bit more interesting.  In practice?  Doesn't work so well; ballistic weapons have a serious range advantage, and the ship doesn't have the flux stats to support three medium energy weapons - let alone three medium energy weapons with increased firing rate.  I ended up replacing the one I was using with a Sunder.  For some reason, though, I keep looking at this ship and thinking it ought to be a high-end combat freighter; my suggestion is to bump its cargo capacity up to, say, 160 or so, change the ship system to offer a flux cost discount for energy weapons while it's active (similar to what the Accelerated Ammo Feeder offers ballistic weapons), and call it done.
(Edit: And just now noticed the stats on the Lodestar.  Hm.  ...Honestly, 160 seems a bit low for the Lodestar's holds; it's not that much better than the Mule, which has noticeably larger capacity for cargo, fuel, and crew.)

The Tunguska, by contrast, works quite well; I managed to get one of these relatively early (in fact, my first destroyer), and fitted it with a Mjolnir cannon.  Decently fun to fly, and the AI doesn't do horribly stupid things with it either.

I'm also amused at the similarities between the Kormoran and the SHI Tartarus-class cruiser.  Convergent evolution, there!  Haven't been able to get ahold of one, yet, but I'll definitely take one for a spin when I get the chance.
Title: Re: [0.7.2a] Dassault-Mikoyan Engineering v.0.9.1
Post by: Harmful Mechanic on October 04, 2016, 01:34:58 AM
All the rail accelerators are meant to avoid shooting fighters; I'll throw a note on there.

Wanderer ship system has been tweaked already; you should have fewer flux issues. It's best when kitted out as a mini-Falcon; I tend to go all-ballistic up front as well.
I haven't done anything to the Lodestar in a while; not shocked some stats are out of whack, especially stuff like cargo that I probably eyeballed the once.

Classic naval cruiser layouts are pretty great, yeah. I like to think the two are distinct enough to be fun together?
Title: Re: [0.7.2a] Dassault-Mikoyan Engineering v.0.9.1
Post by: DownTheDrain on October 04, 2016, 04:28:31 AM
For some reason, though, I keep looking at this ship and thinking it ought to be a high-end combat freighter; my suggestion is to bump its cargo capacity up to, say, 160 or so, change the ship system to offer a flux cost discount for energy weapons while it's active (similar to what the Accelerated Ammo Feeder offers ballistic weapons), and call it done.

There are already quite a few freighters in the lineup, almost as many as actual combat ships, so I don't see the need for yet another one.
You do have a point about the Lodestar though, it's decent enough in a fight but it doesn't actually carry all that much.

Also, Snow Goose!
I can only assume that it's gated or really hard to find normally because that thing is like a Medusa on steroids.
Title: Re: [0.7.2a] Dassault-Mikoyan Engineering v.0.9.1
Post by: Wyvern on October 04, 2016, 09:45:07 AM
*shrug* I think it's probably just shades of the old EVN Starbridge; the silhouette of the Wanderer just really reminds me of that.  (One thing I loved to do back in Escape Velocity was taking a seemingly-harmless freighter and convert it into a passable warship.  Was really fun to pull off - doubly so when the ship you started with was supposedly completely unarmed...  Sadly, Starsector doesn't do that very well; if a ship's supposed to be combat capable at all, it has to have those stats right from the start.)

On the rail accelerators: That's too bad; I tried stripping those tags out, and they make really great anti-fighter weapons.  ...Possibly a little bit too good, though; I can see having them not shoot at fighters as a balancing feature.  Ah well; I finally found some light needlers, so I'll probably just go back to a mix of needlers and railguns.  Maybe still using rail accelerators in hardpoints where they mostly wouldn't be shooting at fighters anyway.

Classic naval cruiser layouts are pretty great, yeah. I like to think the two are distinct enough to be fun together?
Oh, absolutely.  They're very different ships; the Tartarus is a sort of a line cruiser, while the Kormoran looks much more like a battlecruiser.
Title: Re: [0.7.2a] Dassault-Mikoyan Engineering v.0.9.1
Post by: whatdoesthisbuttondo on October 04, 2016, 12:53:36 PM
Oh, absolutely.  They're very different ships; the Tartarus is a sort of a line cruiser, while the Kormoran looks much more like a battlecruiser.

Heh, it kinda handles itself quite well against AI battlecruisers even, that ship is a beast.

On the topic of combat-combat-freighters, I'd have to agree, would really bring a new direction to the smuggler / front-line merchant profession.

While they'd always be inferior to a same size all-out combat ship, there's definitely room for a combat freighter of maybe cruiser size that can
hold its own against a destroyer for at least a while, and doesn't die horribly to the next best rookie frigate.
Title: Re: [0.7.2a] Dassault-Mikoyan Engineering v.0.9.1
Post by: Wyvern on October 04, 2016, 01:15:03 PM
While they'd always be inferior to a same size all-out combat ship, there's definitely room for a combat freighter of maybe cruiser size that can hold its own against a destroyer for at least a while, and doesn't die horribly to the next best rookie frigate.
There is, in the current vanilla game, one cruiser that fits that description: the Venture.

And then there's the Apogee, which is, to my mind, the essential example of a combat freighter: relatively lightly armed, with awkward firing arcs - but exceptionally durable, and well worth deploying into battle even when you have access to equivalent-size combat-dedicated ships.
Title: Re: [0.7.2a] Dassault-Mikoyan Engineering v.0.9.1
Post by: Harmful Mechanic on October 04, 2016, 02:06:18 PM
Yeah, the problem with making rail accelerators shoot at fighters is that the 6cm is too good and the 12cm and 20cm are kind of hopeless. They're all meant for use against ships your size or larger; given that there are other weapons better suited to tackling fighters in the lineup, I think it's fine. I've toyed with the idea of a support fighter using one; sort of a Longbow on steroids.

Got a new ship in last night:
Spoiler
The Borzoi, a more combat-oriented shieldless frigate than the Hound. Also allowed me to get the Ripper Flechette Gun into circulation among main-line DME ships; if you haven't used this coked-up Assault Chaingun yet, you're in for a treat.
(http://i.imgur.com/iLCFXQt.png)(http://i.imgur.com/jXfukdd.png)
[close]
Title: Re: [0.7.2a] Dassault-Mikoyan Engineering v.0.9.1
Post by: whatdoesthisbuttondo on October 05, 2016, 11:55:01 AM
Got a new ship in last night:

Sweet, love the art style in DME.

Waiting for the next update btw, no pressure  ;D
Title: Re: [0.7.2a] Dassault-Mikoyan Engineering v.0.9.1
Post by: DownTheDrain on October 05, 2016, 12:19:40 PM
Waiting for the next update btw, no pressure  ;D

You mean that next update that will certainly include Nexerelin integration?  ::)
Title: Re: [0.7.2a] Dassault-Mikoyan Engineering v.0.9.1
Post by: Harmful Mechanic on October 05, 2016, 02:32:16 PM
Honestly, the big delay has nothing to do with Nexerelin; it's that I'm trying to chase down the issue with faction relationships not showing up. Once that's fixed, it should come together pretty quickly.
Title: Re: [0.7.2a] Dassault-Mikoyan Engineering v.0.9.1
Post by: DownTheDrain on October 05, 2016, 03:21:34 PM
Honestly, the big delay has nothing to do with Nexerelin; it's that I'm trying to chase down the issue with faction relationships not showing up. Once that's fixed, it should come together pretty quickly.

I wish I could help but I don't know a thing about coding.
I did give DME relations with various other factions via console command in a failed effort to get them to be more proactive and that showed up normally though.
Title: Re: [0.7.2a] Dassault-Mikoyan Engineering v.0.9.2
Post by: Harmful Mechanic on October 05, 2016, 11:12:14 PM
And, updated: Get it here. (http://www.mediafire.com/file/nxybxa66rhhj98k/Dassault-Mikoyan+Engineering.zip) [Will break your save files!]

0.9.2 - Balance, stuff, things.
- Quad Linear Chain Gun burst increased from 12 to 24 shots, DPS reduced to 360. Should feel less like an HMG clone and more like a sawed-off Heavy Needler. Try it out on SO fits.
- 20cm Rail Accelerator damage increased to 900, DPS decreased to 300, range increased to 1350. Should be better for spiking flux at a distance, less effective for suppression.
- Linear Chain Guns/Buzz Guns shot speed increased, should be more effective as PD now.
- Itano AMM timing fixed, given new sound. DPS should be more in line with vanilla.
- Husky frigate drone changed to single Goalkeeper in anticipation of carrier changes.
- Hyperfocal Cooling renamed Hyperfocus, reworked as HEF-style damage bonus rather than fire-rate increase.
- Blaze Repeater redesigned; now has two barrels, damage/shot decreased to 60, DPS/flux 450
- Raker/Ripper shot damage decreased to 30/50, fire rate increased. DPS remains the same.
- Minor fixes - Burn speeds corrected for frigates, some freighters, some descriptions tightened up or expanded.
- Samoyed renamed to Shalaika.
- Heavy Linear Cannon shot damage reduced to 300, DPS reduced to 450. Still scary, less broken.
- Howler Cannon RoF increased.
- Added Borzoi Corvette, a shieldless frigate.
- Added Brightheaven, a pirate station in Stendhal’s L5 trojan asteroids.
- Fixed faction relationships. (Yes, it was dumb.)
- Added Nexerelin compatibility. (Does not currently show up in starting list, reports; working on it)
Title: Re: [0.7.2a] Dassault-Mikoyan Engineering v.0.9.2
Post by: DownTheDrain on October 06, 2016, 09:55:15 AM
- Added Nexerelin compatibility. (Does not currently show up in starting list, reports; working on it)

Excellent, much appreciated.

Title: Re: [0.7.2a] Dassault-Mikoyan Engineering v.0.9.2
Post by: Wyvern on October 06, 2016, 12:20:05 PM
Things to do this evening: make sure I have the save transfer plugin up and running.  Install new version of DME.

In the meantime, I must wax poetic in praise of the Baikal class cruiser; I managed to acquire one of these (thanks to the Interstellar Imperium's Grand Starship Market), and it plays as if an Apogee and a Dominator decided to have a child.  The only flaw I can find in the design is that its ship system allows vent-canceling (which the vanilla burn drive doesn't).
It does feel a bit overpowered when I fly it... but I do have two aptitudes maxed out, and I know that if I were flying an Apogee or a Dominator, those ships would feel overpowered, too, so there probably isn't any need for a nerf here.  (If I were to nerf it, I'd consider a 50-100 point reduction in base flux dissipation, and pushing the shield efficiency up to .8.  Really does depend, though - if the goal for the Baikal is to be competitive with the best vanilla combat cruisers, then its stats should probably be left alone.)

For reference, my current loadout uses 4x burst pd, 2x Telum Autocannon (from Interstellar Imperium mod), a salamander, a heavy ballista LRM (also from II), and - oddly enough - a plain old vanilla HIL.  Augmented Engines, ITU, Resistant Flux Conduits, Stabilized Shields, and about 20 OP left to throw into more flux vents.  Works very well, especially under player control where I can use the HIL to shoot down missiles (most notably stage one sabot SRMs that the burst pd just doesn't have the range to catch) on top of its obvious uses for breaking armor and frying fighters.

(Side note on the HIL: Yes, it turns very very slowly, especially while firing.  Accurate aiming against a fast-moving target like a fighter or a missile tends to require aiming the ship as much as the laser's turret.)
Title: Re: [0.7.2a] Dassault-Mikoyan Engineering v.0.9.2
Post by: NightfallGemini on October 06, 2016, 12:56:56 PM
Still on the old version, but I managed to acquire a Star Sylph.

I think it's quickly becoming my favorite frigate next to the Mantis.
Title: Re: [0.7.2a] Dassault-Mikoyan Engineering v.0.9.2
Post by: DownTheDrain on October 06, 2016, 01:41:28 PM
Still on the old version, but I managed to acquire a Star Sylph.

I think it's quickly becoming my favorite frigate next to the Mantis.

Between those two I probably prefer the Mantis, mostly because of the better cost-benefit ratio.
Plus the Mantis' medium hardpoint is universal, while the medium turret on the Star Sylph is energy only. The hardpoint not being able to turn isn't an issue with frigates.
On the other hand the Star Sylph has better flux stats and arguably a better system and it's definitely an excellent ship on its own.

If you can get your hands on a Snow Goose you might be in for a treat, that's a truly exceptional mobile destroyer.
Title: Re: [0.7.2a] Dassault-Mikoyan Engineering v.0.9.2
Post by: Harmful Mechanic on October 06, 2016, 11:50:24 PM
Really does depend, though - if the goal for the Baikal is to be competitive with the best vanilla combat cruisers, then its stats should probably be left alone.)

Yeah, that's about it. I might tweak it a bit over time as I test it. (It's also a pretty solid mining ship in Nexerelin; it's not a 'universal cruiser' for nothing). The Injector is meant to be vent-cancellable, although I'm open to persuasion on that point if it really kills your joy.

For reference, my current loadout uses 4x burst pd, 2x Telum Autocannon (from Interstellar Imperium mod), a salamander, a heavy ballista LRM (also from II), and - oddly enough - a plain old vanilla HIL.  Augmented Engines, ITU, Resistant Flux Conduits, Stabilized Shields, and about 20 OP left to throw into more flux vents.  Works very well, especially under player control where I can use the HIL to shoot down missiles (most notably stage one sabot SRMs that the burst pd just doesn't have the range to catch) on top of its obvious uses for breaking armor and frying fighters.

Yep, that's a good setup. Curious how you like the Basilisk on there, if you haven't tried the standard rig.
Title: Re: [0.7.2a] Dassault-Mikoyan Engineering v.0.9.2
Post by: Phearlock on October 07, 2016, 10:46:33 AM
One thing I gotta say I really like are the weapon sounds. The "hissing" sound of the shockbeams are very fitting.

So far I do have a bit of an issue: I feel there's a significant visual disconnect with the pulsejet system graphic and the effect. The system acceleration boost is near instant, but the graphic for it doesn't really get going until it's almost expired. I'd say make the wind-up time for the graphic take as short a time as 2-3 frames from initiation to full blue flame-y graphic effect (I felt this was most notable on the Tunguska, but have not flown all the ships yet, so it may apply for several of them).
Title: Re: [0.7.2a] Dassault-Mikoyan Engineering v.0.9.2
Post by: whatdoesthisbuttondo on October 07, 2016, 08:19:24 PM
New update works great with Nexerelin, I'm mid-game in a new campaign, they were the first to join an alliance and are actively invading on their own.

About the Wanderer, why not just turn it into a point-defense / anti-fighter platform? Sounds crazy, but hear me out.

Between the Kormorant and Baikal, the DME lineup already is in a very good place for frontline combat ships, and I guess it would be hard to fit another
one in there without it doing basically the same just a little worse.

The Tunguska complements these two nicely in a fire-support role, and with the upcoming changes to carriers and fighters, a cruiser dedicated to fleet
anti-fighter / torpedo screening would really fill a useful role supporting such a combination in pushing forward against fleets from carrier-centric factions.

It could get a ship system to support this role, maybe a short boost to point defense range / tracking or something.
Title: Re: [0.7.2a] Dassault-Mikoyan Engineering v.0.9.2
Post by: Harmful Mechanic on October 07, 2016, 08:56:26 PM
New update works great with Nexerelin, I'm mid-game in a new campaign, they were the first to join an alliance and are actively invading on their own.

Excellent, that matches my testing. Should be fully integrated in the Nex update.

About the Wanderer, why not just turn it into a point-defense / anti-fighter platform? Sounds crazy, but hear me out.

I think the Wanderer is unlikely to change too much; it's the line destroyer, the next step up for a player, and so I don't want to monkey with it too much. More flux capacity, or more flux dissipation; those I can do.

...with the upcoming changes to carriers and fighters, a cruiser dedicated to fleet anti-fighter / torpedo screening would really fill a useful role supporting such a combination in pushing forward against fleets from carrier-centric factions.

The Wanderer isn't a cruiser, though; it's a destroyer. In my mind, it fills a role more akin to a Falcon; a generalist design with lots of potential. I'm more interested in helping it do that better.

It could get a ship system to support this role, maybe a short boost to point defense range / tracking or something.

Hmm. That's really interesting, and would mesh well with my plans for another, subfaction-affiliated ship. Also gives me a reason to do a single flak weapon; tempting by itself. I like the idea, it's a good one. I think it deserves another hull, though.
Title: Re: [0.7.2a] Dassault-Mikoyan Engineering v.0.9.2
Post by: whatdoesthisbuttondo on October 07, 2016, 09:26:23 PM
I think the Wanderer is unlikely to change too much; it's the line destroyer, the next step up for a player, and so I don't want to monkey with it too much. More flux capacity, or more flux dissipation; those I can do.

The Wanderer isn't a cruiser, though; it's a destroyer. In my mind, it fills a role more akin to a Falcon; a generalist design with lots of potential. I'm more interested in helping it do that better.

I actually like the Falcon a lot, still it kinda has some issues as well and is a very situational ship, not really a good generalist in my opinion.

Instead of more cap or dissipation, how about just like +4 OP to give it a little more wiggle room with loadouts?

That would actually open up a lot more options, and prevent pressing it into a pre-defined role like a +dmg system does.

For what it's worth, it grew on me a little and I'm using it in my current campaign and have found a setup I really like, but that character is already maxed in both +OP-Skills.
Title: Re: [0.7.2a] Dassault-Mikoyan Engineering v.0.9.2
Post by: Wyvern on October 11, 2016, 12:15:59 AM
Curious how you like the Basilisk on there, if you haven't tried the standard rig.
Have now tried it; not a fan.  Random chance of critical hit works fine for weapons with a high rate of fire; not so well on big clunky things where you're lucky to get off two shots before your target gets their shields back up.  Tachyon Lance is a better burst beam - more reliable armor cracking, and the EMP burst gives it a purpose even against shielded targets.

That said, from the Baikal's standard loadout, I find I am a fan of the Chasseur Multi-ASM; it's a very nice shield-breaker, is virtually immune to PD, and has plenty of ammunition.
Title: Re: [0.7.2a] Dassault-Mikoyan Engineering v.0.9.2
Post by: HELMUT on October 22, 2016, 02:40:46 PM
I just played a short campaign with DME, so the feedback will be relatively short too. I went with a bounty hunter playthrough with Nexerelin/SS+ and the whole package. It was a pretty fun campaign, DME ships are quite enjoyable to fly. It feels like a mix between Blackrock and Diable (Whiterock Avionics i guess?), high mobility and fast venting, coupled with a lot of small missiles.

Early game was quite easy, high mobility, "multi-purpose" weapons and good shields are ideals for hunting pirates. Mid and late game was harder, especially since events forced me to regularly face Interstellar Imperium fleets, which deathball formations, longe range and heavy armor countered pretty hard the DME hit and run tactics and their low penetration weapons (or at least, the weapons i got). Still managed to reach my end-game goal, capturing Thracia after getting through the Imperial meatgrinder. On the other hand, i had a much easier time beating Blackrock at their own tactics, although i admittedly didn't fought their biggest fleets.

My starter (technically second, as there's no DME start in Nexe yet) was the Husky, a safe Wolf-like. Although not quite as armed as its vanilla alter ego (its drone still help), it got much better dissipation, making it easier to fight with. And thanks to its high-speed, powerful shield and reasonable armor, it managed to survive until end-game.

My first wing-man was the very reliable Shalaika, basically an advanced Hound. This one survived quite a while as well, having both the mobility and the shield certainly helped. It's barely armed though, but still proved to be an efficient distraction in battle.

Also got a Bozoi shortly after, and while Shalaika is similar the Hound, the Bozoi is almost a carbon copy. Not quite as good as freighting, but definitely better at fighting. It's still a "Hound" though, and will struggle to survive without a shield emitter later on.

My Puddle Jumper only saw the battlefield a few times, and acted as a PD escort for my carrier. An undergunned, cheaper Wayfarer, with better cargo, mobility and shield. It can even survive surprisingly well during early game knife-fights.

Didn't got my hands on the Star Sylph. I found a Kobra though, but only later in the game. Unfortunately it charged head on against a cruiser for his baptism of fire. It went as anyone could expect, so i'm not really sure what to say about it.

Unlike other people on the thread, i like quite a bit the Wanderer destroyer. It fits somewhere between the Medusa and the Hammerhead, both in stat and armament. My AI Wanderer was outfitted with an all around Autolaser/Microlaser/Itano/PD, which worked quite well during early game skirmishes. Later on i switched the Autloaser for the meatier hybrid blaster, as my leveled ships had now the flux to handle those and i needed more armor penetration.

As for my flagship :

Spoiler
(http://i.imgur.com/LkfkV8l.png?1)
[close]

Yeah, i got PDs later on, but here's the main idea, lot of kinetic dakka, then finishing move with the Hyperfocus amplified Phase lances. Insta-gibbing frigates is fun.

The Leyte was my second destroyer, and supported my newly acquired Flare fighters. An all around better Condor, what it lacks in armor it makes up with its powerful shield. Not as good as being a long range support, but definitely better at medium range. Very hard to catch on top of that.

The Tunguska was the third destroyer addition in my fleet. The ideal sniper with built-in ITU, i outfitted it with the Hellspear cannon, a much faster and accurate Hellbore. Not the funniest flagship in my opinion, although it could be due to the lack of weapons available in my campaign that limited the possible builds. I personally felt more at home with the Wanderer, but still quite good for the AI.

The Tereshkova, or what would happen if the Apogee and Stenos loved each other very much. Like the Apogee, it's a bit of a combat freighter, fast, reasonably armed, and with a powerful shield bubble to protect itself. Didn't used this one a lot, as my other freighters provided more than enough cargo, and i preferred the heavier firepower of the Wanderer to support my fleet.

I didn't found a Snow Goose in the campaign, but i tried it in mission. Definitely too strong for his cheap 12 supplies per deployment, a massively superior alternative to the Medusa in every ways. Not sure about that idea of "gating" it as it was suggested at some point. With an appropriate price tag, it could definitely fit in the campaign.

Didn't found any Lodestar, and i didn't tried the few Carabao and Sevastopol available.

In the cruiser category, the Kentaurus was an early purchase for me. Easily obtenable and pretty much superior to its smaller siblings, thanks to its burn speed 9. A reasonably armed freighter that regularly joined my battles as a long range fire-support, as well as PD platform. Not much to say, it's the ideal freighter.

The Baikal was my first cruiser, and a very good, multirole substitute for the Dominator. As i struggled to find appropriate weapons, it first served as wingman with a cookie-cutter hybrid blaster boat which works well with this AI. Later on, i eventually used it as my flagship, using a mishmash of mod weapons thrown together in a hastily crafted SO build (HIL/HMG/Quad Chaingun/Ion cannon/Grapeshot). Not the most efficient, but i reached the point where i needed to upgrade from my Wanderer, and my "Franken-kal" was still able to outbrawl or outmaneuver most opponents.

Toward the end of the game, i got lucky and found myself a Mindanao. Basically a bigger Leyte, its role was identical. Unfortunately i couldn't experiment much on it as i was about to finish my campaign.

No Kormoran. A shame, that one looked really cool.

Got quite a few fighters too, all of them very good... Too good? Tested them a bit on the simulator, all of them felt a bit superior to their vanilla equivalent. We're not quite at Diable level, but still quite strong. Found a few typos in their descriptions :

Damselfly : "the addition of a turret and heavy armor allows the damselfly to make repeatED passes"

Thunderbolt : ""the Thunderbolt is an outsizeD heavy fighter"

Possibly a few more, but haven't really checked. Also, the Harridan is labelled as a "scout bomber", which is strange, given its lack of anti-ship weaponry. It's a wicked interceptor though.

Also, i couldn't find or encounter any "non-DME" ships like the Garpike/Feeder/Thunderbolt/Hummingbird etc.


All in all, it's a good mod, the ships handle well, the weapons are satisfying to use, they looks good and i had my fun. What more could the people ask for? Probably some balance adjustments. DME ships are juuust slightly better than most of their competitors, some easy to miss little advantages here and there. Nothing game breaking though, mostly details, the faction blend well with the rest of the game. Personally, DME won its VIP place in my mod folder.

tl;dr : Very good faction mod, if a bit stronger than the norm. For those that want a fast and satisfying playstyle similar to Blackrock's. No capital ships yet.
Title: Re: [0.7.2a] Dassault-Mikoyan Engineering v.0.9.2
Post by: DownTheDrain on October 22, 2016, 10:13:58 PM
Didn't got my hands on the Star Sylph.

You'd like it, basically a small Snow Goose, although nowhere near as powerful and much more reasonably priced.

Quote
Unlike other people on the thread, i like quite a bit the Wanderer destroyer.

Sure, solid ship.
It just isn't particularly exciting, which might be the reason it's not getting that much praise, but it does its job and is a pretty safe choice for an AI wingman.

Quote
The Tereshkova, or what would happen if the Apogee and Stenos loved each other very much. Like the Apogee, it's a bit of a combat freighter, fast, reasonably armed, and with a powerful shield bubble to protect itself. Didn't used this one a lot, as my other freighters provided more than enough cargo, and i preferred the heavier firepower of the Wanderer to support my fleet.

Yeah, I haven't really found a use for that one either. I like the concept but there's not much need for a dedicated sensor destroyer and plenty of better freighters available within the faction.
It's not terrible as a pure combat ship but somewhat subpar compared to the other available options.

Quote
I didn't found a Snow Goose in the campaign, but i tried it in mission. Definitely too strong for his cheap 12 supplies per deployment, a massively superior alternative to the Medusa in every ways. Not sure about that idea of "gating" it as it was suggested at some point. With an appropriate price tag, it could definitely fit in the campaign.

I only found a Snow Goose once in the campaign and I'm not sure if I was even supposed to find it since it felt a bit like a boss ship.
It's really, really fun to fly though, so I would prefer if it just stayed rare instead of getting nerfed into mediocrity.

Quote
No Kormoran. A shame, that one looked really cool.

Excellent ship, not just because of the look.
It feels very Nevermore-esque (in a good way) and is probably my overall favorite of the faction and easily in my top 10 of all mod ships.

On a different note, did you manage to get them to agree to any alliance?
I have tried and failed to get them to ally with me in 2 campaigns now and they stubbornly refuse, no matter how much they like me. They don't seem to ally with any AI faction either, regardless of relations, although they do launch invasions and get targeted as well, so some diplomacy appears to be working.
Title: Re: [0.7.2a] Dassault-Mikoyan Engineering v.0.9.2
Post by: Harmful Mechanic on October 22, 2016, 10:31:27 PM
You guys are updated to 0.9.2, right? That's the version with Nex integration + fixed faction relationships.

I'm considering a couple minor buffs to the Tereshkova; it's really me jumping the gun, designing a survey ship before surveying is in the base game. If it still feels anemic, I might convert the missile hardpoints to Universals, give it some more options.

The Kobra is a weird ship; it's got some Brawler and some Tempest in it, and it has that funky asymmetric layout; you'll want to fly it yourself to get the most out of it.

('repeat pass' is correct, if weird, English usage; fixed the other one.)
Title: Re: [0.7.2a] Dassault-Mikoyan Engineering v.0.9.2
Post by: DownTheDrain on October 22, 2016, 11:05:32 PM
You guys are updated to 0.9.2, right? That's the version with Nex integration + fixed faction relationships.

Yup, the newest version.
This could of course be a mere coincidence, 2 campaigns isn't much of a sample size. That said, I've had them at 90+ relation for more than 2 months and they didn't seem to care, nor did they ally with the Hegemony or Metelson, which were above 60 for quite some time. Both were free start Corvus mode campaigns with random starting relations in case that has anything to do with it.

Quote
The Kobra is a weird ship; it's got some Brawler and some Tempest in it, and it has that funky asymmetric layout; you'll want to fly it yourself to get the most out of it.

The ship itself feels pretty sturdy. The jet injector might be an issue for the AI though, seems rather easy to accidentally suicide into the field of fire of some cruiser considering the duration of the boost.
Title: Re: [0.7.2a] Dassault-Mikoyan Engineering v.0.9.2
Post by: Wyvern on October 23, 2016, 12:04:30 AM
Keep in mind on the Wanderer: all the people who were saying it wasn't working well for them were before it got buffed.  I haven't tried it since then, but the general consensus from post-buff people seems to be that it works pretty well now.
Title: Re: [0.7.2a] Dassault-Mikoyan Engineering v.0.9.2
Post by: HELMUT on October 23, 2016, 04:35:59 AM
On a different note, did you manage to get them to agree to any alliance?
I have tried and failed to get them to ally with me in 2 campaigns now and they stubbornly refuse, no matter how much they like me. They don't seem to ally with any AI faction either, regardless of relations, although they do launch invasions and get targeted as well, so some diplomacy appears to be working.

Yep, they joined the Hegemony relatively early. I was at 100 rep with them though.

As for the Wanderer, yeah i noticed afterwards it got buffed. Hyperfocus is handy for beam weapons.
Title: Re: [0.7.2a] Dassault-Mikoyan Engineering v.0.9.2
Post by: NightfallGemini on October 23, 2016, 05:25:20 AM
Still no Snow Goose, but I'm loving the *hell* out of the Kormoran and Baikal. Baikal's a very strong ship regardless of who uses it, and Kormoran feels just perfect for a flagship.

I'm kinda curious about those red ships, though. Can they be acquired in Nexerelin proper?
Title: Re: [0.7.2a] Dassault-Mikoyan Engineering v.0.9.2
Post by: Orikson on October 23, 2016, 07:09:13 AM
Still no Snow Goose, but I'm loving the *hell* out of the Kormoran and Baikal. Baikal's a very strong ship regardless of who uses it, and Kormoran feels just perfect for a flagship.

I'm kinda curious about those red ships, though. Can they be acquired in Nexerelin proper?

Snow Goose is currently not acquirable due to balance reasons. It could slip by once in a blue moon though.

The red ships are meant for a sub faction of the Dassault's, which is not implemented yet. You can acquire them via Console Commands and test them out if you want.
Title: Re: [0.7.2a] Dassault-Mikoyan Engineering v.0.9.2
Post by: Harmful Mechanic on October 23, 2016, 01:41:22 PM
I'm contemplating adding a second system soon and getting those guys into the campaign. Still need to do a little polish.

In other news:
Spoiler
(http://i.imgur.com/KfQoGPd.png)
Changed the left-side small hardpoint to a Universal and added a 9OP small energy weapon, the Omni Blaster. Much thanks to MesoTroniK for the suggestion to make it fire a double-tap; it won't punch through as much armor as an Antimatter Blaster, but the followup shot allows it to overload a ship and deliver armor damage in the same burst.
[close]
Title: Re: [0.7.2a] Dassault-Mikoyan Engineering v.0.9.2
Post by: DownTheDrain on October 23, 2016, 08:48:39 PM
I'm contemplating adding a second system soon and getting those guys into the campaign. Still need to do a little polish.

There's not a whole lot of red ships around yet, even if you count the MK1s that are more light brown and orange.
Are you planning to add additional unique ships like the Garpike or palette swap a few more of the regulars?
Title: Re: [0.7.2a] Dassault-Mikoyan Engineering v.0.9.2
Post by: Harmful Mechanic on October 23, 2016, 09:00:47 PM
I'm contemplating adding a second system soon and getting those guys into the campaign. Still need to do a little polish.

There's not a whole lot of red ships around yet, even if you count the MK1s that are more light brown and orange.
Are you planning to add additional unique ships like the Garpike or palette swap a few more of the regulars?

I might add a single new ship, and maybe one more ship skin. They're not meant to be a large faction, just a somewhat lower-tech one.
Title: Re: [0.7.2a] Dassault-Mikoyan Engineering v.0.9.2
Post by: DownTheDrain on October 23, 2016, 11:47:23 PM
I'm contemplating adding a second system soon and getting those guys into the campaign. Still need to do a little polish.

There's not a whole lot of red ships around yet, even if you count the MK1s that are more light brown and orange.
Are you planning to add additional unique ships like the Garpike or palette swap a few more of the regulars?

I might add a single new ship, and maybe one more ship skin. They're not meant to be a large faction, just a somewhat lower-tech one.

In case you do add a new ship you may want to make it a capital.
Regular shiny white DME seems to be doing fine without battleships, most likely because of their above average stats, but the lower-tech red guys could be in trouble if they have to defend their own system.
Title: Re: [0.7.2a] Dassault-Mikoyan Engineering v.0.9.2
Post by: Orikson on October 24, 2016, 12:27:23 AM
It's not necessary for the red guys to have their own system, since adding a planet into Nikolaev for them should be just fine.

As for capitals for the reds or low tech ones, making set relations (like how Templars are hostile to everyone) should be sufficient if they don't have a capital to be added into their fleet.
Title: Re: [0.7.2a] Dassault-Mikoyan Engineering v.0.9.2
Post by: DownTheDrain on October 24, 2016, 12:48:48 AM
It's not necessary for the red guys to have their own system, since adding a planet into Nikolaev for them should be just fine.

Depends on the lore I guess. Whatever the reason for them being a separate faction is, it may prevent living right next door.
If they're just mercs, privateers, militia or some such and not separatists they wouldn't even need their own planets, let alone a system, and could function just like Cabal does on Tri-Tachyon worlds.

Title: Re: [0.7.2a] Dassault-Mikoyan Engineering v.0.9.2
Post by: Harmful Mechanic on October 24, 2016, 01:06:23 AM
Yeah, no capitals for them. Not even a cruiser. They're mercenaries who specialize in pirate-clearing.

Current thinking is that they'll be a minor presence in a new system that DME proper is also in. Perhaps a three-way contested system (a faction-mod staple!), with the Luddic Church and Tri-Tachyon as the other players, plus everybody's favorite, too many pirates.
Title: Re: [0.7.2a] Dassault-Mikoyan Engineering v.0.9.2
Post by: Phearlock on October 24, 2016, 03:25:42 AM
In terms of ships, I really only have 2 issues the curret DME ship selection:

1. No "fast" destroyer. While the Wanderer does have fairly good base speed, its usually not fast enough to escape bad situations. The Tunguska has its skipjets but those are more for turning than extended maneuvers. I'd like to see a cheapish destroyer class vessel with a burn drive/vanilla maneuvering jets or some other way of consistently boosting its forward velocity. Somthing that would fill the "early destroyer" and "fast mercantile escort" role and be capable of running away from larger firgate/destroyer fleets in a pinch. Probably not heavily armed but absolutely needs to be a combat ship (From other mods: the Blackrock Gonodactylus is the closest ship I can think of to fill this role, and the vanilla Enforcer is also quite good at this).

2. Not much in the way of frigate or destroyer sized options for medium missile slots. You have two fairly fun and great medium missile weapons, yet no DME ships to equip them.

(Personally I'd love to see something packing a medium missile slot along with 4-5 forward or broadside focused small energy slots. Those small energy banks on the sides of the Kormorant are super versatile and very fun to use due to the excellent selection of small energy weapons in the DME faction. I'd love to see a ship use such an array as its primary weapon bank. But this last bit is just wishful thinking from me, and not really a suggestion.)

Regardless, this is a fun faction to play, looking forward to seeing those cute little red ships flying around as well.
Title: Re: [0.7.2a] Dassault-Mikoyan Engineering v.0.9.2
Post by: DownTheDrain on October 24, 2016, 09:53:01 AM
Current thinking is that they'll be a minor presence in a new system that DME proper is also in. Perhaps a three-way contested system (a faction-mod staple!), with the Luddic Church and Tri-Tachyon as the other players, plus everybody's favorite, too many pirates.

Everyone and their dog puts Tri-Tachyon in their modded systems, so maybe shoehorn the Sindrian Diktat into it instead?

This isn't really about DME, so sorry for going off-topic, but with my current selection of mods (mostly popular and active ones) both Tri-Tachyon and the Hegemony start out with 13 planets, no mod faction has more than 6 (Shadowyards) and the poor Diktat is still at the original 3 in their home system.
Of course I understand why this is happening, modders want to showcase their own creations and would need to ask permission to place non-vanilla factions in their systems, but still...
Title: Re: [0.7.2a] Dassault-Mikoyan Engineering v.0.9.2
Post by: Harmful Mechanic on October 26, 2016, 04:19:01 PM
In this case, I need 1) a vanilla faction, 2) that fits into a three-way hostility triangle with the Luddites and DME, 3) with a nearby presence in vanilla content (Magec/Achaman). That means Tri-Tach. FWIW, it won't be big; size 3, 4 at most, a dismal little outpost. And the system will have a major pirate problem.

More seriously, I need to put up a poll soon, see what you guys are most excited about. I can't promise it'll influence me too much, but Phearlock did hit on two of the ships I have pencilled in for later; a skipjet frigate with a medium universal hardpoint and a PD destroyer with lots of clustered small weapons.

(I would argue with the Tereshkova, you already have a pretty good medium missile slot on a very good ship; likewise, the Kentaurus makes a perfectly fine, highly durable missile platform, and most of what you can put in a Baikal's Large slot will be med missiles. The Feeder's Composite slot is also underrated. Plus whatever med missile/universal slots I put on future capitals.)
Title: Re: [0.7.2a] Dassault-Mikoyan Engineering v.0.9.2
Post by: borgrel on October 27, 2016, 05:25:25 AM
Or just add a shadow corp

"The Takeover-Initiative" or something

--------------------------------------------
There are rumors bandied about the corporate board rooms and whispered around the coffee machines about a group of share holders who are dissatisfied with the peaceful intentions of DME. Whispers of already developed modifications that turn well defended trade ships into monsters of war. Insinuations of deals with the Cabal and the funding of pirates. Rumors of secret hostile actions against Nation Powers.

If these rumors are true, if this conspiracy succeeds; will DME rise in fire and glory and become another Nation Power or will it be ground to dust beneath the withering fire of Dreadnoughts and the blood of its employees?
--------------------------------------------

That way players have opponents, there can be bounties and hit missions to increase rep. Players get to chose their philosophy (and eventually when the game and mod are more mature .... maybe even change the path of DME stop a coup or help it succeed) and you arent stuck as...

Everyone and their dog puts Tri-Tachyon in their modded systems
Title: Re: [0.7.2a] Dassault-Mikoyan Engineering v.0.9.2
Post by: Harmful Mechanic on October 27, 2016, 08:21:35 AM
If only I had a mysterious, shadowy subfaction and plans for it, almost as though I had anticipated this idea before you had it.

(The Blade Breakers aren't going to work for this, but they fit something like that role, and I have no desire to make any more work for myself than I already have.)

Tri-tach fills the slot nicely, and is a major vanilla faction you'll want to build rep with or antagonize anyway. I'm more likely to take them out and increase the volume of pirates in the system than sub in another faction.
Title: Re: [0.7.2a] Dassault-Mikoyan Engineering v.0.9.2
Post by: The2nd on November 01, 2016, 06:59:04 AM
I really enjoy this mod a lot. I was waiting for 0.8 but the clean visuals made me start another play-through. So thank you   :)

I've been playing with nexerelin and SS+ and the only issue I've come across is that some weapons and ships are strangely rare. Things like the perforator launcher that one would expect to be on a rarity level with the annihilator launcher.

Concerning systems in general. Is it possible to implement something like:
If mod A is installed planet X belongs to fraction A.
If mod A is not installed planet X belongs to Tri-Tachyon.

I'm new here but from what I've seen most moders seem on good terms with each other. It would add a lot of variety to playthroughs with several fraction mods installed.




Title: Re: [0.7.2a] Dassault-Mikoyan Engineering v.0.9.2
Post by: Harmful Mechanic on November 17, 2016, 10:33:47 AM
Glad to hear the compliments; I don't always respond, but I do read all of them, and it's appreciated. I look over availability, etc. from time to time; some of it is just that few ships use a given weapon right now.

I have not been idle:
Spoiler
Another new ship, the Chamois Mining Rig.
(http://i.imgur.com/SlN0LFA.png)

Tougher than it looks, still not a proper combat ship. But at 45 mining strength, it'll get you out of the gate running in Nexerelin, and in a pinch, it can brawl a bit.
[close]
Title: Re: [0.7.2a] Dassault-Mikoyan Engineering v.0.9.2
Post by: NightfallGemini on November 17, 2016, 03:38:37 PM
Is that flight deck just for looks or can it act as a beginner's carrier, too?
Title: Re: [0.7.2a] Dassault-Mikoyan Engineering v.0.9.2
Post by: Harmful Mechanic on November 17, 2016, 03:43:00 PM
Just for looks at the moment; eventually I'd like to give it a built-in wing of mining drones.
Title: Re: [0.7.2a] Dassault-Mikoyan Engineering v.0.9.2
Post by: DownTheDrain on November 17, 2016, 04:08:58 PM
I'm not sure if mining drones would require a flight deck, unless they're particularly large or for some reason have no VTOL capabilities.
Anyway, the new ship looks good and I especially like the engine arrangement, but I have yet to mine anything, ever. Guess I'll have to see if it has decent cargo space or can brawl more than just a bit.
Title: Re: [0.7.2a] Dassault-Mikoyan Engineering v.0.9.3
Post by: Harmful Mechanic on November 21, 2016, 06:20:29 PM
Updated, link is in OP or can be snagged >HERE< (http://www.mediafire.com/file/nxybxa66rhhj98k/Dassault-Mikoyan+Engineering.zip)

Will not break your saves. Just your EMP-loving little hearts. Sorry.

Changelog:
Spoiler
0.9.3 - Balance, minor content.
- Removed EMP damage from Linear Autoguns, Cannons, small and med shockbeams. Heavy Linear and Basilisk EMP reduced. Should fix ‘stun-locking’ problems and semi-broken/exploity loadouts.
- Reduced missile EMP values across the board.
- Micro Beamer/PD Beamer/Tribeamer damage type swapped to energy, some minor damage, etc. rebalancing.
- Dard Interceptor weapon changed to Micro Beamer.
- Snow Goose deployment/recovery costs increased to 20, peak time decreased to 270, armor cut to 350. Very small chance to show up in markets, fleets.
- Further polish passes on upcoming content for United Securities, Blade Breakers. Too many little changes to mention.
- Added Omni Blaster, a 9OP small energy weapon in the AM Blaster vein. Fires a burst of two shots for added effectiveness vs. shields.
- Small missile slot on Tereshkova changed to universal.
- Reduced per-shot damage/DPS of Hybrid Pulser to 30/90.
- Auto Hybrid Blaster shot damage reduced to 200, DPS to 1600. EMP/shot reduced to 75.
- Basilisk range increased to 1350, Heavy Shockbeam damage increased to 200, flux/second to 215.
- Added Chamois Mining Rig, a heavily-armored, destroyer-sized civilian ship.
- Perforator damage increased to 235, acceleration profile changed, ammo counts adjusted downwards (60>45, 120>90). Should feel clumsier, but hits more satisfying.
- DME now considers Harvested Organs illegal goods (no more human foie gras).
- More delightful ship names.
[close]
Title: Re: [0.7.2a] Dassault-Mikoyan Engineering v.0.9.3
Post by: Phearlock on November 22, 2016, 02:04:19 PM
The EMP factor on a lot of weapons was way too high, so I'm completely ok with this. DME weapons will still be very strong. Good changes.

I would also suggest looking at the Heavy Pulsed Beamer. 300 dps, 300 flux, 750 range, fast turn speed is very strong for only 9OP. I feel it should at least share OP cost with the Heavy Shockbeam, or have its damage/efficiency reduced in order to be more in line with 9OP weapons. Or give it some other way to make up for its very high stats (ammo, accuracy, range)
Title: Re: [0.7.2a] Dassault-Mikoyan Engineering v.0.9.3
Post by: DownTheDrain on November 22, 2016, 02:58:11 PM
- Removed EMP damage from Linear Autoguns, Cannons, small and med shockbeams.

Welp, there goes half of my loadouts.
Ok, not half and maybe the EMP damage was too much, but if it's completely removed without compensation from the Linear weapon line (except heavy) I think I'll settle for vanilla or Blackrock guns instead. Not sure about the shockbeams, they do have excellent range so they might still be worth it.

Quote
- Micro Beamer/PD Beamer/Tribeamer damage type swapped to energy, some minor damage, etc. rebalancing.

If they're no longer fragmentation you may have to change a description or two as well, like the part about "handily vaporizing all but the largest LRM salvoes and toasting enemy fighters with disgusting ease" on the Tribeamer.

Quote
- Snow Goose deployment/recovery costs increased to 20, peak time decreased to 270, armor cut to 350. Very small chance to show up in markets, fleets.

Should still be well worth the cost, no argument there. It felt a bit like a boss ship anyway.

I can't really say much about the rest of the changes without playtesting first, which may take a while since I'm still trying to get good at the new Scy ships.
Title: Re: [0.7.2a] Dassault-Mikoyan Engineering v.0.9.3
Post by: Harmful Mechanic on November 22, 2016, 03:37:18 PM
I'd argue that the high flux efficiency of linear weapons is reason enough to use them by itself. Still very, very good at beating on shields, just no longer capable of exploitative EMP snowballing.

Hybrid weapons are still very, very nasty, though, so hopefully you can get some of your fix there.
Title: Re: [0.7.2a] Dassault-Mikoyan Engineering v.0.9.3
Post by: DownTheDrain on November 22, 2016, 04:08:34 PM
I'd argue that the high flux efficiency of linear weapons is reason enough to use them by itself. Still very, very good at beating on shields, just no longer capable of exploitative EMP snowballing.

Hybrid weapons are still very, very nasty, though, so hopefully you can get some of your fix there.

I'm not saying linear guns are terrible now or anything along that line, I just don't think they're still worth going out of my way to make friends with DME anymore.

With Nexerelin I usually choose free start and slowly work my way up, making friends with only one or two factions in the process cause having half the sector as allies kinda blows. The last couple of times I picked DME as an ally. Their ship selection is strong but somewhat limited (except for cargo ships) and they're really not much of a help strategically with their 2 planets in the middle of nowhere, but their many excellent weapons made up for that.
I also prefer the ships in my fleet to match so if I use DME stuff I use it almost exclusively since it is decidedly different from almost every other faction. Some weapons fit elsewhere, others don't. The railguns in particular look pretty bad on non-DME ships, at least in my opinion, which is really unfortunate as I like them a lot. The linear cannons don't really match too well either, unlike the missiles and most of the energy weapons which look more rounded and fit nicely on just about any ship.

Anyway, this is all just personal preference, not a critique of your excellent mod or a balance suggestion.
Title: Re: [0.7.2a] Dassault-Mikoyan Engineering v.0.9.3
Post by: stormbringer951 on December 03, 2016, 02:52:10 PM
Downloaded Starsector again after a year or so off, a friend recommended trying this faction and I was sold as soon as I saw the first sprite. I'm pretty sure if I ctrl-f'd the previous pages every person's first post in the thread would be "I love the clean lines".

Initial impressions from the missions (no refits):

Three Caballeros:
Despite being rated easy, I found it the hardest of the three provided missions, and also the most enjoyable and interesting tactical problem. Good intro on how to use the Tunguska, which while painfully slow is deceptively manoeuvrable with that big forward-facing gun and hard to flank, though its lack of speed means you die if you chase badly damaged enemy frigates into a bad tactical position. It's made a bit harder by the Lodestar freighter being a liability if it comes up against more than the firepower of one frigate. After a couple of tries I won it, though with all my ships a bit damaged. Haven't tried doing the mission piloting the other destroyer yet though.

Mothership Connection:
A bit too easy IMO. I hopped out of my carrier and into the scout courier, shot up the enemy frigate with the help of one fighter squadron, killed the Gladii as they flew by then blew up their carrier. They need to have more or better ships to fight because everything on their side of the field that wasn't a bomber died to my forces on the way to their carrier, and unsupported Piranhas lost resoundingly to my AI-piloted carrier. On the other hand, it showcased the DME fighters pretty well.

Wild Goose Chase:
I liked it as a neat variation on the "small ship kites larger fleet to death in a nebula"/"you should probably buy this rare (?) and expensive ship if you see it in the campaign, look how awesome it is" gimmick mission. Separating the Dominator from its escorts required patience (I'm not sure of the exact AI logic of when it decides to task a destroyer to try and cap a point), but I did my best to encourage them to split up by marking the Dominator and the Enforcers as [avoid], popping the carrier with (probably needlessly) all my missiles, and leaving my scout ships to kill fighters/bombers and (re)capture points. Once I managed to get a ship alone in a nebula they were all pretty easy to kill since the Snow Goose is an excellent kitey ship, and performed admirably at kiting the destroyers and circle-strafing the Dominator to death.



If I could make a sugestion, it would be great to get more missions, some larger-fleet engagements or maybe a big full-fleet battle between DME and some other faction. I think it's good to have most (preferably all) of your ships represented in the missions because it gives the player a better idea of how having lots of the faction ships and weapons all fit and operate together. Also it makes it easier for me to test out hypothetical ship fits without having to go into a new campaign and spawn allhulls/allweapons and then trying to find the right ones among the many many hulls :P.

Enjoying the mod so far, picked up a couple of DME ships in the campaign, looks and plays great.
Title: Re: [0.7.2a] Dassault-Mikoyan Engineering v.0.9.3
Post by: Harmful Mechanic on December 03, 2016, 03:17:47 PM
I'm not saying linear guns are terrible now or anything along that line, I just don't think they're still worth going out of my way to make friends with DME anymore.

That's fair. The nerf was mostly meant to bring them in line for just that purpose. Anything so good as to feel obligatory needs to be adjusted downwards until it feels, properly, like one in a spread of solid options.

I also prefer the ships in my fleet to match so if I use DME stuff I use it almost exclusively since it is decidedly different from almost every other faction. Some weapons fit elsewhere, others don't. The railguns in particular look pretty bad on non-DME ships, at least in my opinion, which is really unfortunate as I like them a lot. The linear cannons don't really match too well either, unlike the missiles and most of the energy weapons which look more rounded and fit nicely on just about any ship.

I do make regular subtle passes on weapon visuals now and again, I'll keep that in mind. Looking over the patch notes, the railguns are likely to become less common overall, and will probably get a visual pass relatively soon as I'm not totally happy with them either.

Downloaded Starsector again after a year or so off, a friend recommended trying this faction and I was sold as soon as I saw the first sprite. I'm pretty sure if I ctrl-f'd the previous pages every person's first post in the thread would be "I love the clean lines".

Excellent, glad it hit the mark for you aesthetically.

Initial impressions from the missions (no refits):

Three Caballeros:
Despite being rated easy, I found it the hardest of the three provided missions, and also the most enjoyable and interesting tactical problem. Good intro on how to use the Tunguska, which while painfully slow is deceptively manoeuvrable with that big forward-facing gun and hard to flank, though its lack of speed means you die if you chase badly damaged enemy frigates into a bad tactical position. It's made a bit harder by the Lodestar freighter being a liability if it comes up against more than the firepower of one frigate. After a couple of tries I won it, though with all my ships a bit damaged. Haven't tried doing the mission piloting the other destroyer yet though.

Glad this one served its purpose; it is, indeed, the Tunguska Intro Mission and also the one I spent the most time playtesting, which shows. Will revisit at some point with the objective of making it slightly rougher.

Mothership Connection:
A bit too easy IMO. I hopped out of my carrier and into the scout courier, shot up the enemy frigate with the help of one fighter squadron, killed the Gladii as they flew by then blew up their carrier. They need to have more or better ships to fight because everything on their side of the field that wasn't a bomber died to my forces on the way to their carrier, and unsupported Piranhas lost resoundingly to my AI-piloted carrier. On the other hand, it showcased the DME fighters pretty well.

Yes, this is going to be expanded into a larger brawl with the player force more badly outnumbered (but also with a broader mix of fighters and carrier hulls). I'm leaving it until 0.8 drops on the logic that I only want to have to redo the mission once.

Wild Goose Chase:
I liked it as a neat variation on the "small ship kites larger fleet to death in a nebula"/"you should probably buy this rare (?) and expensive ship if you see it in the campaign, look how awesome it is" gimmick mission. Separating the Dominator from its escorts required patience (I'm not sure of the exact AI logic of when it decides to task a destroyer to try and cap a point), but I did my best to encourage them to split up by marking the Dominator and the Enforcers as [avoid], popping the carrier with (probably needlessly) all my missiles, and leaving my scout ships to kill fighters/bombers and (re)capture points. Once I managed to get a ship alone in a nebula they were all pretty easy to kill since the Snow Goose is an excellent kitey ship, and performed admirably at kiting the destroyers and circle-strafing the Dominator to death.

It's basically an extended sales pitch for the Snow Goose, yeah. Probably the mission I most want to revamp/have the least number of truly satisfying ideas for.

If I could make a sugestion, it would be great to get more missions, some larger-fleet engagements or maybe a big full-fleet battle between DME and some other faction. I think it's good to have most (preferably all) of your ships represented in the missions because it gives the player a better idea of how having lots of the faction ships and weapons all fit and operate together. Also it makes it easier for me to test out hypothetical ship fits without having to go into a new campaign and spawn allhulls/allweapons and then trying to find the right ones among the many many hulls :P.

More missions are - I'm not going to say 'beside the point' because I think they add a lot of value, but they're back-burnered for me right now. I'll probably add one or two more as I focus on getting the subfactions out and properly playable.
Title: Re: [0.7.2a] Dassault-Mikoyan Engineering v.0.9.4
Post by: Harmful Mechanic on January 08, 2017, 12:23:05 AM
Updated, link is in OP or can be snagged >HERE< (http://www.mediafire.com/file/nxybxa66rhhj98k/Dassault-Mikoyan+Engineering.zip)

A bunch of little stuff for the next round of the Starsector tournament. And a fighter fix, gotta love those:

(https://giant.gfycat.com/MasculineTatteredAzurevase.gif)

Changelog:
Spoiler
0.9.4 - Balance, minor content, QoL.
- Heavy Pulsed Beamer damage reduced to 250/shot. Should be less impressive for 9OP.
- Increased Ripper/Raker damage to 60/36 per shot, lowered fire rate slightly.
- Reduced Traceur speed to 450, base damage to 200.
- Hellrider launcher ammo increased to 12.
- Icax revamped, now carries two Linear Autoguns.
- Tunguska base speed increased to 80.
- Lens DEM, Slapper SRM removed temporarily (SYSTEM tag).
- Adjusted variants for a few ships.
- Adjusted ship prices. Ships should have ‘correct’, vanilla-friendly costs in campaign.
- Adjusted prices of weapons across the board. Small weapons should be more affordable, meds and larges should be less so.
- Aigrette redesigned - now armed with 1x autolaser and 2x multi-beam nodes. Autolaser has a 90º fire arc, making Aigrettes very effective for infighting.
- Set hullmod blocker up - Monobloc Construction now blocks Resistant Flux Conduits, Skipspace Reaction Furnace now blocks Resistant Flux Conduits and Safety Overrides. Should make for more of a challenge.
- Screwed around with Blade Breaker weapons yet again, as a dog returneth to its vomit. Nothing is final, all is in flux.
[close]
Title: Re: [0.7.2a] Dassault-Mikoyan Engineering v.0.9.4b
Post by: Harmful Mechanic on January 29, 2017, 03:29:05 PM
Updated with balance stuff from the tournament, before we go into finals and I lose my last remaining shreds of dignity.

ElizaLib is no more; that's been on the to-do list for a while and now I get to cross it off. Feels good man.

Changelog
Spoiler
0.9.4b - More balance, minor content, QoL. ‘Guys, I think I screwed up.’
- ElizaLib dependency removed. (Much rejoicing).
- Pup Armored Assault Fighter main weapon changed to Horn Attack Gun. Now actually dangerous.
- Defense Beamer renamed to ER PD Laser, sounds replaced; it might be a silly filler weapon, but dammit, it’s going to sound and feel right. No longer shows up in markets; has to be salvaged.
- Added ER Pulsed Laser, a 6OP, 900-range support beam. It’s flux-inefficient but relatively high-damage, a useful alternative to the Tactical Laser. Doesn’t show up in markets; has to be salvaged.
- Light and Heavy Pulsed Beams renamed to Small/Medium Pulsed Laser, sounds replaced, beam duration/fire time doubled (DPS remains the same; should make them more effective against large ships, less effective against small ones), range increased to 700/800, beam speed decreased to 4000 (damage will fall off with range).
- All pulsed laser damage reduced by 1/3rd or more.
- Increased Ripper/Raker damage to 75/45 per shot, added ammo/clip system. Better for burst/infighting, worse for sustained barrages.
- Hybrid weapon family sounds replaced - should sound a bit less harsh.
- Shockbeam ranges reduced to 700/1000/1200. DPS for small/med versions reduced to 100/160.
- Howler Cannon fire rate reduced very slightly, flux raised to 1:1 efficiency.
- Hellspear Cannon damage reduced to 650, fire rate slightly increased.
- Tunguska top speed reduced to 70, base ordnance points reduced to 76.
- Added unique names for DME and United Security NPCs (can’t believe I didn’t do that earlier).
- Baikal armor, flux stats reduced, shield efficiency lowered to 0.8, shield type changed to omni. Should be less of a brick, easier to kill. Speed reduced from 40>35.
- Linear Cannon family: accuracy sharply reduced.
- Chasseur Multi-ASM ammo reduced to 20 from 32, MIRV submunitions reduced from 9 to 7, reload time increased to 10 from 9.
- 20cm damage reduced to 600, fire rate increased to maintain DPS, flux slightly increased. EMP Reduced to 200/shot.
- Hybrid Scrambler, Hybrid Pulser, Hybrid Blaster and Auto Hybrid Blaster EMP trimmed (150>120/250>240/100>90/75>60).
- Most ships have had flux capacity, base dissipation rate, or both reduced 10-20%.
- Most ships have had shield efficiencies, and/or widths, reduced.
- Numerous other tiny fixes.
[close]
Title: Re: [0.7.2a] Dassault-Mikoyan Engineering v.0.9.4b
Post by: Tartiflette on January 30, 2017, 12:18:21 AM
That changelog, I like it!  ;)
Title: Re: [0.7.2a] Dassault-Mikoyan Engineering v.0.9.4b
Post by: Harmful Mechanic on January 30, 2017, 12:38:36 AM
That changelog, I like it!  ;)

I hope you also enjoy your credit in the OP as well ;).
Title: Re: [0.7.2a] Dassault-Mikoyan Engineering v.0.9.4b
Post by: Cik on February 03, 2017, 02:59:37 PM
mod looks pretty nice, but is below expectations on the amount of triangles.

8/10 for not enough triangles.
Title: Re: [0.7.2a] Dassault-Mikoyan Engineering v.0.9.4b
Post by: Midnight Kitsune on February 03, 2017, 03:11:12 PM
mod looks pretty nice, but is below expectations on the amount of triangles.

8/10 for not enough triangles.
If you want deathwedges, look up the valk mod
Title: Re: [0.7.2a] Dassault-Mikoyan Engineering v.0.9.4b
Post by: Eliza on February 05, 2017, 07:09:55 AM
ElizaLib is no more; that's been on the to-do list for a while and now I get to cross it off. Feels good man.

Sorry that took so damn long!
Title: Re: [0.7.2a] Dassault-Mikoyan Engineering v.0.9.4b
Post by: HuoShengdi on February 18, 2017, 01:33:52 AM
I did some testing with the Basilisk Ultra Shockbeam, and uh...

Is it supposed to randomly delete capital ships from the battlefield? Because when its random explosion chance activated it would suddenly do up to 10000 damage in a single shot. Granted, this only applies when their shields are down, but...
Title: Re: [0.7.2a] Dassault-Mikoyan Engineering v.0.9.4b
Post by: Harmful Mechanic on February 18, 2017, 11:55:41 AM
It isn't, no. That's been nerfed.
Title: Re: [0.7.2a] Dassault-Mikoyan Engineering v.0.9.4b
Post by: gruberscomplete on February 19, 2017, 05:07:33 PM
wow those are some beautiful sprites  ;D
Title: Re: [0.7.2a] Dassault-Mikoyan Engineering v.0.9.4b
Post by: majorfreak on March 19, 2017, 02:39:51 PM
hi. first off, love this mod! secondly, wtf? Flux per second is incredibly low compared to DPS (in stark contrast to any other kinetic weapon)...if it weren't for the description i'd assume you make an error and it was supposed to be fragmentation (which DOES have very high flux efficiency across the board)


[attachment deleted by admin]
Title: Re: [0.7.2a] Dassault-Mikoyan Engineering v.0.9.4b
Post by: Phearlock on March 19, 2017, 05:30:16 PM
Eh it's not that far off the stats of the vanilla Heavy Machine gun (120 flux 320 kinetic 450 range). I'd honestly say the weapon is a bit too similar to its vanilla counterpart. It could use something to further differentiate itself from the vanilla HMG.
Title: Re: [0.7.2a] Dassault-Mikoyan Engineering v.0.9.4b
Post by: Harmful Mechanic on March 19, 2017, 06:08:07 PM
I would have thought that burst fire rather than continuous and somewhat greater utility as PD counted, there.
Title: Re: [0.7.2a] Dassault-Mikoyan Engineering v.0.9.4b
Post by: Midnight Kitsune on March 19, 2017, 06:52:21 PM
I would have thought that burst fire rather than continuous and somewhat greater utility as PD counted, there.
I thought the HMG of vanilla WAS burst fire though
Title: Re: [0.7.2a] Dassault-Mikoyan Engineering v.0.9.4b
Post by: Harmful Mechanic on March 19, 2017, 06:57:11 PM
Four-round alternating bursts, yeah, as compared to 24 spread evenly across four barrels. The latter is better for shredding little stuff.

It's always felt pretty different in practice. YMMV, I'm happy to hear suggestions, but not every weapon needs to be completely unique.
Title: Re: [0.7.2a] Dassault-Mikoyan Engineering v.0.9.4b
Post by: majorfreak on March 19, 2017, 11:08:03 PM
Hunh, I could have sworn I fixed that - yeah, it's meant to be more in line with the HMG.

Enjoy while it lasts?
hmmm...really? damn. Never noticed that before. Well, anyways, i did some playtesting and it suffers from spread (as one would expect) so i think it's actually okay. I'm beefing it up with gunnery hullmod and skill. Without it i find it's horrible at destroying missiles/fighters - you'd think otherwise because of the silly high DPS.
Title: Re: [0.7.2a] Dassault-Mikoyan Engineering v.0.9.4b
Post by: AxleMC131 on March 19, 2017, 11:14:13 PM
Without it i find it's horrible at destroying missiles/fighters - you'd think otherwise because of the silly high DPS.

It's always a trade-off: DPS for accuracy. A good way of balancing high-damage weapons.
Title: Re: [0.7.2a] Dassault-Mikoyan Engineering v.0.9.4b
Post by: cjuicy on March 20, 2017, 09:56:14 AM
I find it makes it a bit more fun. Although your fire isn't as accurate, you can't help but hit something with the sheer amount of bullet.
Title: Re: [0.7.2a] Dassault-Mikoyan Engineering v.0.9.4b
Post by: majorfreak on March 24, 2017, 01:49:33 PM
a few of the heavy weapons aren't Omnifactory friendly. what's up with that? The heavy linear cannon for one.
Title: Re: [0.7.2a] Dassault-Mikoyan Engineering v.0.9.4b
Post by: Harmful Mechanic on March 24, 2017, 01:52:07 PM
A lot of DME tech is explicitly locked out, yes. I will probably revise the exclusion list later, but for now, you just have to live with it (or edit the files).
Title: Re: [0.7.2a] Dassault-Mikoyan Engineering v.0.9.4b
Post by: ANGRYABOUTELVES on March 25, 2017, 08:18:57 AM
DME doesn't have enough enemies. They're on good terms with the Hegemony, but they're only hostile to Pirates, the Cabal, the Luddic Path and the Luddic Church. They're not hostile to any of the enemies of the Hegemony, they're not even hostile to the Junk Pirates. If DME is close to the Hegemony, they should probably have similar enemies, even if just because they're associated with the Hegemony. If they're a "fearsome and somewhat amoral corporate microstate", they should have made some enemies on their own merits by now. As it is, they're a political non-entity and there's almost no downside to taking their commission beyond opportunity cost.

The Traceur is too superior to the Salamander for only costing 1/2 more OP, IMO. Not only is the missile itself longer ranged, slightly faster, and more damaging, it fires more than twice as fast while the magazine lasts, and regenerates missiles faster than the Salamander can fire. As far as I can tell, it's not different from the Salamander in any way that makes it worse in any aspect.

The Quad Linear Chain Gun is absolutely useless as PD if you have Gunnery Implants 10. There's no longer enough recoil to send the bullets every-which-way, and they come from the sides of the turret mount rather than the centre, so the bullets will go to one side or the other of the missile and almost never hit it. In contrast, the PD Beamer is too good; it's comparable to the Burchel, but costs 1 fewer OP.

All those nice-looking medium missile weapons, and very few medium missile mounts to put them in. As far as I can tell, the only DME ship with a medium missile mount is the Tereshkova.

The Mindanao's medium hybrid turret is backwards. It's a 360° mount so it's not a huge deal, but the gun starts out pointing backwards and it'll reset to that position if it hasn't fired at something for a while, so it'll have to waste precious moments rotating to face forward.

There's no DME capital ship? I can't seem to find one in the codex, anyway. DME is a "cruiser focused" faction, but I'd expect a battlecruiser at least.
Title: Re: [0.7.2a] Dassault-Mikoyan Engineering v.0.9.4b
Post by: Harmful Mechanic on March 25, 2017, 01:05:57 PM
1) hmm, I should boost their enmity with Tri-tach, then.
2) a perpetual work in progress. I keep tweaking them.
3) it's not very different from the vanilla HMG in that respect. PD Beamers have some tweaks on the way.
4) being rectified (and you're selling the Kentaurus short)
5) working as intended.
6) soon.
Title: Re: [0.7.2a] Dassault-Mikoyan Engineering v.0.9.4b
Post by: cjuicy on March 25, 2017, 01:26:46 PM
Soontm I suppose
Title: Re: [0.7.2a] Dassault-Mikoyan Engineering v.0.9.4b
Post by: Toxcity on March 25, 2017, 01:32:01 PM
Maybe you can make D.M.E. hostile to the Persean League?
Title: Re: [0.7.2a] Dassault-Mikoyan Engineering v.0.9.4b
Post by: Harmful Mechanic on March 25, 2017, 02:03:19 PM
Likely. I will see, though: I might make them an ally of the League rather than the Hegemony, too.
Title: Re: [0.7.2a] Dassault-Mikoyan Engineering v.0.9.4b
Post by: cjuicy on March 25, 2017, 02:10:46 PM
It would make more sense to like the Persean League, in my opinion. The Hegemony and DME relations at this point seem forced, as in the Hegemony rarely uses high tech at all.
Title: Re: [0.7.2a] Dassault-Mikoyan Engineering v.0.9.4b
Post by: majorfreak on March 26, 2017, 11:47:53 PM
4) being rectified (and you're selling the Kentaurus short)
uhm...how come the kent has double the cargo capacity of it's (non-super) rivals? don't get me wrong! i love the look of it and i use it consistently when i'm not using the superfreighters

I don't actually like using the omnifactory anymore...it's great for getting a feel for the game and testing out mods one just installed for loadouts and ships. it's great...but, really kills immersion quick
Title: Re: [0.7.2a] Dassault-Mikoyan Engineering v.0.9.4b
Post by: Harmful Mechanic on March 31, 2017, 05:57:47 PM
Because it's a cruiser freighter, not a destroyer freighter, and while it has cruiser armor, I'd argue it's less combat effective than a Mule in a number of ways. Starsector has had relatively few cruiser freighter options in mods, so I made one.

0.8 is going to change a lot of things. I would rather get a feel for the new universe before I start thinking too specifically about stuff, and focus on the changes I can anticipate (I expect to get a lot of 'OMG Tereshkova is so OP!' comments when it gets the Survey Equipment hullmod, and god help me once people notice Harridans are in fact good).
Title: Re: [0.7.2a] Dassault-Mikoyan Engineering v.0.9.4b
Post by: SainnQ on March 31, 2017, 06:05:22 PM
Because it's a cruiser freighter, not a destroyer freighter, and while it has cruiser armor, I'd argue it's less combat effective than a Mule in a number of ways. Starsector has had relatively few cruiser freighter options in mods, so I made one.

0.8 is going to change a lot of things. I would rather get a feel for the new universe before I start thinking too specifically about stuff, and focus on the changes I can anticipate (I expect to get a lot of 'OMG Tereshkova is so OP!' comments when it gets the Survey Equipment hullmod, and god help me once people notice Harridans are in fact good).

Out of curiosity, would Dassault shipwork's utilizing more composite turret hard points make things OP from a balance stand point?

Their whole utilitarian first mindset seemed to make a great justification for maybe a couple composite hardpoints.
Title: Re: [0.7.2a] Dassault-Mikoyan Engineering v.0.9.4b
Post by: Harmful Mechanic on March 31, 2017, 06:08:20 PM
I'm strongly considering making the Tereshkova's right-side med hardpoint a Composite under some circumstances (like losing the drone system and associated range bonus).

Composites are something I like to use, as I mentioned in the other thread, to provide a venue for some extra player choice on ships with mostly energy weapons, like the Wanderer or Kobra (Mk.3), where you have to choose between reliable ballistics but high-risk, high-reward missiles. Like most balance stuff, it's a work in progress.
Title: Re: [0.7.2a] Dassault-Mikoyan Engineering v.0.9.4b
Post by: Elaron on March 31, 2017, 06:16:24 PM
Starsector has had relatively few cruiser freighter options in mods, so I made one.

I can't remember if the Circe is a vanilla ship or a added by a mod, but it's about the most equivalent that I know of. It's got slightly less cargo than the Kentaurus, but is slightly more heavily armed.
Title: Re: [0.7.2a] Dassault-Mikoyan Engineering v.0.9.4b
Post by: cjuicy on March 31, 2017, 09:01:26 PM
Starsector+ added it. I never enjoyed the ship personally.
Title: Re: [0.7.2a] Dassault-Mikoyan Engineering v.0.9.4b
Post by: Midnight Kitsune on March 31, 2017, 10:01:25 PM
Starsector+ added it. I never enjoyed the ship personally.
Correction: Ship and Weapons Pack added it
Title: Re: [0.7.2a] Dassault-Mikoyan Engineering v.0.9.4b
Post by: Elaron on April 01, 2017, 10:11:00 AM
Starsector+ added it. I never enjoyed the ship personally.
I'm not sure freighters, even armed ones, are really meant to be "enjoyable"! The main reason I dropped it from the fleet I was using it in was that it cost too much in maintenance compared to what it did.

Correction: Ship and Weapons Pack added it

Thanks! Didn't think it was a vanilla ship.

One of the things I wish the Codex has is a note to say whether the ship is base game, or added by a mod. Sure, it's obvious in most cases, but with the more vanilla-styled ships it can be tricky.
Title: Re: [0.7.2a] Dassault-Mikoyan Engineering v.0.9.4b
Post by: AxleMC131 on April 01, 2017, 01:18:52 PM

Correction: Ship and Weapons Pack added it

Thanks! Didn't think it was a vanilla ship.

One of the things I wish the Codex has is a note to say whether the ship is base game, or added by a mod. Sure, it's obvious in most cases, but with the more vanilla-styled ships it can be tricky.

That's why I put a footnote in the codex descriptions of everything from my mod(s). "Introduced by [MOD NAME]" on everything that I add... Hey @Elaron reckon we could start a revolution of this method? XD
Title: Re: [0.7.2a] Dassault-Mikoyan Engineering v.0.9.4b
Post by: Harmful Mechanic on April 01, 2017, 01:21:32 PM
Probably a good idea although it breaks the fourth wall badly for me.

Also, I need to fill out the name spreadsheet to avoid overlaps. 'Wanderer' is one of mine.
Title: Re: [0.7.2a] Dassault-Mikoyan Engineering v.0.9.4b
Post by: AxleMC131 on April 01, 2017, 04:28:43 PM
Probably a good idea although it breaks the fourth wall badly for me.

Only a little. I don't mind it too much.



Also, I need to fill out the name spreadsheet to avoid overlaps. 'Wanderer' is one of mine.

Aye, I saw your comment in the relevant thread. Looks like I've got another name to change...
Title: Re: [0.7.2a] Dassault-Mikoyan Engineering v.0.9.4b
Post by: cjuicy on April 01, 2017, 06:08:48 PM
Starsector+ added it. I never enjoyed the ship personally.
Correction: Ship and Weapons Pack added it

It was originally part of SS+ along with Dynasector and Underworld, but the mod worked better as several smaller mods.
It was sooooo much easier to update a single large mod for me, because my internet hates several downloads at once
Title: Re: [0.7.2a] Dassault-Mikoyan Engineering v.0.9.4b
Post by: SainnQ on April 03, 2017, 04:58:02 AM
Out of curiosity are there any plans to flesh out the line of ships available off Dassault's manufacturing line?
Like heavy combat vessels, Capitals etc?

Also, damn it would be nice if you could directly monitor and influence a station/planets stability & help it actually increase to a greater size and therefor better weaponry/ship offerings.
Title: Re: [0.7.2a] Dassault-Mikoyan Engineering v.0.9.4b
Post by: Harmful Mechanic on April 03, 2017, 11:54:16 AM
1) Absolutely. There are two (a new frigate and a battlecruiser) I'm trying to get out before 0.8, and three more I'd like soon after. Then three last subfaction ships. Plus anything that comes to mind or is required by new features later, once my planned roster is filled out. And a weapon or three to fill out the list (another large missile and one or two treats). I'd say the mod as it is now is roughly... 90% content-complete? But that's excluding polish and adjustments between now and 1.0, which could entail a lot.

I'm not going to lie, I'm nervous about stations. Those could be, potentially, a lot of work, suck up a lot of modding time.

2) Yes, but I think, given the state of the sector, that's meant to be hard. I am constantly adjusting weapon availability; the new frigate should help get DME medium ballistics like the Howler into markets, and both it and the battlecruiser will get medium missiles into circulation more often.
Title: Re: [0.7.2a] Dassault-Mikoyan Engineering v.0.9.4b
Post by: Elaron on April 03, 2017, 02:03:48 PM
Considering how much I like the Kormoran and the Baikal, I'm looking forward to seeing what a DME battlecruiser will be like.
Title: Re: [0.7.2a] Dassault-Mikoyan Engineering v.0.9.4b
Post by: cjuicy on April 03, 2017, 02:53:34 PM
I love the Kormoran! That ship is my go to for high-tech cruisers.
Title: Re: [0.7.2a] Dassault-Mikoyan Engineering v.0.9.4c
Post by: Harmful Mechanic on April 11, 2017, 06:49:08 PM
It's that time again! No new ships, sadly, thanks to a drive failure that put me on an unwelcome vacation. However you can snag the tasty new treats >HERE< (http://www.mediafire.com/file/m4402p25q0qx8mr/Dassault-Mikoyan+Engineering+0.9.4c.zip) or in the OP.

(http://i.imgur.com/BpYsQuil.png)

Changelog:
Spoiler
0.9.4c - Content, minor balance. Might break saves, your heart.
- Added 2OP single Slammer torpedo.
- Added 2OP single Hellrider missile.
- Added Flak Discharger, a slow-firing 2OP PD weapon of very little brain.
- Added E-Vulcan (upcoming content).
- Added Whistler Jetrifle, a fast, accurate 13OP mid-range HE weapon.
- Added Jongleur ESAD SRMs, 4/10OP (sm/med) HE missiles that like to come back for a second round from behind.

- Snow Goose shield efficiency reduced to 1.0, flux cap raised to 8400.
- Chasseur Multi-ASM reload time increased from 10 to 14.
- Heavy Linear Cannon converted to burst-firing, retains DPS of 480. Per-shot reduced to 240. Flux efficiency set to 1:1.
- Reduced Shockbeam ablation effect damage, frequency.
- Reduced OP costs of Hellrider racks and launchers by 1OP to 5/12.
- Lowered Traceur ammo to 5/12 for small/med mount.
- Lowered Howler, Hellspear projectile speed.
- Widened Shalaika shield to 120º.
- Increased Auto Hybrid Blaster shot damage to 225.
- Reduced Omni Blaster charges to 32.
- Changed Hummingbird weaponry to single Raker.
- Increased deployment costs of Flares.
- Perforator Pod salvo stretched from 6 to 12, renamed Katyusha Perforator.
- Carabao changed to tanker.
- Borzoi small turret changed to Hybrid.
- Quad Linear Chain Gun flux value fixed. Should also be more useful as PD due to converging aimpoint.
- Ripper and Raker Flechette Guns: peak RoF increased, sustained DPS reduced, per shot reduced to 60/40, clip size to 15, range to 600/500. Energy weapons in ballistic form.
- Cleaned up or removed some unused/poorly-conceived weapon concepts.
[close]
Title: Re: [0.7.2a] Dassault-Mikoyan Engineering v.0.9.4c
Post by: Bastion.Systems on April 14, 2017, 03:30:59 PM
Cool, new stuff!
Title: Re: [0.7.2a] Dassault-Mikoyan Engineering v.0.9.4c
Post by: Harmful Mechanic on April 14, 2017, 05:02:19 PM
I *am* hoping to push one more update, with some new ships, before 0.8, but if I don't make it, this should have all the stuff I think is really vital in.

DME is approaching content-complete; existing content will be balanced and rebalanced as-needed, but from here on out you will probably be looking at actual New Stuff only sparingly: it'll be what I have in my design doc + necessary accommodations to new vanilla features.
Title: Re: [0.7.2a] Dassault-Mikoyan Engineering v.0.9.4c
Post by: ahrenjb on April 14, 2017, 06:52:02 PM
Any chance of a capital for these guys? I feel like a battlecruiser, light capital, or mobile fire support platform would be appropriate for them. I know it's a cruiser centric faction, so I wouldn't be surprised if you said no. Still, late game there's something satisfying about being able to trot a carefully kitted out capital onto the field.
Title: Re: [0.7.2a] Dassault-Mikoyan Engineering v.0.9.4c
Post by: Harmful Mechanic on April 14, 2017, 06:52:47 PM
That's one of two things I don't want to update again without.
Title: Re: [0.7.2a] Dassault-Mikoyan Engineering v.0.9.4c
Post by: PyroFuzz on April 15, 2017, 06:47:27 AM
Are you planning to add any new weapons?
I mean there are only 9 guns, and to me it seems pretty limited.

(No rush)
Title: Re: [0.7.2a] Dassault-Mikoyan Engineering v.0.9.4c
Post by: Inventor Raccoon on April 15, 2017, 07:10:24 AM
Are you planning to add any new weapons?
I mean there are only 9 guns, and to me it seems pretty limited.

(No rush)
The main post just has 3 examples from each weapon type, there are more.
Title: Re: [0.7.2a] Dassault-Mikoyan Engineering v.0.9.4c
Post by: Elaron on April 16, 2017, 08:13:41 AM
That's one of two things I don't want to update again without.
Any hints relating to this DME heavy ship that you care to share?
Title: Re: [0.7.2a] Dassault-Mikoyan Engineering v.0.9.4c
Post by: SainnQ on April 16, 2017, 08:28:58 AM

Am I the only one who finds things like one small mount on a Cruiser sized vessel kind of useless? Unless they're say a 260 degree + coverage mount?
Title: Re: [0.7.2a] Dassault-Mikoyan Engineering v.0.9.4c
Post by: ahrenjb on April 20, 2017, 04:58:00 PM
Are you planning to add any new weapons?
I mean there are only 9 guns, and to me it seems pretty limited.

(No rush)

The mod has a pretty good arsenal of weaponry. I recently completed a Nexerelin campaign with these guys, using only DME ships and weapons, and didn't find it lacking in any way.

That's one of two things I don't want to update again without.

Excellent, if it's as well thought out as the cruisers it'll be an instant classic of SS capitals.


Am I the only one who finds things like one small mount on a Cruiser sized vessel kind of useless? Unless they're say a 260 degree + coverage mount?

A single small fixed mount, at a odd angle? Sure. A narrow sec rear facing turret? Incredibly useful. No mount is useless.
Title: Re: [0.7.2a] Dassault-Mikoyan Engineering v.0.9.4c
Post by: Harmful Mechanic on April 22, 2017, 12:54:10 PM
When Will DME Update: An Uplifting Educational Mini-FAQ.

Q: It's busted!
A: I know. Working on it.

Q: When will it be not busted?
A: As soon as I have some time to sit down and implement all the required changes plus new ships plus testing. Soon but not that soon.

Q: But I want it now!
A: Would you rather have garbage now, or the good stuff a little later?

Q: When will [exciting new stuff] using [exciting new mechanics] go in?
A: The spirit is willing, the flesh is only mortal.
Title: Re: [0.7.2a] Dassault-Mikoyan Engineering v.0.9.4c
Post by: SainnQ on April 22, 2017, 01:52:38 PM
Now see, I was being patient, I figured the new update turned a lot of things inside out.
So I also figured it'd take like two weeks to release a .8a friendly build is not a month even.

Now you just got me hyped now that you've mentioned new stuff.

Thanks alot.
Title: Re: [0.7.2a] Dassault-Mikoyan Engineering v.0.9.4c
Post by: Harmful Mechanic on April 24, 2017, 12:06:18 AM
Well, you know how it goes. Stuff breaks; right now I've got it to the point where only the campaign is broken, which I'm gonna call solid progress.
Title: Re: [0.7.2a] Dassault-Mikoyan Engineering v.0.9.4c
Post by: AxleMC131 on April 24, 2017, 01:44:34 AM
... Right now I've got it to the point where only the campaign is broken, which I'm gonna call solid progress.

My kind of progress.  ;D
Title: Re: [0.7.2a] Dassault-Mikoyan Engineering v.0.9.4c
Post by: Jonlissla on April 24, 2017, 10:51:49 AM
Out of curiosity since I'm not a modder myself, how much work is needed to upgrade a mod from 0.7 to 0.8?
Title: Re: [0.7.2a] Dassault-Mikoyan Engineering v.0.9.4c
Post by: Harmful Mechanic on April 24, 2017, 12:51:17 PM
It's substantial. Everything needs to be rebalanced for the new OP values, and so all variants need to be adjusted, fighter bays need to be added, autofit tags need to be added... It's a decently sized list. And I haven't got campaign integration working yet, so I can't tell you what all that entails (besides the vague 'procgen changes a lot of things').

The best news, from my perspective, is that none of the DME flavored REDACTED fun I concepted out years ago have been made obsolete; it'll fit in just fine.
Title: Re: [0.7.2a] Dassault-Mikoyan Engineering v.0.9.4c
Post by: SainnQ on April 24, 2017, 01:19:07 PM
Damn that sucks
Title: Re: [0.7.2a] Dassault-Mikoyan Engineering v.0.9.4c
Post by: Harmful Mechanic on April 24, 2017, 01:28:03 PM
No? I stayed up late last night getting non-campaign stuff working. That means I can start adding new content right away, and once the campaign is unsnarled it'll be ready.

The speed of ORA's update should tell you what's possible, although most mods are going to be slower. It's really not too bad.
Title: Re: [0.7.2a] Dassault-Mikoyan Engineering v.0.9.4c
Post by: SainnQ on April 24, 2017, 01:34:02 PM
No? I stayed up late last night getting non-campaign stuff working. That means I can start adding new content right away, and once the campaign is unsnarled it'll be ready.

The speed of ORA's update should tell you what's possible, although most mods are going to be slower. It's really not too bad.

I only from MesoTronic apparently the .8 update borked Exigency pretty badly.
Title: Re: [0.7.2a] Dassault-Mikoyan Engineering v.0.9.4c
Post by: Harmful Mechanic on April 24, 2017, 01:35:24 PM
Everything breaks Exi. That's the flipside of scripting so heavily.

(This is an area where my own very minimal programming competence is a blessing in disguise.)
Title: Re: [0.7.2a] Dassault-Mikoyan Engineering v.0.9.4c
Post by: SainnQ on April 26, 2017, 04:13:49 PM
I don't recall Shockbeams being that good against shields good sir.

How will they deal with shielding?
Title: Re: [0.7.2a] Dassault-Mikoyan Engineering v.0.9.4c
Post by: Harmful Mechanic on April 26, 2017, 04:21:01 PM
Harsh language.
Title: Re: [0.7.2a] Dassault-Mikoyan Engineering v.0.9.4c
Post by: SainnQ on April 28, 2017, 12:57:59 PM
This is probably an absurd thing to ask.

But aside from using the Command Console mod, is there an easy method of plainly seeing all the weaponry DME offers to it's clientele?

Title: Re: [0.7.2a] Dassault-Mikoyan Engineering v.0.9.4c
Post by: cjuicy on April 28, 2017, 01:58:21 PM
This is probably an absurd thing to ask.

But aside from using the Command Console mod, is there an easy method of plainly seeing all the weaponry DME offers to it's clientele?


Missions. They exist for a reason.
Title: Re: [0.7.2a] Dassault-Mikoyan Engineering v.0.9.4c
Post by: AxleMC131 on April 28, 2017, 02:32:15 PM
In other news:

The Vesper Tactical Frigate, a fast-moving pulse skipjet design.

Ooh, pretty! Sleek! Has the same weapons arrangement as the Vapour and a very similar name and... Is this based on the DA Vapour by any chance?
Title: Re: [0.7.2a] Dassault-Mikoyan Engineering v.0.9.4c
Post by: Harmful Mechanic on April 28, 2017, 06:01:11 PM
It's a Wolf clone. Should handily address the lack of medium missile action, among other things.
Title: Re: [0.7.2a] Dassault-Mikoyan Engineering v.0.9.4c
Post by: Hussar on April 28, 2017, 06:49:37 PM
Vesper looks fantastic Soren! I've been playing a lot with DME in 0.72 so I'm really anxious to see what you'll change & add for 0.8. Speaking of skipjets, I remember there was no prettier sight than skipjet'ing Kormoran in a full 360 shield blasting away from his 3 turrets of twin linear cannons among enemies :)

Wouldn't you mind sharing what kind of mods are you adding/changing/swapping around on some of the ships? I mean things like will we see surveying equipment on Tereshkova etc? Or what you'll change at carrier-borne craft? Things like that, if it's not a bother ofc.
Title: Re: [0.7.2a] Dassault-Mikoyan Engineering v.0.9.4c
Post by: Harmful Mechanic on April 28, 2017, 07:07:55 PM
Why thank you. Lots of stuff has changed; I've added a lot to the changelog and will no doubt add more, and forget a few little things.

Tereshkova has Surveying Equipment, yeah. It was designed the night of the blogpost about surveying :). It's also got a flight deck now, and the right-side hardpoint is a Composite. It should be a good early exploration flagship. The Shalaika got SE as well, and a wider shield.

(New capital is going to be a survey battlecruiser, so it'll be geared up with SE. I'm hoping it proves effective and useful for players who really want to get their jollies discovering cool new stuff and ripping it to bits for those sweet sweet credits.)

Chamois and Baikal have the Salvage Gantry. Chamois also has a fighter bay now, which makes it a bit more survivable in those pinches where you end up taking one into combat.

Fighters; I will be doing a heavier bomber wing at some point. Most fighters have been tweaked a little. Dassault-Mikoyan doesn't do 0-OP fighters, but there's a 0-OP defense drone, and a 2-OP wing of shockbeam drones, so you have some cheapie options.



After all that is out... probably going to start working on the DME version of REDACTED content (which has been planned for a while). I'm mulling over how much of a surprise I want it to be, but over the summer I should be able to rig a lot of that up.
Title: Re: [0.7.2a] Dassault-Mikoyan Engineering v.0.9.4c
Post by: Hussar on April 28, 2017, 07:29:37 PM
Well, I guess Tereshkova won't kick Leyete out of it's job but this adds a lot of flexiblity and affordability for a small exploration fleet. Especially if Tereshkova's will keep some of their cargo space, I can imagine a setup of 2 with fighters and a strike Leyete escorted by 2 Shalaikas and 2 other frigates to be surprisingly tough. Especially if Leyete will get something with a punch. All that with one of the freighters and we got a really nice & cost-effective little exploration fleet. Especially if both Shalaika and Tereshkova will keep their enhanced sensors, this should give a nice range and buffer area for detection even without taking the sensor skill.

And a survey battlecruiser... Mmm this sounds really really interesting and I cannot wait to see the design (:
Title: Re: [0.7.2a] Dassault-Mikoyan Engineering v.0.9.4c
Post by: AxleMC131 on April 28, 2017, 07:59:58 PM
It's a Wolf clone. Should handily address the lack of medium missile action, among other things.

Huh, if you say so. Still gives out very Vapour-y vibes to me.  ;)
Title: Re: [0.7.2a] Dassault-Mikoyan Engineering v.0.9.4c
Post by: Harmful Mechanic on April 28, 2017, 08:17:33 PM
I'm not the first person to make a Wolf clone :).
Title: Re: [0.7.2a] Dassault-Mikoyan Engineering v.0.9.4c
Post by: Kitfox88 on May 03, 2017, 03:08:29 PM
Super excited to see this hit .8, it's one of my favorite faction mods!
Title: Re: [0.7.2a] Dassault-Mikoyan Engineering v.0.9.4c
Post by: Harmful Mechanic on May 03, 2017, 05:13:13 PM
I'm making good progress! Soontm.
Title: Re: [0.7.2a] Dassault-Mikoyan Engineering v.0.9.4c
Post by: Dasnewten on May 04, 2017, 09:14:21 PM
Great to hear, can't wait. MMMmm Snow Goose..
Title: Re: [0.7.2a] Dassault-Mikoyan Engineering v.0.9.4c
Post by: Argonaut on May 05, 2017, 05:49:14 AM
Can't wait to pit these ships against Diable until not a single speck of crimson remains in the sector!
Title: Re: [0.7.2a] Dassault-Mikoyan Engineering v.0.9.4c
Post by: adimetro00 on May 05, 2017, 07:56:01 AM
Any plans for a capital ship?
This mod is seriously lacking without a capital.
Title: Re: [0.7.2a] Dassault-Mikoyan Engineering v.0.9.4c
Post by: Hussar on May 05, 2017, 08:00:33 AM
Any plans for a capital ship?
This mod is seriously lacking without a capital.
(New capital is going to be a survey battlecruiser, so it'll be geared up with SE. I'm hoping it proves effective and useful for players who really want to get their jollies discovering cool new stuff and ripping it to bits for those sweet sweet credits.)
Title: Re: [0.7.2a] Dassault-Mikoyan Engineering v.0.9.4c
Post by: Harmful Mechanic on May 08, 2017, 10:55:15 PM
I'm so close.

(http://i.imgur.com/WIBgw2B.png)

Capital is literally the last thing left to do right now. I'd say the sprite is another solid evening or two away from done...
Title: Re: [0.7.2a] Dassault-Mikoyan Engineering v.0.9.4c
Post by: Bastion.Systems on May 09, 2017, 02:23:21 AM
Excellent, I foresee my next town leave to include great deal of finely vector drawn white and blue spaceships.
Title: Re: [0.7.2a] Dassault-Mikoyan Engineering v.0.9.4c
Post by: Hussar on May 09, 2017, 03:28:30 AM
I'm so close.

Capital is literally the last thing left to do right now. I'd say the sprite is another solid evening or two away from done...

Damn, now I literally can't wait :D
(take your time ofc ;) )
Title: Re: [0.7.2a] Dassault-Mikoyan Engineering v.0.9.4c
Post by: SainnQ on May 09, 2017, 03:58:09 AM
I'm so close.

Capital is literally the last thing left to do right now. I'd say the sprite is another solid evening or two away from done...

I look forward to a ship manufacturer who knows what they're doing.
Yes. Combat Freighters with proper sensor profiles.
Title: Re: [0.8a] Dassault-Mikoyan Engineering v.0.9.5
Post by: Harmful Mechanic on May 13, 2017, 07:07:11 PM
Aaand... updated for 0.8! You can snag your fresh warm copy from the OP, or right >HERE< (http://www.mediafire.com/file/9wbmgb533d8dp7f/Dassault-Mikoyan+Engineering+0.9.5.zip).

Changelog
Spoiler
0.9.5 - Content, major balance. Will break saves.

0.8 compatibility update; OP rebalanced, all variants changed, fighter mechanics and new campaign dialogue. New tags added to ships and weapons. Everything Has Changed.

- Added Zelenograd Research Platform, a survey battlecruiser.
- Added Vesper Tactical Frigate, a fast, powerful design with a flexible layout of universal and hybrid mounts.
- Added Mystère Multi-role Fighter.
- Added Foil Attack Bit, a 2OP drone fighter wing.
- Added Linear CIWS, built-in ballistic PD with origins in industrial espionage.
- Added Heavy Linear Autogun, a 9OP burst-fire cannon. A good slot-filler on carriers and fast frigates.

- Star Sylph Hybrid slots changed to Energy (don’t cry son, it’s gonna be all right), flux capacity trimmed from 2400 to 2100. Less pure combat ship, more combat freighter.
- Reworked Rail Accelerator, Linear Cannon and Blaze family weapons with updated/new sprites.
- Hellrider engine stats tweaked, AoE increased; made less common. No longer a do-everything missile: they’re elite guided weapons like the Atropos.
- ER Pulsed Laser range reduced from 900 to 850.
- Medium Pulsed Laser range reduced from 800 to 750.
- Monobloc Construction hullmod changed: reduced EMP resistance (50>30%) now grants bigger passive dissipation bonus (15>30%), smaller (25>10%) vent rate bonus. Icon improved.
- Skipspace Reaction Furnace bonuses trimmed, 60/25/25 from 75/30/30. Icon improved.
- Hellspear Cannon fire rate decreased, DPS reduced to 250.
- Cut Kentaurus fuel capacity to 150. Retains burn 9, but has hungrier engines.
- Flare renamed to Spirale.
- Damselfly reduced to two/wing, turret changed to Linear CIWS, sprite slimmed down, rocket volley size doubled. Less a nerf than an adjustment; probably more lethal, overall.
- Fighter version of Itano AMM given lower ammo (60>36), regeneration.
- Added Precision Targeting to Mindanao and Leyte, replacing Goalkeeper Drone system.
- All drones converted to fighter wings. Oryol Scanner Bit is available to buy as a 0-OP bay filler, armed with an ER Pulsed Laser.
- Several ships (Chamois, Tereshkova) have been given modular single fighter bays, while others (Lodestar, Husky, Puddle Jumper) have been given their drones back as built-in wings.
- Baikal and Chamois now have Salvage Gantries.
- Tereshkova medium Missile slot changed to Composite.
- Rail Accelerator family renamed to remove references to caliber.
- Hybrid Pulser per-shot damage increased from 30 to 35. Flux to 35->40/shot.
- Auto Hybrid Blaster renamed Quad Hybrid Blaster, fire rate, damage adjusted.
- Whistler damage cut to 90/shot from 105, fire rate increased to maintain DPS.

- Added new fighter systems: Precision Targeting and MIRAGE Recall.

- Expanded Nikolaev system - bigger, new uninhabited planets to survey, added a gate, cleaned up and polished rings.
- Added new system, Martinique, to the galactic west.
- Lots and lots of new or expanded descriptions.
- Mk. 1 hulls will now show up in pirate fleets and black markets across the sector.
- New name list is *appalling*. Enjoy, HELMUT!
[close]
Title: Re: [0.8a] Dassault-Mikoyan Engineering v.0.9.5
Post by: DanJSC on May 13, 2017, 07:30:32 PM
Yeeeesss! Hyped af to try them with the new fighter mechanics.
Title: Re: [0.8a] Dassault-Mikoyan Engineering v.0.9.5
Post by: Hussar on May 13, 2017, 07:39:11 PM
Woah, Zelonograd is not something I was expecting. But I like the surprise, looks good <3
Title: Re: [0.8a] Dassault-Mikoyan Engineering v.0.9.5
Post by: Zenobious on May 13, 2017, 09:59:56 PM
""""Research Platform""""

""""""Exploration Loadout""""""

*brutalizes everything short of a Paragon*

The Zelenograd is a funny-looking ship, but I would never say it to its face.... unless there was a Fortress Shield between me and it!  :D

~~

No seriously though, great update, awesome stuff as usual. Really enjoying the new toys.
Title: Re: [0.8a] Dassault-Mikoyan Engineering v.0.9.5
Post by: Harmful Mechanic on May 13, 2017, 10:08:05 PM
""""Research Platform""""

'Can your face tank this sledgehammer?' is a legit subject of research, albeit one that owes more to the Slingshot Channel's methodology than anything they teach a xenoarchaeology postdoc...

No seriously though, great update, awesome stuff as usual. Really enjoying the new toys.

Thanks. It was a lot, but it's done, and then I get to do another, smaller update when 0.8.1 comes out.
Title: Re: [0.8a] Dassault-Mikoyan Engineering v.0.9.5
Post by: SainnQ on May 14, 2017, 04:37:28 AM
Soren, you didn't by chance try to code in a Derelict Ship distress call event near one of your star systems did you?
Title: Re: [0.8a] Dassault-Mikoyan Engineering v.0.9.5
Post by: Eliza on May 14, 2017, 06:35:45 AM
""""Research Platform""""

""""""Exploration Loadout""""""

The Zelenograd is my favourite iteration of the Starship Enterprise.
Title: Re: [0.8a] Dassault-Mikoyan Engineering v.0.9.5
Post by: Hussar on May 14, 2017, 12:05:24 PM
I gonna say, in 0.72 I would scoff at "old" Deassault hulls. In 0.8? It was a blessing I found the Kobra mk.I in the tutorial (and that they had 6cm railguns on sell as well). I'm actually wishing there was some more "old" hulls from DME sold on open or black markets. They fit in so well :D
Title: Re: [0.8a] Dassault-Mikoyan Engineering v.0.9.5
Post by: Harmful Mechanic on May 14, 2017, 01:52:13 PM
I actually have a removed one I'm thinking about bringing back at some point. Right now my priority is to get everything working smoothly and wrap up the remaining required content for future compatibility (stations, etc.), but if I get a flash of inspiration, I might drop that unique Mk.1 in for fun.
Title: Re: [0.8a] Dassault-Mikoyan Engineering v.0.9.5
Post by: SCC on May 14, 2017, 01:58:50 PM
So many "research" ships... Or at least looking like it, I like it very much (even though me thinking they're all for exploration is illogical headcanoning it but shshsh).

""""Research Platform""""
'Can your face tank this sledgehammer?' is a legit subject of research, albeit one that owes more to the Slingshot Channel's methodology than anything they teach a xenoarchaeology postdoc...
"Remember kids, the only difference between screwing around and science is writing it down".
Title: Re: [0.8a] Dassault-Mikoyan Engineering v.0.9.5
Post by: Hussar on May 14, 2017, 02:18:03 PM
I actually have a removed one I'm thinking about bringing back at some point. Right now my priority is to get everything working smoothly and wrap up the remaining required content for future compatibility (stations, etc.), but if I get a flash of inspiration, I might drop that unique Mk.1 in for fun.

And which ship we're talking about? :D

But yeah. The "old" DME hulls looks like vanilla (middle tech sortish) and they go well with vanilla weapons. I like that.
And Kobra was like a Brawler on steroids. Honestly, way better :D
Title: Re: [0.8a] Dassault-Mikoyan Engineering v.0.9.5
Post by: grinningsphinx on May 14, 2017, 10:02:59 PM
Will this mod fit in with vanilla faction balance?
Title: Re: [0.8a] Dassault-Mikoyan Engineering v.0.9.5
Post by: SierraTangoDelta on May 14, 2017, 10:47:31 PM
It feels relatively balanced to me. Good weapons that make for solid and alternate choices to the vanilla stuff, ships are cool and unique in appearance and use while still being fair to fight with/against.
Title: Re: [0.8a] Dassault-Mikoyan Engineering v.0.9.5
Post by: Harmful Mechanic on May 14, 2017, 10:48:51 PM
Will this mod fit in with vanilla faction balance?

In short, yeah. It's balanced against vanilla, it checks in against vanilla balance where it departs, and balance is important to me.

That said, it's not THI; it has some treats, outliers, and flaws.
Title: Re: [0.8a] Dassault-Mikoyan Engineering v.0.9.5
Post by: Hussar on May 14, 2017, 11:15:12 PM
In short, yeah. It's balanced against vanilla, it checks in against vanilla balance where it departs, and balance is important to me.

That said, it's not THI; it has some treats, outliers, and flaws.

Of course and that's what makes it great. I almost lost my kobra early game to 2 LP hounds playing ball together. So it is balanced :)
Title: Re: [0.8a] Dassault-Mikoyan Engineering v.0.9.5
Post by: Dudley Dickerson on May 16, 2017, 04:44:00 AM
Really loving everything about this mod and can't wait to see more.
Title: Re: [0.8a] Dassault-Mikoyan Engineering v.0.9.5
Post by: Jojo_195 on May 16, 2017, 09:22:22 PM
Mod gives me an exception:null error when I try to play a mission. Don't know if normal campaign is bugged too.
Title: Re: [0.8a] Dassault-Mikoyan Engineering v.0.9.5
Post by: Morbo513 on May 16, 2017, 09:38:33 PM
Yeah, this faction is great. I used the mod in 0.72, but never got round to playing as them in Nex. Though I've not yet fully experienced all its content, the only thing I'd say needs addressing is the power of the Voltigeurs ASMs. While a missile good for anti-shield work was sorely needed (cause let's face it, the Sabot sucks hard), I feel like these do it too well - a salvo from two launchers will put almost any frigate over the limit even without skills, or close enough that they can be sent the rest of the way to overload with a second or two of fire from one ship, or a second salvo before it's had time to retreat and vent. They also do strong damage to hull/armour for their OP, size and the fact they're meant to be kinetic, making them extremely potent all-purpose weapons. I think there's nothing wrong with its versatility or power, but it needs a bump up in OP to compensate imo - for 4-5 OP the vanilla options for missiles are pissweak - swarmers, annihilators; at 5, Sabots and Harpoons (The latter of which is very effective but also very limited ammo-wise). I think 7 or even 8 may be appropriate.
Title: Re: [0.8a] Dassault-Mikoyan Engineering v.0.9.5
Post by: Harmful Mechanic on May 16, 2017, 09:59:53 PM
Mod gives me an exception:null error when I try to play a mission. Don't know if normal campaign is bugged too.

Caught and emergency patched, try redownloading - unless it's not the Goose Chase mission, but another? I didn't touch missions more than the minimum this update, so if I screwed up a different one, let me know.

Yeah, this faction is great. I used the mod in 0.72, but never got round to playing as them in Nex. Though I've not yet fully experienced all its content, the only thing I'd say needs addressing is the power of the Voltigeurs ASMs. While a missile good for anti-shield work was sorely needed (cause let's face it, the Sabot sucks hard), I feel like these do it too well - a salvo from two launchers will put almost any frigate over the limit even without skills, or close enough that they can be sent the rest of the way to overload with a second or two of fire from one ship, or a second salvo before it's had time to retreat and vent. They also do strong damage to hull/armour for their OP, size and the fact they're meant to be kinetic, making them extremely potent all-purpose weapons. I think there's nothing wrong with its versatility or power, but it needs a bump up in OP to compensate imo - for 4-5 OP the vanilla options for missiles are pissweak - swarmers, annihilators; at 5, Sabots and Harpoons (The latter of which is very effective but also very limited ammo-wise). I think 7 or even 8 may be appropriate.

First, thank you.

Second, yeah I've taken a whack at Voltigeur balance - they now have more time between shots, more time between salvoes, and act as more of a pressure weapon. I agree they're not quite right still; I think you're right about needing an OP bump up to 5/12 for the small and med.
Title: Re: [0.8a] Dassault-Mikoyan Engineering v.0.9.5
Post by: Jojo_195 on May 16, 2017, 10:40:45 PM
I tried all three missions actually and none worked.
Title: Re: [0.8a] Dassault-Mikoyan Engineering v.0.9.5
Post by: Harmful Mechanic on May 16, 2017, 10:44:20 PM
Okay, I would imagine they're calling variants no longer in vanilla Starsector, then. I will get on that shortly, probably late tonight/tomorrow.

In the mean time, the campaign does work.
Title: Re: [0.8a] Dassault-Mikoyan Engineering v.0.9.5
Post by: Wyvern on May 16, 2017, 10:59:41 PM
Today's amusing thing: a Chamois mining rig armed with Trident bombers... and not much else.  Made for a surprisingly effective bit of support during the early game, when you still end up just throwing together whatever you have.
Title: Re: [0.8a] Dassault-Mikoyan Engineering v.0.9.5
Post by: Morbo513 on May 16, 2017, 11:24:52 PM
Yeah, this faction is great. I used the mod in 0.72, but never got round to playing as them in Nex. Though I've not yet fully experienced all its content, the only thing I'd say needs addressing is the power of the Voltigeurs ASMs. While a missile good for anti-shield work was sorely needed (cause let's face it, the Sabot sucks hard), I feel like these do it too well - a salvo from two launchers will put almost any frigate over the limit even without skills, or close enough that they can be sent the rest of the way to overload with a second or two of fire from one ship, or a second salvo before it's had time to retreat and vent. They also do strong damage to hull/armour for their OP, size and the fact they're meant to be kinetic, making them extremely potent all-purpose weapons. I think there's nothing wrong with its versatility or power, but it needs a bump up in OP to compensate imo - for 4-5 OP the vanilla options for missiles are pissweak - swarmers, annihilators; at 5, Sabots and Harpoons (The latter of which is very effective but also very limited ammo-wise). I think 7 or even 8 may be appropriate.

First, thank you.

Second, yeah I've taken a whack at Voltigeur balance - they now have more time between shots, more time between salvoes, and act as more of a pressure weapon. I agree they're not quite right still; I think you're right about needing an OP bump up to 5/12 for the small and med.
I think for 5 OP, you could make a variant that fires 2 missiles per salvo rather than 3, and with 10 shots total. That'd bring them more in line with other missile weapons of the same OP value, but still at the very top end. The current 15(?) shot, 3-missile salvo version could serve as an intermediary between the medium launcher for a higher cost (Again, recommending 7-9OP) - for those who are especially fond of their missiles, they'd have to sacrifice the potency of weapons in the other mounts (or flux capacity/dissipation) or forego them entirely to fit a pair on a Wolf for example; Disclaimer, I have been using them on vanilla ships (With the loadout design skill). If these numbers don't make sense on the faction's ships I understand, maybe slightly buffing their OP could compensate.
Title: Re: [0.8a] Dassault-Mikoyan Engineering v.0.9.5a
Post by: Harmful Mechanic on May 16, 2017, 11:34:01 PM
I'm going with a minor bump and cutting the small's ammo to 12 for now; I'm not ruling out future redesign, though. I appreciate that you've taken the time to give detailed feedback; I do read it and consider it.

I don't test ships or weapons with skills; all balance is done around level 0. Loadout design is a good skill; the benefit is just that: being able to fit more and more powerful weapons.

Fixed missions (it was simple and dumb), some minor balance: get it >HERE< (http://www.mediafire.com/file/u5cs987yiexe7i3/Dassault-Mikoyan+Engineering+0.9.5a.zip)
Spoiler
0.9.5a - Patch and polish.

- Ripper and Raker rebalanced (again) - higher damage, slightly slower firing.
- Autolaser and Microlaser fire rates increased, added charges; should compete better with the Hybrid Blaster for your medium energy slots.
- Modular Voltigeur OP costs increased to 5/12.
- Fixed bugged missions.
[close]
Title: Re: [0.8a] Dassault-Mikoyan Engineering v.0.9.5a
Post by: Jojo_195 on May 16, 2017, 11:50:55 PM
Thanks! Will try it out at once!

P.S.: Why not put a "Nostromo" or a "SULACO" class ship in the game?
Title: Re: [0.8a] Dassault-Mikoyan Engineering v.0.9.5a
Post by: Harmful Mechanic on May 16, 2017, 11:56:18 PM
Thanks! Will try it out at once!

Embarrassingly easy fix, once I took a look. And I figured that people who don't communicate on the forum would appreciate it.

P.S.: Why not put a "Nostromo" or a "SULACO" class ship in the game?

Doesn't really fit; the homages in the mod so far are ones I felt fit thematically.
Title: Re: [0.8a] Dassault-Mikoyan Engineering v.0.9.5a
Post by: Ali on May 17, 2017, 12:06:35 PM
gettin fast quite attached to this mod!! :D

only thing i noticed so far, is it intended that the micro lasers on the snow goose only target missile's n not fighters?
Title: Re: [0.8a] Dassault-Mikoyan Engineering v.0.9.5a
Post by: Harmful Mechanic on May 17, 2017, 12:14:20 PM
They do have the PD_ONLY tag, so, yes, very much intentional.

I am thinking it might be time to remove it, though, with the increased power of fighters in 0.8.
Title: Re: [0.8a] Dassault-Mikoyan Engineering v.0.9.5a
Post by: Hussar on May 18, 2017, 06:58:06 AM
Heh, in 0.72 I was making my Kormorans so OP (360 accelerated hardened shields, range mods and more - a whole list xD ) - in 0.8? Not really.

But it is still strong :)

Spoiler
(http://i.imgur.com/NbCgfKd.jpg)
(http://i.imgur.com/gCq62mj.jpg)
[close]

I love the 3 centaline twin accelerator gun setup. It's pretty. Plus it can fight multiple targets at once, or... Kite things like that Onslaught. I bet the sindrian admiral was thinking "we got 'em! they're like deer caught in a headlights" or something.

Lol.

They were trying to get me so hard that I kept kitin' them till half of their destroyer and cruiser cover on the flanks crumbled so carriers sent out my damseflies over to give them good news (they were flux locked anyway, the twin accelerator's are really good at that haha). And that was pretty much it, skipjeted it and switched to the offensive with the hybrid blaster :P

Edit: the only annoyance are occasional drones and fighters with ion cannons... So I guess there's some room for changes as they can be annoying disabling all the center PD batteries (engines are insulated for both campaign and battle reasons  tho). Oh well :D
Title: Re: [0.8a] Dassault-Mikoyan Engineering v.0.9.5a
Post by: SainnQ on May 18, 2017, 10:55:51 AM
Are there any intentions to introduce a proper ship of the line utilizing the MIRAGE systems? Something along the tonnage of the Kormoran or heavier?
I'd be willing to pay a premium in REDACTED goods.  ;D
Title: Re: [0.8a] Dassault-Mikoyan Engineering v.0.9.5a
Post by: Harmful Mechanic on May 18, 2017, 11:11:54 AM
No, no plans for any more MIRAGE ships. The recall teleport might get shifted around to a supercarrier, provided I don't think of another system for it. Teleportation/mobility systems like that are dangerous to put on cruisers as it is; I would probably design a new system for a cruiser to take account of the balance issues.
Title: Re: [0.8a] Dassault-Mikoyan Engineering v.0.9.5a
Post by: SainnQ on May 18, 2017, 03:51:55 PM
No, no plans for any more MIRAGE ships. The recall teleport might get shifted around to a supercarrier, provided I don't think of another system for it. Teleportation/mobility systems like that are dangerous to put on cruisers as it is; I would probably design a new system for a cruiser to take account of the balance issues.

I -really- like your MIRAGE system equipped ships and fighters.

They've got a great level of finish to them.
Title: Re: [0.8a] Dassault-Mikoyan Engineering v.0.9.5a
Post by: Harmful Mechanic on May 18, 2017, 03:57:44 PM
Why thank you. Another reason not to make more of them is to keep them feeling special and unique.

(not to mention a Snow Goose is effectively a light cruiser as it is; it can certainly kill cruiser-weight opponents on a regular basis, in player hands.)
Title: Re: [0.8a] Dassault-Mikoyan Engineering v.0.9.5a
Post by: Tufted Titmouse on May 19, 2017, 09:43:00 AM
Don't know why, but the carriers are giving off some major wing commander vibes
Title: Re: [0.8a] Dassault-Mikoyan Engineering v.0.9.5a
Post by: cjuicy on May 19, 2017, 11:24:45 AM
Are we going to get a medium/large Itano AMM version? I want more spammy missiles on a Venture or something.
Title: Re: [0.8a] Dassault-Mikoyan Engineering v.0.9.5a
Post by: Harmful Mechanic on May 19, 2017, 11:43:30 AM
There is one, the AMM Blister Launcher.

I'd like to do a Large AMM weapon as well, but it's lower down the priority list.
Title: Re: [0.8a] Dassault-Mikoyan Engineering v.0.9.5a
Post by: cjuicy on May 19, 2017, 12:32:12 PM
There is one, the AMM Blister Launcher.

I'd like to do a Large AMM weapon as well, but it's lower down the priority list.
Good to know.
Title: Re: [0.8a] Dassault-Mikoyan Engineering v.0.9.5a
Post by: Jay2Jay on May 19, 2017, 06:25:51 PM
Dammit, now I have to come up with a new idea for a faction style  ;D

Honestly though I love the look. I'm getting a sort of Saturn V mixed with Star Wars vibe and I love it.
Title: Re: [0.8a] Dassault-Mikoyan Engineering v.0.9.5a
Post by: Harmful Mechanic on May 19, 2017, 08:31:24 PM
Dammit, now I have to come up with a new idea for a faction style  ;D

Honestly though I love the look. I'm getting a sort of Saturn V mixed with Star Wars vibe and I love it.

You snooze, you lose ;). Fortunately we live in a galaxy of aesthetic possibility.

Glad you enjoy it.
Title: Re: [0.8a] Dassault-Mikoyan Engineering v.0.9.5a
Post by: Bastion.Systems on May 19, 2017, 08:43:16 PM
Spoiler
(http://i.imgur.com/6MmiQpl.png)
[close]

No idea what's going on in here, supplies also cost 0 credits.
Title: Re: [0.8a] Dassault-Mikoyan Engineering v.0.9.5a
Post by: Surge on May 19, 2017, 09:24:47 PM
For some reason the Peremohy economy is really fragile and certain fluctuations basically break various commodities. My fix has been to disable Templar but ymmv
Title: Re: [0.8a] Dassault-Mikoyan Engineering v.0.9.5a
Post by: Harmful Mechanic on May 19, 2017, 10:57:32 PM
Pretty sure this is a Templar issue and not a DME issue. It's something I can look at, but a/the solution may be out of my hands.
Title: Re: [0.8a] Dassault-Mikoyan Engineering v.0.9.5a
Post by: Bastion.Systems on May 19, 2017, 11:52:21 PM
Thanks for the quick response, I will disable templar until it is sorted out.
Title: Re: [0.8a] Dassault-Mikoyan Engineering v.0.9.5a
Post by: arwan on May 20, 2017, 06:52:10 AM
i would love to see a "super carrier" for the mod to field a couple very expensive fighter wings with, something in line with an astral would be neat. as it stands the cruiser sized carrier feels a bit under powered IMHO with i think it was 101 OP with the 10% boost. in comparison to the other cruisers in the mod its quite low.


anyway just my 2 cents on carriers.
Title: Re: [0.8a] Dassault-Mikoyan Engineering v.0.9.5a
Post by: Hussar on May 20, 2017, 07:04:34 AM
Perhaps but I think that DME fighters are stronger than of any other faction. Agriggete wings mop up the floor in mere seconds.
Title: Re: [0.8a] Dassault-Mikoyan Engineering v.0.9.5a
Post by: Harmful Mechanic on May 20, 2017, 10:56:08 AM
A supercarrier is on the to-do list, as is another bomber. Things just take time.

Keep in mind, the Mindanao has a built-in 12OP missile launcher and lots of overlapping turret arcs. If it feels 'underpowered', it's likely because of the way you're fitting and flying it. It shouldn't be a great close combatant, just by nature, but it's extremely effective loaded up with bombers.
Title: Re: [0.8a] Dassault-Mikoyan Engineering v.0.9.5a
Post by: Hussar on May 20, 2017, 12:45:54 PM
A supercarrier is on the to-do list, as is another bomber. Things just take time.

Keep in mind, the Mindanao has a built-in 12OP missile launcher and lots of overlapping turret arcs. If it feels 'underpowered', it's likely because of the way you're fitting and flying it. It shouldn't be a great close combatant, just by nature, but it's extremely effective loaded up with bombers.

My thoughts exactly. I got mine with Agriggete wing and two Damesfllie's, and they're all over the place mopping the floor for me (cuz how I could jump off my precious Kormoran? :D ) - so I got no complaints here.

A supercarier tho. Sounds interesting. :)
Title: Re: [0.8a] Dassault-Mikoyan Engineering v.0.9.5a
Post by: SainnQ on May 20, 2017, 02:18:31 PM
Super Carrier? Yes Please.

Yes. Very much.

Edit:I forgot to ask, would this Super-Carrier be similar to the Astral in it's Fighter Bay quantity?
Title: Re: [0.8a] Dassault-Mikoyan Engineering v.0.9.5a
Post by: Drokkath on May 20, 2017, 08:05:18 PM
Okay, I think I may have to restart that new game of mine with this mod. The curved but bulky edges of the ships alone remind of the Kadeshi from Homeworld 1. Heck, apart from that beige stripe here or there, that white with black under-armor lines between the white hulls of the ships and occasional red on white here and there for numbers and signs just scream Kadeshi-esque to me.

Anyhow I have a mod to install now before I explode into talking about the Kadeshi and their overwhelming foreboding dread and steamroll. :D
Title: Re: [0.8a] Dassault-Mikoyan Engineering v.0.9.5a
Post by: Harmful Mechanic on May 20, 2017, 11:49:52 PM
I hope you enjoy it.

I'd just like to make one request; if you feel the need to modify it for personal enjoyment, that you please not share that content around or post screenshots. It's much easier to deal with balance issues if people aren't looking at crazy stats with my graphics and assuming I put the mod together that way.
Title: Re: [0.8a] Dassault-Mikoyan Engineering v.0.9.5a
Post by: Drokkath on May 21, 2017, 02:00:20 AM
@Soren

Aye, loud and clear. It's fine by me as I'm not keen on sharing even my own stuff all that much or at all in fact.
Thanks for making the request, reminds me why I myself prefer to keep my own things as intended and a secret.
Title: Re: [0.8a] Dassault-Mikoyan Engineering v.0.9.5a
Post by: Marsxxxxxxxx on May 21, 2017, 02:07:32 PM
Can you teach me how to draw weapons?
Title: Re: [0.8a] Dassault-Mikoyan Engineering v.0.9.5a
Post by: Takion Kasukedo on May 21, 2017, 02:09:20 PM
The Multi-Node PD lasers on the Shalaika don't fire on drones, strangely... not sure if it's just drones but... it's worth looking into.

Oh, and they're on Autofire as well
Title: Re: [0.8a] Dassault-Mikoyan Engineering v.0.9.5a
Post by: Harmful Mechanic on May 21, 2017, 02:20:26 PM
Can you teach me how to draw weapons?

"To make apple pie from scratch, you must first invent the universe."

Anyone can be taught anything - the question is where I'd find the time. If you want to teach yourself, though, I recommend you start with pen-and-paper thumbnails. Break down the task into discrete steps, use visual references, iterate until you like the results.

The Multi-Node PD lasers on the Shalaika don't fire on drones, strangely... not sure if it's just drones but... it's worth looking into.

Oh, and they're on Autofire as well

That's the PD_ONLY tag. It's removed in the latest version.
Title: Re: [0.8a] Dassault-Mikoyan Engineering v.0.9.5a
Post by: Wyvern on May 22, 2017, 04:43:02 PM
I'm not sure if this is a vanilla bug or something you can fix (as I haven't looked into the details yet), but I ran into an odd situation the other day where a Kormoran and some destroyer were competing over a capture objective; when the Kormoran activated its system, it was faster, and the capture task got re-assigned to it; when the system shut off, the destroyer was faster and the capture task reverted to it; they oscillated back and forth a few times before I decided that was silly and manually assigned the capture objective to my destroyer.

(Also, as an aside, I do want to compliment the mod in general; DME is definitely one of my favorite factions, and my current game uses a number of their ships in my fleet - I got some lucky salvage results off a DME deserter bounty.  Didn't get their goose, though.)
Title: Re: [0.8a] Dassault-Mikoyan Engineering v.0.9.5a
Post by: grinningsphinx on May 25, 2017, 11:50:25 PM
The fighters are way to strong...like..way to strong. Also, the ships that spit out drones need a limit on the drones or increasing replacement time like fighters.


But yeah, the fighters have to go sir.
Title: Re: [0.8a] Dassault-Mikoyan Engineering v.0.9.5a
Post by: Hussar on May 26, 2017, 04:27:28 AM
But yeah, the fighters have to go sir.

But about which ones you talk specifically? Besides how anything can beat 0 OP talons? :P

Being honest, I would rise maybe OP's for Harridan's and Agriggete's rather than nerf them. They're rare, costly and only 2 per wing. Maybe raise replacement times as well, but uh. In case of rising OP's, DME carriers are little short on them already.

Speaking of carriers Soren - have you thought about adding Operation Center to Mindanao? It is, after all a "command carrier".


Edit: And oh btw, is there a reason why Lodestars are even rarer than Vespers and Starsylphs? :o
Edit2: I did of course instantly found 3 across few markets, okay. I guess it's my luck then XD
Title: Re: [0.8a] Dassault-Mikoyan Engineering v.0.9.5a
Post by: SainnQ on May 26, 2017, 06:23:30 AM
The fighters are way to strong...like..way to strong. Also, the ships that spit out drones need a limit on the drones or increasing replacement time like fighters.


But yeah, the fighters have to go sir.


how about you provide some specific construction criticism

Instead of

NERF NAO.  >:(
Title: Re: [0.8a] Dassault-Mikoyan Engineering v.0.9.5a
Post by: Wyvern on May 26, 2017, 09:06:10 AM
Some balance feedback - not at all comprehensive, just things I ran into on my most recent play through the game.  (And I'd like to note that DME is overall pretty good about vanilla balance... which just makes the places where it doesn't quite fit stand out, of course.)
Title: Re: [0.8a] Dassault-Mikoyan Engineering v.0.9.5a
Post by: Hussar on May 26, 2017, 09:08:19 AM
The fighters are way to strong...like..way to strong. Also, the ships that spit out drones need a limit on the drones or increasing replacement time like fighters.


But yeah, the fighters have to go sir.


how about you provide some specific construction criticism

Instead of

NERF NAO.  >:(

^I agree.

  • The Chamois mining rig is overpowered in a couple of ways.  First, it brings all the benefits of a Salvage Rig, costing only one supply more per month in maintenance, but with vastly higher cargo, crew, and fuel capacities.  Second, it brings a full fighter bay onto the battlefield for a mere four supplies per deployment.
    • Suggestion: Replace the Salvage Gantry hull mod with a custom mod that provides less than the Salvage Rig's +25% salvage - I could see maybe +15%?  And either increase the deployment point cost to 5, or replace the fully-featured fighter bay with a built-in Converted Hangar hull mod.

I hardly can agree. The salvage gantry is the only reason to keep that ship in your fleet, since despite impressive 'on-paper' stats it can hardly hold it's own in a fight really. Yeah, sure in comparison to salvage rig its VASTLY OP and more survivable but eh. 2 Kite's have a good chance to beat this thing honestly. It's not that good really fight-wise, so if removed +25 salvage or either fuel/cargo capacity it will make this ship more than useless to have in a fleet then. Tone down salvage bonus by mere 5% and it's more beneficial instantly to get 2 shepherds in it's place as they bring in also: better speed & survivability (plus are more useful in combat with salamander's and drones) as well as surveying equipment and salvage gantries of their own. You could argue that in bigger fleets there would be still space for Chamois instead of 2 shepherds - in bigger fleets you get a Baikal cruiser with even bigger salvage bonus instead :O

In other words... I would say that Chamois in my opinion is in a really fine place as it is now. Not to mention it is extremely rare, I only saw 2 on markets across few playthroughs so far.



  • DME's small ballistic PD options all look - at least on paper - to be better than vanilla ones of similar OP costs.  I have not, however, done extensive testing here, and it's possible there's some balancing feature I'm overlooking. 
    • Suggestion: Something worth looking at, but I've no particular recommendation right now.
While I did. And not really. The only GREAT balistic PD is the Rakker flachette gun, with 500 range and fragmentation rounds - but it's extremely rare. I mean - EXTREMELY rare.
The other options, the linear mg's, single, double or quad... Huh. Not really good in my opinion. They would be great if they were firing fragmentation, but they do kinetic damage and they have trouble stoping a single pilum fast enough (only 350 range except for quad with 450 but that's medium mount not small) not to mention a salvo - or the usual SPAM of missiles.

So for a change I'd would say that my suggestion would be to give those guns a little more range and ROF to compensate.
Title: Re: [0.8a] Dassault-Mikoyan Engineering v.0.9.5a
Post by: grinningsphinx on May 26, 2017, 09:28:41 AM
Thank you for the response Soren, glad to see the wings being dialed back.

To the other mad fanbois, Okay... ::)

Hows about: All the fighters from DM need to be dialed back into the realm of reasonableness. Reavers are what, 25? even they fare poorly vs DME wings.  Also, most ships that spit out drones have a fairly long cool down on them, or a limited supply. The drone ships in DME spit them out in seconds after the drone is destroyed.

I downloaded DME under the assumption it was vanilla friendly after asking in discord...and its really not.  10 point ships have difficulty with the 5 point "armed transport".  Nearly everything DME has seems to be a little bit better then anything offered in vanilla. A few things here an there are fine, but does it really need to be better across the board for similar OP costs?

The fighters are where its most notable though. I spent 2 hours last night running  mora's against DME carriers, 70 CR baseline, no captains.....DME fighters shred everything there is to shred in vanilla.



Those rakker flechette guns, while they may be the best of the best of DME PD,  cant shoot down the Traceur LRMS, not even with 360 degree turrets and advanced turret gyros. A single LR PD, as they are currently, cant blow one up either.

Overpowered.



Title: Re: [0.8a] Dassault-Mikoyan Engineering v.0.9.5a
Post by: Hussar on May 26, 2017, 09:47:03 AM
DME is not boss faction by any stretch. But if you prefer templars then well okay. Btw have u tried Diable? Those are some boss fighters, so in my opinion if anything needs tweaking is OP changes and bigger replacement times for DME ones. That is, of course - my own opinion. So you have yours, so does the Soren and we'll see what will transpire upon 8.1 changes to the fighters across the board. But I have commanded DME wings just recently against condors and herons and yeah, they can put up a fight - but they were dying just an easy. They're supposed to be stronger than average fighter, hence why there's 2 per wing for Harridans and Agriggete's... They just do lil better over enemy ships than others, but this hardly makes DME a boss faction (vel 5 pt armed transport... which is cruiser sized btw, still not really useful in a fight). In general DME is well tuned in vanilla, to add more many of their weapons fit in well with vanilla & vanilla-styled ships.
Title: Re: [0.8a] Dassault-Mikoyan Engineering v.0.9.5a
Post by: Wyvern on May 26, 2017, 10:05:51 AM
  • DME's small ballistic PD options all look - at least on paper - to be better than vanilla ones of similar OP costs.  I have not, however, done extensive testing here, and it's possible there's some balancing feature I'm overlooking.  
    • Suggestion: Something worth looking at, but I've no particular recommendation right now.
While I did. And not really. The only GREAT balistic PD is the Rakker flachette gun, with 500 range and fragmentation rounds - but it's extremely rare. I mean - EXTREMELY rare.
The other options, the linear mg's, single, double or quad... Huh. Not really good in my opinion. They would be great if they were firing fragmentation, but they do kinetic damage and they have trouble stoping a single pilum fast enough (only 350 range except for quad with 450 but that's medium mount not small) not to mention a salvo - or the usual SPAM of missiles.

So for a change I'd would say that my suggestion would be to give those guns a little more range and ROF to compensate.
Umm... I did say "in comparison to vanilla options", right?  And vanilla machine guns also have trouble shooting down missiles, but are great as knife-fighting shield-breakers for SO ships - and the DME variants are just a little bit better at that, mostly due to longer range.

A single LR PD, as they are currently, cant blow one up either.

Overpowered.
In my experience, a single LR PD can't (reliably) blow up anything on its own except maybe a swarmer.  You need at least two of them before they become even vaguely acceptable PD.  And even then a vanilla salamander can often swing past faster than they can track.  If you want energy PD that actually shoots things down on its own, try a Burst PD.

As for the DME fighters, well, I haven't really been finding them to be OP... but then, I've been comparing them to vanilla Spark and Lux wings, both of which are being nerfed in 0.8.1.  So make of that what you will.
Title: Re: [0.8a] Dassault-Mikoyan Engineering v.0.9.5a
Post by: Wyvern on May 26, 2017, 10:32:11 AM
Thought: Increase flux costs of DME small ballistic PD?  Could work - vanilla option would then be shorter range but negligible flux, DME option with longer range but flux costs that aren't completely trivial, OP costs could remain about the same.  Mirrors my suggestion for energy PD, too.
Title: Re: [0.8a] Dassault-Mikoyan Engineering v.0.9.5a
Post by: Hussar on May 26, 2017, 11:18:49 AM
Umm... I did say "in comparison to vanilla options", right?  And vanilla machine guns also have trouble shooting down missiles, but are great as knife-fighting shield-breakers for SO ships - and the DME variants are just a little bit better at that, mostly due to longer range.
Not vulcans (because they do fragmentation and have 1200 rof). I would also argue that dual mg's might be a bit more reliable as they fire faster. In comparison the linear chainguns are somewhat underwhelming. Same goes for single mg & chaingun comparison. The range difference is mostly neglegible when they start landing hits between 150-200 su and at this point vanilla have bigger rof making it tad bit more realible in my experience with them so far.
Title: Re: [0.8a] Dassault-Mikoyan Engineering v.0.9.5a
Post by: Wyvern on May 26, 2017, 11:32:41 AM
Comparison to vanilla options:
Raker Flechette Gun: Comparable to vulcan cannon.  DME option is at least as effective at shooting down missiles in actual practice, and has longer range.
Linear chainguns: Comparable to machine guns.  Neither provides suitable PD - at least not on a single weapon basis - but the DME option is better as a knife-fighting weapon for SO builds.

When you compare linear chainguns to vulcans and look solely at their ability to shoot down missiles, that's an apples to oranges sort of comparison; of course the vulcan is better at shooting down missiles.  A kinetic-damage weapon that matched the vulcan's anti-missile ability would need to be something like 14 OP, if not more, simply because of how fast it would saw through shields.  Consider: to get its anti-missile capability, the vulcan has to have 500 DPS, which is only sane for a small weapon because it's fragmentation type damage.  For kinetic damage, even the heavy machine gun - a medium ballistic weapon - is only 320 DPS; to find a weapon that does more kinetic damage than the vulcan does fragmentation, we have to go all the way to the storm needler, a large ballistic weapon that puts out 750 DPS and costs 28 OP.
Title: Re: [0.8a] Dassault-Mikoyan Engineering v.0.9.5a
Post by: Harmful Mechanic on May 26, 2017, 12:08:16 PM
I like that the request for clarification still didn't bring us that most precious gift; specific, meaningful feedback with actionable suggestions. Looking over GS' post history, I see a lot of reasons to ignore him in favor of people who can describe problems. I'd appreciate it if you guys also ignored him.

(Some refit times have gone up; fine-grained fighter balance is going to be an ongoing process well into the life of 0.8.1, I can tell.)

To everyone else: I'm probably going to redo the Chamois radically as it is, that ship was designed around Nexerelin's mining mechanic. It's currently way out of place; deployment cost is going up, cargo, etc is getting slashed. Should probably replace the modular bay with a built-in wing.

Buzz Gun: I'm open to cutting DPS or accuracy or both slightly.
LCGs: Yeah, flux costs going up slightly.
Horn: yeah, I think it's funny how little DPS matters on HE guns. I may as well bump it up to 5OP, although I still think 4OP is about right.  
Title: Re: [0.8a] Dassault-Mikoyan Engineering v.0.9.5a
Post by: grinningsphinx on May 26, 2017, 01:54:47 PM
  • DME's small ballistic PD options all look - at least on paper - to be better than vanilla ones of similar OP costs.  I have not, however, done extensive testing here, and it's possible there's some balancing feature I'm overlooking.  
    • Suggestion: Something worth looking at, but I've no particular recommendation right now.
While I did. And not really. The only GREAT balistic PD is the Rakker flachette gun, with 500 range and fragmentation rounds - but it's extremely rare. I mean - EXTREMELY rare.
The other options, the linear mg's, single, double or quad... Huh. Not really good in my opinion. They would be great if they were firing fragmentation, but they do kinetic damage and they have trouble stoping a single pilum fast enough (only 350 range except for quad with 450 but that's medium mount not small) not to mention a salvo - or the usual SPAM of missiles.

So for a change I'd would say that my suggestion would be to give those guns a little more range and ROF to compensate.
Umm... I did say "in comparison to vanilla options", right?  And vanilla machine guns also have trouble shooting down missiles, but are great as knife-fighting shield-breakers for SO ships - and the DME variants are just a little bit better at that, mostly due to longer range.

A single LR PD, as they are currently, cant blow one up either.

Overpowered.
In my experience, a single LR PD can't (reliably) blow up anything on its own except maybe a swarmer.  You need at least two of them before they become even vaguely acceptable PD.  And even then a vanilla salamander can often swing past faster than they can track.  If you want energy PD that actually shoots things down on its own, try a Burst PD.

As for the DME fighters, well, I haven't really been finding them to be OP... but then, I've been comparing them to vanilla Spark and Lux wings, both of which are being nerfed in 0.8.1.  So make of that what you will.

Fighters are being slightly retooled in 8.1 yeah, but some are getting buffs as well(thunder).   LRPD will also have a damage increase so thats a good thing.


I call it like I see it Soren...Ive had DME installed for a couple weeks now, so its not like I just started using it last night. Spelling things out seems overboard anyway. Hey bud, its your mod. Dont get angry over an opinion.
Title: Re: [0.8a] Dassault-Mikoyan Engineering v.0.9.5a
Post by: SainnQ on May 26, 2017, 05:22:05 PM
Soren since I'm an asshat who doesn't rightly care for faction balance, especially with things like Knights Templar

I've nothing really wrong with the balance, Fighters being OP I believe is more a result of how strong the re-work by Alex was.

OP on the ships overall seems starved is since you can no longer add 30% more OP via skills and it's been nerfed down to only 10%. But I like a -alot- of hullmod flexibility instead of trying to min-max weaponry loadouts. I've always felt the variety of effective and worthwhile low OP weaponry was incredibly sparse.

I've another unrelated question granted.

Spoiler
I modified fighter wing sizes, and maybe tweaked ammunition amounts for missiles along with increasing damage for a couple weapons.

Would you know why I can no longer get anywhere near Nikolaev? The error is below. It's fine if you've no interest in trouble shooting it.
[close]


Spoiler
623849 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.ArrayIndexOutOfBoundsException: 10
java.lang.ArrayIndexOutOfBoundsException: 10
   at com.fs.starfarer.campaign.fleet.CampaignFleetMemberView.<init>(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleetView.createItemView(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleetView.createItemView(Unknown Source)
   at com.fs.starfarer.campaign.util.CollectionView.sync(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleetView.advance(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleet.advance(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.StarSystem.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.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$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]
Title: Re: [0.8a] Dassault-Mikoyan Engineering v.0.9.5a
Post by: Harmful Mechanic on May 26, 2017, 05:25:12 PM
I call it like I see it Soren...Ive had DME installed for a couple weeks now, so its not like I just started using it last night. Spelling things out seems overboard anyway. Hey bud, its your mod. Dont get angry over an opinion.

If you can't be bothered to spell, punctuate, and give specific feedback that names specific issues with specific ships, weapons, and fighter wings, I can't be bothered to pretend you're giving constructive feedback. C'est la vie, we get out of this what we put into it. You got - mild contempt.

Some balance feedback - not at all comprehensive, just things I ran into on my most recent play through the game.  (And I'd like to note that DME is overall pretty good about vanilla balance... which just makes the places where it doesn't quite fit stand out, of course.)
  • The Zelonograd's deployment cost is too high; I can't justify choosing to deploy it over a Legion or an Onslaught.
    • Suggestion: reduce deployment cost to 40.
  • The Zelonograd's ship system AI is wonky; I've seen it under AI control use its fighter recall... while no fighters were actually outside the bay.
    • Suggestion: AI is a pain, I've got no advice here.
  • The Chamois mining rig is overpowered in a couple of ways.  First, it brings all the benefits of a Salvage Rig, costing only one supply more per month in maintenance, but with vastly higher cargo, crew, and fuel capacities.  Second, it brings a full fighter bay onto the battlefield for a mere four supplies per deployment.
    • Suggestion: Replace the Salvage Gantry hull mod with a custom mod that provides less than the Salvage Rig's +25% salvage - I could see maybe +15%?  And either increase the deployment point cost to 5, or replace the fully-featured fighter bay with a built-in Converted Hangar hull mod.
  • DME's energy PD options are all slightly better than vanilla ones of similar OP costs.  
    • Suggestion: Do nothing.  Specifically, leave their flux costs alone when the 8.1 nerf to energy PD costs goes through, making them (comparatively) flux-hungry.
  • DME's small ballistic PD options all look - at least on paper - to be better than vanilla ones of similar OP costs.  I have not, however, done extensive testing here, and it's possible there's some balancing feature I'm overlooking.  
    • Suggestion: Something worth looking at, but I've no particular recommendation right now.
  • The Horn Attack Gun is just plain better than the Light Assault Gun - and that's even if I completely ignore the "unstable rounds" bit in the description.  Yes, yes, the LAG has 50% higher listed DPS, but the Horn is about twice as good at breaking armor, has a longer range, and a lower flux cost.  I don't take HE weapons for their DPS potential; I have other weapon mounts for that.  I take them for breaking armor.  
    • Suggestion: Increase the flux cost by a third & increase the ordnance point cost to 5 or maybe 6.

See, this is some high-quality feedback that I can directly translate into better balance. A lot of this is just crap I overlooked and have now rectified (the suggested Chamois changes, in particular, were spot on - I'd made about half of them by the time I saw the post). Name issues and suggest solutions. If the issues are real and you make smart, specific suggestions, bam, it ends up in the changelog that day.

(Not touching Zelenograd supply costs for a very simple reason; survey capital. You pay a little extra for a lot of capability.)

I've another unrelated question granted.

Spoiler
I modified fighter wing sizes, and maybe tweaked ammunition amounts for missiles along with increasing damage for a couple weapons.

Would you know why I can no longer get anywhere near Nikolaev? The error is below. It's fine if you've no interest in trouble shooting it.
[close]

Sorry, can't help you with an issue you likely caused yourself. Just as a general rule, I don't want to set a precedent of debugging homebrew alterations to my mod for people, but also, I can't do anything to it if I haven't got your version of the mod to look at.

So, chalk it up as 'I guess I shouldn't do that' and move on?
Title: Re: [0.8a] Dassault-Mikoyan Engineering v.0.9.5a
Post by: SainnQ on May 26, 2017, 05:33:17 PM
B-but I need aesthetic and proper fighter wings.
 ;D
Title: Re: [0.8a] Dassault-Mikoyan Engineering v.0.9.5a
Post by: Hussar on May 26, 2017, 05:53:48 PM
A question about the Lodestar and Itano AMM-6 launcher. The warship have 2 small missile mounts, one on the front and the +/- 270 arc one lil behind it before the main medium slot. I have noticed that AMM-6 launcher there doesn't turn if mounted on that slot. Is it a conscious aesthetic decision or a bug? I mean, I'm fine if you designed it to be so, cuz it looks good and doesn't really affect missiles too much. I have simply noticed that different launchers do turn in that slot (including guided, ie magicboxes as that's what I've been buying/stealing wherever I've found them to supplement PD's on some ships) and thought I'll ask about it.
Title: Re: [0.8a] Dassault-Mikoyan Engineering v.0.9.5a
Post by: Harmful Mechanic on May 26, 2017, 05:55:41 PM
It's intentional that they don't turn. The missiles are agile enough that they don't need to.
Title: Re: [0.8a] Dassault-Mikoyan Engineering v.0.9.5a
Post by: Hussar on May 26, 2017, 06:05:08 PM
Cool. I was actually thinking it has to be intentional since AMM-6 there looks cool locked in that position - hence the question. Thanks for quick answer.

Spoiler
Also yep, they're super agile :D
(http://i.imgur.com/bb8BgHU.jpg)
[close]
Title: Re: [0.8a] Dassault-Mikoyan Engineering v.0.9.5a
Post by: Wyvern on May 26, 2017, 06:17:30 PM
(Not touching Zelenograd supply costs for a very simple reason; survey capital. You pay a little extra for a lot of capability.)
To be clear, I'm not suggesting you change its supplies/month general maintenance cost - in fact, that could probably stand to be increased to 50 or even 60.  But the deployment cost is, simply put, higher than it's actually worth in combat; if I have a Zelonograd and a Legion, for example, (as my current fleet does), the Zelonograd only gets deployed if the Legion's gotten itself worn down to dangerous CR levels - or if I'm taking on a fully operational [REDACTED] battlestation and need all hands on deck.  Neither of these events is common.

I'd also suggest reducing the CR recovery rate for the Zelonograd; five days to get back to full CR is normal for a dedicated capital-scale warship, but that's a place where (like its 20% CR cost per deployment) it'd make sense for its multi-purpose nature to have some drawbacks.
Title: Re: [0.8a] Dassault-Mikoyan Engineering v.0.9.5a
Post by: Harmful Mechanic on May 26, 2017, 06:28:57 PM
Ah. Hmm, I rather like that, actually, you've convinced me.
Title: Re: [0.8a] Dassault-Mikoyan Engineering v.0.9.5a
Post by: Histidine on May 26, 2017, 06:36:32 PM
@SainnQ: The bug occurs in SS rendering code and it sounds from the description that the changes you made shouldn't cause it, so may as well post in the Bug Reports & Support (modded) subforum for Alex to look at.
Title: Re: [0.8a] Dassault-Mikoyan Engineering v.0.9.5a
Post by: Drone_Fragger on May 27, 2017, 01:27:35 PM
I would possibly consider doing a balance pass against some of the fighters now that they're a ship system rather than their own ship? The aigrette space superiority fighter and the mystere fighter bomber seems particularly strong to the point that carriers of them can demolish anything, and the spirale heavy figher possibly needs a bit of tweaking too.

The aigrette particularly might need a it look at since it's main weapon (the autolaser cluster) appears to be the same as the ship version, so does 333 energy dps which is slightly absurd given that the closest stock fighter to that is the spark interceptor (which is getting horribly nerfed next patch because it was brokenly overpowered en masse) and the Xyphos heavy fighter, which costs 5 OP more and additionally is incapable of operating independently of a ship. Maybe replace the autolaser cluster with something not quite as heavy on the DPS and up it's OP cost a bit? I would suggest maybe a special (Fighter only) version of the blaze gun and removing one of the pulser laser clusters? That would fit as an anti-fighter space superiority fighter but not quite as capable of completely destroying destroyers on it's own.

The main concern with the mystere seems to be more that it does pretty hefty amounts of mixed damage (which makes sense, fighter bomber after all) but it seems to be quite capable of killing basically anything because the voltiger missle tubes do a hell of a lot of kinetic damage (250x2, I believe) and so they force ships to drop their shields rapidly which results in them getting torn up by the shockbeams. Once the armour is gone the missles then do quite a lot of DPS so they tend to shred hull pretty quickly as well. Maybe reduce the ammo or number of tubes on the Mystere (so that it only has like 2 salvos before it has to re-arm, or can only fire off single missles at a time) so that it can't shoot rockets at the enemy ships forever until they're forced to take hull damage. Currently 2 or 3 wings of them can handily take on a cruiser without any real issues, even one like the Kormaran which is pretty set-up to deal with fighters due to its plethora of small hardpoints for anti-fighter weaponry.

The Spirale maybe just needs one of the linear chainguns removing or increasing the OP cost? The linear chainguns do an ungodly amount of kinetic damage (320dps per fighter, I believe) to the point that a single fighter wing is quite capable of maxing the flux on a cruiser in a few seconds.

Feel free to completely ignore me here, I tend to stress the heck out about mods not being relatively stock friendly, but at the same time I have no real modding experience and no real analysis of the game other than just playing simulations and comparing loadouts.

Other that that though, this seems like an extremely well balanced and well made mod! Keep up the good work!
Title: Re: [0.8a] Dassault-Mikoyan Engineering v.0.9.5a
Post by: Harmful Mechanic on May 27, 2017, 01:34:23 PM
All the stuff you've mentioned got a pass well before this discussion started up.

(You're wrong about the Mystère and Aigrette, BTW; they have custom fighter versions of their weapons with lower damage values. And the Aigrette has an identical OP value to the Xyphos.)

I've had conflicting reports on the power of the Mystère. Right now I've got the ammo for the missile tubes at 3, which seems just fine.

Spirale lost 110 DPS and the fighter AMM system has a longer reload time (also nerfing the Harridan, which has had its main weapon tweaked as well; it spawns fewer EMP arcs per hit.)

I don't think this fixes everything, but things feel pretty good right now. Thanks for the feedback!
Title: Re: [0.8a] Dassault-Mikoyan Engineering v.0.9.5a
Post by: Takion Kasukedo on May 28, 2017, 03:05:48 AM
Could you have a look at the Multi-Beamer Node PD weapons?

(They still do not shoot at drones or fighters/bombers)

I am using 9.5a, unless there is a new patch out that I cannot find, as this seems to be the latest.
Title: Re: [0.8a] Dassault-Mikoyan Engineering v.0.9.5a
Post by: SainnQ on May 28, 2017, 04:49:29 AM
Could you have a look at the Multi-Beamer Node PD weapons?

(They still do not shoot at drones or fighters/bombers)

I am using 9.5a, unless there is a new patch out that I cannot find, as this seems to be the latest.

I think he's holding off on another patch until either content is finished, or a new build of star is released.

Whichever comes first.

It's one of the reasons Blackrock Drive Yards isn't updated too, he's been rebalancing things, and adding a bunch of new content
Title: Re: [0.8a] Dassault-Mikoyan Engineering v.0.9.5a
Post by: Harmful Mechanic on May 28, 2017, 10:36:43 AM
Could you have a look at the Multi-Beamer Node PD weapons?

(They still do not shoot at drones or fighters/bombers)

I am using 9.5a, unless there is a new patch out that I cannot find, as this seems to be the latest.

A) This is intended behavior for the mod to date, I explained why. You either didn't read or didn't understand my explanation.
B) If it's so diarrheally urgent that you can't hold it until the next update, it's a very simple fix: go into weapon_data.csv and delete the hint 'PD_ONLY'. That's all you need to do.
Title: Re: [0.8a] Dassault-Mikoyan Engineering v.0.9.5a
Post by: Takion Kasukedo on May 28, 2017, 11:44:21 AM
Could you have a look at the Multi-Beamer Node PD weapons?

(They still do not shoot at drones or fighters/bombers)

I am using 9.5a, unless there is a new patch out that I cannot find, as this seems to be the latest.

A) This is intended behavior for the mod to date, I explained why. You either didn't read or didn't understand my explanation.
B) If it's so diarrheally urgent that you can't hold it until the next update, it's a very simple fix: go into weapon_data.csv and delete the hint 'PD_ONLY'. That's all you need to do.

Oh I see, i'll have to look at the post again (apologies for my ineptitude)
Title: Re: [0.8a] Dassault-Mikoyan Engineering v.0.9.5a
Post by: Drone_Fragger on May 28, 2017, 02:44:01 PM
All the stuff you've mentioned got a pass well before this discussion started up.

(You're wrong about the Mystère and Aigrette, BTW; they have custom fighter versions of their weapons with lower damage values. And the Aigrette has an identical OP value to the Xyphos.)

I've had conflicting reports on the power of the Mystère. Right now I've got the ammo for the missile tubes at 3, which seems just fine.

Spirale lost 110 DPS and the fighter AMM system has a longer reload time (also nerfing the Harridan, which has had its main weapon tweaked as well; it spawns fewer EMP arcs per hit.)

I don't think this fixes everything, but things feel pretty good right now. Thanks for the feedback!

Fair enough, As I've said, all I can go on is what's mentioned in game since I lack the modding experience to look at the direct data to determine if a weapon is the standard ship version or not or determine it's DPS values short of just comparing it to a (for example) lasher armed with a similar loadout. If you're happy with them that's all that really matters anyway :v
Title: Re: [0.8a] Dassault-Mikoyan Engineering v.0.9.5b
Post by: Harmful Mechanic on June 02, 2017, 09:34:28 PM
And update. This should take care of all those lingering issues post-0.8a and set things up nicely for 0.8.1a. Snag your copy from the OP or grab it the lazy way right >HERE< (http://www.mediafire.com/file/e0ixgo18loqtq1b/Dassault-Mikoyan+Engineering+0.9.5b.zip).

(Works just fine in 0.8.1a, which shouldn't be surprising; I tested it in a prerelease build.)

Spoiler
0.9.5b - Patch and polish for 0.8.1.

- Added new system, Kostroma. Good for building rep through battles with Luddi and Pirates. Also, lots of scrap to gather.
- All systems refined, added debris, tuned up appearance. All non-procgen uninhabited planets assigned fixed conditions.
- Split name list so you can turn off the really silly ones (comment out "DASSAULT_MIKOYAN_SILLY" in the faction file). Added more silly ones, set them to be less common overall.

- Kentaurus burn speed lowered to 8, cargo increased to 750. Supply costs increased.
- Itano AMM shot damage increased to 60, AMM Blister now launches single 16-missile containers.
- Small/fighter AMM refire speeds reduced.
- Zelenograd speed increased to 70 from 50. Supplies/month and supplies/recover rebalanced.
- Slammer renamed to Frappeur.
- Spirale weapons redesigned; now uses one Dual Linear Chain Gun instead of two singles, reducing kinetic DPS from 320 to 210. Missiles now fire forward.
- Halved fire rate of small and medium modular Voltigeur mounts. Save ‘em for when it counts.
- PD Beamer family rebalanced for faster firing and lower per-shot damage.
- Fixed various minor issues with EMP in scripts - should address any issues with weapons spawning EMP arcs.
- Harridan and Aigrette refit time increased to 15.
- Chamois brought back down into the realm of sanity, somewhat. Removed Salvage Gantry, now has Converted Hangar, supply costs increased. Should suffice until total redesign.
- Buzz Gun DPS cut to 450.
- Horn Attack Gun cost increased to 5OP, flux/shot increased to 90.
- Tereshkova flux dissipation, capacity cut.
- Hybrid weapons family visuals improved. Quad Hybrid Blaster peak DPS reduced to 1080 from 1200.
- All fighters given an armor/hull point pass. Mostly this has meant nerfs, in a few cases (Mystère) it’s meant buffs or sidegrades.
- Brought out the balance hacksaw on Blade Breaker weapons (again). New visuals for Electroplasma Bolter/Erupter.

- Export variants of a few Dassault-Mikoyan hulls will show up in independent fleets.
[close]
Title: Re: [0.8a] Dassault-Mikoyan Engineering v.0.9.5b
Post by: Death_Silence_66 on June 02, 2017, 09:47:35 PM
Great mod, my only complaint is that the sprites look too perfect. It's like they are just out of the factory and kinda clashes with the detail of the vanilla ships.
Title: Re: [0.8a] Dassault-Mikoyan Engineering v.0.9.5b
Post by: Bastion.Systems on June 03, 2017, 12:44:03 AM
Quote
- Export variants of a few Dassault-Mikoyan hulls will show up in independent fleets.

Nice, do they also show up on independent markets?
Title: Re: [0.8a] Dassault-Mikoyan Engineering v.0.9.5b
Post by: Drokkath on June 03, 2017, 01:44:16 AM
Great mod, my only complaint is that the sprites look too perfect. It's like they are just out of the factory and kinda clashes with the detail of the vanilla ships.

I noticed it too, "perfect" isn't the word I thought of though. When I was comparing the beige versions of few ships of the mod to vanilla ships I saw that the mod's ships are probably made out of different material or a material added to some auto-factory's mix along with new blueprints that gives them this more glossy look. Thinking about it, it kinda seems like Dassault faction came to the sector from the furthest edges of the galaxy, downside of the sector map far away from the map. Kinda like reversed Kadeshi from Homeworld 1 in the large nebula where they came up with their own tech of sorts that is more alien when compared with Kushan and Taiidan ships. A faction from that game that has adjusted to living in space and on-board their ships, stations, hulks and derelicts, people who have seemingly forgotten the concept of an Earth-like planet and thus improved upon space-flight only spaceships as none of their ships are meant for landing other than being docked inside a larger vessel.

This is purely just my 2 cents and thoughts going down my memory lane. I'm sure Soren has vastly a much better answer to the mod's faction itself about what may give this shiny look.
I personally am not bothered by the different material colors as I have a few other mods installed that also look different from vanilla ships and so I can explain it away with design of the ships and their hull materials being intentionally different.
Title: Re: [0.8a] Dassault-Mikoyan Engineering v.0.9.5b
Post by: Hussar on June 03, 2017, 03:57:21 AM
New system? Doesn't sound save compatible much (or is it)? [edit: Oh I see, the new system won't spawn, that's all (: ]

Still, great work. I really agree with increased refit times for Harridan and Aigrette.

edit:
Quote
- Export variants of a few Dassault-Mikoyan hulls will show up in independent fleets.

Nice, do they also show up on independent markets?

Yes they do. Just saw Tereshkova on open market at Asharu, fresh game tho.

edit2:

Soren, Chamois is useless now. Okay, maybe it got a bit too much cargo capacity and such, but this doesn't change the fact the only reason for getting it into your fleet was the salvage rig. It's too slow and too weak in a fight, now it doesn't have either cargo either salvage rig. It's pointless, unless till nexerelin and mining comes out really. Still DME as of now doesn't have a frigate/destroyer sized salvage'r anymore.
Title: Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.5b
Post by: Harmful Mechanic on June 03, 2017, 02:35:33 PM
It's save compatible. Anything that shows up in fleets is, by definition, going to show up in markets. Markets are populated by the variants that show up in fleets and their weapons + a little extra.

The Chamois doesn't really have a purpose without Nexerelin installed, yeah. That's... eh. I'm mulling over a truly massive redesign of the ship (into a general-purpose 'utility rig') that might see Salvage Gantry added back, or a unique hullmod created to boost salvage, just a bit less. The major point right now is just to make it less broken.

As it stands, the Chamois is intended to fill a combat niche a little like the Buffalo Mk2. It's not actually good at fighting, but it can beat up autodefenses and little ships.
Title: Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.5b
Post by: Hussar on June 03, 2017, 02:59:28 PM
Yeah I get you point and understand it. But till it's done, even if the chamois spawns on a market - there's no reason to pick it up.

As for it's future. Well, unless you'll make it superbly useful in combat, there's absolutely no reason to deprive it of it's salvage rig and the boost associated with it's destroyer size class. After all, you didn't done anything to Baikal - which can be really useful in combat despite it's turtle-like speed. But it can fight (tho I wouldn't even buy it if not for the salvage rig really, I prefer faster ships), unlike chamois which hardly could and would fail to 2 crap-hounds (I literally speak out of experience on that). So consider that.

Also lovely to see you already got my fav mod up and working with 8.1a :D
Brilliant work.
Title: Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.5b
Post by: Sarissofoi on June 03, 2017, 06:57:11 PM
Quote
Soren, Chamois is useless now. Okay, maybe it got a bit too much cargo capacity and such, but this doesn't change the fact the only reason for getting it into your fleet was the salvage rig. It's too slow and too weak in a fight, now it doesn't have either cargo either salvage rig. It's pointless, unless till nexerelin and mining comes out really. Still DME as of now doesn't have a frigate/destroyer sized salvage'r anymore.
yeah I agree.
It has civilian grade hull so its visible, its slow and only reason to take it it was because it have Salvage Gantry and was upgrade over Shepard.
No there is no reason to take it ever.
Title: Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.5c
Post by: Harmful Mechanic on June 08, 2017, 12:00:45 PM
Update time. I've joined the ranks of GraphicsLib integrated mods; snag your copy from the OP or grab it the lazy way right >HERE< (http://www.mediafire.com/file/s724lsxfck2ozw8/Dassault-Mikoyan+Engineering+0.9.5c.zip).

Spoiler
0.9.5c - GraphicsLib integration, yet more polish.

- GraphicsLib integration; lights, maps, funsietimes for all.

- Reduced OP to 45 for both Mk.3 and Mk.1 Kobras. Not sure how this one slipped by me.
- In light of the above, did a once-over pass on ship OP generally. Relatively few surprises, caught some outliers.
- Raised OP cost of: Aigrette (15>16), Icax (15>16), Damselfly (12>14).
[close]
Title: Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.5c
Post by: Alphascrub on June 10, 2017, 05:04:16 PM
I feel like DME is a bit stronk but im not sure because I haven't played since .72. Thoughts? I've been steamrolled a few times by them across three different fleet setups, one vanilla high tech, one blackrock, and lastly a mixed one between like scy, brdy, shadowyards ect. It seems like some of your weapons lack a weakpoint, good range, good dps, low flux ect (looking at you Linear Cannon and Quad Hybrid thingy). Maybe its a combo of the ships with the weapons themselves. Like I'm literally starting to fear DME fleets more than  the Templars cause at least I know Templars are supposed to kick my ass. This could be *** brought on by the fact that I haven't played since .72 and the new skill system is making me realize just how much some of my old ship setups used to be reliant on taking advantage of op *** that said skill system gave you. I'm not really sure but this is like the 3rd time I thought about making this post and finally decided I would cause I'm not sure. This is not meant as an attack or insult just feedback, Thanks in advance. Ill try to get you some more concise feedback on what I think of weapons and hulls later since im gonna do a DME play through and find out if im full of *** or not.

Edit: Shield arcs all seem to be great, Weapon flux is highs but to be honest bigger ships seem to manage it pretty well, point defense systems are crazy strong and the kinetic and energy weapons are really quite strong. Missile and torpedo systems seem to be on point as well however to be honest I didn't use them very much. Keep in mind I did most of my testing by blatant abuse of the console command mod. Basically gave myself weapons and used the suggested auto fit and then went hunting. It was pretty one sided for me and I didn't use the skill system. Between sims system jumping I didnt really lose until I picked some extremely lopsided fights vs some very large fleets. If I keep playing with DME it will be as kind of a boss faction, or ill think of them as such, not quite Templar level but pretty close.

TL;DR DME stronk. Like boss faction strong. Testing showed me I could crush about anything with them short of the Templars. Faction stats are quite good. Stronger then Vanilla.
Title: Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.5c
Post by: Hussar on June 10, 2017, 05:40:20 PM
What actually bothers me is apparently DME fleets are quite strong in autoreslove. Just witnessed like 5 SCY fleets equipped with Keto's and Nemean Lions (few of each) being kicked to smithereens by a fleet with one Zelenograd, 2 kormorans, i think one mindanao and leyete plus few destroyers and lots of frig's and carrier-borne crafts (lots of tereshkova's).
Title: Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.5c
Post by: Orikson on June 10, 2017, 09:40:24 PM
What actually bothers me is apparently DME fleets are quite strong in autoreslove. Just witnessed like 5 SCY fleets equipped with Keto's and Nemean Lions (few of each) being kicked to smithereens by a fleet with one Zelenograd, 2 kormorans, i think one mindanao and leyete plus few destroyers and lots of frig's and carrier-borne crafts (lots of tereshkova's).

Auto resolve tends to be skewed towards fleets with flux superiority. This is prevalent among fleets like DME and BRDY.
Title: Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.5c
Post by: Midnight Kitsune on June 10, 2017, 10:04:21 PM
I think part of the issue as to why they are so strong is that EMP has gone from worthless to powerful due to the skill nerfs. And many of the DME guns have EMP in them
Title: Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.5c
Post by: Dark.Revenant on June 10, 2017, 10:34:12 PM
Flux stats are irrelevant to autoresolve outcome, other than some influence on damage taken by ships.  It's fleet points and officers, mainly.
Title: Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.5c
Post by: Orikson on June 10, 2017, 11:09:54 PM
Flux stats are irrelevant to autoresolve outcome, other than some influence on damage taken by ships.  It's fleet points and officers, mainly.

Oh, ok.
Title: Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.5c
Post by: Hazard on June 12, 2017, 06:49:33 AM
I'm really liking the Tunguska: it's such a solid no-nonsense destroyer with an excellent weapon layout. At first I was a tiny bit disappointed it wasn't built around a large missile slot like its namesake (https://en.wikipedia.org/wiki/2K22_Tunguska), but the hybrid slot probably works a lot better. It's very nice to pilot as well.

Out of curiosity, do you have any plans for adding a really heavy capital ship? I'm all about dem big boats, you know. ;)
Title: Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.5c
Post by: Harmful Mechanic on June 12, 2017, 10:39:57 AM
Glad you're enjoying it.

I will probably do a supercarrier, but no battleships planned, no.
Title: Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.5c
Post by: Mr. Nobody on June 12, 2017, 10:53:21 AM
I suggest a balancing patch first, they blow both vanilla and a good chunk of modded stuff out of the water hyperspace
Title: Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.5c
Post by: Hazard on June 12, 2017, 12:42:53 PM
I will probably do a supercarrier, but no battleships planned, no.
Ok. Ah well, big carriers are nice too. :P

I suggest a balancing patch first, they blow both vanilla and a good chunk of modded stuff out of the water hyperspace
That's not helpful feedback. What exactly needs changing, in your opinion? This was just talked about a couple pages back, calling for sweeping nerfs without specifying anything is just plain useless.

One thing I've noticed, though, is the Ultra Rail Accelerator. It's pretty much a better Gauss Cannon: it has better flux efficiency, 150 more range, and 200 EMP damage. It does do 100 less kinetic damage, and costs 1 OP more, but that's it. It could maybe use a reduction in damage, or a slight increase in OP cost.
Title: Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.5c
Post by: Harmful Mechanic on June 15, 2017, 12:22:22 AM
I actually have a list of fairly sweeping nerfs for the tournament already, so yeah, specific feedback is good. It keeps me from duplicating effort if I agree with you, and keeps me from ignoring you outright if I don't.

(I've returned the blessed Salvage Gantry to the Chamois - in return, it got kicked hard in the stats across the board. Hopefully, when I get around to redesigning it from the ground up, I won't have to make too many more changes).
Title: Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.5c
Post by: Alex_P on June 15, 2017, 07:47:50 AM
I love the variety of exploration ships Dassault-Mikoyan offers, all the way down to the fast scout frigate. Combined with the tight visual style, it gives a strong identity to the faction even if you're mostly interacting with them by buying a few of their vessels on random open markets. And, speaking of visual style, I love the way you've got a couple of ship silhouettes that run through different size classes — the Tunguska and the Kormoran, or the Tereshkova and the Zelenograd, for example — with clear size and layout differences but a consistent "purpose-built" look.

-

Balance chatter:

If you're rebalancing the ships, I'd take a hard look at shield arcs. There's a trend towards rather narrow arcs in mod factions, and I think it's okay to defy that trend to establish a different identity. But changing shield arcs on a few of the most powerful ships may bring them closer to "baseline" without having to gut the features that make them unique. Specifically, the Kormoran guard-cruiser's 180-degree arc is really good for a fast ship. I'll often engage a target and melt its escorts with Tactial Lasers while keeping my shield on all of them at the same time. I think I'd rather see a smaller shield arc that can be expanded back to the old size with hull mods, but at the cost of OP you could use to fill the weapon slots with good stuff instead. The combination of large central mount, good movement, and generous side coverage on its smaller weapon fire arcs (I've got a Blackrock Shredder Battery in the forward and aft medium ballistic slots — it's so fun to jet in front of my other ships and swat down fighters and missiles coming at them) makes it a really satisfying ships to fly, and I really don't mind if it stays on the powerful side. But the shield seems like the easiest thing to cut if you'd like to restrict it a bit without having to gut the core premise. (In contrast, I think it's fine that the Tereshkova has a 360-degree shield. It's pretty slow and you can't cover the whole thing with Blackrock Shredders and Flak Cannons to stop missiles and fighters.)

I'll echo Hazard's comment about the Ultra Rail, too — it seems like regardless of which faction I'm playing, I want every single one of them I can find. The range (and efficiency) are just so good. It creates this huge "zone of control" around capital ships, forcing frigates that harass them to cross hundreds of units more space in order to take some pot shots and then vent safely. I'd like to see it brought closer to HVD, Gauss Cannon, and Tachyon Lance range, so that you can get into a more conventional "standoff" fight with capitals fielding those other weapons.
Title: Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.5d
Post by: Harmful Mechanic on June 15, 2017, 06:15:49 PM
Did a moderate balance patch for the upcoming tournament. Snag your copy from the OP or grab it the lazy way right >HERE< (http://www.mediafire.com/file/w923yj897oqm2g7/Dassault-Mikoyan+Engineering+0.9.5d.zip).

Spoiler
0.9.5d - Tournament balance, QoL.

- Ultra Rail Accelerator DPS reduced to 250, projectile speed increased to 1600 from 1550, projectile damage/flux increased to 750/1500 from 600/1000, OP increased to 28.
- Flux/sec increased on Heavy Rail Accelerator (180>200).
- Shot damage reduced on Light Rail Accelerator (135>120).
- Single and Dual Linear Chain Gun DPS reduced slightly (150/200 from 160/210). Largely a symbolic change.
- Linear Cannon and Heavy Linear Autogun DPS reduced to 160.
- Twin Linear Cannon DPS reduced to 215, flux/sec to 190.
- Heavy Linear Cannon projectile damage reduced to 180, DPS, etc. remain constant.
- Voltigeur ASM projectile damage reduced to 200(120 for fighter version on Mystère). DPS values and ammo have been retained.
- Small and medium shockbeam damage/flux adjusted (100/120small and 150/200 med). Basilisk DPS reduced to 400.
- Reverted Micro/Autolaser Clusters to constant-fire @ 156/333 DPS. Boring but reasonable.
- Reduced Damselfly rocket salvo from 6 to 5.
- Reduced Medium Pulsed Laser burst damage to 300, DPS to 150.

- Returned Salvage Gantry to the Chamois; in return, it’s become more expensive to deploy, weaker overall, and slower/less maneuverable.
- Slightly reduced a few shield arcs (Baikal, Kormoran, Leyte).
- Cut Kormoran flux capacity to 13600 from 14500.
- Clarified Raker Flechette Gun role (assault/auxiliary PD).
[close]
Title: Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.5d
Post by: Hussar on June 16, 2017, 02:12:30 AM
- Chamois; in return, it’s become more expensive to deploy, weaker overall, and slower/less maneuverable.
Idk how you'd managed that as that thing was never useful in a fight to begin with xD
Title: Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.5d
Post by: Harmful Mechanic on June 16, 2017, 12:00:23 PM
Anything can be made crappier, if you try.

I've been sent a PM of balance advice, some of it good (including it below); I'm considering further nerfs to weapons across the board and redesigning the built-in hullmod, but in the future, post your feedback about the mod here, or I'll post it here for you, or ignore it. PMs are inconvenient and opaque; if your advice is good it will stand up to public scrutiny.

Quote from: REDACTED
This list was compiled from feedback from other people* as i haven't been able to play SS yet:
The complaints:

Spoiler
1) Monobloc Construction allows to win 1-on-1 flux wars erryday
2) Zelengrad: 40 Deployement Points, 75 speed, fighter bays, absurd integrated PD can swat even the most outrageous missile spam
3) Zelengrad can solo: 82 DP of destroyers, pretty much any capital (yes, even mod ones), Two Onslaughts and a Astral at the same time, TEMPLAR CAPITALS (and without even player input), all without taking much damage in return.
4) Carabao is a Phaeton but better in every way, firepower, fuel efficiency, cargo capacity, survivability, flux stats, you name it
5) Electroplasma Erupter/Bolter, both take 14 seconds to deplete their magazines, as such they are pretty much always firing at full DPS
6) Linear Cannon, a Railgun but more flux efficiency, no tradeoffs
7) Hellspear, a Hellbore whose shells are on crack, almost never misses due to it's projectile speed, more range too
8) Heavy Linear Cannon, Mark IX but better in every way; flux efficiency? Check. EMP damage? Check. Range? Check.
9) Plasma Streamer, better Burst PD laser (already one of the best PD weapons), it's HE damage allows it to, simply put, violently violate unshielded fighters and frigates alike with absurd ease.
10) Omni Blaster a better Antimatter blaster due to higher range and EMP damage. The lower flux efficiency is at best an afterthought for the end user.
11) Twin Linear Cannon VS Heavy Autocannon, two OP more expensive, 25 flux cheaper, the rest is just gravy. But hey, it's worse against armor! (note: 1 OP=About 10 flux in vents, so it's strictly better than vents when compared to the vanilla equivalent!)
12) Howler Cannon: cheaper AND harder hitting Heavy Mauler (more damage per shot=better against armor)
13) Ripper Flechette Gun: a much, MUCH more powerful Thumper that works better against armor: HE damage? Check! Better Damage? Check! Better flux efficiency? Check! Takes 18 seconds of continuous, uninterrupted fire before it's DPS drops? DOUBLE CHECK!
14) Quad Linear Chaingun: surprisingly worse than the Heavy Machine gun... At the job of anti-shield knife fighting. As a PD weapon? Will obliterate missiles like there is no tomorrow. No, seriously, it's like a solid wall of bullet, you could use it as a shield substitute when you have 2-3 Reapers barreling down on your position.
15) Whistler Jetrifle, surprisingly reasonable with the ammo, but a 300 DPS HE burst (not counting extra effects) at 700 range is plenty to strip armor, worse at prolonged engagements compared to the Assault Chaingun but the Chaingun requires you to be close to the enemy, this thing? No such problem, also it's more flux efficient, again. All in all better than the Chaingun.
16) Tri-Beamer: Heavy Burst laser, but better, except the range but i still won't fear Harpoons anymore. One can put ONE of those on a Eagle and dedicate all the OP he saved on stuff like weapons, hullmods, vents, etc. etc.
17) PD beamer, see above
[close]

And now for some suggestions that were attached to the complaints gathered:

Spoiler
1) Monobloc Construction: x1.3 flux should be replaced with something less powerful, is one of those things that cannot be easily fixed by changing some numbers
2) The Howler Cannon could use a reduction in range, 150 less range for those upsides? No brainer, pick it everytime. 450 less range? Much more balanced
3) Some weapons are overvalued in OP cost, other are oversized (stat wise) for the mount they use, a medium weapon should never cost 20 OP, either downsize it (and not only in OP cost, mind you) or have it require a large mount
4) Overtly flux efficient weapons have hidden benefits that aren't obvious on paper, better flux efficiency=less OP needed for vents=more OP that can be used for other stuff, same with range, you can drop the ITU and slap extra stuff.
[close]

This one is separated from the list above because is longer.

Spoiler
Alright, I'll bite. Here is my suggestion from experience:
All DME hulls should by no means be better than any dedicated military vessel, even from vanilla. A 1.3 flux dissipation multiplier is far too good for trading in engagements.
And this is on multipurpose vessels designed for exploration in addition to combat, why the hell can a multitasker perform better at a job than a unitasker? That's one of the keystones of ANY game balance and already it's ***.
Secondly, weapons need to be adjusted across the board. The weapons are not "Specialized" like the description claims, they're all just flat out upgrades to their vanilla counterparts. A few ordinance points and increased flux/second is NOT a counterweight to all that extra damage and to think that this somehow makes it "specialized" is ***.

To prove that this is completely *** in balance, a DME capital I got from a bounty, which has 15% less armor than it should due to a D-mod, without ANY pilot bonuses whatsoever, is able to 1v1 ANY capital from vanilla or current mods, even templars. An archbishop, which costs 65 DP to deploy and is considered the capital of what is known as THE most powerful mod factions, is able to be defeated 1v1 by a 40 DP research vessel, that has two built-in hull mods that serve no combat purpose.
In fact, the only thing I've found that this ship cannot 1v1 is a fully-operational remnant station, although I'm pretty sure if I put a level 20 pilot there with the right bonuses and really tried at it, I probably could solo that *** remnant station with this thing given enough time.
Hell I already know that with a level 20 pilot the thing can solo two onslaughts and an astral.
And all of this was without anything other than DME/vanilla weapons, fighters, and hull mods.

At this point the mod doesn't need some balance tweaks, it needs a complete revamp.
[close]

Have a nice day.

*Note: 'other people' = a 4chan thread.

1 ) Monobloc Construction stats are getting slashed in half *as a starter*. Eventually I need to redesign it, clearly. That said; 1-on-1 isn't the end-all-be-all of balance. Fleet battles are a consideration.
2-3 ) Zelenograd balance: it doesn't have integrated PD, speed is 70 not 75 (it needs to lose some speed, though, down to 60-65 seems good) probably needs to lose some flux capacity and armor. A case where nerfing the hullmod probably nerfs the ship, but other nerfs can't hurt.
4 ) Carabao is losing 150 fuel capacity, slashing cargo, and cutting some armor. It has better flux stats because it's using an energy weapon as primary PD, but let's cut those a bit and see what happens.
5 ) These no longer have ammo or high fire rates, play the current version of the mod. I'm open to the idea that the current version still has problems, but you'd have to play with it and see, wouldn't you.
6 ) Linear Cannon's DPS and efficiency have gone down; it's tempting to take it down to 1:1 just because the burst is so powerful. I might cut range to 650, but keep in mind that it's already a situational weapon vs. something like a railgun.
7 ) Hellspear, proof that Hellbore balance is finely-tuned and more slashing is clearly needed. Taking that down to 500 damage and cutting range a bit while I'm at it.
8 ) I think I'll take this back to constant-fire @ 400DPS and make it less efficient.
9 ) Violently violating unshielded fighters is A-okay working as intended behavior, frigates less so. ¾ damage and/or an OP cost boost (yes, that's how these weapons work, it's intentional, if you aren't a fan don't use them or sell them; they only show up in drops, rarely) seems warranted.
10 ) Yeah the lower armor penetration is no kind of meaningful downside, is it. I should hack the range back down to 400.
11 ) Efficiency is kind of what these do; I think this is a compound issue with the hullmod, I'd rather fix the hullmod than fix the efficiency of all the weapons. But I can live with 1:1 and slightly higher DPS, too.
12 ) Working as intended (better penetration in exchange for landing fewer hits), but might need more of a range cut. Unlikely I'll go below 800. Alternately, I could cut DPS down to 150.
13 ) How much more powerful than the Thumper with the new min armor reduction was a bit of a surprise, yeah. I'll slap ammo count and range down again.
14 ) I'm entertained by how contradictory the feedback I get on this one is. It's either too good at PD or too good against shields. Is it a problem for this to be good? Keep in mind you're paying roughly what you'd pay for Dual Flak.
15 ) Yeah, could probably stand a cut to damage.
16-17 ) A minor change to the refire rate turned out to not be so minor. I think Harpoons are nonsense and good energy PD is hard to come by; there's a solid case for reducing these to Frag damage and doing some more intensive testing to find a good balance point.
Title: Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.5d
Post by: Wyvern on June 16, 2017, 12:31:10 PM
Well, there's definitely some useful commentary in the above posted quote... but some of it is outright wrong.  Like the comments on the Zelenograd; it's pretty clear that whoever wrote that up didn't bother with a proper control in their experiment, and I'd be willing to bet they had a fully leveled officer on it and were testing against officerless simulator opponents.  The Zelenograd is good, sure, but it's no Legion or Onslaught or Paragon.

And then some of it is... maybe not technically wrong, but definitely subject to debate.  For example, I rate the antimatter blaster as being much better than the omni blaster, due to its vastly stronger armor penetration.  Sure, that doesn't matter much against frigates or destroyers, but when you're trying to chew through a Mora or Dominator with an officer?  Makes a world of difference.

There are a number of other bits of feedback in there that I take some exception to, but since I don't have the game in front of me right now, I'll have to come back to this later when I can back up my responses with numbers & examples - the two things I listed above are just the ones I remember well enough to be certain of my response.

- Chamois; in return, it’s become more expensive to deploy, weaker overall, and slower/less maneuverable.
Idk how you'd managed that as that thing was never useful in a fight to begin with xD
Actually, a couple versions of DME ago, I got one of these things early and it was useful in quite a number of fights; I had my two starter frigates and a Chamois providing fighter support & a salamander launcher.  Sure, it didn't see much combat use later, once I had some real destroyer-class carriers, but at the time it at least doubled the power of enemy fleets I could take on.
Title: Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.5d
Post by: Hazard on June 16, 2017, 01:14:10 PM
Yeah, Zelenograd being horrendously OP is a weird claim. Sure, it's probably too fast and its flux dissipation is on the high side for the amount of weapon mounts it has, but it takes something abnormal to make the ship perform like they say.

Here's my current Zelenograd: http://imgur.com/a/4zK5n

I put this against the simulator Archbishop, and just as expected, Zelenograd got destroyed. Next up, two Onslaughts. It took a long time, since the simulator Onslaughts have such *** weapon layouts, but they won. Finally, Paragon. Again, took a while, but Paragon won without taking any damage. So yeah, that just about sums up how useful it is to say "this ship solos capitals like no tomorrow, nerf now" and not elaborate at all.

I can't say much about DME weapons as I haven't played nearly enough with the vast majority of them, but IMO, it's fine to have a better version of a vanilla weapon with some differences as long as OP cost is increased enough. After the skill revamp weapon OP cost is way more important than it was, and works much better as a balancing factor.

I wouldn't cut Hellspear's range, although reducing damage is probably good. High shot speed is nice and all, but it doesn't take a wizard to use Hellbore effectively at max range either, and Hellspear already costs 4 OPs more.
Title: Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.5d
Post by: Harmful Mechanic on June 16, 2017, 01:35:38 PM
I think a major component of my leeriness about 4chan is how many of them pirate the game and so are still playing 0.7.2 cracks, or older versions of the mod; that makes it hard to take a compendium of their balance advice seriously. The guy* who sent me that outright said he hadn't played it.

So, that buys less with me than it would otherwise.

*assuming this is a single person and not a shared Anon account.
Title: Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.5d
Post by: Slendus Tea on June 16, 2017, 02:51:06 PM
Hello, I am the guy who did the Zelenograd testing and I am here to explain how I tested it.

When I initially tested the Zelenograd I made a mistake, in that I didn't account for my captian ability which added maximum capacitors, vents, and OP.
So I'm doing another batch of testing with the following:

(http://i.imgur.com/sVUhj26.jpg)
Which is at the default OP the ship is set at. Minor differences include a compromised armor D-mod, a harpoon launcher, and a burst PD laser instead of the normal type.
Each test will be done entirely on the ship's autopilot, since piloting is fairly cheaty I will admit.
Results for each test will be posted here:
http://imgur.com/a/6vx9j

Well, there's definitely some useful commentary in the above posted quote... but some of it is outright wrong.  Like the comments on the Zelenograd; it's pretty clear that whoever wrote that up didn't bother with a proper control in their experiment, and I'd be willing to bet they had a fully leveled officer on it and were testing against officerless simulator opponents.  The Zelenograd is good, sure, but it's no Legion or Onslaught or Paragon.

The Zelenograd has actually defeated the Onslaught quite soundly, but in the new and more proper batch of testing it did lose against the Paragon.
Can't find the Legion in the simulator so can't give feedback, but I'd imagine the Zelenograd would defeat it as well.
Title: Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.5d
Post by: Harmful Mechanic on June 16, 2017, 03:02:01 PM
First, thanks for showing up. Regardless of what I do or don't do about it, I'm grateful for the feedback. Good feedback with any kind of evidence is hard to get.
Second, yeah, skills will throw things out of whack. I test without skills as my balance baseline (you missed another problem though; default CR is 70, you're at 83 through skills/residual from the officer. That does affect stats like shield efficiency).

Current changes on the docket:
- Hacked the bonuses for the hullmod in half.
- Clipped 1500 flux capacity and 200 armor.
- Speed dropped to 65.

(I don't remember if I tested against the Legion or not; keep in mind that there are issues with carrier AI in simulator 1v1 and so those aren't a good test.)

From a philosophical standpoint; I think it's acceptable for a mod to be slightly above the vanilla power curve. Whether I'm actually there or not is debatable (and I'm certainly not opposed to nerfs), but I'm not a hardcore difficulty fetishist and this is, ultimately, a hobby project for a single-player game.
Title: Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.5d
Post by: SCC on June 16, 2017, 03:29:36 PM
I'm talking about 0.9.5c.
I just wanted to chime in and say that from what I've seen Zelenograd immensely benefits from having any kind of escorts that could take the heat off it for at least a while, not to mention on its own it is a pretty solid ship (can solo Onslaught, Odyssey and Conquest, but it loses to Paragon and Astral (for whatever the reason it absolutely can't get past the fighters). I forgot to test it against Legion).
About all that weapon feedback: I think most of it was because most of the time DME has better than vanilla weapons, but DME isn't any kind of rarer than vanilla.
Title: Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.5d
Post by: Hazard on June 16, 2017, 04:04:10 PM
I'm repeating at least some of Slendus Tea's tests with the same setup except the Zelenograd is pristine (of note is that unless I've missed something, the OP count I get is 283, and I'm on the latest version of DME). I'll edit more in as soon as the fights end.

1. Zelenograd vs Paragon, Paragon again won without taking any damage at all.

2. Vs SIM Onslaught, Zelenograd won with some minor hull damage. Not surprising considering how bad the SIM Onslaughts weapon selection is.

3. Vs Conquest, obviously AI still can't use this ship and it proceeded to die horribly.

4. Vs Odyssey, Zelenograd won without any trouble.

5. Vs Caesar, Zelenograd won with some armor damage to the front.

6. Vs Paladin, Zelenograd won with next to no damage taken, surprisingly.

6. Vs Matriarch, Zelenograd won again with some damage to the frontal armor.

7. Vs Archbishop, Zelenograd lost but managed to take out three quarters of Archbishops hull.

8. Vs Victory, Zelenograd won but lost a little less than hall of its hull.


So, same results pretty much. Hard to say how much it's down to the specific simulator variants, but the AI was way better at managing Zelenograd's flux levels than any of the opponent ships. The enemy ships almost never vented even when they had a chance to do it safely, while Zelenograd vented whenever it could. Probably down to the high dissipation rate and thus fast venting, but the difference was still jarring.
Title: Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.5d
Post by: isaacssv552 on June 16, 2017, 05:40:59 PM
I find the current weapons to have a pretty reasonable balance point. They are rarely exact clones of vanilla weapons and the high OP costs places them in a very different niche. (Every extra point spent on rare specialist weapons is one less for vents and hullmods.) For example, I use the tri-beamer when I would use heavy burst PD and I have 1 OP left over. I suspect many of those declaring them OP have loadout design 3 to help cram them into their ships.

Monobloc Construction, on the other hand, is pretty overpowered. I'd just make it a free FRC with slightly reduced stats, but I'm sure you have many ideas. The 1.3x dissipation is the biggest problem, it would be better to just adjust DME ships' stats to have an even bigger focus on flux.
Title: Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.5d
Post by: Wyvern on June 16, 2017, 06:55:56 PM
The Zelenograd has actually defeated the Onslaught quite soundly, but in the new and more proper batch of testing it did lose against the Paragon.
Can't find the Legion in the simulator so can't give feedback, but I'd imagine the Zelenograd would defeat it as well.
Oh!  I'm afraid I wasn't clear here - the idea isn't to test a fight of Zelenograd vs Legion (though that would be an interesting fight - assuming well-designed variants I'd actually bet on the Legion), but to compare "how much stuff can the Zelenograd kill" vs. "how much stuff can the Legion kill".

For example, from my tests, a Legion (with no officer, but with the +10% ordnance points benefit & +15% CR benefit) can, on autopilot, utterly curbstomp the simulator Onslaught - generally without taking more than trivial amounts of armor damage.  As such, I consider it reasonably within vanilla balance for the Zelenograd (given the same bonuses) to achieve the same results.

Thus the Legion serves as a control for the experiment, providing the sanity check answer to "Given a player-designed variant, how much stuff should a 40-supply-cost battle-carrier be able to take on?"  And, at least in my personal tests, the Legion actually performs better the the Zelenograd, which suggests that the Zelenograd probably doesn't need a nerf.
Title: Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.5d
Post by: Wyvern on June 16, 2017, 07:11:18 PM
Monobloc Construction, on the other hand, is pretty overpowered. I'd just make it a free FRC with slightly reduced stats, but I'm sure you have many ideas. The 1.3x dissipation is the biggest problem, it would be better to just adjust DME ships' stats to have an even bigger focus on flux.
I don't really understand this notion.  Monobloc Construction would certainly be OP if it were a general-purpose hull mod you could slap onto any ship... but it's not.  It's built-in for DME hulls.

It's like arguing that, say, "Ballistic Weapons are OP compared to Energy Weapons" - it's the wrong question entirely; you need to compare Hammerhead vs. Medusa, not Heavy Needler vs. Pulse Laser.
Or, in this case, Tunguska vs Sunder, or Kormoran vs Dominator vs Aurora vs Eagle.  (The latter because the Kormoran is essentially a sortof a hybrid of the three listed vanilla cruisers; it can do fast attack boat - but not as well as the Aurora; it can do long-range large-weapon-sniper or close-in forward-focused bruiser - but not as well as the Dominator, and it can even do standoff ballistic broadside - but not up to the standards offered by an Eagle's forward hardpoints backed by long-range beams & the Eagle's ship-system-based agility.)

So the right question here is, "Are DME hulls better than vanilla hulls?", not "Is Monobloc Construction OP?"  Changes to Monobloc Construction could be made on the basis of "Does this hull mod make DME hulls harder to balance?", but can't be justified based solely on the hull mod's statistical modifiers.
Title: Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.5d
Post by: isaacssv552 on June 16, 2017, 07:55:26 PM
So the right question here is, "Are DME hulls better than vanilla hulls?", not "Is Monobloc Construction OP?"  Changes to Monobloc Construction could be made on the basis of "Does this hull mod make DME hulls harder to balance?", but can't be justified based solely on the hull mod's statistical modifiers.
I think Monobloc construction does make them harder to balance. The 1.3x dissipation modifier simply multiplies a stat in the ship_data.csv. This makes it harder to compare DME ships with vanilla and other mods; you always need to multiply flux dissipation by 1.3. In addition, it increases the impact of any change to the ship_data.csv dissipation stat by 30%.
I am of the firm opinion that built-in only hullmods should never alter stats contained in ship_data.csv. (An unlockable equivalent is alright because it is preventing you from installing that hullmod.)
Title: Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.5d
Post by: Harmful Mechanic on June 16, 2017, 08:06:07 PM
One thing I'd really like to see is testing custom loadouts on other ships vs. an enemy Zelenograd in the simulator. That way, the Zelenograd isn't benefitting from any player intervention at all, the way I test the variants in the devmode variant editor.

(the base OP is 275 and has never been changed on my end.)
Title: Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.5d
Post by: Hiruma Kai on June 17, 2017, 01:38:45 AM
I just want to say I like the DME ships quite a bit as is, and think the current balance of the mod is not that bad.  Do some things need some tweaking?  Probably, but its unclear to me that its needs a massive overhaul.

Is there a general guide to how people consider ships balanced?  Or more appropriately to this thread, how do you, Soren, want the DME ships balanced?  What metrics do you want to use?  That might help some of us give better feedback.

Are you aiming for ships to be around as effective in AI vs AI fights to their vanilla counterparts?  In how much a human can take on in an optimized version of the ship?  Or in how hard is for a human to deal with it with default setups in enemy AI fleets?  1 vs 1 situations or fleet battles?  The balance can be very different for those situations.  Mostly because the AI can play some ships and loadouts sub-optimally while playing closer to optimal for different ships and loadouts.

Are you using deployment points as the balancing factor or ship classification?  For example, in the 0.8.1 announcement thread, it was stated an AI Odyssey, which has a 45 deployment cost, should not win against an AI Onslaught, a ship with a 40 deployment cost, because in a battlecruiser vs battleship matchup it should go to the battleship.  

Is the rarity of a ship a balancing consideration?  Also how important are campaign stats (burn speed, cargo capacity, fuel capacity, crew capacity) to overall balance?  

There's an argument to be made that ships which are a hybrid between combat and logistic ships are straight up inferior to the specialized ships, since you don't deploy logistics ships to combat if can help it, so if you're paying extra in deployment cost for less of a combat ship because it has better campaign stats, why would you use it?  I feel campaign stats should be paid with campaign costs, so I really like what you've done with the Zelnograd.  It has a deploment cost of 40, but a maintenance cost of 50.  That extra 10 supplies per month pays for the high resolution sensors, surveying equipment and large fuel/cargo bays.  That 10 extra supplies is akin to what a Buffalo and Dram would be paid in supplies when combined with a more pure combat ship.

The Zelnograd looks more like an Odyssey equivalent, or perhaps a mid-line version of the Odyssey/Legion (although I'm told the Legion is more battlecarrier than battlecruiser and is expected to be better than the Odyssey).  So I could see either nerfing or buffing the Zelnograd, depending on where you are aiming.  I'd say it is better than the current Odyssey but probably weaker than the Legion.  Although even that assessment depends on your metric.

In regards to Monobloc construction, an alternative way to balance it is to simply raise the deployment/maintenance costs of all DME ships by 5-10%.  If the ships have 30% better flux stats than vanilla, simply pay for it.
Title: Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.5d
Post by: isaacssv552 on June 17, 2017, 06:15:59 AM
One thing I'd really like to see is testing custom loadouts on other ships vs. an enemy Zelenograd in the simulator. That way, the Zelenograd isn't benefitting from any player intervention at all, the way I test the variants in the devmode variant editor.

(the base OP is 275 and has never been changed on my end.)
It's been a while since I've gone against the SIM Zelenograd and I don't have access to starsector right now, but my general feeling when fighting it was Onslaught<Zelenograd<Paragon. That said, the SIM Onslaught isn't exactly well-equipped.
Title: Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.5d
Post by: Wyvern on June 17, 2017, 11:43:54 AM
Okay.  Question:  Why does the Quad Hybrid Blaster have an EMP arc effect?  It's a perfectly fine weapon without them, and it makes them... rather more potent against low tech targets than they really should be.  My first couple attempts at getting unskilled autopilot kills with an Onslaught failed pretty much entirely due to EMP taking out weapons even through resistant flux conduits.

Even with that, though, it's not too hard to put together Onslaught or Legion variants that can take the simulator's Zelenograd on autopilot; I'm using the random mission generator now to rule out any use of player skills (as I realize that my previous tests with the Legion -did- include Fighter Doctrine.)

For reference, the variants I used for autopilot kills:

Onslaught: 3x dual flak (front medium turrets), 2x flak (side medium turrets), 2x HVD (central medium turrets), 2x Arbalest (rear turrets), 2x devastator (side large turrets), 1x hellbore, 2x light needler (front small turrets), 4x vulcan, 4x annihilator pod, ITU, armored weapon mounts, advanced turret gyros, resistant flux conduits, flux distributor, 50 vents, 1 capacitor.

Legion: 2x devastator, 3x annihilator pod (front three medium turrets), 2x flak, 2x railgun (centermost small mounts), 2x light needler (forward-facing smalls over the fighter bays), 4x light mortar, 2x khopesh, 1x claw, 1x talon, ITU, armored weapon mounts, advanced turret gyros, 50 vents, 2 capacitors.

Under player control you can get away with a lot less focus on PD, but the AI won't maintain range until the Zelenograd is low on missile ammunition & fighter replenishment rate.  So for an autopilot kill you need enough defenses to bull through the Zelenograd's missiles outright.
Title: Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.5d
Post by: Alex_P on June 17, 2017, 12:56:38 PM
Under player control you can get away with a lot less focus on PD, but the AI won't maintain range until the Zelenograd is low on missile ammunition & fighter replenishment rate.  So for an autopilot kill you need enough defenses to bull through the Zelenograd's missiles outright.
Try giving the Onslaught a destroyer sidekick, maybe? Right now it sounds like you're spending a lot of time trying to trick the AI into engaging the right way. In my experience, the AI generally does a lot better at ranged standoffs when two ships are working together.
Title: Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.5d
Post by: Hazard on June 21, 2017, 06:54:27 AM
Is there something wrong on my end, or does the Tri-Beamer's beam effect have a small visual glitch? It shoots fine, then just before the beam disappears, it momentarily gains a faint "extension". This doesn't appear at max range, though, only when shooting at a closer target.

Edit: I was fighting against the SIM Sevastopol, and two things caught my eye: one, like Wyvern said already, the Quad Hybrid Blaster's EMP effect is devastating, and combined with the EMP from 4 Jongleur ESAD pods, the ship's ability to shut down opposing capitals is outright horrifying. The second thing is its fighters, the two Mystère wings: they seem really, really good. They have a good armament and a flare system, pretty good hull (825 with Insulated Engine Assembly), heavy armor by fighter standards (210), they're pretty fast (200) and there are 3 of them in a wing. All that for 12 OP. I don't know if they're too good or not, but they are certainly pretty survivable. I only glanced through other fighters' stats, so I could be overestimating them, and the missile rain from the Zelenograd was certainly effective at preventing my PD from killing the Mystères.
Title: Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.5d
Post by: Harmful Mechanic on June 21, 2017, 09:47:54 AM
Is there something wrong on my end, or does the Tri-Beamer's beam effect have a small visual glitch? It shoots fine, then just before the beam disappears, it momentarily gains a faint "extension". This doesn't appear at max range, though, only when shooting at a closer target.

I think that's just the way converging beams work - check it with a Guardian. Just before the beams fade out, the converging effect vanishes and the beams straighten out - it's just more dramatic at close range.

Edit: I was fighting against the SIM Sevastopol, and two things caught my eye: one, like Wyvern said already, the Quad Hybrid Blaster's EMP effect is devastating, and combined with the EMP from 4 Jongleur ESAD pods, the ship's ability to shut down opposing capitals is outright horrifying. The second thing is its fighters, the two Mystère wings: they seem really, really good. They have a good armament and a flare system, pretty good hull (825 with Insulated Engine Assembly), heavy armor by fighter standards (210), they're pretty fast (200) and there are 3 of them in a wing. All that for 12 OP. I don't know if they're too good or not, but they are certainly pretty survivable. I only glanced through other fighters' stats, so I could be overestimating them, and the missile rain from the Zelenograd was certainly effective at preventing my PD from killing the Mystères.

I'd forgotten about the extra hull from Insulated Engine Assembly; good catch, I'll trim that. Mystères are meant to be sort of kinetic Warthogs, and Warthog balance is... well. A work in progress.

(As far as Quad Hybrid stuff goes: it's a little Autopulse, a little Mjolnir. The EMP fraction might need to be turned down, it's true.)
Title: Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.5d
Post by: Wyvern on June 21, 2017, 10:51:34 AM
For the Quad Hybrid: the direct-hit EMP damage is (probably) fine - it's the on-hit EMP arc effect that needs to be toned down.  At the moment they're acting more like a high-damage high-range Ion Pulser than an Autopulse/Mjolnir hybrid, disabling wide swaths of systems rather than just what they directly hit.
Title: Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.5d
Post by: Harmful Mechanic on June 21, 2017, 10:52:47 AM
Ah, yeah I'll take a look at that.
Title: Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.5d
Post by: Wyvern on June 21, 2017, 11:04:32 AM
The other thing I'll note on fighter survivability - and I'm not sure if this is a bug or a feature - is that the Zelenograd's system can recall disabled-but-not-destroyed fighters and then immediately re-launch them.
Title: Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.5d
Post by: Harmful Mechanic on June 21, 2017, 11:05:10 AM
Yeah, that's working the same way the vanilla recall does.
Title: Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.5d
Post by: Hazard on June 21, 2017, 11:27:21 AM
I think that's just the way converging beams work - check it with a Guardian. Just before the beams fade out, the converging effect vanishes and the beams straighten out - it's just more dramatic at close range.
Could be. I'm using Tartiflette's Lightshow: his version of Guardian doesn't have that, but he may have done some other changes as well, in addition to the color switch.
Title: Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.5d
Post by: Wyvern on June 21, 2017, 11:49:25 AM
I think that's just the way converging beams work - check it with a Guardian. Just before the beams fade out, the converging effect vanishes and the beams straighten out - it's just more dramatic at close range.
Could be. I'm using Tartiflette's Lightshow: his version of Guardian doesn't have that, but he may have done some other changes as well, in addition to the color switch.
It's probably left over from the old original converging beam implementation where they did a death-star-laser sort of effect, converging at a fixed distance and then continuing as a single beam from there.
Title: Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.5d
Post by: Wyvern on June 21, 2017, 01:13:13 PM
On further thought, and before you go too far into (re-)balancing anything else, I suggest reducing the fire rate of the Jongleur ESAD.  By maybe 50%.  Right now they function as sort-of super-homing-annihilators, giving the simulator Zelenograd a nearly constant stream of long-range flux-free HE damage (as well as screening the ship's fighters from hostile fire)... until it runs out of ammo.

And that, I think, is where the original complaints of "OP" were coming from; if you encounter one in a fight and it hasn't spent all its missiles, it is indeed a very dangerous opponent.

By contrast, when trying to use a Zelenograd myself, I focus on endurance-based builds; I expect to be heavily outnumbered and thus can't afford to use a variant that's going to run out of missiles and cease to be effective partway through a large battle. This is likely a large part of why I found the Zelenograd to be on the weak end of capital ships.

Reducing ESAD fire rate would help with both of these extremes, cutting down on the strength of the initial alpha strike, while also extending the effective endurance of the ship.

Edit: Alternatively, reducing ESAD range would work well too; part of the difficulty of engaging the current Zelenograd comes from the difficulty of getting any breathing room between ESAD salvoes, even when you're out of range of the ship's regular guns.
Title: Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.5d
Post by: Hazard on June 25, 2017, 02:51:30 PM
I don't think the Microlaser Cluster is in a good spot right now. It's quite literally a tiny bit more flux efficient IR Pulse Laser, with a little shorter warm-up time and worse damage against armor... and it costs one OP more. I can't see why I'd want to use it over the IR Pulse Laser, if given a choice, so it should probably get a small buff to justify the higher cost.
Title: Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.5d
Post by: Wyvern on June 25, 2017, 06:59:09 PM
I don't think the Microlaser Cluster is in a good spot right now. It's quite literally a tiny bit more flux efficient IR Pulse Laser, with a little shorter warm-up time and worse damage against armor... and it costs one OP more. I can't see why I'd want to use it over the IR Pulse Laser, if given a choice, so it should probably get a small buff to justify the higher cost.
You'd use it when you:
a) have other weapons to break through armor,
b) are capped on flux vents, and
c) have the extra ordnance point available.

This seems to pretty solidly fit the DME description of "specialized weaponry".
Title: Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.5d
Post by: Hazard on June 25, 2017, 09:58:33 PM
You'd use it when you:
a) have other weapons to break through armor,
b) are capped on flux vents, and
c) have the extra ordnance point available.

This seems to pretty solidly fit the DME description of "specialized weaponry".

a) I'd rather use that extra OP to get a better weapon on another mount, for example. As I said, the difference in performance is tiny.
b) and c) Considering how OP-starved most ships are in the current build, I find these to be extremely unlikely cases. And even then, I could always take an extra capacitor.

And specialized how? That's pretty much my point: it isn't specialized or meaningfully different enough to be worth that one extra ordnance point, in the current balance environment.

But to be honest, I do acknowledge that I'm probably making this small thing seem like a way bigger deal than it really is.
Title: Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.5d
Post by: Darloth on June 26, 2017, 03:02:46 PM
It's also a very credible choice when you don't -have- an IR Pulse Laser.

I recently bought a couple of Tac Lasers off the black market, playing as DME, because I just couldn't find them available legally :)
Title: Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.5d
Post by: Thaago on June 27, 2017, 07:56:14 PM
I love the way these ships look :). One point though: The Kobra Mk3 only has a .15 CR decay per second, much better than any ship in the base game. Combined with the peak time (300, which is the same as a brawler) it means that a Kobra Mk3 has more combat endurance than any destroyer in the base game.

That would be ok as a strongpoint of the ship, but Safety Overides causes problems: its supposed to be that an SO ship gets a huge upside in speed and deadliness, but pays in endurance so can be outlasted. An SO Kobra Mk3 has MORE combat endurance than normal frigates without! And a base flux dissipation of 480*1.3 = 624 (with the ship system) - CRUISER level firepower in an ultra fast package with more endurance than normal frigates. God tier ship :P.

Full disclosure: I'm posting this because attempting to fight against DME ships in general and these ships in particular is horrifying. Carroy makes some meeeean variants :P.

Title: Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.5e
Post by: Harmful Mechanic on June 28, 2017, 02:21:25 PM
Last update pre-tournament, going to try to do nerfs each round, rather than saving them up. Get your soothing balm for balance aches and pains >HERE< (http://www.mediafire.com/file/3c890h5ddioudh5/Dassault-Mikoyan+Engineering+0.9.5e.zip).

Spoiler
0.9.5e - Swinging the nerf bat.

- Hullmod bonus values slashed on Monobloc Construction/Reaction Furnace. This really needs a redesign at some point.
- Damage cuts to: Plasma Streamer.
- Range cuts to: rail accelerators, sm/med/large linear weapons. Normalized some range values that were 50su high.
- Jongleur ESAD fire rates reduced, sm/med DPS values are now 100/150.
- Ripper and Raker now have lower ammo counts, higher peak fire rates.
- Cut Kormoran shield arc to 120, cut nearly all turret arcs, some severely. Cut into accel/turn accel values by 25% or more.
- Kobra Mk 1&3 PPT decreased to 270, typo in Mk 3 CR decay fixed.
- Basilisk flux efficiency reduced to 4:9.
- All flux dissipation values slashed by 20%.
[close]
Title: Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.5e
Post by: Wyvern on June 28, 2017, 08:47:19 PM
Aww.  I liked that the Kormoran's turret arcs let you run it as either a standard forward attack ship or a broadside ship; the reduced arcs on its medium turrets means you can't fly it broadside at all, anymore.  I find I'm leaving the rear medium empty now - the Kormoran's ship system means you don't really need rear-facing guns beyond what's needed to stop salamanders, and that doesn't take too much.

In short, I'd like its turret arcs back; the loadouts I can make with its new turret configurations are just plain less fun to fly.  I don't think it's actually a weaker ship with this change, either; my previous standard variant ran with an HVD and a Mauler in the forward turrets, with a second HVD to the rear; now I'm just pairing up two kinetic ballistics in the forward turrets with an HIL for armor cracking - arguably a stronger overall setup.

Also, am I misreading it, or are DME hulls now less EMP-resistant than a regular ship with Resistant Flux Conduits installed?  That also seems wrong...
Title: Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.5e
Post by: Harmful Mechanic on June 29, 2017, 08:47:33 AM
I'm not opposed to fattening some turret arcs back up here and there. I think the primary problems with the ship were not turret-arc issues, and this is kind of a dramatic nerf for the first tournament round.

However, I'll probably leave the final ship with somewhat less generous final turret arcs, making broadside combat less viable.
Title: Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.5e
Post by: Hiruma Kai on June 29, 2017, 09:21:18 AM
Also, am I misreading it, or are DME hulls now less EMP-resistant than a regular ship with Resistant Flux Conduits installed?  That also seems wrong...

I'm pretty sure thats been true for awhile.  I thought the previous iteration was only 30% resistant versus the 50% resistance of the Resistant Flux Conduits.  The other way to look at it is the DME ships are effectively getting some free OP by having a half strength Resistant Flux Conduits built in, say equivalent to 5 OP.

I am also not a fan of these particular nerfs to the Kormoran, as they limit the different types of builds it can use.  It pushes it further and further towards using a front-based sniping setup, whose strength is mostly unaffected by this round of nerfs.  Smaller shield arc means you want to stay further away from the line.  The arc change does in some sense make it easier for multiple ships to flank it, but the Kormoran is so fast right now with its ship system, and has enough frontal firepower that it can simply turn towards a flanking frigate, charge it, and eliminate it as a threat in the space of 10 seconds.  I would have suggested a system ability change on the Kormoran rather than a shield arc/flux dissipation nerf.

Part of my reasoning comes from the fact that Unstable injector, which adds 15 speed for a cruiser comes at a cost of -15% range.  The Kormoran's system provides an order of magnitude more speed in short bursts, probably with something like 33% up time.  Eagles and Falcons, which can also equip medium ballistics, have a system which is only +50 speed with 50% up time.  The Aurora which doesn't use ballistics, gets the better maneuvering system similar to the Kormoran.  In some sense, the Aurora has reduced range or soft flux only of medium energy weapons built in.  This is why safety overrides is so good on Aurora, you're not giving up much.  Safety overrides on the Kormoran isn't nearly as good because you're sacrificing long range large energy weapons and medium ballistics, and it is already fast enough to kite with those weapons.

Of course the "correct" nerfs depend on Soren's vision for the ship's role, which is quite possibly different from ours.  As a side note, the nerfs to DME has inspired me to start from scratch with gimp (which I am unsurprisingly terrible at) and see how hard it is to code up brand new ships using Alex's API.  I'm curious what it takes to make 180 degree arc omni shield ships with ballistic or hybrid slots balanced.
Title: Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.5e
Post by: Wyvern on June 29, 2017, 10:14:16 AM
this is kind of a dramatic nerf for the first tournament round.
The problem here is that the turret arc change - as Hiruma Kai pointed out - wasn't really much of a nerf.  It made broadside builds non-viable, but those weren't the strongest builds for it in the first place.

If I were going to make a dramatic nerf to the Kormoran - well, here are some ideas:I also probably wouldn't nerf its shield arc below 150, as that's the minimum omni shield arc to be able to convert to a full 360 shield.
Title: Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.5e
Post by: Harmful Mechanic on June 29, 2017, 12:42:14 PM
I actually like the narrower shield arc quite a bit, it forces you to spend more of your mobility on self-protection. And I don't think it should be possible to put a 360º shield on the ship.

I'm tempted by some of those options, but right now I'm just hoping to make whatever adjustments I can until I have a chance to sit down and do serious work post-tournament to grapple with the new mobility/range environment of 0.8* Starsector and some of the edge cases. I want to keep the ship system, and broadly the slot layout/types. Range tweaks... I'm still not sure. If I do something like that, the temptation is to give it to all of the Skipjet-using line combat ships, including the Tunguska and the Vesper. Depending on where I take those, that might mean it has to happen concurrently with a Tunguska redesign.

I'll think about it for later.
Title: Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.5e
Post by: Thaago on June 29, 2017, 09:45:43 PM
A bit more feedback - this is the stats of the Tempest compared to the stats of the Husky:

Spoiler
(http://i.imgur.com/czC5v4R.png)
[close]

A Tempest costs 36k (plus more expensive weapons, so closer to 40k), while the Husky costs 12k (with cheap weapons). I wouldn't say a Husky is quite as good as a Tempest despite its superior shield, armor, hull, performance time, built in hullmod, and access to long range superior ballistics, because the speed, omni shield, and Terminator drone are a big deal. But its close.
Title: Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.5e
Post by: Wyvern on June 29, 2017, 10:52:11 PM
The Tempest is faster, has more total firepower, more flux dissipation (which leads to more -usable- firepower), and significantly more ordnance points to play with.  In addition, its base shield capacity is 2500/.8 = 3125, versus the Husky's 1800/.6 = 3000; advantage on shield strength goes to the Tempest (especially since it can more easily afford additional flux capacitors.)  And the Husky can mount a maximum of -one- small ballistic weapon, and has to then back it up with (again small) energy weapons.

In short: If I get a Tempest, I'll use it.  If I get a Husky and it's mid to late game, I won't.  I really can't agree that these frigates are at all close.  Now, if you want a frigate that can come close to matching the Tempest's utility, try a Star Sylph or a Vesper.
Title: Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.5e
Post by: Darloth on June 30, 2017, 04:44:16 AM
I like the husky for being a tough distraction - fill it full of capacitors and Hardened Shields, give it a long range ballistic popgun, and it can annoy people while remaining very difficult to actually kill...

But a tempest can actually DO things, on its own, supporting a fleet action, it will have a notable impact on the battle.  The husky will usually achieve little other than changing the opponent's positioning and drawing fire.
Title: Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.5e
Post by: Flare on June 30, 2017, 01:18:40 PM
I agree on Darloth's assessment, huskies are just not very good at much beyond being a good distraction relatively beyond the normal frigate baseline. They're like cheap phase frigates without phase.
Title: Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.5f
Post by: Harmful Mechanic on July 04, 2017, 10:53:33 PM
The nerfening continues. Get it >HERE< (http://www.mediafire.com/file/ep8e8y1dp4rkgfv/Dassault-Mikoyan+Engineering+0.9.5f.zip).

Spoiler
0.9.5f - Swinging the nerf bat.

- Redistributed a few of the turret arc changes to the Kormoran.
- Global nerfs to armor values.
- Many shield efficiencies reduced, especially on highly mobile ships.
- Did a quick pass on fighter health.
[close]
Title: Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.5f
Post by: Wyvern on July 05, 2017, 09:24:38 PM
Based on comparison with other scripts, I think you've got a bug in ScramblerEMPOnHit.java - it's spawning an EMP arc 90% of the time, and I rather suspect that was meant to be 10%.  This is contributing to the Harridan class fighter being exceptionally effective - right now a wing of two Harridans is better at EMP-locking targets than a wing of five Claws.
Title: Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.5f
Post by: Harmful Mechanic on July 05, 2017, 09:26:37 PM
Weird. I'll try to get that fixed as soon as possible.
Title: Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.5f
Post by: Huginn on July 17, 2017, 03:43:14 PM
Hey, love the ships so far! But will you make more end-game content stuff like capital ships? The research platform isnt very appealing to use, and you do eventually get burned out due to lack of some proper firepower.

Love the mod and design, looking forward to new content!  ;D
Title: Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.5f
Post by: Harmful Mechanic on July 17, 2017, 03:51:04 PM
Yes, absolutely, I want another capital and I'm sketching furiously at station ideas. My IRL schedule is filling up pretty quick, though, so it might be at a slow-evenings-and-weekends pace for the rest of the year.
Title: Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.5f
Post by: Harmful Mechanic on August 07, 2017, 12:18:02 AM
Still busy and stressed, no sign of letup for a while yet. However, I'm still working on the mod. I can't promise any kind of ETA on anything, but here's a tease to whet your appetites:

Spoiler
(http://i.imgur.com/mECmwI9.png)
(http://i.imgur.com/rw6gsiR.png)
(http://i.imgur.com/tFYvRNV.png)
[close]

I will of course try to fix issues as they're brought to my attention; I can't promise complete, timely, or satisfactory solutions, but I do read comments in the thread.
Title: Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.5f
Post by: HELMUT on August 07, 2017, 12:49:57 AM
All those orange stripes seems new. Slick looking silhouettes tho.
Title: Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.5f
Post by: cpmartins on August 07, 2017, 05:22:02 AM
Loving the mod as well. The looks of the ships are amazingly well done.

Hey, love the ships so far! But will you make more end-game content stuff like capital ships? The research platform isnt very appealing to use, and you do eventually get burned out due to lack of some proper firepower.

Love the mod and design, looking forward to new content!  ;D
Interestingly, the research platform has been one of my best performers against the Templars. I don't know why, but my Steady officer commandeering it is always on point with venting and backing off. Come to think of it, it may be my only ship who hasn't been gibbed by them so far. Pandemonium is the second best performer and the Paragon the third, although the Para is too slow to *** up positioning, since it'll always be the backliner. Onslaught dies about half the damn time. Named it "The Granade".
Title: Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.5f
Post by: Harmful Mechanic on August 07, 2017, 09:41:14 AM
Yeah, the Zelenograd is powerful. I find it works best when you maximize PD and weapon range, then put a Steady officer into it, along with Harridans in the fighter bays. Half-and-half Voltigeur/Jongleur pod missile loadouts give you sustained barrages of HE and Kinetic damage that most ships have trouble dealing with.

Basically, treat it like a Legion, not a Conquest; keep your distance, pour on the fire, and remember to use EMP or spikes of burst damage or both to give you an edge over ships with more or larger mounts.
Title: Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.5f
Post by: A Random Jolteon on August 08, 2017, 12:59:59 PM
Yeah, the Zelenograd is powerful. I find it works best when you maximize PD and weapon range, then put a Steady officer into it, along with Harridans in the fighter bays. Half-and-half Voltigeur/Jongleur pod missile loadouts give you sustained barrages of HE and Kinetic damage that most ships have trouble dealing with.

Basically, treat it like a Legion, not a Conquest; keep your distance, pour on the fire, and remember to use EMP or spikes of burst damage or both to give you an edge over ships with more or larger mounts.
...Or you can go Full *** and put a lot of Dakka...I mean...You won't always kill...But I can guarantee you will send pain in a gift package!
Title: Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.5f
Post by: havocdrake on September 29, 2017, 04:36:44 PM
Please integrate with DynaSector.
Title: Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.5f
Post by: Harmful Mechanic on September 29, 2017, 04:53:21 PM
That's not up to me. I will, however, cheerfully assist DR when he has the time to integrate my mod.
Title: Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.6
Post by: Harmful Mechanic on October 01, 2017, 10:51:40 PM
Content update! Will break saves. Get it >HERE< (http://www.mediafire.com/file/b1kp5rm04v1q4uw/Dassault-Mikoyan+Engineering+0.9.6.zip).

Spoiler
0.9.6 - The slog forward continues. Will break your saves.
- First pass on Blade Breaker ships (not available in campaign, not remotely final).
- Added AMM-3 launcher to Shalaika, should make it a little bit more combat-capable without being too strong.
- Fixed Harridan Hybrid Scrambler EMP arc frequency. Should be less of an instant shutdown tool, still good.
- Reduced size of Peremohy combined market to 6.
- Doubled charge time of all rail accelerators.
- Increased shot damage for Light Rail Accelerator, adjusted fire rate to retain 120/145 DPS/flux.
- Adjustments to Lens DEM; now more of a long-range softening-up weapon.
- Added Mouflon Assault Lander.
- Added Bouclier Armored Courier.
- Added Rafale Torpedo/Missile Bomber. Comes in two flavors, Frappeur and Hellrider.
- Added Hybrid Repeater.
- Redesigned Chamois Utility Rig. Even less combat capable!
- Nexerelin carrier start options are now available.
- Some minor adjustments to star systems.
[close]
Title: Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.6
Post by: havocdrake on October 01, 2017, 11:00:21 PM
Noice.
Title: Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.6
Post by: Nia Tahl on October 02, 2017, 04:45:31 AM
That Storm Kestrel is one sexy ship that I can't wait to use as a flagship. Looks like that's what it's designed for, too.

edit: Not to mention that sexy phase ship. Really looking forward to this line of ships
Title: Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.6
Post by: Harmful Mechanic on January 02, 2018, 08:41:44 AM
Closing in on That Time Again: update time. No promises, but I'm having fun and things are happening.

Tease:
Spoiler
A first batch of skins.
(https://i.imgur.com/oQ3ot8j.png)
(https://i.imgur.com/fXHW8Sv.png)
(https://i.imgur.com/roWDkw4.png)
[close]
Title: Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.6
Post by: Solinarius on January 02, 2018, 12:13:53 PM
This mod is HOT HOT HOT!!!

I admit to my bias for EVNova's Starbridge as the most supergreen, shiny, sleek, beautimous spacecraft ever. A line of ships with those aethetics, though. Just wow... can't wait to try this!

Spoiler
Pirate Manticore some day?
[close]

Title: Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.6a
Post by: Harmful Mechanic on January 11, 2018, 07:24:19 PM
All good things come... well, quicker than I expected, really. Get it >HERE< (https://bitbucket.org/StopTypingSoren/versionchecker-file/downloads/Dassault-Mikoyan%20Engineering%200.9.6a.zip).

Spoiler
0.9.6a - Polish polish polish - oops, also a content update!
- Increased ammo counts of Raker, Ripper, and Flak Discharger.
- Various tweaks to Blade Breaker content (incl. tweaks to Storm Kestrel, renamed Sparrowhawk, layout). Tagged all weapons for salvage groups, and for exclusion generally (useful for tournaments).
- Hellrider version of Rafale removed from campaign.
- Adjusted Perforator damage (235->240) and DPS (150->160) slightly. Raised DPS (250->320) of Katyusha Perforator.
- Added Marteau MLRM, a multi-warhead LRM dealing energy damage.
- In light of the above, reworked the AMM Blister Launcher as a faster-firing close-range anti-fighter weapon.
- Increased Microlaser projectile speed. Fighters beware.
- Increased range of Traceur random damage slightly (was 20-200, is now 50-250). You people weren't afraid enough for your engines.
- Improved all PD beam SFX.
- Misc adjustments to SFX here and there.

- Added a few new discoverables to existing systems. Get that Neutrino Detector powered up!
- Added non-econ market (Cousteau Base) to Nikolaev, because why not.
- Added two new, uninhabited systems. Mostly for flavor, some plot hooks for later.
- Added Nex battlestation variants. Yeah, I'll probably talk myself into custom stations later...
- Added Kormoran, Tunguska, and Vesper elite skins, which show up in the Nikolaev and Kostroma system as part of Sixth Bureau fleets.
- Added a few 'export' skins.
- Fixed Version Checker support.
[close]
Title: Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.6a
Post by: Dudok22 on January 12, 2018, 09:49:06 AM
For people that will try the update on their existing save file, use the save transfer first as it's not save compatible with older version. I get an error on load.
Title: Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.6a
Post by: Harmful Mechanic on January 12, 2018, 10:16:23 AM
Whoops. Yeah, my fault; I thought I'd tested it, but when I do new campaign stuff I tend to go through a lot of saves.
Title: Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.6a
Post by: 00lewnor on January 12, 2018, 02:01:04 PM
I updated this mod, Shadowyards and combat chatter and now am getting a crash when I try to start the game. The crash says “Fatal: Ship hull spec [nex_asgard] not found!” the game loads fine when I disable DME.

Starsector log:
Spoiler
17410 [Thread-7] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [com.fs.starfarer.api.impl.campaign.terrain.StarCoronaAkaMainyuTerrainPlugin] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
17411 [Thread-7] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [com.fs.starfarer.api.impl.campaign.terrain.EventHorizonPlugin] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
17413 [Thread-7] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [com.fs.starfarer.api.impl.campaign.terrain.RadioChatterTerrainPlugin] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
17414 [Thread-7] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [com.fs.starfarer.api.impl.campaign.terrain.StarCoronaTerrainPlugin] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
17415 [Thread-7] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [com.fs.starfarer.api.impl.campaign.terrain.AsteroidFieldTerrainPlugin] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
17419 [Thread-7] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [com.fs.starfarer.api.impl.campaign.terrain.HyperspaceTerrainPlugin] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
17422 [Thread-7] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [com.fs.starfarer.api.impl.campaign.terrain.MagneticFieldTerrainPlugin] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
17424 [Thread-7] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [com.fs.starfarer.api.impl.campaign.terrain.SpatialAnomalyTerrainPlugin] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
[close]

At first glance the error message suggests something to do with Nexerelin’s battle stations update but I don’t have that installed (I had it installed but inactive to start with but deleted it to be sure it wasn’t the cause)
Title: Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.6a
Post by: Harmful Mechanic on January 12, 2018, 02:07:20 PM
Like an idiot, I didn't comment out the Nex battlestation line after I tested it out; you can go to the folder data/config/exerelinFactionConfig/dassault-mikoyan.json and delete the line ' "defenceStations" ' for now; I'll have a fix up over the weekend, along with some new goodies by way of apology.

Just some derp on my part; sorry guys.
Title: Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.6a
Post by: 00lewnor on January 12, 2018, 02:40:11 PM
Got rid of that but no change, and it is certainly DME's fault as the game runs fine with it disabled.

Also have I been really unlucky or is the e-Vulcan not spawning?
Title: Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.6a
Post by: Harmful Mechanic on January 12, 2018, 02:48:29 PM
Hmm, it's probably the variant files, then; fortunately, they're in folders: 'asgard' and 'smallstation'. delete those and hopefully things should work.

Again, will have this fixed soon.
Title: Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.6a
Post by: 00lewnor on January 12, 2018, 02:54:55 PM
Success!
Title: Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.6b
Post by: Harmful Mechanic on January 13, 2018, 01:43:42 PM
The fix is in. Get it >HERE< (https://bitbucket.org/StopTypingSoren/versionchecker-file/downloads/Dassault-Mikoyan%20Engineering%200.9.6b.zip).

Spoiler
0.9.6b - adding stuff, fixing stuff.
- Removed Nex battlestation variants, because I was dumb and left them in.
- Added Blade Breaker fighters, the Hellion and the Firespray.
- Added Jackal Burst Slicer.
[close]
Title: Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.6c
Post by: Harmful Mechanic on January 15, 2018, 08:03:14 PM
Okay, did a last little bit of tweaking, and we should be good to go for a while. Get your jollies on >HERE< (https://bitbucket.org/StopTypingSoren/versionchecker-file/downloads/Dassault-Mikoyan%20Engineering%200.9.6c.zip).

Will probably murder your saves.

Spoiler
0.9.6c - Forward! Some big, sweeping changes.
- Added Fletcher Bomber (a light energy-torpedo bomber).
- Added Hedgehog Pod (a station-only grenade-throwing weapon).
- Added Iridium Assault Fighter (BB).
- Added Energy Mine Discharger (BB).
- Added a new mission, Hell's Own Sun.

- Redid all Blade Breaker ship variants. They're color-coded!
- Reworked Flak Discharger to throw braking grenades, increased damage and ammo count.
- Reworked Monobloc Construction; removed flux bonuses, now mitigates 25% EMP, halves overload time and cuts ballistic range by 15%. Incompatible with Heavy Armor, rather than Resistant Flux Conduits.
- Adjusted flux dissipation of affected ships very slightly to compensate in light of above.
- Increased top speed of a few combat ships slightly, as well.
[close]
Title: Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.6c
Post by: ConstantA on January 16, 2018, 10:55:11 PM
Quote
Monobloc Construction... cuts ballistic range by 15%
This makes me extremely sad, as I much prefer ballistics over energy and try to emphasize on long-range combat in my builds (because they tend to survive big fleet battles better).
Maybe some other penalty instead?
Title: Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.6c
Post by: Harmful Mechanic on January 16, 2018, 10:59:17 PM
Nope! I'm trying to encourage players to be more aggressive and abuse the range/mobility combo less. The EMP protection and half-length overloads are also about rewarding aggression, and blocking Heavy Armor means you'll need to keep moving if you want to stay alive. I did think this through.

In general, ballistics are better than energy weapons right now, so hopefully the combo of high-quality energy weapons and a mild penalty to ballistics on DME hulls will help their Hybrid slots feel more like actual hybrids and less like Ballistics that can't be downsized.
Title: Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.6c
Post by: ConstantA on January 16, 2018, 11:21:45 PM
While I agree that aggressive builds should be an option (Wanderer with 2x Glaux Lance Repeaters from Diable Avionics was my flagman long after I got couple of Baikals and Zelenograd), I think that DME strike energy weapons are quite inefficient flux-wise (I tried to use Quad Hybrid Blasters and eventually replaced them with vanilla Autopulse Lasers).
It seems you're just nerfing ballistics, which makes ITU or DTC mandatory and limits the number of viable builds.
But I can be completely wrong, since I haven't tried this version yet )
Title: Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.6c
Post by: Wyvern on January 17, 2018, 08:50:00 AM
Hah - I actually wrote up a whole post on how to (try to) balance hybrid slots (http://fractalsoftworks.com/forum/index.php?topic=12754.0) on a single (modded) hull.  Perhaps the thoughts there will be of some use to you.

Edit: You can probably get a better set of ballistic range nerfs than I came up with, given that you know exactly what slots which ships have.  For example, preserving a useful range on vulcan cannons isn't relevant if the hull can't mount any small ballistic turrets.
Edit2: Alternatively, if you're willing to lock out use of the Safety Overrides hull mod, you might be able to use a modified version of its range nerfs to cut down on outlying high-range ballistic weapons.

And to ConstantA: When considering these hulls to be 'just nerfing ballistics', you're missing that the primary alternative design option is 'make those slots energy instead of hybrid'.
Title: Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.6c
Post by: Harmful Mechanic on January 17, 2018, 12:17:04 PM
Honestly, I did the math; ballistics are still longer-ranged than comparably sized energy weapons on DME hulls with the nerf. It's just harder to abuse that last 1-300 SU at the end to be invincible or win without a challenge thanks to your speed. I think the inevitable range cut to ballistic PD is acceptable given the evident power of flak and machine guns.

I will note that in compensation, I bumped up a few ship speeds where I thought they needed it, and that there are still plenty of valid reasons to put ballistics in those slots. Howlers are still great at punching holes in armor, Rail Accelerators still deliver great single-shot damage. I may tweak a few DME ballistics here and there to ensure they're still compelling picks, but the change feels really good to me and pushes the faction in the direction I want.
Title: Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.6c
Post by: TaLaR on January 17, 2018, 06:06:32 PM
Honestly, I did the math; ballistics are still longer-ranged than comparably sized energy weapons on DME hulls with the nerf. It's just harder to abuse that last 1-300 SU at the end to be invincible or win without a challenge thanks to your speed. I think the inevitable range cut to ballistic PD is acceptable given the evident power of flak and machine guns.

Is it inevitable though? How about making range nerf work more like SO? Decrease range by past X by Y percent. That way it wouldn't affect short ranged PD.

EDIT: right, Wyvern already mentioned that...
Title: Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.7
Post by: Harmful Mechanic on January 18, 2018, 05:30:17 PM
One last update before Nemo streams this weekend (some stuff I wasn't sure about came together faster than anticipated).

Get your shiny on >HERE< (https://bitbucket.org/StopTypingSoren/versionchecker-file/downloads/Dassault-Mikoyan%20Engineering%200.9.7.zip).

Spoiler
0.9.7 - More big changes. Will break saves.
- Added custom shield sounds.
- Slot tweaks to Chamois.
- Added prototype Sparrowhawk skin for player use.
- Removed built-in Operations Center from standard Sparrowhawk: it's still present on the prototype skin.
- Added Blade Breaker Deserter start option for Nexerelin (for experienced players only - it's a rough ride).
- Added Sigma Disruptor ship system for the Devil Ray.
- Added Lycosid Interceptor, a nasty little six-fighter wing.
- Added Plasma Vulcan, built-in for the Lycosid.

- Reduced fire rate of AMM-6 to 45 DPS, reduced OP cost to 3.
- Replaced, or polished up a number of graphics, including the Linear Cannon/Chain Gun family.
[close]
Title: Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.7
Post by: NightfallGemini on January 20, 2018, 04:05:54 AM
So, giving the Blade Breaker start a try (was doing pretty good until a save corruption. rip) made me wonder, is it possible to get any of the Blade Breaker ships aside from the Sparrowhawk that start gives you?
Title: Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.7
Post by: Harmful Mechanic on January 20, 2018, 11:13:53 AM
No, and no plans to - they're designed to be an AI adversary faction, not a player faction, so they're set up like Remnants. The Sparrowhawk skin and the Devil Ray mission are my concessions to the player; otherwise, it's console commands or editing the data files to make them boardable.
Title: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.8
Post by: Harmful Mechanic on January 31, 2018, 02:15:12 AM
I like breaking your saves, apparently. Sorry about that. Hopefully all the new goodies are worth it? They were to me.

Get it >HERE< (https://bitbucket.org/StopTypingSoren/versionchecker-file/downloads/Dassault-Mikoyan%20Engineering%200.9.8.zip).

Spoiler
0.9.8 - Nose to the grindstone! Will break your saves.
- Added Dalet and Yod systems. Really just there for flavor, but you do get more Sigma worlds. I wonder what those are all about...
- Did some polish work on the campaign layer to breadcrumb the player towards the Sigma worlds (custom icons, checked to make sure they stood out just right, etc.)
- Included updated faction config for Nexerelin 0.8.3c.
- Integrated mod faction relations.
- Integrated mod faction relations into deserter start.

- More visual improvements to ships, weapons. New Perforator sprite. Adjusted turret locations, artwork of all Multi-PD Node carrying ships: should look nicer, positioning is improved. Damselfly got a once-over, fresh carrier deck designs.
- Reduced Lycosid Interceptor wing size to 5.
- Increased extra supply cost of Sixth Bureau hullmod to 15%.
- Increased fire rate of Heavy Linear Cannon; DPS increased slightly to 480, reduced damage per-shot to 160/50.
- Reduced fire rate of Heavy Rail Accelerator; increased per-shot damage to 375, DPS/flux remain the same. Should be more distinct from the HVD now.
- Increased Kormoran armor to 700.
- Added Sigma Jaunt ship system, replaces Temporal Field on Imp.

- Baikal changes:
- New layout, sprite. She thicc.
- Increased armor to 1200.
- Decreased OP to 140, added Heavy Ballistics Integration hullmod.
- Overall, should feel like a mixture of the Dominator and Apogee. It's practically a new ship.
- Added Baikal (Brone) variant. Be afraid.

- Updated, revised, and expanded many, many descriptions.

- Added new missions, Heavy Iron and Devil To The Belt.
- Enlarged Mothership Connection mission - more stuff, more bees.

- Adjusted Mouflon layout. Added module armor.
- Reduced Star Sylph deployment and recovery costs.
- Added Jeanne d'Arc Fleet Carrier.
- Renamed Mindanao and Leyte to Normandie and d'Erlon, respectively.
- Normandie has lost a few slots and gained a flight deck. Also practically a new ship.
- Zelenograd has also gained a flight deck; ship system changed to Hyperfocus pending something fancier.

- Added Verdun-class defense station and Guardian-class bastion.
[close]
Title: Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.8
Post by: Sooner535 on February 01, 2018, 07:21:30 AM
So.... Do we not have to copy and paste the DME file from Nex to your mod now?
Title: Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.8
Post by: Histidine on February 01, 2018, 04:46:42 PM
So.... Do we not have to copy and paste the DME file from Nex to your mod now?
Nope! No need to do that any more.
Title: Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.8
Post by: BYarchitect on February 04, 2018, 10:46:39 AM
Hi, Jeanne d'Arc fleet carrier have 154000 hull integrity points is it correct?
Title: Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.8
Post by: HELMUT on February 04, 2018, 11:10:10 AM
Oh, that's why that thing felt so hard to kill then...
Title: Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.8
Post by: Igncom1 on February 04, 2018, 11:22:26 AM
Sounds meaty.
Title: Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.8
Post by: Surge on February 04, 2018, 07:43:53 PM
Is Dassault supposed to reject prisoners in Nex?
Title: Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.8
Post by: Harmful Mechanic on February 04, 2018, 08:58:22 PM
Sounds like hotfix time, whoops.

And yeah, no prisoner interactions.
Title: Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.8
Post by: A Random Jolteon on February 04, 2018, 09:00:06 PM
Sounds like hotfix time, whoops.

And yeah, no prisoner interactions.
Wait, none at all?
Sorry, haven't played with that part of Nex that much, and not with this mod.
Title: Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.8a
Post by: Harmful Mechanic on February 05, 2018, 12:03:13 AM
And patched, shouldn't break saves, get it >HERE< (https://bitbucket.org/StopTypingSoren/versionchecker-file/downloads/Dassault-Mikoyan%20Engineering%200.9.8a.zip).

Spoiler
0.9.8a - Minor improvements, bugfixes. Should be non-savebreaky.
- Tweaked some system stuff. Mostly aesthetic, some different salvage.
- Removed steering ability from Skipjet Injector.
- Fixed Jeanne d'Arc hull typo. How embarrassing.
- Reduced Baikal (Brone) shield efficiency.
- Reduced module armor health, armor rating, on all playable ships.
- Added Thermal Scatter PD, a workhorse energy flak shotgun. (BB)
[close]
Title: Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.8a
Post by: Dudok22 on February 05, 2018, 07:55:02 AM
Is it normal that I get 15 second overloads with Kormoran even with all the skills that reduce the duration? I thought the mono hullmod should reduce it even further. Without those skills I can imagine it being over 20 seconds.
Title: Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.8a
Post by: NightKev on February 05, 2018, 08:58:44 AM
Well overload time is based on how much your flux would have increased over the max by the shot that overloaded you (so for example a needler bullet will barely overload you but a gauss shot will cause a long overload). What did you get hit by?
Title: Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.8a
Post by: Amie on February 05, 2018, 10:03:51 AM
Hello there,everyone.

Ive been lurking around these forums long enough,so i decided to make an account.

I have a question,i really LOVE this mod,its a faction i love the most with blackrock on 2nd place (i love agile ships),but Soren,now that we have 2 BB class ships,are you going to add like an actual flagship or dreadnought of some sorts for DME ?
It could have really bad armor with low hull integrity,but good all around gun coverage with 3 large mounts and great mobility.

Thanks for your answer in advance ! =3
Title: Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.8a
Post by: Harmful Mechanic on February 05, 2018, 10:13:35 AM
Glad you like it!

I still have a bunch of work to do on the Jeanne d'Arc, so if ever, not soon.

I am thinking about it, though, mostly because I blew through my update checklist so fast. A tanky capital for taking on stations is one of the niches the game might badly need filled; depending on how a few other things shake out, the Zelenograd might get a powerful defensive system (likely), or I might think up another capital ship. Don't hold your breath, though; capitals are a lot of work to sprite and properly balance (at least, if you don't want them to become barely mobile, uninteresting slabs).

Additionally, I find most capitals kind of boring to fly; I really prefer destroyers and cruisers, ships where mobility and positioning matters more than brute throw weight. Not that brute throw weight, done well, isn't a ton of fun...
Title: Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.8a
Post by: Amie on February 05, 2018, 10:22:49 AM
Additionally, I find most capitals kind of boring to fly; I really prefer destroyers and cruisers, ships where mobility and positioning matters more than brute throw weight. Not that brute throw weight, done well, isn't a ton of fun...

I HATE slow ships aswell,hats exactly why Blackrock is on 2nd place,1st of all it has capital that is fun to play (Karkinos) and capital-like destroyer (morpheus),thats why i asked for a battleship,something that plays like Karkinos but differently or make something like morpheus if you know what im trying to say.^^
Title: Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.8a
Post by: A Random Jolteon on February 05, 2018, 11:18:55 AM
(Don't know how to quote multiple comments. This one is aimed at Soren)

Why not make a ship with poor hull and Armor, but extreme amounts of flux and a super tough shield? It isn't meant to kill Caps or Stations, just tank them so that others can kill the Caps or Stations.
Additionally, I find most capitals kind of boring to fly; I really prefer destroyers and cruisers, ships where mobility and positioning matters more than brute throw weight. Not that brute throw weight, done well, isn't a ton of fun...

I HATE slow ships aswell,hats exactly why Blackrock is on 2nd place,1st of all it has capital that is fun to play (Karkinos) and capital-like destroyer (morpheus),thats why i asked for a battleship,something that plays like Karkinos but differently or make something like morpheus if you know what im trying to say.^^
I prefer slower, tanky ships with lot's of Dakka that have burst mobility systems to help get them into combat. Like the Onslaught. I can get what you mean though. Coming out of nowhere to give a massive burst of death is so satisfying. >:)
Title: Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.8a
Post by: Dudok22 on February 05, 2018, 11:38:52 AM
Well overload time is based on how much your flux would have increased over the max by the shot that overloaded you (so for example a needler bullet will barely overload you but a gauss shot will cause a long overload). What did you get hit by?
ohhhhhhhh bloody Actel Cannon! I was getting sniped from a great distance and I didnt even see it at first.
Title: Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.8a
Post by: Bastion.Systems on February 12, 2018, 03:19:27 PM
Tell me honestly, do I have poor taste if I prefer the flight deck shape from the previous version of the mod.
Title: Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.8a
Post by: Harmful Mechanic on February 12, 2018, 07:00:43 PM
Tell me honestly, do I have poor taste if I prefer the flight deck shape from the previous version of the mod.

You are officially a bad person and you should feel bad.

(I totally get it - but I really do think this is better).
Title: Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.8a
Post by: A Random Jolteon on February 12, 2018, 07:11:59 PM
Tell me honestly, do I have poor taste if I prefer the flight deck shape from the previous version of the mod.
I dunno.

I don't even remember what the old sprites looked like. :p
Title: Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.8b
Post by: Harmful Mechanic on February 24, 2018, 07:43:51 PM
Update time! Shouldn't, but might, break your saves, get it >HERE< (https://bitbucket.org/StopTypingSoren/versionchecker-file/downloads/Dassault-Mikoyan%20Engineering%200.9.8b.zip).

Spoiler
0.9.8b - More little stuff, some not-so-little stuff. May break saves.
- Cut down per-burst smart flare counts to 3 for ship, 1 for fighter versions. Mostly a visual thing, but makes fighter flares less potent.
- Added Defense Screen, a Damper Field clone that (hopefully) fixes some of the more egregious issues with the vanilla system. Used on Zelenograd and Kobra Mk. 3.
- Added Ramming Mode system for Baikal (Brone). Slower, but allows steering, and uses charges.
- Custom sigma nebula texture for relevant systems.
- Reduced Frappeur torpedo damage to 1350.
- Redid Quad Hybrid Blaster a bit - now does 800 DPS in four-round bursts of 400-dmg projectiles, no more charges.
- Layout/design surgery on the Jeanne d'Arc; should be both better, and more interesting to fit out. Also much prettier.
- Replaced the Sparrowhawk's Plasma Jets with Stutterwarp Jump, a fast-cycling phase skimmer.
[close]
Title: Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.8b
Post by: jn_xyp on February 24, 2018, 10:24:54 PM
Hello,

I've played this mod for a while, and really like the ship's appearance and weapons. Thanks for your hard work!

In order to let more players be able to enjoy this mod, can you give me permission to translate the texts of this mod to Chinese?
I promise that I will only translate the text contents as their original meanings (as far as I can), and will not change any setting, data, graphic and other stuffs in this mod.
I will also keep the author information and provide the link to the English version.

Because of the limitation of my English understanding, the translation may not be very precise, and it may take a long time for me to working on it, but I promise I will try my best. :)

Thank you very much.
Title: Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.8b
Post by: Harmful Mechanic on February 24, 2018, 10:36:30 PM
Hi! You're very welcome.

Absolutely, it would be my pleasure; you've got my permission and my blessing. Feel free to ask me questions if something isn't clear. And thank you, for thinking my mod is worth the difficulty and time of translating.

I'd like to include a link to the translated version here, as well ;).
Title: Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.8b
Post by: Bastion.Systems on February 27, 2018, 03:19:28 PM
- Replaced the Sparrowhawk's Plasma Jets with Stutterwarp Jump, a fast-cycling phase skimmer.

Are DME scientists using Liir tech  ;D
Title: Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.8b
Post by: Turdicus on February 28, 2018, 08:04:17 AM
- Replaced the Sparrowhawk's Plasma Jets with Stutterwarp Jump, a fast-cycling phase skimmer.

Are DME scientists using Liir tech  ;D

We go into the black.
Title: Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.8b
Post by: NightfallGemini on March 01, 2018, 11:05:58 PM
All the 'interdicted' systems feel very creepy in a Freelancer way. Loving the atmosphere, loving the questions it raises in the lore.
Title: Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.8b
Post by: BYarchitect on March 03, 2018, 03:52:21 AM
Hi!
I love this mod and this is my design for capital missile-gun-ship, without IMBA fighters :)
Magadan - Heavy Battleship
Spoiler
(https://i.imgur.com/M8zMNbJ.png)
[close]
Title: Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.8b
Post by: A Random Jolteon on March 03, 2018, 07:04:23 AM
Hi!
I love this mod and this is my design for capital missile-gun-ship, without IMBA fighters :)
Magadan - Heavy Battleship
Spoiler
(https://i.imgur.com/M8zMNbJ.png)
[close]
WOW! Amazing job! I could easily see this being in DME with that sprite!
Title: Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.8b
Post by: Takion Kasukedo on March 03, 2018, 08:59:12 AM
Hi!
I love this mod and this is my design for capital missile-gun-ship, without IMBA fighters :)
Magadan - Heavy Battleship
Spoiler
(https://i.imgur.com/M8zMNbJ.png)
[close]

The Magadan needs more flow to it. The colours are off by a pretty big margin, the medium mounts are sticking out way too much (on the sides of the bridge, where the dark crevasses joining the wings are) and don't blend very well with the rest of the ship.

The front also has a bit of a problem as well, and it's that small area joining the wings (again). It's more in need of being subtle. Specifically the point where the ship's wings are touching it.

The back is almost ok, however, the small rods behind what looks like the generator holding the back engine in place being the problem. They stick out a lot.

The very front has a nose problem, not blended very well on those "eraser things" at the front. Again, more subtlety needed on that part, doesn't match the colour at all.

Overall, probably a 5/10 most for effort, not insanely horrible, but not too good either. Curious about the systems on the ship.
Title: Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.8b
Post by: BYarchitect on March 04, 2018, 04:01:18 AM
Thanks for feedback.
Magadan is the first ship drawn by me. I think most of problems with guns grouped in wings (2 large ballistic + 3 small synergy + 3 small rocket) on each. I'll try to rework wings design, in the style of modern fighters with a swept wing. I like the concept of three large guns in one line, for better control of the fire, as a reason design front part becomes boxy.
Title: Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.8b
Post by: Harmful Mechanic on March 04, 2018, 06:31:35 AM
I'm glad you had fun bashing from DME bits and pieces; I'm surprised it worked out as well as it did, given that the original artwork is all vector shapes. (I don't have any plans for a DME battleship, but I appreciate the concept of a mega-Baikal).

However, I think further discussion belongs in the Spriter's Judgment Thread. There are a lot of aliasing, scaling artifacts, and other little production issues with your sprite, and that thread is a great place to learn how to fix problems like those.
Title: Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.8c
Post by: Harmful Mechanic on March 17, 2018, 03:32:14 PM
Tournament balance patch, get it >HERE< (https://bitbucket.org/StopTypingSoren/versionchecker-file/downloads/Dassault-Mikoyan%20Engineering%200.9.8c.zip).

Spoiler
0.9.8c - Tournament balance tweaks.
- Reduced Hybrid Scrambler shot damage (15>10).
- Adjusted Zelenograd deployment costs to 45/45.
- Reduced Jeanne d'Arc flux capacity to 18000, changed system to Target Datalink.
- Removed third fighter bay on Zelenograd, swapped system back to MIRAGE Recall.
- Increased fire time of Med Pulsed Laser by 50% - longer burst (300>450), same total DPS.
- Improved SFX of Raker and Ripper.
[close]
Title: Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.8d
Post by: Harmful Mechanic on March 28, 2018, 12:13:24 AM
More tournament balance, get it >HERE< (https://bitbucket.org/StopTypingSoren/versionchecker-file/downloads/Dassault-Mikoyan%20Engineering%200.9.8d.zip). EDIT: if your version is broken, redownload, it's hotfixed.

Spoiler
0.9.8d - Minor balance!
- Perforator rocket damage reduced to 150 from 240, ammo and burst counts (9 for Damselfly, 18 for Katyusha) tweaked where relevant. DPS values remain the same. Missile HP reduced to 40.
- Jeanne d'Arc costs raised to 60/60.
- Samoyed built-in AMMs forked from fighter AMMs (more ammo).
[close]
Title: Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.8d
Post by: smithtrlane on April 05, 2018, 05:29:16 AM
First off, thanks for another cool mod  ;)

In v0.9.8d I've noticed that the "Hellrider" equipped Rafale costs 40 OP to field. Seems a bit excessive, I assume it's a mistake? Also, the central medium turret of the Jeanne d'Arc faces to the left, I also assume it's not intentional.

On a more balance related note, the Jeanne d'Arc seems a bit on the strong side, with heavier armor, better shield and dissipation AND a lot more OP than the Astral (yes, I know its recovery cost is 60 vs 45, but still). That is not even counting the integrated targeting hullmod. That being said I'm probably not the best source for balance-related feedback ^^
Title: Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.8d
Post by: arwan on April 05, 2018, 06:38:24 AM
the turret rotation on the carrier is intentional. and balance for the carrier has been on going due to its power. it has changed quite a bit so far since it was first introduced not too long ago.

the hellrider bombers, im pretty sure were pushed up to 40 op due to them not being available in the campaign if im not mistaken. though the exact reasoning behind it i couldn't say. though it should be more expensive if only due to the missile it launches is quite powerful. doing as much damage as a torpedo and having 2.5x the range of the other variant of the bomber.
Title: Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.8d
Post by: Harmful Mechanic on April 05, 2018, 12:41:44 PM
Yeah, turret angle on the carrier is intentional, Hellrider Rafale is explicitly not supposed to be something you can mount - this is a general problem with fighter wings; you can't make them inaccessible in mission refit screens - I'm tempted to just remove it at this point, but I kept it initially because it might be nice as a built-in on something later.

The Jeanne d'Arc is getting tweaked a good bit right now. System included; it's currently down to 25% extra damage, which feels okay. Still finding that balance between mounted weapons and fighters.
Title: Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.8d
Post by: smithtrlane on April 05, 2018, 01:13:28 PM
the turret rotation on the carrier is intentional.
It is? Ok, fair enough.
the hellrider bombers, im pretty sure were pushed up to 40 op due to them not being available in the campaign if im not mistaken. though the exact reasoning behind it i couldn't say. though it should be more expensive if only due to the missile it launches is quite powerful. doing as much damage as a torpedo and having 2.5x the range of the other variant of the bomber.
Hellrider Rafale is explicitly not supposed to be something you can mount - this is a general problem with fighter wings; you can't make them inaccessible in mission refit screens - I'm tempted to just remove it at this point, but I kept it initially because it might be nice as a built-in on something later.
Ah I see. I thought something was off. My bad.

Thanks for the clarifications.
Title: Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.8d
Post by: jupjupy on April 06, 2018, 01:42:29 AM
Hellrider Rafale's are cool! I wish they were real things I could use in the campaign!

... Maybe as a super-rare Blade Breaker thing?
Title: Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.8d
Post by: ROFLtheWAFL on April 07, 2018, 07:20:31 PM
So, after picking a Blade Breaker start, is there any way to acquire more Blade Breaker ships/weapons?
Title: Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.8d
Post by: Harmful Mechanic on April 07, 2018, 07:37:38 PM
Besides random drops, no, not yet. The procgen code for spawning Remnant-style enemies is way over my head, and it might be 0.9 before a really good solution arrives.

I'm looking at interim solutions, but it's slow going.
Title: Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.8d
Post by: Histidine on April 13, 2018, 08:21:17 AM
Based on a brief conversation on the Discord. Tomorrow I will wake up and realize that even considering making and posting this was a bad idea

(warning: low-effort meme)
Spoiler
(https://i.imgur.com/3PfoNRF.png)
[close]
Title: Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.8d
Post by: Midnight Kitsune on April 13, 2018, 08:26:20 AM
Based on a brief conversation on the Discord. Tomorrow I will wake up and realize that even considering making and posting this was a bad idea

(warning: low-effort meme)
Spoiler
(https://i.imgur.com/3PfoNRF.png)
[close]
LOL, nice
Title: Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.8d
Post by: A Random Jolteon on April 13, 2018, 08:39:33 AM
Based on a brief conversation on the Discord. Tomorrow I will wake up and realize that even considering making and posting this was a bad idea

(warning: low-effort meme)
Spoiler
(https://i.imgur.com/3PfoNRF.png)
[close]
At least Nevermore-chan doesn't have to worry.
Title: Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.8d
Post by: Jojo_195 on April 20, 2018, 07:22:32 PM
The Omni Blaster doesn't shoot. What am I missing here?
Title: Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.8d
Post by: MesoTroniK on April 20, 2018, 10:17:27 PM
The ship it is mounted on probably lacks the flux capacity required to fire it.
Title: Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.8e
Post by: Harmful Mechanic on April 28, 2018, 07:30:20 PM
An update, and a pretty substantial one at that. Will break your saves. Get it >HERE< (https://bitbucket.org/StopTypingSoren/versionchecker-file/downloads/Dassault-Mikoyan%20Engineering%200.9.8e.zip).

Spoiler
0.9.8e - Content, balance adjustments. Will bork saves. Please consume space kitten mlems responsibly.

Content:
- Spirale: reduced speed, increased refit time from 10 to 12. New sprite.
- Borzoi: total rework, now a phase ship. Built-in Tomino AMM System.
- Added Rafale II Heavy Bomber, a 24-OP wing deploying Hedgehog cluster bombs.

Balance:
- Adjusted AMM family of weapons; AMM Blister MIRV reduced to 12 submunitions (from 16), fire interval set to 6 (from 4). Itano AMM health reduced to 35, fighter AMM reload time reduced to 0.15 from 0.2.
- Omni Blaster now fires a tight cluster of three shots rather than a double-tap burst; should be easier to land hits with.
- Quad Hybrid Blaster DPS reduced to 640.
- Tweaked Perforator acceleration and top speed downwards - should hit a little less often.
   • Damselfly: health/armor reduced to 500/90, more in line with the Khopesh. Reduced rocket volley to 7/pod. Removed flares.
- Flak Projectors reworked as Canister Flak; now fire a spread of buckshot.
- Autolaser family reworked as charge-based Capacitor Autolasers. More interesting this way.
   • Aigrette: removed flares, reduced Compact Autolaser charges to 12 to match the rest of the Autolaser family.
- Jeanne d'Arc flux dissipation/capacity reduced to 640/14000, hull points reduced to 12000, ATC removed, forward medium missile upgraded to large. Costs reduced to 55/55.
   • Target Datalink bonus reduced to 25%, uptime/downtime increased to 15/7.5
- Zelenograd dissipation reduced from 960 to 840, flux capacity increased to 16500. Should be a bit less of a beast.
- Added Delicate Machinery to Snow Goose.
- Replaced Hellrider Rafale I with Hedgehog proximity bomb version. It's a nice weird sidegrade, rather than a problem.
- Hit a bunch of stuff with minor nerfs and a very few buffs (ammo counts, +/- 50 range, etc).
- Changed Monobloc Construction's range penalty; instead of a flat 15% cut to ballistics, it reduces all weapon range by 50% above 600 units. Same net effect, generally cleaner implementation with fewer edge cases.

Campaign:
- Moved Yod system to avoid conflict with Metelson's Rock system.
- Made some minor system changes, expanded a few descriptions.
- Fixed solar mirrors orbiting Tenacity (connected to market, will now change allegiance with the planet when captured).
- Sixth Bureau ship skins now have a small chance to show up in DME markets.
- Tweaked faction relationships; friendly to Hegemony, cool on the League.
[close]
Title: Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.8e
Post by: Regularity on May 20, 2018, 08:06:41 AM
So been playing with a lot of DME ships, and have some recommendations and feedback.

The Tunguska description notes it's designed for sniping, and sniping capital ships specifically. But the -50% range effect of the monoblock construction ends up making it not even a mediocre sniper, but a bad one, and also means it can't stay out of capital ships weapon ranges. Or most ships weapon ranges for that matter. So it functions more as a mid-range brawler than a sniper.

Actually, that's a bit of a balancing issue with the entire line of ships as a whole. The range restriction disproportionately hurts larger ship classes, since larger ships tend to have longer average firing range of weapons. Perhaps you should perhaps consider a scaling penalty based on ship size.

Also, the range cap means AI-piloted DME ships will more frequently loiter inside the blast radius of enemy reactor explosions, and suffer higher losses because this. This isn't helped any by their inability to mount heavy armor to help absorb some of the blast damage. I would consider adding explosive damage resistance (or whatever damage type reactors do) if you're not going to reduce the range penalty for their ships.

One last thing. I'd love to see some variants of the various freighters/tankers without a civilian-hull mod. I really love them as ships, but the hull mod's sensor/detection penalty is such a major drawback I usually end up using vanilla pirate freighters instead. Maybe consider creating non-civilian variants with lightly lower capacities? (It especially seems odd with the Puddle Jumper, which is a civilian craft to begin with, but has an export-friendly version? As if they're trying to keep civilian-grade technologies out of the hands of other factions).
Title: Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.8e
Post by: Harmful Mechanic on May 20, 2018, 08:39:42 AM
So been playing with a lot of DME ships, and have some recommendations and feedback.

The Tunguska description notes it's designed for sniping, and sniping capital ships specifically. But the -50% range effect of the monoblock construction ends up making it not even a mediocre sniper, but a bad one, and also means it can't stay out of capital ships weapon ranges. Or most ships weapon ranges for that matter. So it functions more as a mid-range brawler than a sniper.

Actually, that's a bit of a balancing issue with the entire line of ships as a whole. The range restriction disproportionately hurts larger ship classes, since larger ships tend to have longer average firing range of weapons. Perhaps you should perhaps consider a scaling penalty based on ship size.

Already implemented in dev, where it's 50% over 600/700/800/900. Which, I agree, feels much better. I've also boosted the speed and agility of the Tunguska up a bit.

One last thing. I'd love to see some variants of the various freighters/tankers without a civilian-hull mod. I really love them as ships, but the hull mod's sensor/detection penalty is such a major drawback I usually end up using vanilla pirate freighters instead. Maybe consider creating non-civilian variants with lightly lower capacities? (It especially seems odd with the Puddle Jumper, which is a civilian craft to begin with, but has an export-friendly version? As if they're trying to keep civilian-grade technologies out of the hands of other factions).

The gameplay idea behind the export variants is that the hulls themselves are fun sidegrades; the 'export' element is the older DME weapons their variants mount (Blaze Guns, ER PDLs, the pulsed lasers). As far as the hullmod goes, that's vanilla balance for you - if you're looking for a DME freighter that doesn't light you up like a Christmas tree, try the Lodestar, which comes with Shielded Cargo Holds.
Title: Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.8e
Post by: Regularity on May 20, 2018, 12:11:58 PM
If you're looking for a DME freighter that doesn't light you up like a Christmas tree, try the Lodestar, which comes with Shielded Cargo Holds.

Yeah, that's true. Admittedly, I just like the aesthetic style of your ships, but I never touch them due to the huge pain that having double signature radius causes, which means I fly with other, uglier freighters for hauling goods.

I know about the Lodestar, but the primary reason I don't use it is because it's 2.0 fuel/LY consumption puts it in an awkward spot: it's only about 25-50% as fuel efficient as larger ships, while a pair of frigate-sized vessels have faster burn (yet provide the exact same cargo space, fuel consumption, and even detection range). So the Lodestar, and any other 2.0 fuel/LY hauler for that matter, is inferior both for hauling quickly and hauling fuel efficiently. The only real advantage of 2.0 fuel/LY destroyers have over frigates is that they're more durable in combat... which is useless if you're using it just as a hauler and not taking it into any fights. And there aren't any larger (hence more fuel efficient) alternatives for dedicated haulers without a civilian hull mod.

But it's probably not fair to ask you to change a mod for my sake, so I'll probably just edit my own copy of the mod to include non-civilian versions for DME freighters ships. Though I do think you should at least consider a non-civilian tanker variant, since fuel is critical for war fleets that can't refuel at the destination (enemy territory), meaning the military probably needs it more than civilians do. Maybe you could kitbash a variant of the Kentaurus transport as a larger tanker without the civilian hullmod? (Especially since it's described as an "armed transport" already).
Title: Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.8e
Post by: Harmful Mechanic on May 24, 2018, 02:51:35 PM
Yeah, I'll take a look over the freighters and see if there's a good way to rig some of them as more fleet-oriented freighters. I think I'd like to limit it to the smaller hulls, though.

Think I'll probably push an update this weekend - anything else you guys think needs a look?
Title: Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.8e
Post by: Regularity on May 25, 2018, 03:36:34 PM
Maybe you should consider giving the "monobloc construction" hullmod some sort of defensive bonus? The hullmod reduces offensive power (at range), and flexibility of loadout (by discouraging ranged weapons), and even defense (by blocking heavy armor hullmods). What do they get in return? A pretty marginal 25% EMP resistance. (They also get overload reduction, but this bonus is largely useless to attentive players when piloting their own ship, or even for AI ships if you have the AI improvement mod installed, which makes AI ships excellent at avoiding overloads)

I'm guessing there's some intent behind reducing their ranges. If the goal is to make them closer range brawlers, shouldn't they get a corresponding speed or protection (armor/shield) bonus so to help them survive the punishment time needed to close to range? Or if the goal is to discourage combat, perhaps offer a sensor/stealth or fuel efficiency bonus instead.

Now let me be clear, I absolutely don't want to tell someone how they should design their own mod, so feel free to disregard everything I've said if it comes off as pushy. My intent is not at all to be rude. It's just that I'm not completely seeing the rationale behind giving DME ships specialized restrictions, but then not giving them bonuses for that specialization.

Also, off-topic, but...

Digging through the files I found those red Universal Securities ships. If you're not using them, you should release them for use by pirates/neutrals. If only temporarily until you get around to finishing whatever subfaction you were planning for them. You put in all the work to write up their stats and even make skins for them, but they're just sitting there collecting dust!
Title: Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.8e
Post by: Harmful Mechanic on May 25, 2018, 10:14:36 PM
Maybe you should consider giving the "monobloc construction" hullmod some sort of defensive bonus? The hullmod reduces offensive power (at range), and flexibility of loadout (by discouraging ranged weapons), and even defense (by blocking heavy armor hullmods). What do they get in return? A pretty marginal 25% EMP resistance. (They also get overload reduction, but this bonus is largely useless to attentive players when piloting their own ship, or even for AI ships if you have the AI improvement mod installed, which makes AI ships excellent at avoiding overloads)

I'm guessing there's some intent behind reducing their ranges. If the goal is to make them closer range brawlers, shouldn't they get a corresponding speed or protection (armor/shield) bonus so to help them survive the punishment time needed to close to range? Or if the goal is to discourage combat, perhaps offer a sensor/stealth or fuel efficiency bonus instead.

The range penalty is actually to offset the combination of high speed and ballistic weaponry, which can become a kiting nightmare. I mentioned above that in the dev version the penalty scales, and is less severe on larger, slower ships. Stuff like EMP resistance and shorter overloads is there to make them better hit-and-run attack ships; some DME ships can brawl, and brawl pretty well (the Baikal is a real bruiser), but you generally want to disengage and come in for a second run.

That said, some top speeds have been boosted slightly, too. The ideal playstyle for DME ships is to focus on fighters, speed, shielding, and synergy between 'hammer' and 'anvil' elements - using tanky ships like the Wanderer or Baikal as anchors, and using fast ships like the Tunguska or Kormoran as flankers. Then you have your carriers and their combined fighter complements as the striking arm, delivering those heavy blows that crush ships in a few passes.

Digging through the files I found those red Universal Securities ships. If you're not using them, you should release them for use by pirates/neutrals. If only temporarily until you get around to finishing whatever subfaction you were planning for them. You put in all the work to write up their stats and even make skins for them, but they're just sitting there collecting dust!

I am using them! They show up in two missions right now, and the eventual plan is to have them available in campaign as hirable merc fleets.
Title: Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.8e
Post by: Regularity on May 26, 2018, 09:09:52 AM
Thinking about it some more, I realized there a simple solution to the monobloc hull bonuses: add bonus to flux venting speed. As I mentioned, by making the largest bonus to overload reduction, it's only really useful for pilots with bad flux management (dumb AI). But by adding a flux venting speed bonus, you can also make the hullmod equally useful for pilots with good flux management (enhanced AI and player ships).

Also, concerning the UC ships, I'd would recommend making them available on the pirate/black markets (even if only very rarely), so you can obtain player feedback on balancing and combat. That, and I really want to try them! But I suppose I can just use the in-game console to spawn some, too, though that's not as fun.
Title: Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.8e
Post by: Wyvern on May 26, 2018, 01:54:03 PM
@Regularity: There -is- a bonus.  It's just one that's baked into the base ship stats.  Would you be happier if, say, Soren reduced the speed of all DME ships by 50, and added a "+50 speed" bonus to the hull mod?

...This reminds me of the old WoW 'rested xp' thing.
Devs implemented a 50% XP penalty for playing too long at a stretch.
Players: "This penalty is terrible!  Devs, remove it now!"
Devs cut all XP gains in half, implement a 2x XP rested bonus that accrues when you're logged out at an inn.
Players: "Yay, bonus XP!"
Title: Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.8e
Post by: Harmful Mechanic on May 26, 2018, 04:33:27 PM
...by making the largest bonus to overload reduction, it's only really useful for pilots with bad flux management (dumb AI).
I think you're underselling the utility of a bonus that AI ships benefit from. All the ships you're not currently piloting, after all, benefit from that. You also need to think of it in terms of player experience vs. DME ships; you can't count on extended periods of vulnerability after an overload.

But by adding a flux venting speed bonus, you can also make the hullmod equally useful for pilots with good flux management (enhanced AI and player ships).
If you look at the ships that are designed specifically as player flagships, you'll see they have a different hullmod that, indeed, boosts venting speed. I do actually play this game, and playtest my work, and I pay attention to feel. I also noticed that fast venting is fun.

Also, concerning the UC ships, I'd would recommend making them available on the pirate/black markets (even if only very rarely), so you can obtain player feedback on balancing and combat. That, and I really want to try them! But I suppose I can just use the in-game console to spawn some, too, though that's not as fun.
Players can already test them out in missions, which is functionally ideal for balance testing anyway (no skills to interfere). And yeah, just console them in and enjoy. That said, they're not designed or intended for player use; it's great if you enjoy them, but the intended campaign role is as AI support. If their designs change later, it'll be to make them better AI ships, not better player ships.

I like feedback, but if something doesn't make sense, ask a question instead of assuming you already understand it and that it should change until you've heard the rationale.
Title: Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.8e
Post by: Tartiflette on May 26, 2018, 11:33:55 PM
I solved that issue by using my built-in hullmods to explain all the balance choices, not just describe their direct effects. I say "ship is faster, but has crappy flux dissipation" even if it's just an effect of the base hull stats.
Title: Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.8f
Post by: Harmful Mechanic on May 27, 2018, 03:18:22 PM
Get your update on >HERE< (https://bitbucket.org/StopTypingSoren/versionchecker-file/downloads/Dassault-Mikoyan%20Engineering%200.9.8f.zip). Should not, but might, break saves.

Spoiler
0.9.8f - Balance, minor content.

Content:
- Made Hedgehog Pod purchasable, because why not. Enjoy taking a big, explosive dump on things.
- Added Frappeur Torpedo Launcher, a 20OP large missile.
- Added new Frappeur launch sound, fiddled with visuals.

Balance:
- Reduced Rafale II OP cost to 20.
- Borzoi PPT reduced to 180.
- Monobloc Construction range threshold is now graduated 600/700/800/900 by hull class. Less brutal for capitals and cruisers. Rewrote description.
- Zelenograd speed increased to 70 from 65.
- Jeanne d'Arc and Baikal speed increased to 45 from 40.
- Tunguska speed increased to 85 from 80.
- Removed Civilian-grade hullmod on Carabao, Sevastopol Mk.1 and Puddle Jumper Mk.1.
- Changed Goalkeeper AI type to SUPPORT.

Campaign:
- Added generous namegen list to spice up vanilla, because I can.
- Added tips, so you can not read my advice inside the game as well as on the forum and in changelogs.
[close]
Title: Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.8f
Post by: Shuka on May 30, 2018, 02:54:23 PM
I appreciate you making your information more universally ignorable.

More seriously, just started using DME and I really like the normandie and d'erlon carriers. They look cool and are great support ships which don't stray outside their roles which is nice.
Title: Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.8f
Post by: Regularity on June 01, 2018, 10:30:38 AM
More seriously, just started using DME and I really like the normandie and d'erlon carriers. They look cool and are great support ships which don't stray outside their roles which is nice.

The d'Elons are quite an unusual ship in terms of their role, aren't they?

Compared to other destroyers, they can both carry as much as a dedicated freighter (75% the average cargo of a Buffalo), and have a full complement of fighters for their size class (two fighter bays, which is usually the max for destroyers), making them probably one of the only ships that can be a dedicated carrier and a dedicated freighter at the same time and with the same configuration. They are also superior to other combat freighters since they can project their full firepower without use of conventional weapons, meaning they can engage at extreme range and do not put their cargo at risk. And if that wasn't enough, their engagement range means you can strip off all the shield and armor hull mods, and put those points towards much heavier fighters than a ship of that size normally field.

Some playthroughs I have large trading fleets composed almost entirely of d'Elons -- with only a few heavy ships as escorts, so they can block the enemy's advance and absorb fire while the d'Elon fighters do their thing. The only thing they can't really do is engage capital ships. I mean, they can destroy them, but the massive blast radius of reactors can wipe out entire fleets worth of fighters in an instant, so leave them pretty vulnerable against multiple capitals at once. Overall, they're ability to do almost everything at once makes them almost too good of a ship.
Title: Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.8f
Post by: Harmful Mechanic on June 02, 2018, 02:38:59 PM
Hmm. I've fixed that in dev, seems like an error on my part; if any combat ship is meant to have high cargo cap, it's the Tereshkova.

I think it's still a good light carrier, though, and extremely effective en masse.
Title: Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.8f
Post by: Shuka on June 06, 2018, 07:47:34 AM
They were a godsend early on, fielding fighters and a low resupply cost. I eventually phased them put for for more combat oriented light carriers when I shifted to faction warfare.

I really liked that they offered cheap fighter support, and were vulnerable to strike forces. Just kinda seemed like the perfect balance. Sometimes when a ship can do everything well its a turn off
Title: Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.8f
Post by: xenoargh on June 21, 2018, 02:29:38 AM
Snrasha sent me a bug report saying there was some sort of crash-bug incompatibility with DME and one of my mods (I presume FX).  

Can't seem to find a report here and SS starts up just fine with this mod in the load order with all of my current mods... and I don't see anything super-obvious.

Can anybody explain what bug was observed?  I'll be happy to fix it if I know how to reproduce it.
Title: Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.8f
Post by: Harmful Mechanic on June 21, 2018, 06:54:35 AM
I'd appreciate it if you could take that over to your own thread, then, unless you've definitely discovered a general incompatibility issue on my end that affects mods actually following best practices.

As I said in the FAQ, I don't test with your mods but I do follow best-practices for Starsector modding, so if there's an issue it'll be on your end, not mine. Keep it in your own lane.
Title: Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.8f
Post by: xenoargh on June 21, 2018, 06:19:24 PM
Hey, no problem, I got a completely vague report and was just following up  :)
Title: Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.8f
Post by: Jangala Fett on July 25, 2018, 07:21:26 PM
(https://i.imgur.com/aeoB832.png)

Yup, that's a Starbridge. Hahahah.
Title: Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.8f
Post by: Harmful Mechanic on July 25, 2018, 07:22:11 PM
Yup. Had to do it.

In other news, I've been (among other alterations and tweaks) integrating Nicke535's quad-strip trail code and made a new 6OP drone to celebrate:
Spoiler
Say hello to the Sauterelle Rail Drone.
(https://i.imgur.com/t1YvCXk.png)
[close]
Title: Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.8f
Post by: Wyvern on July 26, 2018, 02:47:14 PM
Ooh, nice drone there.

And, yeah, the starbridge is iconic (and that's not the only callback to it that's floating around in various mods)... but I still preferred taking a Polaris Sprite class freighter and turning it into a pocket battleship... >.>
Title: Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.9
Post by: Harmful Mechanic on September 14, 2018, 07:51:16 PM
Giant, enormous, feature- and content-rich update can be found >HERE< (https://bitbucket.org/StopTypingSoren/versionchecker-file/downloads/Dassault-Mikoyan%20Engineering%200.9.9.zip). Will absolutely slaughter your saves; time to start a new one anyway, right?

Spoiler
0.9.9 - Major content and campaign update, significant balance changes. Will break your saves, and you'll like it.

Content:
- Added Jongleur Barrage.
- Added Obusier Shock Artillery.
- Added Sauterelle Rail Drone.
- Added Tonnerre Missile Cruiser.
- Added Grad TBM-10 Missile System (built-in on Tonnerre).
- Added Burya Missile Frigate.
- Added quad trails to rail accelerator family, several other weapons. Thanks to Nicke535 for his quad-trail utility script.
- New sounds for Focusing Lenses shipsystem.
- New and updated UI icons for ship systems.
- Updated Itano AMM missile and pod graphics.
- Updated all Perforator launcher graphics.
- Updated all Shockbeam visuals.
- Updated Kobra Mk.3 sprite.
(Blade Breakers):
- Added Electron Bolt Projector.
- Added Curse stealth carrier and Snake Eye gunship.
- Added Deserter Star Sylph skin.
- Added built-in hullmod: Blade Breaker Engineering.
- ***REDACTED BY SIXTH BUREAU COMMS MONITORING***
- Added “City of the Disturbed” by Eric Matyas (www.soundimage.org) as temporary Blade Breaker interaction music.

Balance:
- Hyperfocus shipsystem renamed to Focusing Lenses, now toggles; doubles the range of all beam weapons in addition to increasing energy weapon damage and slows acceleration and turning. Charge-up and -down times increased.
- Split off a carrier version of Monobloc Construction; removes range penalty, adds 200 su flat bonus to ballistic and energy weapons, blocks ITU and DTC. Replaces the standard Monobloc Construction hullmod on d'Erlon, Normandie, and Jeanne d'Arc.
- Increased Monobloc Construction's capital ship range threshold to 1000.
- Reduced fire rate and total DPS of all rail accelerator weapons, slightly increased shot damage.
- Decreased Katyusha Perforator burst size to 12 from 18.
- Removed PD from Borzoi, replaced with a short-range burst rail accelerator. Small hybrid turrets changed to energy hardpoints.
- Swapped hardpoint and turret types in redesign of Kobra Mk. 3. Kobra Mk 1 remains the same.
- Raker changed to Flechette CIWS, range cut to 400. Flechette-gun family changed to continuous fire, DPS reduced slightly.
- Shockbeam crit frequency increased, bonus damage type changed to Fragmentation.
- Damselfly renamed to Demoiselle.
- Adjusted and added a few variants.
- Fixed some variant qualities and weapon rarity issues.

Campaign:
- Blade Breaker integration! Blade Breakers now spawn in procgen space.
- New salvageable stations for Blade Breaker systems.
- New commodities; three grades of Sigma Matter - turn them in like AI cores for the bounty; and Secure Data Storage, all about the cold hard cash.
- Added derelict ships to handcrafted DME and Sigma systems.
- Added solo frigate and light carrier options to Deserter start.
[close]
Title: Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.9
Post by: Bastion.Systems on September 14, 2018, 11:36:00 PM
Awesome
Title: Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.9
Post by: Shad on September 15, 2018, 12:38:51 PM
Thanks for the update for this mod!

I have a question: What's the point of Baikal (Brone)? Compared to the regular Baikal, it:
1. Loses the built in salvage gantry
2. Loses ship efficiency
3. 3 more deployment points/supply cost
4. Loses flux capacity and dissipation
5. Loses shield arc and shield efficiency (down to a 1.2)
6. Loses speed and handling
7. Loses fuel and cargo capacity
8. Loses peak operating time
9. And even CR cost and recovery

The only things it gains are:
1. 6 extra OP
2. The ablative armor plates that cover parts (only parts, with massive open areas) of the hull.

That's literally every trait and stat worse for very few positives. Am I missing something?
Title: Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.9
Post by: Harmful Mechanic on September 15, 2018, 12:55:04 PM
It's there for flavor. Not every ship needs to be equal; if you read the descriptions, you'll see that in universe, it's an older model, and represents an alternate path from the regular Baikal. Whether you like it or not basically comes down to how much fun you find ramming and having parts shot off your ship.

It was also sort of a test ship, and as such it's a little weird. If I ever revamp it, I'll make some changes and close up the armor in front.
Title: Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.9
Post by: Shad on September 15, 2018, 01:21:51 PM
I understand that ships are not equal. It's just a little disappointing since it felt like downgrade and I just could not find a reason to keep it in the fleet. The ramming is fun, but the low speed and wide frontal profile really works against the Baikal (B): things can either dodge it without difficulty (frigates/corvettes), or blast it to bits through the front (since most of the front isn't covered with armor).

It could really do with having some short range built-in forward-facing weapons in the front support the ramming.
Title: Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.9
Post by: Noomsy on September 16, 2018, 10:49:44 AM
Much excite! Thanks for all your hard work!
Title: Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.9
Post by: Histidine on September 21, 2018, 07:24:59 AM
*teleports behind you* nothing personal, kid

Spoiler
(https://thumbs.gfycat.com/TheseOptimalJaeger-size_restricted.gif)
[close]
Title: Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.9
Post by: Shad on September 21, 2018, 08:14:58 AM
*teleports behind you* nothing personal, kid
Antimatter blasters?

I found that Borzois work well in even AI hands. The missiles synergise well together, so you can trust a couple of Borzois to reliably delete flanking frigates or a lone destroyer. They are also relatively cheap for phase ships at 8 fleet points.
Title: Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.9
Post by: Histidine on September 21, 2018, 06:21:03 PM
(Omni Blaster, shoots three 500 damage shots in a tight fan. Costly but cool, appears to beat AM Blaster for things that aren't intact armor on cruisers and larger.)
Title: Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.9
Post by: Ali on September 23, 2018, 08:29:51 AM
Will DM engineering produce a dedicated capship in the future?!

With accompanying 6B version!?  ;D

Lovin the kormoran ( sp? ) with its batteries of mounts!! ;D

Can't wait to see more ships & hullmods from this in the future!!!  :)
Title: Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.9
Post by: Shad on September 23, 2018, 09:36:21 AM
Will DM engineering produce a dedicated capship in the future?!

With accompanying 6B version!?  ;D

Lovin the kormoran ( sp? ) with its batteries of mounts!! ;D

Can't wait to see more ships & hullmods from this in the future!!!  :)

Isn't the Jeanne d'Arc a fully fledged capital? It's basically an Astral, but faster and stronger.

What I really miss is a the next ship in the Puddle Jumper->Sevastopol->Kentaurus->... line. Kentaurus isn't quite cutting it for late-game carrying capacity, and due to 30-ship limit of fleet size, having multiple of them is not ideal. An alternative to the Atlas would make a single-faction playthrough much smoother.
Title: Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.9
Post by: Ali on September 23, 2018, 09:50:38 AM
Ah forgot the jean d'arc!

Yea, was jus hopin for a DME version of paragon / onslaught etc..

Title: Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.9
Post by: Harmful Mechanic on September 23, 2018, 05:20:40 PM
It's vanishingly unlikely I'll ever make a DME battleship. It's really not that kind of faction.

Battleships for other faction mods, though, later, well. I have some ideas.

(Noted on the capital logistics ship. There are a lot of mod megafreighters already, so I'd have to think of a good angle.)
Title: Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.9
Post by: A Random Jolteon on September 23, 2018, 08:39:26 PM
(Noted on the capital logistics ship. There are a lot of mod megafreighters already, so I'd have to think of a good angle.)
DME Freighters seem to be decent at holding their own for what they are...maybe keep that theme for the cap logistics ship?

Also, maybe make it a mix of cargo hauler and fuel hauler. Just to make it a bit more special.
Title: Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.9
Post by: Shad on September 24, 2018, 10:26:11 AM
(Noted on the capital logistics ship. There are a lot of mod megafreighters already, so I'd have to think of a good angle.)
DME Freighters seem to be decent at holding their own for what they are...maybe keep that theme for the cap logistics ship?

Also, maybe make it a mix of cargo hauler and fuel hauler. Just to make it a bit more special.
A universal logistics ship does sound like DME theme. Maybe with some drone wings?
Title: Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.9
Post by: arwan on October 27, 2018, 10:40:24 PM
perhaps a DME Logistics capital ship that specializes in exploration and science similar to the apogee? but slightly worse. since its a mix freighter.
Title: Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.9
Post by: Harmful Mechanic on October 28, 2018, 07:31:50 PM
I'm sure I'll figure out something I like - I really am full up on ideas, I don't need to solicit more. There's already an exploration-focused capital hull in the DME lineup, though; the Zelenograd.
Title: Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.9
Post by: Harmful Mechanic on November 17, 2018, 10:45:30 AM
When Will DME Update: An Uplifting Educational Mini-FAQ, Part Deux.

Q: It's busted!
A: I know. Working on it.

Q: When will it be not busted?
A: EDIT It's almost there; I've got it working and I'm putting the polish on.

Q: When will [exciting new stuff] using [exciting new mechanics] go in?
A: The spirit is willing, the flesh is only mortal. But I'm pumped, so not long.

Q: How much do you love the new mission functionality?
A: A whole lot. It's going to be so much fun.

Q: How excited are you for stations and base spawning?
A: Holy giant robot boners, Batman. I am aroused by them.
Title: Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.9
Post by: Todriam on November 17, 2018, 01:14:52 PM
I look forward to the updates.
Title: Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.9
Post by: CaptainBadger on November 22, 2018, 11:18:32 PM
Any word on when we'll be seeing an update for 0.9?  I love this mod and consider it an essential part of the game at this point, I do hope we get a new set of stations to build with the distinctive style of this mod, I'd really really love that so much.

Really.

Also, are you going to be adding missions to the game with the next iteration of the mod?  It'd be nice if you did.
Title: Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.9
Post by: Harmful Mechanic on November 22, 2018, 11:39:16 PM
Thanks. I'm recovering from Thanksgiving dinner but tomorrow should be a solid workday. It works, just getting up to polished enough to release, then working on content.

I'm working on DME stations (they are a lot of work and need some special attention), and missions are a must; the difference between 0.99 and 1.0 is stations, missions and some other fiddly behind-the-scenes functions to make the campaign come alive.
Title: Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.9
Post by: CaptainBadger on November 23, 2018, 09:48:12 AM
Thanks. I'm recovering from Thanksgiving dinner but tomorrow should be a solid workday. It works, just getting up to polished enough to release, then working on content.

I'm working on DME stations (they are a lot and need some special attention), and missions are a must; the difference between  0.99 and 1.0 is stations, missions and some other fiddly behind-the-scenes functions to make the campaign come alive.

So you're going to give us stations AND missions?  Did I also hear something about a campaign in the works there?  Because that would be something else if we got a holy trinity of content with the release of a 0.9 compatable DME mod.

Much appreciation for your work sir, you do what I wish I had the time and know-how to do.
Title: Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.9
Post by: Ravenholme on November 23, 2018, 09:50:12 AM
Thanks. I'm recovering from Thanksgiving dinner but tomorrow should be a solid workday. It works, just getting up to polished enough to release, then working on content.

I'm working on DME stations (they are a lot and need some special attention), and missions are a must; the difference between  0.99 and 1.0 is stations, missions and some other fiddly behind-the-scenes functions to make the campaign come alive.

So you're going to give us stations AND missions?  Did I also hear something about a campaign in the works there?  Because that would be something else if we got a holy trinity of content with the release of a 0.9 compatable DME mod.

Much appreciation for your work sir, you do what I wish I had the time and know-how to do.

As I understand it, it is not for the initial release with 0.9a compatibility, but for the fully-featured release that Soren intends to work on once he has basic compatibility up and running to his satisfaction. (So not the upcoming release, but the next major release after that)

Soren can correct me if I am wrong, but that is how I read it.
Title: Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.9
Post by: Hussar on November 23, 2018, 10:13:12 AM
As much I'd would love to see DME updated right now, I have no problems waiting for it Soren.

I was waiting for 0.9 for so long that I need to refresh the vanilla experience first anyway. Not to mention a couple of other mods need to update as well.

But hell, I'm anxious to get my hands back on the fantastic Lodestar's and build back my favorite cruiser - the Kormoran. And since I haven't played DME in a long while, I'm looking forward to seeing all those new ships and changes you've made. I'll miss the Grand Union tho! It was a fun ship to spawn for a "pirate playthrough" to fool around (because colors matter that's why)~

Looking forward to explore the stars with DME ships. Should be super fun with option for a colony now!
Title: Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.9
Post by: Harmful Mechanic on November 23, 2018, 03:59:08 PM
As I understand it, it is not for the initial release with 0.9a compatibility, but for the fully-featured release that Soren intends to work on once he has basic compatibility up and running to his satisfaction. (So not the upcoming release, but the next major release after that)

Soren can correct me if I am wrong, but that is how I read it.

Yeah, first is working, then comes any major new content. Stations are going to need a lot of spriting time to do properly, and in an ideal world I'd like them to require you to learn a blueprint.

Missions are similar; I don't think they'll take as long to do the first time, but testing them will take a lot longer.

(It is really close right now though. I just need to write one custom industry and polish up a few pieces of art.)
Title: Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.9
Post by: adimetro00 on November 23, 2018, 04:38:23 PM
As I understand it, it is not for the initial release with 0.9a compatibility, but for the fully-featured release that Soren intends to work on once he has basic compatibility up and running to his satisfaction. (So not the upcoming release, but the next major release after that)

Soren can correct me if I am wrong, but that is how I read it.

Yeah, first is working, then comes any major new content. Stations are going to need a lot of spriting time to do properly, and in an ideal world I'd like them to require you to learn a blueprint.

Missions are similar; I don't think they'll take as long to do the first time, but testing them will take a lot longer.

(It is really close right now though. I just need to write one custom industry and polish up a few pieces of art.)
Custom industry? You want to make a custom industry?
Is it exclusive to the faction's colonies?
Title: Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.9
Post by: Harmful Mechanic on November 23, 2018, 04:55:20 PM
It's actually a totally boring piece of behind-the-scenes work for one market. Most players aren't going to pay it much mind.
Title: Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.9
Post by: CaptainBadger on November 23, 2018, 06:20:27 PM
It's actually a totally boring piece of behind-the-scenes work for one market. Most players aren't going to pay it much mind.

Doesn't matter to me, I love having peripheral things like that where I can use them if I want, but they otherwise fulfill that bit of believable realism that's typically missing.

Plus, anything that adds content to the game is a good thing.
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9b
Post by: Harmful Mechanic on November 23, 2018, 07:17:36 PM
The eagerly-awaited 0.9a compatibility update can be found >HERE< (https://bitbucket.org/StopTypingSoren/versionchecker-file/downloads/Dassault-Mikoyan%20Engineering%200.9.9b.zip). Now requires MagicLib; go snag that! (http://fractalsoftworks.com/forum/index.php?topic=13718.0)

Spoiler
0.9.9b - 0.9a compatibility, fixes, and QoL tweaks. MagicLib now required.

Content:
- Added blueprint graphics.
- Revamped faction flag.
- Added four new selectable player flags.

Balance:
- Made Whistler Jetrifle scarier - continuous fire while ammo holds out, falling off into slower bursts. 400(100) DPS from 300(120).
- Increased Linear Cannon and Twin Linear Cannon DPS to 180/240, respectively.
- Fixed flux/shot for all LINKED weapon types.
- Switched over trail code to MagicLib.

Campaign:
- ***REDACTED BY SIXTH BUREAU COMMS MONITORING***
[close]
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9b
Post by: CaptainBadger on November 23, 2018, 08:00:46 PM
Holy Crap, I had no clue you were going to be getting this out so soon, thanks man.

I think I speak for all of us when I say we appreciate the work you put into this mod.
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9b
Post by: Alice on November 23, 2018, 08:36:04 PM
GraphicLib minor bug report.

istl_light_data.csv

Line 29 : istl_autolaser_shot.proj,projectile,125,0.2,0.25,"[75,115,255]",,150,0.25,0.6,"[10,25,155]",105,0.15,0.5,"[10,25,155]",,1,TRUE
Line 33 : istl_magdisruptor_shot.proj,projectile,60,0.15,0.15,"[145,115,255]",,75,0.15,0.3,"[45,15,155]",75,0.15,0.1,"[45,15,155]",,1,TRUE

Line 79 : istl_chasseurLRM,projectile,12540,0.6,0.5,"[175,225,255]",14,400,0.5,1.25,"[175,225,255]",,,,,,1,FALSE

check plz.




Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9b
Post by: Harmful Mechanic on November 23, 2018, 08:58:12 PM
Hotfixed.
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9b
Post by: arwan on November 24, 2018, 12:45:20 AM
well crap looks like my favorite faction is in the game now.... time for a restart.. unless i can get a save game to move over.
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9b
Post by: Darloth on November 24, 2018, 01:29:53 AM
Oooh, yes, tempting.  I love me some DME ships... Thankfully I don't have to choose between this and Shadowyards, I'm not sure which I'd pick!
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9b
Post by: Ravenholme on November 24, 2018, 04:07:33 AM
Congrats on getting it out Soren, already restarted so I can enjoy some DME/BB goodness.
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9b
Post by: HerrFlex on November 24, 2018, 05:24:55 AM
EDIT: Nia pointed out to me that i needed 2.1 magiclib
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9b
Post by: arwan on November 24, 2018, 11:50:14 AM
does secure data storage get turned in like AI cores to people, or is it only able to be sold on the market?
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9b
Post by: frozentoes on November 24, 2018, 12:54:27 PM
I uh.. got this error


Looks like you're missing a library. Probably MagicLib. It's a new requirement for the mod in 0.9, make sure to run it alongside.
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9b
Post by: Harmful Mechanic on November 24, 2018, 03:04:39 PM
does secure data storage get turned in like AI cores to people, or is it only able to be sold on the market?

Right now all the custom reward commodities are just pricey tokens, but eventually they'll get at least some degree of custom interaction implemented.
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9b
Post by: HerrFlex on November 25, 2018, 03:42:16 AM
Looks like updating MagicLib worked, because Tart was so nice to NOT update his mod_updates post for it, i missed it completely
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9b
Post by: frozentoes on November 25, 2018, 10:54:12 AM
Maybe a bug? Maybe a limit of the AI?

Ran into a too-large pirate fleet / distress signal trap in deep space. Deployed my Vesper into battle with an immediate full retreat order, so that I can move to pursuit phase. Vesper got stuck in a loop of 'face forward, move in reverse towards (south) retreat line, then run skipjets -> push forward, then reverse until skipjets cooldown -> push forward' and I had to take manual control. It was incapable of retreat to the south border when it was the only ship deployed.

I had a 'steady' personality commander on the ship.

Edit: I also just found out that this won't actually let me cheese the engagement and get to a retreat phase. RIP my fleet.
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9b
Post by: Troika on November 25, 2018, 01:12:42 PM
Are Blade Breaker ships capturable? I want one of those capitals!
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9b
Post by: Psycho Landlord on November 25, 2018, 04:19:14 PM
For that matter, the hell are the Blade Breakers? First time using your mod (really dig it by the way, got some real fun and nifty looking ships and I'm a sucker for Macross references) then I drop into a system with what I thought was a standard warning beacon and get swarmed by supersonic *** and
Spoiler
the Gaalsien flagship but with functional guns
[close]

Only after fleeing with quite a bit of damage do I notice that beacon's just a little bit different.
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9b
Post by: Todriam on November 25, 2018, 04:47:25 PM
Am I missing something or are Sevastopol not spawning in markets or fleets?
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9b
Post by: Harmful Mechanic on November 25, 2018, 05:06:27 PM
Are Blade Breaker ships capturable? I want one of those capitals!

Nope! And that's by design. The ship you speak of is doubly not intended for player use, but console commands are your friend if you absolutely must have one.

Do scour the Sigma systems, though, you might find some treats...

For that matter, the hell are the Blade Breakers? First time using your mod (really dig it by the way, got some real fun and nifty looking ships and I'm a sucker for Macross references)

Glad you like it. All will be revealed in time...

Am I missing something or are Sevastopol not spawning in markets or fleets?

You might just be missing something? I haven't noticed any issues but I'll keep an eye out.
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9b
Post by: Troika on November 25, 2018, 05:35:28 PM
Are Blade Breaker ships capturable? I want one of those capitals!

Nope! And that's by design. The ship you speak of is doubly not intended for player use, but console commands are your friend if you absolutely must have one.

Do scour the Sigma systems, though, you might find some treats...


Actually you can find them as derelicts still.
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9b
Post by: Harmful Mechanic on November 25, 2018, 05:57:49 PM
Hmm, that's not supposed to happen. The Preceptor should be set to UNBOARDABLE in the ship files.
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9b
Post by: Obsidian Actual on November 25, 2018, 10:20:03 PM
Really loved this faction mod back in 0.8.1a days. A different take on post-Collapse corporate entities with its own distinct style that sets it apart from Tri-Tachyon.

Spoiler
Always enjoyed playing with Nexerelin's Blade Breaker start too-- or rather, the Deserters. Was fun to RP as a bunch of pariahs with little to no friends in the Sector, especially when you learn one of the reasons why they broke away from the BBs in the first place (even though you're still working on fleshing out the story).
[close]

Can't wait to see what new lore / gameplay mechanics you could be bringing in future versions.
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9b
Post by: Harmful Mechanic on November 25, 2018, 10:50:36 PM
Thanks, glad you enjoy it.

Definitely going to be writing story missions now that the game supports those. I can't promise I'll explain everything, though I do want to give the Deserter a little aside somewhere.
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9b
Post by: Manic on November 26, 2018, 09:31:38 AM
Maybe a bug? Maybe a limit of the AI?

Ran into a too-large pirate fleet / distress signal trap in deep space. Deployed my Vesper into battle with an immediate full retreat order, so that I can move to pursuit phase. Vesper got stuck in a loop of 'face forward, move in reverse towards (south) retreat line, then run skipjets -> push forward, then reverse until skipjets cooldown -> push forward' and I had to take manual control. It was incapable of retreat to the south border when it was the only ship deployed.

I had a 'steady' personality commander on the ship.

Edit: I also just found out that this won't actually let me cheese the engagement and get to a retreat phase. RIP my fleet.

I am not sure if it's another version of this bug, but all of my npc ships  in my fleet (except carriers) are too aggressive. Manned or not by officers they usually run into enemy ships and are unable to back up. This happens even if i give them a command to escort a ship.

Tried all officer personalities and still same behavior.
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9b
Post by: tangier on November 26, 2018, 05:58:15 PM
Do certain ships no longer spawn in game? I can't seem to find things like the Wanderer or the Lodestar either in the various shipyards or even in DME fleets.
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9b
Post by: Alex on November 26, 2018, 06:34:00 PM
(Oh, hey, speaking of (http://fractalsoftworks.com/forum/index.php?topic=14024.msg235294#msg235294) the Vesper...)
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9b
Post by: Harmful Mechanic on November 26, 2018, 06:41:10 PM
(Oh, hey, speaking of (http://fractalsoftworks.com/forum/index.php?topic=14024.msg235294#msg235294) the Vesper...)

Thanks for taking a look. I'll shuffle some tags around and patch that.

Do certain ships no longer spawn in game? I can't seem to find things like the Wanderer or the Lodestar either in the various shipyards or even in DME fleets.

I'm still messing with fleet doctrine and composition, since all of that has changed. Similarly, autofire AI is weird for some DME weapons right now, so bear with me, I'll have it all sorted out sooner or later.
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9b
Post by: Manic on November 26, 2018, 11:46:21 PM
(Oh, hey, speaking of (http://fractalsoftworks.com/forum/index.php?topic=14024.msg235294#msg235294) the Vesper...)

I would add that it's not only the vesper but all ships that use Pulsed Skyjets
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9b
Post by: Harmful Mechanic on November 26, 2018, 11:47:08 PM
It's fixed. Next version will be fine.
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9b
Post by: tasker2016 on November 27, 2018, 09:03:56 PM
I really enjoy the DME faction and ships, but is there  any way you could make a separate version of the mod that only includes the DME stuff?  Or maybe even an option to greatly reduce the number of Blade Breaker systems?

Because these things are way too frequent.  I'm not even seeing redacted (or the other redacted) stuff in uninhabited systems anymore.  Just these Blade Breaker guys, everywhere.
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9b
Post by: NightfallGemini on November 27, 2018, 10:14:11 PM
I really enjoy the DME faction and ships, but is there  any way you could make a separate version of the mod that only includes the DME stuff?  Or maybe even an option to greatly reduce the number of Blade Breaker systems?

Because these things are way too frequent.  I'm not even seeing redacted (or the other redacted) stuff in uninhabited systems anymore.  Just these Blade Breaker guys, everywhere.

Fwiw, it's RNG whether or not it'll be BBs or Remnants per system. It might be a good idea to post a modlist and seed, or save to troubleshoot.
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9b
Post by: adimetro00 on November 28, 2018, 12:53:58 AM
What does the sigma-things I've got from the BB system do?
Other than selling, of course
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9b
Post by: Hussar on November 28, 2018, 02:29:24 AM
Do certain ships no longer spawn in game? I can't seem to find things like the Wanderer or the Lodestar either in the various shipyards or even in DME fleets.

I'm still messing with fleet doctrine and composition, since all of that has changed. Similarly, autofire AI is weird for some DME weapons right now, so bear with me, I'll have it all sorted out sooner or later.

I would add Tereshkova, Baikal and Star Sylph to the list. Unless you know of course. But I was about to bring the same point up as Tangier so yeah. I can't find any of them in my playthrough which makes me incredibly sad since Lodestar is my favorite combat cargo hauler.


Also what Alex mentioned - I guess this is responsible for me straying from fielding any of the skipjet ship atm? Except for Kormoran which is my flagship that's under my personal control :P
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9b
Post by: Ravenholme on November 28, 2018, 04:18:25 AM
What does the sigma-things I've got from the BB system do?
Other than selling, of course

At the moment it is only good for selling, Soren does have plans for it down the line, though.
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9b
Post by: solardawning on November 28, 2018, 09:52:03 AM
I wanted to say thank you for a fantastic mod. This is the first one I've tried- after a few dozen games in vanilla it's nice to have new enemies and ships, and yours are creative and challenging in combat. Lots of really interesting fighters, even if the phase ones are my worst nightmare. :)

I found the recoverable sparrowhawk you hid as a static wreck in one system. ;)
Suuuuuuuuper fun to fly.
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9b
Post by: Ambient on November 30, 2018, 08:28:29 AM
Do the blade breakers spawn in certain sectors instead of the vanilla [REDACTED] foes?
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9b
Post by: Harmful Mechanic on November 30, 2018, 10:21:27 AM
I wanted to say thank you for a fantastic mod. This is the first one I've tried- after a few dozen games in vanilla it's nice to have new enemies and ships, and yours are creative and challenging in combat. Lots of really interesting fighters, even if the phase ones are my worst nightmare. :)

Really glad to hear - that's what I was aiming for.

I found the recoverable sparrowhawk you hid as a static wreck in one system. ;)
Suuuuuuuuper fun to fly.

Check the others - it's not the only one I hid.

Do the blade breakers spawn in certain sectors instead of the vanilla [REDACTED] foes?

My understanding is that, since I'm using the same code to spawn them, they compete somewhat for the same pool of desirable procgen systems. I'm going to be tuning them down over time as I change the way Blade Breaker enemy spawns work; in the dev version, it's a mixture of their owning one hidden colony and procgen spawns at about half the rate of Remnants, but I'm working on giving them base spawns like pirates and the Luddic Path as well, so you'll hopefully have more of a varied mix.

Holders of DME hunter-warrior commissions may in the future find that they will be tasked with more unusual operations...
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9b
Post by: solardawning on November 30, 2018, 10:44:17 AM
Check the others - it's not the only one I hid.

Just in case you weren't aware, the player can steal Blade Breaker blueprints from their planet, since it has Heavy Industry. Yes, the 10x defense buff makes it a bit harder, but I was able to raid it into the ground with just 5 starliners full of marines.

...and yes, you can get and build the Superdreadnought blueprint, too. *_*
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9b
Post by: Ishman on December 01, 2018, 12:43:59 AM

Just in case you weren't aware, the player can steal Blade Breaker blueprints from their planet, since it has Heavy Industry. Yes, the 10x defense buff makes it a bit harder, but I was able to raid it into the ground with just 5 starliners full of marines.

...and yes, you can get and build the Superdreadnought blueprint, too. *_*

I don't see any problems with this.
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9b
Post by: Harmful Mechanic on December 01, 2018, 12:59:19 AM
I do, so I'll be fixing it.
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9b
Post by: maj.loser on December 01, 2018, 11:36:34 PM
So I was wondering, if a system spawns some Blade Breaker units in it and a research station, is it intended behaviour for the research station to drop no blueprints?

This is kind of annoying - I've had several generated systems without a beacon spawn both BB units and a research station, but never got any blueprints from salvaging the stations.
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9b
Post by: solardawning on December 02, 2018, 02:14:19 AM
So I was wondering, if a system spawns some Blade Breaker units in it and a research station, is it intended behaviour for the research station to drop no blueprints?

This is kind of annoying - I've had several generated systems without a beacon spawn both BB units and a research station, but never got any blueprints from salvaging the stations.

I was just thinking the same thing. It feels bad to get a Blade Breaker research station spawn over a normal one, because the BB one has no blueprints at all. Instead they have a chance at non-functional flavor items which are just worth credits when sold; but credits are everywhere, and blueprints are not.
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9b
Post by: CookieJarvisz on December 02, 2018, 06:55:00 AM
Anyone got a link to the 8.1 version of this mod? Trying to play on 8.1 until most of the mods are updated for 9.
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9b
Post by: zeno0010 on December 06, 2018, 11:40:00 PM
Check the others - it's not the only one I hid.

Just in case you weren't aware, the player can steal Blade Breaker blueprints from their planet, since it has Heavy Industry. Yes, the 10x defense buff makes it a bit harder, but I was able to raid it into the ground with just 5 starliners full of marines.

...and yes, you can get and build the Superdreadnought blueprint, too. *_*

You were able to build the Dreadnought? Every time i try it doesn't show up in my storage, just takes my production money.
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9b
Post by: Harmful Mechanic on December 06, 2018, 11:57:50 PM
So I was wondering, if a system spawns some Blade Breaker units in it and a research station, is it intended behaviour for the research station to drop no blueprints?

This is kind of annoying - I've had several generated systems without a beacon spawn both BB units and a research station, but never got any blueprints from salvaging the stations.

I was just thinking the same thing. It feels bad to get a Blade Breaker research station spawn over a normal one, because the BB one has no blueprints at all. Instead they have a chance at non-functional flavor items which are just worth credits when sold; but credits are everywhere, and blueprints are not.

This has been fixed.

As far as Blade Breaker blueprints - you shouldn't be able to get your hands on them, and I'm taking steps in the dev version to ensure that you can't.
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9b
Post by: elijahlorden on December 07, 2018, 01:12:23 PM
What has been changed?  Will Blade Breaker research stations drop blueprints, or have Blade Breaker research stations been disabled?
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9b
Post by: Harmful Mechanic on December 07, 2018, 01:32:39 PM
I've updated their drop groups to include blueprints, sychrotron cores and nanoforges.
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9b
Post by: Kitfox88 on December 08, 2018, 02:21:54 AM
Any chance you'd be willing to lower the numbers in their fleets? At the moment they feel quite difficult to fight against, I dread seeing one of their beacons instead of a redacted one.
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9b
Post by: Harmful Mechanic on December 08, 2018, 05:50:59 AM
Yeah, I've been adjusting their fleet points upwards a bit. I want them to be a different kind of scary from swarms.
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9b
Post by: Ishman on December 08, 2018, 06:14:32 AM
Without other REALLY strong modded fighters, the phase fighter swarms are cancer while trying to actually bring the BB ships into range to fight, it's hard to put any damage on them when your fighters and PD are tied up with almost-invincible swarms that are chipping at your flux/armor if you don't have 360 shields.

It wouldn't be so bad if you didn't need 360 shields and all the ships with those are much, much slower than the BB ones.

The heavy ballistics ships do very nicely against them, driving their flux up enough that they use their movement systems to back out, but once the carriers start being fielded they can't be used since their PD does very little and they get eaten alive, and lowtech ships don't have the shield coverage or efficiency to eat the damage while still pumping out kinetic damage due to their worse flux stats.

I don't mind having to bring in stronger modded faction stuff to combat them, but the rewards are not at all worth it - the remnant systems are much nicer to find, BB stuff costs way too much op to be of any use.
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9b
Post by: Takion Kasukedo on December 09, 2018, 12:35:50 PM
I believe that it may have been intentional for the Blade Breakers to offer more of a challenge than remnants, and the weapons are high OP for a reason. Cut loose, their weapons surpass most others, given if the ship wielding them can use them to their fullest.

Guaranteed, the Blade Breaker stuff doesn't come cheap and is more use as vanity and bragging rights than anything, but the majority does have some neat stuff about it.

Really, anyone should stick with the Mikoyan weapons, rather than the Breaker weapons, unless they can come up with the builds needed for them that are viable.
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9b
Post by: Harmful Mechanic on December 10, 2018, 08:57:11 AM
Yeah Blade Breakers are meant to be difficult; I do actually test them and make sure they are beatable. And yes, their reward loot has been improved in dev, and fighter complements have been tweaked to make the Hellion a little bit less common and less cancerous (although they are meant to be challenging to fight against; when in doubt, 'shoot the archer, not the arrow' is the maxim I design by).

In general, trying to fill a loadout with Blade Breaker weapons exclusively is meant to be a bad idea - you want just a few as centerpieces. They're very handy on ships that have few or undersized slots compared to their flux stats and OP (Omens are amazing with Plasma Bolters, ditto the Shrike with Plasma Erupters). This is also the key to defeating Blade Breaker fleets; they run flux-hot at the best of times and you can usually win flux wars and flux-lock them. They have high burst damage or alpha strike potential but tend to fall off fast.

Most things about their design are intentional, up to and including the annoying stuff. Don't hunker down! Get in their faces, accept some losses, and pressure them until they crack. They reward aggressive play.
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9c
Post by: Harmful Mechanic on December 11, 2018, 08:56:47 PM
Shiny new balance and content update >HERE< (https://bitbucket.org/StopTypingSoren/versionchecker-file/downloads/Dassault-Mikoyan%20Engineering%200.9.9c.zip).

As with the last update, DME now requires MagicLib; you can get that over >HERE< (http://fractalsoftworks.com/forum/index.php?topic=13718.0).

Spoiler
0.9.9c - Content, fixes, and QoL tweaks.

Content:
- Added custom bar and commission text to DME planets.
- Added Focuser Bomber Wing (BB)
- Added Plasma Rocket Pod (BB)
- Added Warlock Carrier (BB)
- Added Strategos LRM Battery (BB) (Warlock built-in)
- Added Mincer Assault Cannon (BB)
- Added Spearhead Destroyer (BB)

Balance:
- Fixed issues with Pulsed Skipjet ships suicide ramming.

Campaign:
- First pass on ship availability under the new faction system.
- Fixed Kostroma spawning location.
- Implemented hyperspace clearing for all DME/Sigma systems.
- Reduced chance of Blade Breakers spawning in procgen systems vs. Remnants.
- Added new drop items to Blade Breaker salvage. Now you get all the goodies.
[close]
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9c
Post by: MorganOrgan on December 13, 2018, 07:58:42 AM
Found that hidden Blade Brakers colony, raided it few times got few blueprints for hullmods and some weapons and decided to let them rest for some time.
Returned 2 years later and found the colony in disarray, with all manufacturies closed down due to shortages and ~400 cr in loot avaible.
Is it possible to help them somewhat? I tried talking to port officials and giving some AI cores to get rep boost and supply the planet, but the option wasn't there.

Bottom line: is it possible to get BB to like you, or are they just doomed once player raids them?
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9c
Post by: solardawning on December 13, 2018, 10:52:16 AM
Shiny new balance and content update

Thanks for the update! I've played a game with the new version now, some thoughts:

You did exactly what I thought you'd do w/their colony defense bonus. I just find that humorous.

I like the new BB ships, a lot. It makes their fleets more varied, and adding the destroyer into the mix reduces the sheer number of Hellions in a big fleet. All Sparrowhawks & Hellions was just frustrating- I cleared a BB Red beacon system last night, and found it much improved. They're still difficult, but in a more interesting way. For example, I was rewarded for focusing my entire fleet on the Warlock carrier first by knocking it and its fighters out of the battle.

Since their new destroyer uses a Large mount, it gives the player a way to collect large weapons from the BB's. That's a nice addition.

I'm using the plasma rocket pod, and like it. It's a powerful ionizing attack that is nice when kept under player control; it's awesome against starbases if you wait until their shields drop, and then blast them with rockets.

I've collected a few of their new Thumper-style weapon, but haven't tried it out yet.

Compared to Red beacon fleets with a mix of ships, the Superdreadnought 'starbase' is quite a bit easier to fight, as long as you fight it alone. I'm not sure if this is a problem or not. It would obviously be extremely difficult if I weren't able to catch it unguarded. I didn't get any special or notable rewards for killing one, though. Just the usual- some of its guns, metal, and supplies.

Thank you for adding blueprints to BB space structures.

Keep it up! Your mod has become a permanent addition to Starsector for me.
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9c
Post by: solardawning on December 14, 2018, 07:30:14 PM
A few set-up bugs on your unique worlds:

1: Lenze
You may want to consider adding a farming and some ore/rare ore/organics/or volatiles traits to Lense.
The planet has industries which produce nothing (farming, mining), because it has none of the matching properties they need to work and no-other friendly faction/colonies to import from.
Thus, the Blade Breakers are always crippled by shortages, which lowers their stability and fleet number/sizes in the system.

2: Peremohy
The planet has both Heavy Industry and an Orbital Works. Seems weird (duplicate industries can't be built by the player), since Orbital Works is the upgrade to Heavy Industry, and supercedes it- the Heavy Industry doesn't do anything, since it produces less.

3: Odessa and La Reole:
Both are missing the Water-Covered Surface property.

Some modspec weirdness:
The player can steal and learn Shielded Cargo Holds from a DME world since they know it, but it cannot be used, as it is set to HIDDEN = TRUE
The player can steal and learn Assault/Defense/Support Focus from Lenze, but cannot use them, as they are likewise set to HIDDEN = TRUE

Raiding Lenze:
Yes, you can still do it. Yes, you can still steal blueprints. No, even cranking the defense multiplier to a thousand won't stop this. Knocking the multiplier to absurd levels just lowers the effectiveness rating for the player's raid, which lowers the chance of getting rare items, which means it takes some determination.
You may wish to find a more creative solution if you would like BB ship blueprints to be unobtainable.

The easiest method? Remove the Heavy Industry from Lenze. Players can only steal blueprints from a colony with Heavy Industry.


Misc ship stats:
Did you intend for the Snow Goose to be a destroyer but use 3 fuel/LY? That's the cruiser standard, while all vanilla destroyers are 2/LY.
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9c
Post by: Harmful Mechanic on December 15, 2018, 05:15:08 AM
A few set-up bugs on your unique worlds:

1: Lenze
You may want to consider adding a farming and some ore/rare ore/organics/or volatiles traits to Lense.
The planet has industries which produce nothing (farming, mining), because it has none of the matching properties they need to work and no-other friendly faction/colonies to import from.
Thus, the Blade Breakers are always crippled by shortages, which lowers their stability and fleet number/sizes in the system.
I'm toying with giving them a 'Self-contained Habitat' or something similar (synthesizing food, organics, etc) when I feel like seriously monkeying with industry code. It should already have ore, though.

2: Peremohy
The planet has both Heavy Industry and an Orbital Works. Seems weird (duplicate industries can't be built by the player), since Orbital Works is the upgrade to Heavy Industry, and supercedes it- the Heavy Industry doesn't do anything, since it produces less.

3: Odessa and La Reole:
Both are missing the Water-Covered Surface property.

Some modspec weirdness:
The player can steal and learn Shielded Cargo Holds from a DME world since they know it, but it cannot be used, as it is set to HIDDEN = TRUE
These are straightforward errors and I've fixed them. Let me know if you find any others.

The player can steal and learn Assault/Defense/Support Focus from Lenze, but cannot use them, as they are likewise set to HIDDEN = TRUE

Raiding Lenze:
Yes, you can still do it. Yes, you can still steal blueprints. No, even cranking the defense multiplier to a thousand won't stop this. Knocking the multiplier to absurd levels just lowers the effectiveness rating for the player's raid, which lowers the chance of getting rare items, which means it takes some determination.
You may wish to find a more creative solution if you would like BB ship blueprints to be unobtainable.

The easiest method? Remove the Heavy Industry from Lenze. Players can only steal blueprints from a colony with Heavy Industry.
My ideal solution is blocking their blueprints from dropping at all (there's a tag for that, but no vanilla examples; figuring that out is one for the next update). At the same time, the current cranked-up defense multiplier is definitely a stopgap solution; it'll remain in place but I'll likely put other solutions in ahead of it, like a scary defense station and various industry tweaks. Part of the reason the mod isn't considered more than compatible right now is all that stuff being unfinished; I'd rather have you guys finding bugs and errors for me right now, while I work on new stuff, than release a perfect update sometime in late March.

That said, Lenze isn't meant to be a viable colony; the Blade Breakers are a less... stable... faction than most, and it's definitely a hellpit of a world.

Misc ship stats:
Did you intend for the Snow Goose to be a destroyer but use 3 fuel/LY? That's the cruiser standard, while all vanilla destroyers are 2/LY.
Yes. It's a resource-hungry ship, and the intent is to make it unprofitable to use as a workhorse destroyer.
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9c
Post by: Regularity on December 18, 2018, 08:40:39 AM
Minor bug: The Borzoi doesn't show up in the ship production screen when filtering for phase ships. Despite it, y'know, having a phase cloak instead of a shield. Instead it's classified as a warship (non-phase ship).

Also, found a boardable blade breaker ship as a drifting derelict. Not sure if that's intended or not.
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9c
Post by: Ravenholme on December 18, 2018, 10:30:27 AM
Minor bug: The Borzoi doesn't show up in the ship production screen when filtering for phase ships. Despite it, y'know, having a phase cloak instead of a shield. Instead it's classified as a warship (non-phase ship).

Also, found a boardable blade breaker ship as a drifting derelict. Not sure if that's intended or not.

If you were in one of the Sigma Distorted systems it was intended. If you weren't, then it was a bug.
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9c
Post by: Harmful Mechanic on December 18, 2018, 10:32:21 AM
Minor bug: The Borzoi doesn't show up in the ship production screen when filtering for phase ships. Despite it, y'know, having a phase cloak instead of a shield. Instead it's classified as a warship (non-phase ship).

Bizarre. Let me look into that, I might be missing a tag. EDIT: Nothing to be done until Alex updates vanilla Starsector. In the mean time, I've confirmed that it replaces the Gremlin correctly in fleets if you have it, so, NBD, just a UI annoyance.

Also, found a boardable blade breaker ship as a drifting derelict. Not sure if that's intended or not.

If you could board it, and it didn't have red stripes on it, it was intended. If it did have red stripes on it, it was a bug, what hull was it?
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9c
Post by: Regularity on December 18, 2018, 12:42:49 PM
If you were in one of the Sigma Distorted systems it was intended. If you weren't, then it was a bug.

Ah, okay, so it was intended. My mistake then.
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9c
Post by: Wyvern on December 18, 2018, 01:03:47 PM
I just wanted to note, here: I find the sigma-distorted systems to be -neat-; they're good places to go early-game for a guaranteed -something- interesting... but there's enough RNG involved* that I'm never sure quite what I'll find.  One game I happened across an essentially-intact Zelenograd... that I had to leave untouched because I didn't have the fuel to haul it back to an inhabited system; I came right back for it as soon as I could, though.  In several games I've found a blade-breaker modified Star Sylph, which - if I find it early enough - becomes my flagship of choice until I hit cruisers; and even after that I keep it around for any small fights I end up in.

Fighting Blade Breaker fleets is kindof annoying, though I'm sure you know that; the particular complaint I have is that there's almost always a long, tedious chase at the end, when there's only one or two surviving enemy ships, but they're one of the super-mobile types that you basically have to pin against the map border before you can take it down.  
I mean, technically, the ships I field could win even without the map border - I can keep up enough to put -some- damage on the things - but the sparrowhawk is durable enough that it usually ends up against the border regardless.  The devil ray can sometimes manage this, too, though it's a lot more vulnerable to timing high-damage shots for when it has to drop out of phase again.

I'm not sure what the right thing to do about this is, though; from the point of view of the AI, if you're at 90% or more on hard flux, with an enemy fast cruiser up in your face, you really -should- be doing anything you can to back off; any other choice is obviously suicidal.

_____
* Well, okay, either there's RNG, or my memory of what I found where in previous games is just that terrible.  Technically, both of these are possible.
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9c
Post by: Kittah Khan on December 18, 2018, 01:16:50 PM
Fighting Blade Breaker fleets is kindof annoying, though I'm sure you know that; the particular complaint I have is that there's almost always a long, tedious chase at the end, when there's only one or two surviving enemy ships, but they're one of the super-mobile types that you basically have to pin against the map border before you can take it down.  

I find some carriers with decent anti-frigate fighters can deal with those with relative ease.
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9c
Post by: Wyvern on December 18, 2018, 01:19:25 PM
Fighting Blade Breaker fleets is kindof annoying, though I'm sure you know that; the particular complaint I have is that there's almost always a long, tedious chase at the end, when there's only one or two surviving enemy ships, but they're one of the super-mobile types that you basically have to pin against the map border before you can take it down.  

I find some carriers with decent anti-frigate fighters can deal with those with relative ease.
Oh, the frigates aren't the problem.  They're fragile enough to be dealt with in multiple different ways, of which carriers are a pretty decent one.  It's the -large- super-mobile ships that are annoying; vanilla actually has the same problem with the new-in-0.9 [REDACTED] battleships that skip-jump backwards.
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9c
Post by: Harmful Mechanic on December 18, 2018, 01:29:43 PM
I've been making adjustments here and there to help with that. But yeah, some of them are meant to require some fairly specialized chase tactics to fight; EMP-armed fighters (Claws, Harridans, etc) are going to be extremely helpful in getting mobility kills.

It's a work in progress, though. If it's bad enough after I get done with station stuff, I may redesign some of their ships to be less irritating to chase down.
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9c
Post by: Wyvern on December 18, 2018, 01:33:22 PM
Fair enough!  Good to hear you've been looking into it... and, yeah, I should probably load up a carrier with some EMP, now that you mention it.  That's just generally useful anyway.
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9c
Post by: solardawning on December 18, 2018, 01:47:31 PM
I just wanted to note, here: I find the sigma-distorted systems to be -neat-; they're good places to go early-game for a guaranteed -something- interesting... but there's enough RNG involved* that I'm never sure quite what I'll find.  One game I happened across an essentially-intact Zelenograd... that I had to leave untouched because I didn't have the fuel to haul it back to an inhabited system; I came right back for it as soon as I could, though.  In several games I've found a blade-breaker modified Star Sylph, which - if I find it early enough - becomes my flagship of choice until I hit cruisers; and even after that I keep it around for any small fights I end up in.

Fighting Blade Breaker fleets is kindof annoying, though I'm sure you know that; the particular complaint I have is that there's almost always a long, tedious chase at the end, when there's only one or two surviving enemy ships, but they're one of the super-mobile types that you basically have to pin against the map border before you can take it down.  
I mean, technically, the ships I field could win even without the map border - I can keep up enough to put -some- damage on the things - but the sparrowhawk is durable enough that it usually ends up against the border regardless.  The devil ray can sometimes manage this, too, though it's a lot more vulnerable to timing high-damage shots for when it has to drop out of phase again.

I'm not sure what the right thing to do about this is, though; from the point of view of the AI, if you're at 90% or more on hard flux, with an enemy fast cruiser up in your face, you really -should- be doing anything you can to back off; any other choice is obviously suicidal.

_____
* Well, okay, either there's RNG, or my memory of what I found where in previous games is just that terrible.  Technically, both of these are possible.

The recoverable prototype BB Star Sylph, Curse, Sparrowhawk, and the Zelenograd are always present in the same locations in a game, they're added manually, as are all the stations in those systems. Not part of procgen. Those systems can have a few procgen planets on the fringes, but everything else is the same. There's a lot of goodies in the Core World systems added by the mod, too.

As a combat tactics tip: the Spirale fighters are extremely more useful than you'd expect. Their guns drive up shields quickly, and unlike Talons, their missiles can be fired repeatedly, so they have sustained anti-armor damage.
They're extremely effective paired with some Aigrette Space Superiority fighters, who have a small capacitor laser turret that can accurately do hard flux damage to anything.

A few of the mod's Normandie carriers as fleet support make any battle much easier. Once I have enough, I give each Normandie one Hellion each, as it lays down plasma decoys that pull fire off of your other fighters.

Fighters are the easy answer to both ships that back away w/mobility systems, and phase ships. The fighters will clean up and finish them off for you.
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9c
Post by: HeartofDiscord on December 20, 2018, 11:23:35 PM
Can we get a link for a 0.8.1 version please? Its been removed from the bitbucket. I'm still playing with a bunch of older mods.
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9c
Post by: fatrat on December 21, 2018, 03:37:34 PM
Can we get a link for a 0.8.1 version please? Its been removed from the bitbucket. I'm still playing with a bunch of older mods.

I'm going to second that request, i'd like to try this Nexerelin, but the only version i can find is for the current version of the game.   
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9c
Post by: Harmful Mechanic on December 21, 2018, 03:46:52 PM
I don't provide or support versions other than the most current one (and it says so in the FAQ, which you should read). Sorry. It sucks, I know, but I don't want to be dealing with anything from prior versions when I could be working on new content and fixing current bugs.
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9c
Post by: fatrat on December 21, 2018, 11:18:47 PM
I don't provide or support versions other than the most current one (and it says so in the FAQ, which you should read). Sorry. It sucks, I know, but I don't want to be dealing with anything from prior versions when I could be working on new content and fixing current bugs.

I was going to make a post of why i think that's rather silly/not a very good reason, but, really it's your work, you can do what you want with it, no point fighting over spilled milk. Carry on, have a good day.
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9c
Post by: Rounin on December 22, 2018, 03:18:36 AM
Where did anyone say you have to provide support for older versions?
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9c
Post by: fatrat on December 22, 2018, 07:34:43 AM
I don't provide or support versions other than the most current one (and it says so in the FAQ, which you should read). Sorry. It sucks, I know, but I don't want to be dealing with anything from prior versions when I could be working on new content and fixing current bugs.

I was going to make a post of why i think that's rather silly/not a very good reason, but, really it's your work, you can do what you want with it, no point fighting over spilled milk. Carry on, have a good day.

Feel free to make that post, it doesn't change the fact that making available old versions is a complete and total waste of my time, and it isn't going to change my mind. If you'd like to put yourself up as unpaid, volunteer support for my old versions (which would basically make you my unpaid employee), feel free. Otherwise, don't argue that I should do the same; I support the current release version of DME, I don't support old ones, find them on your own, and use them at your own risk.


I was trying not to be confrontational yet you're still being confrontational. No one said you have to provide support for older versions. It doesn't hurt anybody just to have the download available for a previous version of the game however. You would think most people would understand that if they're playing an older version then it wouldn't be be officially supported. You have your own reasoning even if I disagree with it.

As far as volunteering goes, not sure if you are being sarcastic or not but I would offer to do it if I had more time with the moment, which I do not. Maybe when I'm able to do so I'll take you up on that.
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9c
Post by: Rounin on December 22, 2018, 10:29:43 AM
If I make it available, people will demand support. That's been my experience to date.

Yeah, there's always some brain damaged muppet huffing glue and letting everyone know.
So?
Saying no is so easy it's almost the first thing we learn to say. Ignoring people like that takes even less effort. Seems to me it's you who can't divorce the idea of supporting out of date versions from merely providing a link for them.
(Whatever, I have all the mods for the previous version so it's no skin off my back. )
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9c
Post by: Hazard on December 23, 2018, 09:16:23 AM
The Zelenograd's MIRAGE Recall system has a small graphical glitch: when recalling Hellion Phase Fighters, they often leave behind a still image of a flash that persist on the battlefield. It seems to occur when the Hellions' phase cloak is active or in the process of being engaged/disengaged.
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9c
Post by: Drone_Fragger on December 24, 2018, 02:47:44 PM
I don't provide or support versions other than the most current one (and it says so in the FAQ, which you should read). Sorry. It sucks, I know, but I don't want to be dealing with anything from prior versions when I could be working on new content and fixing current bugs.

I was going to make a post of why i think that's rather silly/not a very good reason, but, really it's your work, you can do what you want with it, no point fighting over spilled milk. Carry on, have a good day.

Feel free to make that post, it doesn't change the fact that making available old versions is a complete and total waste of my time, and it isn't going to change my mind. If you'd like to put yourself up as unpaid, volunteer support for my old versions (which would basically make you my unpaid employee), feel free. Otherwise, don't argue that I should do the same; I support the current release version of DME, I don't support old ones, find them on your own, and use them at your own risk.


I was trying not to be confrontational yet you're still being confrontational. No one said you have to provide support for older versions. It doesn't hurt anybody just to have the download available for a previous version of the game however. You would think most people would understand that if they're playing an older version then it wouldn't be be officially supported. You have your own reasoning even if I disagree with it.

As far as volunteering goes, not sure if you are being sarcastic or not but I would offer to do it if I had more time with the moment, which I do not. Maybe when I'm able to do so I'll take you up on that.


Where I work professionally trying to have any kind of support for legacy systems is a huge pain in the ass and also a huge time sink, even if it's just in the "keep a download open" style because it opens a huge can of worms going forward for when someone comes back to you with problems caused by issues you've solved in a more up to date version. It's really not worth the time, effort or headache, and means suddenly you've got to deal with not maintaining one release but maintaining 2, or 3, or 4.

If Soren doesn't want to provide the download link, he doesn't want to provide the download link. To quote old dead memes, "deal with it".
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9c
Post by: CaptainBadger on December 24, 2018, 06:27:55 PM
I don't provide or support versions other than the most current one (and it says so in the FAQ, which you should read). Sorry. It sucks, I know, but I don't want to be dealing with anything from prior versions when I could be working on new content and fixing current bugs.

I was going to make a post of why i think that's rather silly/not a very good reason, but, really it's your work, you can do what you want with it, no point fighting over spilled milk. Carry on, have a good day.

Feel free to make that post, it doesn't change the fact that making available old versions is a complete and total waste of my time, and it isn't going to change my mind. If you'd like to put yourself up as unpaid, volunteer support for my old versions (which would basically make you my unpaid employee), feel free. Otherwise, don't argue that I should do the same; I support the current release version of DME, I don't support old ones, find them on your own, and use them at your own risk.


I was trying not to be confrontational yet you're still being confrontational. No one said you have to provide support for older versions. It doesn't hurt anybody just to have the download available for a previous version of the game however. You would think most people would understand that if they're playing an older version then it wouldn't be be officially supported. You have your own reasoning even if I disagree with it.

As far as volunteering goes, not sure if you are being sarcastic or not but I would offer to do it if I had more time with the moment, which I do not. Maybe when I'm able to do so I'll take you up on that.


Where I work professionally trying to have any kind of support for legacy systems is a huge pain in the ass and also a huge time sink, even if it's just in the "keep a download open" style because it opens a huge can of worms going forward for when someone comes back to you with problems caused by issues you've solved in a more up to date version. It's really not worth the time, effort or headache, and means suddenly you've got to deal with not maintaining one release but maintaining 2, or 3, or 4.

If Soren doesn't want to provide the download link, he doesn't want to provide the download link. To quote old dead memes, "deal with it".

I wholeheartedly agree with this, thank you for putting it out there.
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9c
Post by: fatrat on December 25, 2018, 01:30:19 PM
I don't provide or support versions other than the most current one (and it says so in the FAQ, which you should read). Sorry. It sucks, I know, but I don't want to be dealing with anything from prior versions when I could be working on new content and fixing current bugs.

I was going to make a post of why i think that's rather silly/not a very good reason, but, really it's your work, you can do what you want with it, no point fighting over spilled milk. Carry on, have a good day.



Feel free to make that post, it doesn't change the fact that making available old versions is a complete and total waste of my time, and it isn't going to change my mind. If you'd like to put yourself up as unpaid, volunteer support for my old versions (which would basically make you my unpaid employee), feel free. Otherwise, don't argue that I should do the same; I support the current release version of DME, I don't support old ones, find them on your own, and use them at your own risk.


I was trying not to be confrontational yet you're still being confrontational. No one said you have to provide support for older versions. It doesn't hurt anybody just to have the download available for a previous version of the game however. You would think most people would understand that if they're playing an older version then it wouldn't be be officially supported. You have your own reasoning even if I disagree with it.

As far as volunteering goes, not sure if you are being sarcastic or not but I would offer to do it if I had more time with the moment, which I do not. Maybe when I'm able to do so I'll take you up on that.


Where I work professionally trying to have any kind of support for legacy systems is a huge pain in the ass and also a huge time sink, even if it's just in the "keep a download open" style because it opens a huge can of worms going forward for when someone comes back to you with problems caused by issues you've solved in a more up to date version. It's really not worth the time, effort or headache, and means suddenly you've got to deal with not maintaining one release but maintaining 2, or 3, or 4.

If Soren doesn't want to provide the download link, he doesn't want to provide the download link. To quote old dead memes, "deal with it".


You're a little late bud, didn't i already say he can do what he likes? It's his mod, he's working on it, not like anyone's going to change his mind on the matter.   
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9c
Post by: Ali on December 26, 2018, 03:21:47 PM
Hey Soren, Hope any negativity from a few vocal types isn't impacting your work on this mod!!
Yours is a top quality mod, that I & I'm sure many others hope to see alive for a good while longer yet!!  ;D
Hope we can see some more epic DME ships in the comin weeks as your time allows!!  :)
Course my vote would be for a 6B Zelograd or similar + a capital transporter but I'm sure whatever takes your fancy will be great!!

Any hints on what's planned next!?  :P
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9c
Post by: KailaRaZhu on December 26, 2018, 07:19:19 PM
Hey Soren, Hope any negativity from a few vocal types isn't impacting your work on this mod!!
Yours is a top quality mod, that I & I'm sure many others hope to see alive for a good while longer yet!!  ;D
Hope we can see some more epic DME ships in the comin weeks as your time allows!!  :)
Course my vote would be for a 6B Zelograd or similar + a capital transporter but I'm sure whatever takes your fancy will be great!!

Any hints on what's planned next!?  :P

Banhammer Missile Rack.
'Trollbane' Autoblaster Array.
and the exciting  new warship - DMS Constructive Criticism to mount them on.

In all seriousness I agree though, Dassault-Mikoyan is as core to me as Starsector itself.
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9c
Post by: Harmful Mechanic on December 26, 2018, 07:42:28 PM
I'd rather not distort the mod with that kind of crap. It's a waste of my time, it's a waste of pixels, and it's even less fun than being screamed at by internet howler monkeys. I'd rather put that time into making the mod more fun to play. Letting them get my goat the other day was bad enough; no need to permanently memorialize it.

Similarly, I'm trying to shy away from adding more content at this point because I'm already approaching the limit of what's forgivable in a single mod. I've got a few ideas, but the bulk of the remaining work is just to refine the campaign implementation.

I get plenty of constructive criticism from people who aren't looking for an internet slapfight on Christmas Day, but even a 'brain damaged muppet huffing glue', to borrow a charming phrase one of them gave us, sometimes has useful feedback. It's just cloaked under a bunch of garbage posturing.
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9c
Post by: fatrat on December 26, 2018, 08:52:48 PM
I'd rather not distort the mod with that kind of crap. It's a waste of my time, it's a waste of pixels, and it's even less fun than being screamed at by internet howler monkeys. I'd rather put that time into making the mod more fun to play. Letting them get my goat the other day was bad enough; no need to permanently memorialize it.

Similarly, I'm trying to shy away from adding too much more content at this point because with stations, I'm already approaching the limit of what's forgivable in a single mod. I've got a few ideas, but the bulk of the remaining work is just to refine the campaign implementation.

I get plenty of constructive criticism from people who aren't looking for an internet slapfight on Christmas Day, but even a 'brain damaged muppet huffing glue', to borrow a charming phrase one of them gave us, sometimes has useful feedback. It's just cloaked under a bunch of garbage posturing.


I was actually serious about volunteering though, i apologize if i get off on the wrong foot, i didn't intend to start anything.   

I like your work, it's a very high quality and i can tell you've put a lot of time and care into it. 
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9c
Post by: Hussar on December 29, 2018, 10:51:58 PM
A curious question - what's the availability of certain ships? I'm asking since I've conducted some tests on DME capital, and after an almost hour of using forcemarketupdate I had only scored one sighting of Tereshkova. No wanderers, cobras, star-sylphs, flatmouse's, borzoi's, bouclier's, old puddlejumper's, old sevastopol's,  lodestars and tereshkova's (except that one sighting of the DME navy version) whatsoever... At all... I don't see those ships in fleets either really.

I had gone to sit down and conduct this since I had the same in previous versions and now. So I'm curious are there other mods screwing up with the algorithm (but then I did the test on Peremohy which have it's own market file so?) or is it perhaps 0.9-RC10 related stuff?

If you're aware of it Soren and are planning to fix it in the planned update after 0.9.1 comes out, that's fine. Just thought that I'll ask and possibly let you know of this.

Spoiler
The mods in play as I made the test:
Lightshow, Autosave, Combat Chatter, Common Radar, Console Commnads, Disassemble Reassemble, LazyLib, LeadingPip, MagicLib, Rebalanced Pilums, Ship/Weapons Pack, SkilledUp, SpeedUp, UnknownSkies, Upgraded Rotary Weapons, Version Checker, Audio Plus, GraphicsLib, Kadur Remnant (in ship-pack mode) & DME (obviously)
[close]
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9c
Post by: Harmful Mechanic on December 29, 2018, 10:59:38 PM
A curious question - what's the availability of certain ships? I'm asking since I've conducted some tests on DME capital, and after an almost hour of using forcemarketupdate I had only scored one sighting of Tereshkova. No wanderers, cobras, star-sylphs, flatmouse's, borzoi's, bouclier's, old puddlejumper's, old sevastopol's,  lodestars and tereshkova's (except that one sighting of the DME navy version) whatsoever... At all... I don't see those ships in fleets either really.

I had gone to sit down and conduct this since I had the same in previous versions and now. So I'm curious are there other mods screwing up with the algorithm (but then I did the test on Peremohy which have it's own market file so?) or is it perhaps 0.9-RC10 related stuff?

If you're aware of it Soren and are planning to fix it in the planned update after 0.9.1 comes out, that's fine. Just thought that I'll ask and possibly let you know of this.

Spoiler
The mods in play as I made the test:
Lightshow, Autosave, Combat Chatter, Common Radar, Console Commnads, Disassemble Reassemble, LazyLib, LeadingPip, MagicLib, Rebalanced Pilums, Ship/Weapons Pack, SkilledUp, SpeedUp, UnknownSkies, Upgraded Rotary Weapons, Version Checker, Audio Plus, GraphicsLib, Kadur Remnant (in ship-pack mode) & DME (obviously)
[close]

It's an ordinary human error I didn't catch due to not really grasping the way the new 0.9 faction files work. It's fixed in the dev version, which should be ready for an actual release as soon as I finish up some of the new content and check to make sure it's all working correctly. Making good progress this weekend so far.

If you want to fix it fast and sloppy yourself, it's easy enough to modify the faction file by adding the ships you want to the priority list.

I was actually serious about volunteering though, i apologize if i get off on the wrong foot, i didn't intend to start anything.  

I like your work, it's a very high quality and i can tell you've put a lot of time and care into it.  

Riding herd on other people is the antithesis of what I like about modding, so, yeah, I was being sarcastic. You should put your energy into your own projects.

I'm glad you like it.
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9c
Post by: Hussar on December 30, 2018, 12:55:16 AM
It's an ordinary human error I didn't catch due to not really grasping the way the new 0.9 faction files work. It's fixed in the dev version, which should be ready for an actual release as soon as I finish up some of the new content and check to make sure it's all working correctly. Making good progress this weekend so far.

If you want to fix it fast and sloppy yourself, it's easy enough to modify the faction file by adding the ships you want to the priority list.

Ah, I see! Well I'm glad to hear it's fixed then. I'd be worried to hear if the problem was more complex. And indeed I might try that now or later.
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9c
Post by: CaptainBadger on December 30, 2018, 02:09:57 AM
Can we assume that we'll be gaining access to DME's station blueprints this next patch for the mod?  I don't mean to pressure, but I've literally been checking the mod forums every day for updates on this and a few other mods, and I'm intensely looking forward to when we can build some proper DME Star Fortresses.

Or have you done something interesting with their stations, I wonder?  Perhaps something that breaks the mold of JUST three station tiers?  Hmmmm, the imagination runs wild...
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9c
Post by: Harmful Mechanic on December 30, 2018, 03:48:38 PM
This current update has enough needed balance stuff that I'd rather get it out the door without stations and give them an update of their own. I could bang out a passable implementation of stations now... or I could get this update out of the way and do a really good job.
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9c
Post by: CaptainBadger on December 30, 2018, 09:31:54 PM
This current update has enough needed balance stuff that I'd rather get it out the door without stations and give them an update of their own. I could bang out a passable implementation of stations now... or I could get this update out of the way and do a really good job.

In that case, don't let me or anyone else nag you into releasing the space stations early, especially if you're doing cool stuff with them.  I'm a Star Citizen backer, so I completely understand you wanting to take your time and do things right the first time through, especially when it comes to balancing and bugfixing.

I look forward to playing the new update, and have a happy new year.
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9d
Post by: Harmful Mechanic on January 02, 2019, 02:30:40 AM
Shiny new balance and content update >HERE< (https://bitbucket.org/StopTypingSoren/versionchecker-file/downloads/Dassault-Mikoyan%20Engineering%200.9.9d.zip). BREAKS SAVES (Why would anyone do that? (http://fractalsoftworks.com/forum/index.php?topic=14775.msg240249#msg240249))

As with the last updates, DME now requires MagicLib; you can get that over >HERE< (http://fractalsoftworks.com/forum/index.php?topic=13718.0).

Spoiler
0.9.9d - Content, fixes, QoL tweaks. The usual. Will break your save.

Content:
- Added Maskirovka Phase Destroyer.
- Added Capacitor Scatterlaser.
- Added DME minelayer system with unique mine.
- Added Nodal Phase Cloak hullmod for DME phase ships.
- Modified Borzoi sprite (again).
- Slightly redesigned Hybrid family weapon sprites.

Balance:
- Doubled up- and downtime of Shockbeam family; will make them burstier, better vs. armor.
- Returned Quad Hybrid Blaster to charge-based firing because bursty large energy is best large energy. Renamed to Auto Hybrid Blaster.
- Refined Omni Blaster to use random scattering, core shot at 900 dmg with four 150-dmg submunitions.
- Fixed DME ship availability in markets.
- Fixed some odd tags.

Campaign:
- Fixed a few missing market conditions and a duplicate industry.
- Preceptor reworked; more modules, more hate, more exciting violence.
- First pass on Blade Breaker overall balance - reduced some speeds, reworked Hellion autocannon. Massively reduced Mega Plasma Bolter shot damage.
- Changed Sigma system spawning radically - systems now spawn semi-randomly.
[close]
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9d
Post by: Hazard on January 02, 2019, 07:40:28 AM
I have to say, fighting Blade Breakers with high rate of fire, low damage energy weapons was a pretty nasty surprise. Even with full combat skills, 100 damage energy hits (from the Neutrino Bane) were reduced to around 4 against an intact, 700 armor BB ship. There have been a few such occasions, and I guess they all must have had the Support Focus hullmod and an officer with armor-boosting skills.

Guess it'll be Tachyon Lances and Antimatter Blasters from now on. :P
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9d
Post by: CaptainBadger on January 02, 2019, 01:35:36 PM
Just a thought, but will you be attempting to add some new planetary upgrades to the game with the mod at some point?  I can understand if you wouldn't be considering you're trying to hold down the feature creep, but I could see some interesting stuff being added such as space elevators, those terraforming mirrors you see floating around, orbital mining, and so on that are currently missing from the base game, and it would be especially cool if they had a DME twist on them.
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9d
Post by: Harmful Mechanic on January 02, 2019, 07:32:12 PM
If I think it fits the mod. I'd see something like that as an independent project, though, given how many different possibilities there are. What I'd prefer to do is only write industries specific to Sigma Worlds for DME. I have one or two ideas about that, but that has more to do with making industries that use Sigma Matter rather than AI Cores for bonuses, and making Sigma World settlement unique and weird.

Stuff is coming, it's just that it's coming slowly because it's a lot more work to do well.
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9d
Post by: CaptainBadger on January 03, 2019, 03:00:32 AM
Now that you mention it, having something like a "Planetary infrastructure content pack" be a modular, self-contained mod of its own that compliments DME would be an excellent idea; players could choose if they want one or the other, or just both, and it would leave you an opening to create more modular packs that players can add and remove as they wish.

My main reason for wanting this sort of thing is that I find the upgrade choices for my planets pretty straightforward and, unfortunately, boring as a result.  I would love to have there be some real weight in my choices.
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9d
Post by: grinningsphinx on January 03, 2019, 01:16:46 PM
Now that you mention it, having something like a "Planetary infrastructure content pack" be a modular, self-contained mod of its own that compliments DME would be an excellent idea; players could choose if they want one or the other, or just both, and it would leave you an opening to create more modular packs that players can add and remove as they wish.

My main reason for wanting this sort of thing is that I find the upgrade choices for my planets pretty straightforward and, unfortunately, boring as a result.  I would love to have there be some real weight in my choices.

Hmm...my experience with BB weaponry is that most of it is a bit to expensive to use....with the exception of the Shellback AC5:)...man, that thing is a workhorse lol.... I put 5 in the front of one of those legion XVI you can find laying around, put small PD stuff in the medium turrets and added ITU, Hardened shields and Diables Dampened Mounts  + a character with all the important weapons skills, added 4 zero cost drones(Mining Platforms) and man...good stuff.

On the Normandy Carrier...i bought 2 as soon as I possibly could.  Firstly, its a 4 slot carrier thats offered on the open market at a reasonable price and secondly it can pretty much be kitted up to do any role except missile boat. Excellent ship and im still using those two carriers even with access to Legions.
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9d
Post by: Wyvern on January 04, 2019, 11:19:10 AM
Found a procgen error in one of your new systems; "Alpha Tardi" (the one that contains Source) has two planets with no conditions set: "Alpha Tardi IV, Barren World" and "Marat, Ice Giant".

(Also an "Alpha Tardi B I, Barren-Bombarded World" that has no resource conditions; this one might not be bugged, though, as it does still have set meteor impacts, no atmosphere, and low gravity.  Still, I thought it was bugged when I first surveyed it, as I got the 'nothing of interest' message that in vanilla you only see for bugged planets/stars.)
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9d
Post by: grinningsphinx on January 04, 2019, 03:14:32 PM

Is sigma matter used for anything currently?
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9d
Post by: rashiakas on January 04, 2019, 04:07:18 PM
Holy ***, this mod is superb!

Thanks a lot for creating this Soren, I had a lot of fun playing around with all the new toys you added over the last patches, especially the BBs who kicked my ass the first time I entered a System they own.

Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9d
Post by: Nia Tahl on January 04, 2019, 05:26:52 PM

Is sigma matter used for anything currently?

no
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9d
Post by: Turdicus on January 05, 2019, 10:48:15 AM

Is sigma matter used for anything currently?

It can be sold to DME for keesh $$
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9d
Post by: Worachot on January 05, 2019, 04:58:05 PM
why do carriers of this faction tend to "ram" enemies?
i have no weapons and cautious officers in them and still they time from time basically ram the enemy (in this case) starbase and die.
is there some special behavior programmed into these ships?

when using carriers from other faction(scy) with similar setup (no weapons only missiles and PD) they stay att  mid to max range at all times. this is the behavior i wish to have from my carries.

I like the ships but the ai behavior on these ships are literary killing me xD

Edit: after some closer inspection it looks like they "ram" enemies when they get low on life. I guess this is really nice when you have a battleship with actual weapons, but in my case its pretty bad.
aslo my question was not clear enough, is it something witht his mod that makes the ships behave as they do or is it just the main game?
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9d
Post by: CaptainBadger on January 05, 2019, 05:04:20 PM
why do carriers of this faction tend to "ram" enemies?
i have no weapons and cautious officers in them and still they time from time basically ram the enemy (in this case) starbase and die.
is there some special behavior programmed into these ships?

when using carriers from other faction(scy) with similar setup (no weapons only missiles and PD) they stay att  mid to max range at all times. this is the behavior i wish to have from my carries.

I like the ships but the ai behavior on these ships are literary killing me xD

This.

***.  This.

I really wish my Carriers would stop acting like they're Frigates and doing their best to get themselves killed by facehugging starbases and enemies alike.
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9d
Post by: Wyvern on January 05, 2019, 05:08:51 PM
aslo my question was not clear enough, is it something witht his mod that makes the ships behave as they do or is it just the main game?
This is main game behavior, unfortunately; nothing specific about this mod.  Well.  Unless you're talking about the Curse-class stealth carrier that's not actually tagged as a carrier?
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9d
Post by: Harmful Mechanic on January 05, 2019, 08:01:15 PM
All my carriers are tagged as carriers; if something else needs to be added or changed since 0.9, I haven't seen or heard about it, which would make this ordinary game behavior. If someone wants to point me towards a specific fix (as in, someone who knows the game's systems), that would be appreciated.

The Curse isn't tagged as a carrier, no, that's mainly to... well, keep it aggressive and easy to kill. (This is the kind of stuff I mean when I say that Blade Breaker stuff isn't designed for player use. Little stuff, but it adds up.)

If you want to fix that for the Deserter skin, you can add tags in skin files (Using "addHints":[CARRIER],), and I should probably add that one. Consider it fixed for the next release.
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9d
Post by: Wyvern on January 05, 2019, 08:22:42 PM
Ah, neat to know the why for that!  And it's not a big deal for the player - I either assign a cautious officer, or just load the thing up with railguns and reapers.  Still, probably worth fixing for the player skin, yeah.
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9d
Post by: Hussar on January 05, 2019, 08:33:24 PM
why do carriers of this faction tend to "ram" enemies?
i have no weapons and cautious officers in them and still they time from time basically ram the enemy (in this case) starbase and die.
is there some special behavior programmed into these ships?

when using carriers from other faction(scy) with similar setup (no weapons only missiles and PD) they stay att  mid to max range at all times. this is the behavior i wish to have from my carries.

I like the ships but the ai behavior on these ships are literary killing me xD

Edit: after some closer inspection it looks like they "ram" enemies when they get low on life. I guess this is really nice when you have a battleship with actual weapons, but in my case its pretty bad.
aslo my question was not clear enough, is it something witht his mod that makes the ships behave as they do or is it just the main game?

As others have said - no, not really. Soren's carriers ain't really different from the others since for example, SCYan carriers do the same for me as well. The situation with carriers having sudden rush of s**t to the brain is so bad in my mind that I've gone and begun using TIMID officers instead of cautious ones. With timid ones, they derp pretty much only if they're assigned as an escort to some other ship (/carrier), but beyond that they're finally do what they've supposed to be doing.
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9d
Post by: Worachot on January 06, 2019, 08:57:18 AM
why do carriers of this faction tend to "ram" enemies?
i have no weapons and cautious officers in them and still they time from time basically ram the enemy (in this case) starbase and die.
is there some special behavior programmed into these ships?

when using carriers from other faction(scy) with similar setup (no weapons only missiles and PD) they stay att  mid to max range at all times. this is the behavior i wish to have from my carries.

I like the ships but the ai behavior on these ships are literary killing me xD

Edit: after some closer inspection it looks like they "ram" enemies when they get low on life. I guess this is really nice when you have a battleship with actual weapons, but in my case its pretty bad.
aslo my question was not clear enough, is it something witht his mod that makes the ships behave as they do or is it just the main game?

As others have said - no, not really. Soren's carriers ain't really different from the others since for example, SCYan carriers do the same for me as well. The situation with carriers having sudden rush of s**t to the brain is so bad in my mind that I've gone and begun using TIMID officers instead of cautious ones. With timid ones, they derp pretty much only if they're assigned as an escort to some other ship (/carrier), but beyond that they're finally do what they've supposed to be doing.

Ah! thanks for the tip about timid officers. ill try that ^^
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9d
Post by: solardawning on January 06, 2019, 06:55:23 PM
Loving the new update. The new generation method for the Sigma systems is neat, and you've made them each much more interesting.

Bug: Curse-class Stealth Carrier (from the Deserter blueprint found on the abandoned hab) do not build. They just sit in the production queue.
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9d
Post by: Obsidian Actual on January 06, 2019, 10:55:21 PM
Mayhaps another case of missing entry in default_ship_roles?
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9d
Post by: Bastion.Systems on January 07, 2019, 07:06:31 AM
Nice update, haven't really had time to try everything but I do love phase ships and that new one is wonderful.
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9d
Post by: Harmful Mechanic on January 07, 2019, 08:41:11 AM
Almost certainly that, yeah. I'm doing some tweaking for Nex, so I'll add that and the deserter Imp skin as well (which I double-screwed by not even having a variant for it).
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9d
Post by: validfrom on January 07, 2019, 10:36:26 AM
Are the export and refit variants no longer available from Independent markets? I've only ever seen then in exploration caches.
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9d
Post by: ErrantSingularity on January 08, 2019, 08:56:29 AM
Not sure if I'm just unlucky or something's broke, but I can't find regular redacted anywhere. It's all blade breakers in every beacon system, kind of unfortunate, but their weapons are neat.

Also, how am I supposed to beat them without an hour long fight? The carriers just run for it, and if a small fast ship gets up close they get nuked by bombers. My own fighters usually get knocked down as they come in, so no luck there.
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9d
Post by: Wyvern on January 08, 2019, 09:20:35 AM
The trick I've found for Blade Breakers is to just massively over-deploy (compared to how many ships you'd need to use for any other enemy.)  My usual deployment for small blade breaker fleets - ones with no cruisers - is a pair of heavily-shielded cruisers, backed by two cruiser-grade carriers, one destroyer carrier, and choice of SO-destroyers or high-durability frigates; the total cost is a bit over a hundred supplies.  (From vanilla, the options are Tempest with hardened & extended shields & max capacitors, or possibly a restored Pather Lasher, also with hardened shields & max capacitors, or SO+UI variants of Sunders or Hammerheads.  Other mods also have some good options.)

I find their destroyer-grade carriers to be the easiest types to deal with; they don't have mobility systems and can't really run away that well.  It's mostly the cruisers and frigates that will lead you on a merry chase; and, yes, those teleporting cruisers do come with a pair of fighter bays, so maybe they're the ones you're talking about?  Against any blade breaker fleet that has more than one cruiser, I'll generally field three cruisers-carriers and use fighter strike commands; DME Normandies are the best, here.
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9d
Post by: Harmful Mechanic on January 08, 2019, 09:22:13 AM
Are the export and refit variants no longer available from Independent markets? I've only ever seen then in exploration caches.

I removed the old faction files that integrated those skins for the 0.9 update. I'll add them back in when I remember to.

Not sure if I'm just unlucky or something's broke, but I can't find regular redacted anywhere. It's all blade breakers in every beacon system, kind of unfortunate, but their weapons are neat.

What version? If you're not using the current version, I may have already fixed what you're complaining about. I'm getting sick of hearing this, so I'm posting a test below.

1) Make sure you're using the current release version of the mod, and that you generated the sector you're playing in with it. The current version should generate five semi-random Sigma systems, and assign another three to five procgen constellations a Blade Breaker presence. If you're not sure your version is current, redownload, reinstall, and start a new save.

2) Turn on devmode (using Console Commands; ctrl-backspace, then type 'devmode', enter), and turn off sensors (ctrl-z).

3) Enter hyperspace. That will reveal all the warning beacons (ruining exploration I know; use a save copy if you want), and you should see red-orange warning beacons for Remnants, green for Blade Breakers. Current version also gives their beacons a unique icon.

4) Count the beacons. If you see more than five green beacons, you either generated your current save with an old version, or something is messed up.

I have never seen a version of the sector that had no Remnant systems in testing, full-size or small. If you can't see any red-orange beacons, take a screenshot of the whole, revealed map and post it here. I'd like to see it.

Also, how am I supposed to beat them without an hour long fight? The carriers just run for it, and if a small fast ship gets up close they get nuked by bombers. My own fighters usually get knocked down as they come in, so no luck there.

I can't do anything about vanilla ship behavior that Remnants and Domain drones also share. The current version of the mod has some tweaks to top speeds and shield efficiency that should help. I generally get these complaints from people whose skill is hard to assess; known skilled players don't seem to have trouble learning to kill Blade Breakers. Or they don't complain to me about it.

I've never had an hour-long fight with them. I've had a few big ones that lasted about twenty minutes, and yeah, occasional straggler chases that weren't the most fun. If you think there's something really wrong, record some video, and post it here.

I'm open to broader design solutions as well; if some of the frigate hulls just need to be reworked so they're easier to kill, that's an option.
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9d
Post by: ErrantSingularity on January 08, 2019, 09:47:33 AM
Turns out, I was just extremely unlucky. All the blade breakers were distributed evenly around the sector, with beacons and sigmas and all, while all the regular redacted were in a little cluster in the northeast and one southeast, which explains why I hadn't seem them at all yet.

I did just start using this mod this morning, I'm probably not fully used to the Blade Breakers yet. The cruiser carriers were the ones just running away from me and being tedious to kill, though this comes down to my lashers all being dead before the chase. I love the DME aesthetic, and especially their Normandie. Heron is no longer my favourite ship, Normandie is more awesome in every way. Haven't gotten to use the capitals yet though, maybe that huge command carrier may be my new favourite ship.
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9d
Post by: Harmful Mechanic on January 08, 2019, 09:54:32 AM
I'm glad you're having fun. Sorry if I came on a little strong; I've been getting vague complaints like this since I implemented procedural generation stuff, and it's never been behavior that shows up in my own tests, so there's not a lot I can do about it. I fix what I can where it's unambiguously a problem, but I'm just one guy drinking from a very mixed stream of feedback. Detailed feedback helps, some evidence of actual testing helps.
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9d
Post by: ErrantSingularity on January 08, 2019, 10:12:02 AM
I'll find myself a Baikal or two then go at the blade breakers again, maybe bring more huskys for chasing if need be. Really loving their heavy weapons, feels like proper artillery.
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9d
Post by: validfrom on January 08, 2019, 11:22:13 AM
Are the export and refit variants no longer available from Independent markets? I've only ever seen then in exploration caches.

I removed the old faction files that integrated those skins for the 0.9 update. I'll add them back in when I remember to.


Great, looking forwards to it  :)
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9d
Post by: Wyvern on January 08, 2019, 11:58:04 AM
Some things that... maybe don't need to be fixed, per se, but that I feel like noting:

1: Having pirate or luddic path stations spawn in blade breaker systems is kindof hilarious; all you actually need to do to kill them is just get into the system and then wait a bit.  Basically zero chance of collecting bounties on these, though.
2: Getting into the sigma-distorted systems can be an issue, though; I typically see anywhere from seven to twelve blade breaker fleets orbiting any given jump point, which is just too much; if I didn't have transverse jump, I'd need a full end-game warfleet to have a chance.  It feels like they've got a larger fleet presence than even the high-threat hardened-warning-beacon systems.  It's entirely possible that this is intended, but it's definitely a change from the relatively light blade-breaker presence they had when they were fully hand-crafted.
3: The guardian station thingies are extremely weak compared to regular blade breaker fleets; roughly on par with a pirate station that only has one segment up and running.  They don't support each other, and there are rarely any fleets around to support them either.  I would've assumed that, at a minimum, you'd have to engage all three at once.  Changing the blade breaker patrol paths to favor station defense over swarming the jump points might be a thing worth doing?
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9d
Post by: Bastion.Systems on January 08, 2019, 12:33:15 PM
Jumped into the system after installing Nex and wow, the DME is on the warpath.
Spoiler
(https://i.imgur.com/ditiySZ.png)
[close]
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9d
Post by: ErrantSingularity on January 08, 2019, 01:41:16 PM
That's beautiful, so much for them being passive I guess. They're out for blood.
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9d
Post by: fatrat on January 08, 2019, 02:24:34 PM
Jumped into the system after installing Nex and wow, the DME is on the warpath.
Spoiler
(https://i.imgur.com/ditiySZ.png)
[close]



Wow, what did they do to *** DME off? O_o
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9d
Post by: Bastion.Systems on January 09, 2019, 07:17:33 AM
Tereshkova is seems to have become a lot rarer in the market.
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9d
Post by: ErrantSingularity on January 10, 2019, 03:05:25 AM
One weird thing I was noticing while playing vanilla+DME only, was that DME bounties came in rapidly, but were never on the bounties intel page. I'd still find the people randomly while exploring pirate areas, still get money for them, but the bounty would be impossible to track.

That's the only problem I found after another day of playing the mod.

Also, the DME energy weapons are awesome, especially the repeaters, they're the nice inbetween of pulse laser and plasma cannon that I've been looking for. Always gonna go to DME for my energy weapons now.
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9d
Post by: grinningsphinx on January 10, 2019, 12:08:10 PM
Shellback AC's lack the code to utilize hybrid turrets.
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9d
Post by: Harmful Mechanic on January 10, 2019, 04:15:16 PM
Shellback AC's lack the code to utilize hybrid turrets.

This is nonsensical. They install into and fire from Hybrid mounts all the time without issue. What does this concept salad mean?
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9d
Post by: validfrom on January 10, 2019, 08:09:39 PM
Shellback AC's lack the code to utilize hybrid turrets.

Are you trying to put them on Large Hybrid slots? Hybrid slots don't accept weapons of a smaller size.
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9d
Post by: CaptainBadger on January 11, 2019, 01:51:14 AM
I don't know if you're aware, but it's been forever and a day since I've seen the Lodestar in any of DME's shipyards for purchase or otherwise.  I've also noticed that it's INCREDIBLY hard to get a hold of any of their blueprint sets, I don't know if this is intentional.
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9d
Post by: Shad on January 11, 2019, 12:13:31 PM
It seems to be a vanilla change in how common stuff is. In 0.8, major planets would have  wide selection of weapons, if you had a commission, you could visit the military shipyards have have most of the faction weaponry at least in some quantity. In 0.9 even faction capitals have a smuch smaller selection of stuff.
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9d
Post by: Kraosdada on January 11, 2019, 01:22:11 PM
Heyoo, Soren, This is my first post here, but i wanted to make it count.

Seeing that in Nexerelin you can donate markets to other factions, is it possible to do it for the Blade Breakers?

Another thing, i tried to see if i could make them playable in Nex, but now i see it would take far more work than changing a few "false" values to "true". To put some detail, every market the BBs owned in the random sector mode were invisible, and untouchable unless they had a defense station orbiting them.
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9d
Post by: Harmful Mechanic on January 11, 2019, 02:27:32 PM
Heyoo, Soren, This is my first post here, but i wanted to make it count.

Seeing that in Nexerelin you can donate markets to other factions, is it possible to do it for the Blade Breakers?

You can do it with console commands, but not any other way. Also I take no responsibility for anything broken by this, since it's something I explicitly planned against.

Another thing, i tried to see if i could make them playable in Nex, but now i see it would take far more work than changing a few "false" values to "true". To put some detail, every market the BBs owned in the random sector mode were invisible, and untouchable unless they had a defense station orbiting them.

Yup. They're really not meant to be playable at all, and I have no intention of doing anything to make that possible on my end. So if you want to modify your copy of the mod, go nuts.
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9d
Post by: Morathar on January 11, 2019, 04:57:43 PM
Speaking of the Blade Breakers, now that their Sigma systems are spawning in random locations have you thought about allowing those systems to spawn in Nexerelin's random sector mode?

Given that they're meant to be a non-playable faction, adding their systems shouldn't hurt the balance of the random sector like adding a playable faction's planets would. Plus, it wouldn't be entirely without precedent - Underworld adds the randomly located system for the Dickerson fleet (or at least it did back in Starsector 0.8.1 ) and Tyrador Safeguard Coalition adds its randomly named/positioned system with its challenging REDACTED experience.
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9d
Post by: Wyvern on January 11, 2019, 07:53:19 PM
Bug: For some DME ships, installing Safety Overrides can increase weapon range.  For example, a Tunguska with SO, ITU, and a Mjolnir Cannon, can outrange the simulator's Balanced Hammerhead; if you take SO off, it can't.
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9d
Post by: Harmful Mechanic on January 12, 2019, 09:42:12 AM
Bug: For some DME ships, installing Safety Overrides can increase weapon range.  For example, a Tunguska with SO, ITU, and a Mjolnir Cannon, can outrange the simulator's Balanced Hammerhead; if you take SO off, it can't.

That's disturbing. I was already thinking about a unique hullmod for the Reaction Furnace ships; blocking SO in favor of one for all DME ships seems like an increasingly good idea.

Re: 'some ships', could you get me a complete list of which ones? That would make it a lot easier to figure this out.

Speaking of the Blade Breakers, now that their Sigma systems are spawning in random locations have you thought about allowing those systems to spawn in Nexerelin's random sector mode?

Yes, I have; if I were to do that, they'd probably get a single constellation. I'd just need to set aside a chunk of time to test it.
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9d
Post by: Wyvern on January 12, 2019, 10:03:23 AM
It's everything that uses the non-carrier version of Monobloc Construction; what's happening is that MutableShipStatsAPI.getWeaponRangeThreshold is a single value per ship; SO sets that to 450, while Monobloc Construction sets it to, for a destroyer, 700.  With both hull mods, it gets the sum of those (1150) instead of using the smaller value.  I'd imagine it'd be possible to detect when SO is present and adjust the stats on Monobloc Construction as appropriate.  (Of course, this doesn't account for any other mods adding anything that messes with weaponRangeThreshold, but I'm at least not aware of anything else that uses that.)
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9d
Post by: grinningsphinx on January 12, 2019, 11:06:40 AM
Plasma Driver may be a bit too good now at .65, it seems to out perform every other option at 11/700.


Also, i just checked to make sure on the Shellback AC,  using the medium hybrids on both the Dread Eagle from Slyphon and the Daze from Diable...it doesnt appear on the list of equips.
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9d
Post by: Wyvern on January 12, 2019, 11:46:22 AM
Plasma Driver may be a bit too good now at .65, it seems to out perform every other option at 11/700.
The only weapon I can find that's named "Plasma Driver" is a beam weapon from the Legacy of Arkgneisis mod.

Also, i just checked to make sure on the Shellback AC,  using the medium hybrids on both the Dread Eagle from Slyphon and the Daze from Diable...it doesnt appear on the list of equips.
The Shellback AC/5 is a small ballistic weapon, and - like all other small weapons - will not fit into a medium hybrid slot.  The Shell Hawk UAC/3 is a medium ballistic weapon, and can be installed into those slots.
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9d
Post by: Harmful Mechanic on January 12, 2019, 12:49:03 PM
Complain to Alex about the way Hybrid slots work. Don't waste my time reporting non-bugs that I can't do anything about even if I wanted to.

Also, please don't make nonsense complaints, both your original and this one. What do .65 and 11/700 mean in this context? Are those special metrics, that appear nowhere on the weapon's current stat card, that you just made up? Are you actually an AI simulation of a forum user throwing errors? Download a current copy of the mod, which has toned Mega Plasma Bolter (formerly Plasma Driver, always a Large weapon at 40 OP) damage down a good bit. Previous version complaints will be ignored; you can open up the spreadsheet and input what you think are better values, or you can update your copy.

It's everything that uses the non-carrier version of Monobloc Construction; what's happening is that MutableShipStatsAPI.getWeaponRangeThreshold is a single value per ship; SO sets that to 450, while Monobloc Construction sets it to, for a destroyer, 700.  With both hull mods, it gets the sum of those (1150) instead of using the smaller value.  I'd imagine it'd be possible to detect when SO is present and adjust the stats on Monobloc Construction as appropriate.  (Of course, this doesn't account for any other mods adding anything that messes with weaponRangeThreshold, but I'm at least not aware of anything else that uses that.)

Hmm. Yeah, that's going to be hairy to fix. Well - enjoy it the way it is for now? I can't imagine the solution is going to be fast or easy, but I'll find something.
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9e
Post by: Harmful Mechanic on January 22, 2019, 04:10:14 AM
A workaday balance and QoL update with some substantial tuning under the hood can be found >HERE< (https://bitbucket.org/StopTypingSoren/dassault-mikoyan-engineering/downloads/Dassault-Mikoyan%20Engineering%200.9.9e.zip). SOFT-BREAKS SAVES (IE, you'll need to start a new save to enjoy the benefit of the campaign improvements and procgen Blade Breaker toggle)

As with the last updates, DME now requires MagicLib; you can get that over >HERE< (http://fractalsoftworks.com/forum/index.php?topic=13718.0).

Spoiler
0.9.9e - Fixes, QoL. Will soft-break saves.

Content:
- Set Linear Chain Gun family to SYSTEM in preparation for removal.
- Added oscillating beam effect to shockbeams, ER PD laser. Thanks to Nicke535 for his script.

Balance:
- Updated Prism Freeport and Omnifactory blacklists.
- Blocked Safety Overrides (temp).
- Added Vesperon whitelist, because NO FUN ALLOWED DONUT STEEL.

Campaign:
- Checked and updated Nexerelin configuration files.
- Tweaked ship availability.
- Added a toggle for Blade Breaker random system spawning in DMEsettings.ini, because I am a shadowy one-man cabal who actively conspires against player enjoyment.
[close]
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9e
Post by: SupaMuffinMan on January 23, 2019, 04:58:36 AM
Hello,

So i found a system with blade breakers but was wondering do they just keep spawning? cause i keep killing them but they seem to be coming non stop? I searched the area for anything that relates to them spawning like a base or something but kind find any, so just wondering is there something i'm missing? or is it set up to be a never ending spawn?
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9e
Post by: Wyvern on January 23, 2019, 10:17:17 AM
In the current implementation, each sigma-distorted system has three spawn points around the sigma-distorted planet/star/thing.  As this generates 3x as many fleets, I make it a priority to kill two of them.  (Although, pirate and pather bases can also spawn in these systems, and if you leave them alone long enough, they can actually clear the system for you.  Which is odd, because if you fly into the system shortly after the bases spawn, the pirates or pathers get just utterly overwhelmed.)

Each high-threat (and possibly medium threat, but I don't tend to see those as often and am less certain of the mechanics there) hardened warning beacon system will have one spawn point; it's not going to look like a star base, though, but more like a single super-capital ship floating off on its own; this will often be in orbit around a planet, but I don't think it always is.

As a note, there are two types of blade breaker spawn points: Small circular guardian stations that are relatively easy to kill as long as you take them on on their own; I tend to bring a single cruiser to these fights.  And large angular super-battleships that require a fleet and will probably still kill some of your ships along the way.
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9e
Post by: Shad on January 23, 2019, 10:31:55 AM
As a note, there are two types of blade breaker spawn points: Small circular guardian stations that are relatively easy to kill as long as you take them on on their own; I tend to bring a single cruiser to these fights.  And large angular super-battleships that require a fleet and will probably still kill some of your ships along the way.

Yeah, the supercapital is like a mini El Psi, and best engaged with at least 4 capitals if you want to take it down without losses.
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9e
Post by: SupaMuffinMan on January 23, 2019, 04:08:57 PM
Thank you guys so much for the information! now i can take them out once and for all!
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9e
Post by: Harmful Mechanic on January 23, 2019, 04:12:37 PM
Yep, they work exactly like Remnants, just angrier. Kill the stations, and the fleets stop respawning.

By and large I've tried to keep everything about their campaign-layer behavior in line with vanilla Remnant mechanics so far; where they diverge is combat-layer mechanics.
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9e
Post by: grinningsphinx on January 25, 2019, 05:54:26 AM
As a note, there are two types of blade breaker spawn points: Small circular guardian stations that are relatively easy to kill as long as you take them on on their own; I tend to bring a single cruiser to these fights.  And large angular super-battleships that require a fleet and will probably still kill some of your ships along the way.

Yeah, the supercapital is like a mini El Psi, and best engaged with at least 4 capitals if you want to take it down without losses.

this is true..i couldnt touch it even with 9 good cruisers......they simply dont have enough tank to tank and keep pressure on those shields....needed 4 cap ships.
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9c
Post by: McTrigger on January 27, 2019, 05:16:34 AM
Jack Burst Slicer sounds really awesome. Nice touch

Quote
The recoverable prototype BB Star Sylph, Curse, Sparrowhawk, and the Zelenograd are always present in the same locations in a game, they're added manually, as are all the stations in those systems.


Can someone spoiler me the location of the Zelenograd
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9e
Post by: HillTop on January 29, 2019, 11:32:56 AM
Just have to say IMO, the DME ships have some of the most attractive shading in SS.   
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9e
Post by: ASSIMKO on January 29, 2019, 11:54:33 AM
Good work with this mod and the updates. I really liked the blades, but you can not drop their ships, why?
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9e
Post by: Harmful Mechanic on January 29, 2019, 03:42:25 PM
The same reason you can't salvage Remnant ships: because the hulls aren't balanced for the player (OP, number/composition of weapon slots, etc). Some of them are also module ships, which means they have weapons on the modules that the player can't control.

I did hide player-balanced versions of a few ships in the game, though.
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9e
Post by: Hrothgar on January 30, 2019, 02:06:27 AM
In Blade-Breakers systems you can find, very rarely a ship of Blade-Breakers. I found a Stealth Carrier twice in different playthorughs, very nice ship.
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9e
Post by: NaavT on January 30, 2019, 06:27:39 AM
Hey. I have a few questions, though they are at 0.9.9d. I was busy and could not write to the forum before.
Blueprint BB Deserters should spawn in a game? Since I found one at the station "Nevsky Polis". Looking at the description of the drawing, it was not created automatically. Alas, because of the lags, I could not get a screenshot with this blueprint.

The second. If "yes should be" I can not build ships of this blueprint.
Screenshot with proof. He's been there for a couple of months. Instead of the ship delivered crew, fuel, supplies.
Spoiler
(https://pp.userapi.com/c850324/v850324312/d0040/V3ktib4kUB0.jpg)
[close]
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9e
Post by: Hrothgar on January 30, 2019, 06:32:33 AM
Not 100% sure. This stealth carrier is what i told about, but it's was foundable, not able to produce in much quantity...
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9e
Post by: ASSIMKO on January 30, 2019, 11:00:26 AM
The same reason you can't salvage Remnant ships: because the hulls aren't balanced for the player (OP, number/composition of weapon slots, etc). Some of them are also module ships, which means they have weapons on the modules that the player can't control.

I did hide player-balanced versions of a few ships in the game, though.

Okay. Just to point out: I liked knowing that there are ships hidden in the game. and although I did not get the ships, I got a total of 14 drones.
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9e
Post by: Harmful Mechanic on January 30, 2019, 06:07:30 PM
Hey. I have a few questions, though they are at 0.9.9d. I was busy and could not write to the forum before.
Blueprint BB Deserters should spawn in a game? Since I found one at the station "Nevsky Polis". Looking at the description of the drawing, it was not created automatically. Alas, because of the lags, I could not get a screenshot with this blueprint.

Yes, that's a reward for the player.

The second. If "yes should be" I can not build ships of this blueprint.
Screenshot with proof. He's been there for a couple of months. Instead of the ship delivered crew, fuel, supplies.
Spoiler
(https://pp.userapi.com/c850324/v850324312/d0040/V3ktib4kUB0.jpg)
[close]

Should be fixed in the latest build (0.9.9e). You might need to create a new save for it to work, though.
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9e
Post by: Shad on January 31, 2019, 03:46:04 PM
Not sure if the it's a Nex issue, but this seems to happen specifically with DME fleets.

Nexerelin DME invasion/expedition fleets will deploy mouflons in the first wave of deployment alongside Huskys and the like. If a battle is tough, they then lose most of them (since tey are unshielded) and can't complete the objective.
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9e
Post by: ThePollie on February 11, 2019, 03:49:33 PM
Downloaded, error'd out at start. Tried a fresh download, still the same thing.

(https://i.imgur.com/rDrpn5f.jpg)
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9e
Post by: Harmful Mechanic on February 11, 2019, 03:56:01 PM
"Starsector 0.8.1a-RC8"

(https://i.imgur.com/HxnqQYX.jpg)
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9e
Post by: ThePollie on February 11, 2019, 04:49:27 PM
Yep. Fresh install worked fine. Thanks.
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9e
Post by: ThePollie on February 12, 2019, 07:45:25 AM
Liking the mod thus far. I think the ships are sleek and well-designed, and with a playstyle that's a lot more engaging than some "stand there and face-tank everything"-types of ships.

Problem I'm having is how to survive any sort of early game with them. I'm fine picking off bandits and the like for a paycheck, up until I encounter even one with Safety Overrides. Then they just barrel at me faster than I can escape and bulldoze me with superior staying power. This has happened consistently and I can't find any sort of counterplay to it. I can't survive a brawl, I can't out-trade them most of the time, and they can easily disengage if I'm about to breach their shields. I can't even run Overrides myself as a bandaid fix, since the ships disallow them, and without it I simply don't have the speed or flux efficiency to overcome even a junker Lasher.

At least Overrides seem a lot less common, now.
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9e
Post by: Kittah Khan on February 12, 2019, 10:13:47 AM
Generally, SO ships are not very high on flux capacity or burst power, thank Alex for his kindness, besides, SO takes a lot of OP, meaning weapon loads are relatively light.

Try to make sure you're not overly outnumbered, encirclement is death, doesn't matter how impressive your ship is, if you take a couple or missiles up the tailpipe, you will die.
Get your own SO-modded ships to prevent flanking. A SO hammerhead outfitted with heavy autocannons/HMG and light mortars will do wonders in your hands.
Have a high flux cap, and a way to convert that flux into reliable burst damsge, along woth some strike missiles, dead ships can't shoot you, sabots and emp can force them to disengage.
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9e
Post by: Harmful Mechanic on February 12, 2019, 10:30:00 AM
SO was blocked due to weird interactions with Monobloc Construction.

In general, you want to play DME ships with hammer-and-anvil multiship synergies. There are some exceptions (a lone Snow Goose generally does a great job of murdering things due to huge kinetic burst potential), but you'll find that having your slower ships fix and your faster ships flank is more effective.
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9e
Post by: ThePollie on February 12, 2019, 10:35:46 AM
Yeah, currently SO is just eating me alive. I'll be going strong and handling fight after fight, then get jumped by bandits, encounter two or three Lashers with SO and lose virtually every frigate I have to them. By the end, only my light carriers and flagship destroyer remains. So far the best counter I've found was to stack carriers, instruct frigates to provide security, and just order strike craft after anything with SO.
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9e
Post by: solardawning on February 12, 2019, 11:05:47 AM
Fighters are a very good counter.
DME's fighters are all on the very strong side compared to most vanilla ones. Try a mix of Spirale and Aigrettes.

The Spirale looks like a lighter Broadsword, but is actually able to handle even moderately armored enemies, because its missiles fire often and in bursts of three, so will punch holes in armor that the chain guns can do damage to.

The Aigrette is a general-purpose anti-everything, as it has a turreted rapid laser that does 60 damage a shot. It's weakness is the high OP cost and low wing size, together with low average speed. It will be torn apart when outnumbered by interceptor craft, vulcan cannons, machine guns, or other anti-fighter defenses.

So if you pair Spirale fighters as numerous armored tanks (that are very effective vs other fighters and ships with less armor than cruisers), and a few Aigrettes as the heavy hitters that will help burn through armored targets, they can handle anything for you.

Fighters though are disproportionately more powerful the more you use; the more you have, the fewer you'll lose to enemy fire, the easier you'll keep enemy fighters and bombers zeroed out, etc.
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9e
Post by: ThePollie on February 12, 2019, 11:10:38 AM
Which sounds great in practice, until I spend six months without ever finding a carrier to purchase in shop. I tried a combat clipper, but never found a beam-weapon in any store to rig it with, and it proved to be an extremely slow, paper-thing target that only kills one thing and then has to vent for an hour.
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9e
Post by: pairedeciseaux on February 12, 2019, 01:45:13 PM
I think those issues are not DME specific, but you may find DME specific solutions. Indeed early game can be hard, playing modded or playing vanilla. I'm not sure what your experience level is, but let me put some suggestions here:

1. general

Spoiler
One of your best ally with DME is mobility, these ships have been designed for it.
[close]

2. effective ships/fleet

Spoiler
DME has high end frigates, get them if you can afford them. The Vesper is amazing. If playing with Nexerelin, have you tried the Star Sylph start? Outstanding ship. Also getting a Tereshkova early on can help againt those threats, as long as it doesn't get swarmed by SO frigates. A solid all-purpose ship.

Last ... how about adding non-DME ship to your DME fleet ?  :D
[close]

3. effective loadout

Spoiler
Even with the best ships, your fleet might fail if your ships have inneffective loadouts. Now don't get me wrong, there is not a single "best loadout", just a few things to keep in mind:

- some DME weapons have a longer than average range, especially useful if your ships can maintain a safe-ish distance while firing

- "flux war" is a thing, and it's tough againts SO ship or ship from a class above

- you need good amount of kinetic or very efficient non-beam energy in order to "out flux" the enemy ships and lower their shields

- then you also want your ships to eliminate enemy's armor as fast as possible : the generic Stasector answer to this is high explosive balistics and missiles ... but with small DME ships I suggest high damage value kinetic and/or energy

- you don't want to always to use all those weapons slots, keep some points to use as flux vents and capacity - it will help make your hit-and-run-moves longer and thus be more effective

[close]
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9e
Post by: ThePollie on February 12, 2019, 02:07:27 PM
I'm fairly experienced by this point, I'd say.

1) I try to exploit DME mobility. I usually find success in performing hit&run strikes against overextended targets, prioritizing specific targets - usually vulnerable ones I can kill quickly - and the like. Against SO ships, though, that mobility just sort of goes out the window. Wolf Frigates especially frustrate me. I can't count the times I've nearly worked through their shields, only to have them blink half the map away with no recourse on my side.


2) I do. The Star Sylph is easily my favourite ship, thus far. I think the Clipper is really cool, though. I could cheese the flaws by using other off-brand ships, but I did that for the longest time, and I'm rather liking a "purist" fleet build. Plus, that sleek uniform white is sexy.

3) I had thought about trimming off a weapon, but I find I already struggle to overcome enemy shields at a reasonable pace. Especially in group fights, it's too often I nearly get through shields and just have the target drift back behind a wall of allies, easily recovering with no damage taken. I did swap the SS's nose rockets for ASMs, at some point. Those massively improved my reach advantage, being able to instantly paralyze their flux and then dash in to dump mine in laser and blaster fire. Problem is finding ASMs to fit. I have bad luck with shops. My first Clipper's ability went to waste, as I never found beam weapons to take advantage of it.

Ultimately, SO is giving me a lot of grief. Getting ganged up on my three Lashers moving at like 200~ while I'm dragging along at 160 is torture. I can't escape them, can't out-shoot them. I mean, hell. I don't even have the flux to just kamikazi one down for the sake of spite. Trying to rush a light Carrier so I have some recourse, but it's a slog until them. Still, it's fun. I liked New Galactic Order ships, in the previous version, but I found it a bit too easy to just face-tank and rely on the armour and hilariously overwhelming firepower to just brute force my way through any door. The Star Sylph is keeping me on my toes.
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9e
Post by: pairedeciseaux on February 12, 2019, 02:52:26 PM
Against the annoying Wolf:
- a Star Sylph with an effective loadout and its "jumps" ready to use when the Wolf tries to retreat
- as suggest by solardawning: fighters! also lookup Tereskova as carrier / general purpose destroyer, easy to find last I remember

Loadout and flux war discussion:
- maybe post full loadout of some of your ship so people here can review them  :)
- beware beams on your small ships : in flux-challenging situations, beam can be ineffective or even counter-productive, they are OK on dedicated long range support ship and dedicated carrier if your fleet gets bigger - but not that good on hunter killer type small ship (in my opinion, generally speaking)
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9e
Post by: ThePollie on February 12, 2019, 02:57:10 PM
Oh, I tried counter-blinking. It didn't really work. I blink, he blinks. I blink again, he blinks again. I'm out of blinks, and he does so again and isn't even in range of missiles anymore. Wolfs are just a pain in the ass to deal with.
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9e
Post by: pairedeciseaux on February 12, 2019, 03:05:21 PM
Well, getting in range to shoot missiles is one thing, but staying in range to fire that medium energy weapon and (IIRC) small ballistics in the back could be a better approach.  :P
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9e
Post by: ThePollie on February 12, 2019, 03:09:05 PM
Getting in range, I can do that. Problem is the AI always wants to drive backwards for the entire fight. Only way I can convince them to go forward is if I'm drastically outnumbered or about to overcharge. Throw in SO and jumping, and I get a lotta fights where I spend all my time chasing an opponent that simply refuses to engage, but also doesn't want to retreat. I've had fights be decided by who's combat readiness lasts longer, and have started using hardened subsystems to exploit that.
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9e
Post by: Vensalir on February 12, 2019, 03:09:23 PM
I'm not a terribly experienced player, but I feel that the best counter to the Wolf are high burst damage weapons, possibly with very fast projectiles. The Antimatter blaster and Omni blaster are very effective at this. Heavy blasters are possibly even better.

DME also has a medium sized heavy laser that packs a huge wallop and has zero travel time, that works really well for me. Just bait them it, take the damage and then smack them in the face. They will either overload or get a ton of damage.
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9e
Post by: pairedeciseaux on February 12, 2019, 03:16:09 PM
Yep, and DME also has the Light Rail Accelerator small ballistic weapon that can help to overload and damage fast moving targets (including Wolf and even fighters).
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9e
Post by: ThePollie on February 12, 2019, 03:21:27 PM
Now if only I could find any of these in a store, I'd try to make use of them. I can find plenty of tiny PD lasers, though.
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9e
Post by: Vensalir on February 12, 2019, 03:59:59 PM
You can find them in DME black markets. They're not terribly common, but they do pop up every now and then. If you stick around their systems you're bound to find them eventually. Or you can get a commission with them and get access to even more goodies.
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9e
Post by: ThePollie on February 12, 2019, 04:03:57 PM
Yeah, I tried that. All three markets, nothing for months and months.

Reminds me of old school days, trying to trick out my Hammerhead and running it with hammer torpedoes and massed machineguns. Does make for some crazy loadouts, but I'd like to try some of this other stuff.

Do Star Sylphs spawn in shops? I've never seen another one, either.
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9e
Post by: Wyvern on February 12, 2019, 04:15:36 PM
I -think- I've seen a Star Sylph in SCY's Prism Freeport, but I won't swear to that; if they show up there at all, they're quite rare.  Generally the only one I end up with is the Blade Breaker modified version that you can find as a derelict in one of the sigma-distorted systems.
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9e
Post by: ThePollie on February 12, 2019, 04:31:36 PM
Well, I put an Omni Blaster on mine. In love with this gun. ASM their shields and then crack their ship in half with that doomsday cannon.


-

Well that was fun, then I warped into a zone, got Emergency Driven into by a fleet packed with SO frigates and was destroyed almost instantly.
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9e
Post by: solardawning on February 12, 2019, 05:24:59 PM
I find this conversation kind of interesting. We must play very differently; I've always found enemy ships with SO to be extremely easy, and generally have assumed that it's intentional. They're very restricted on OP due to the huge cost of SO, do not play intelligently like a player can when controlling one, and have weapon range stuck at 450 units, which is like bringing a knife to a gunfight. They usually can't get within firing range of a cruiser without already having their shields overloading!

If I had to crack a guess as to what's different, though... it sounds like you play with frigates. I never do. I hardly even ever use destroyers past the immediate start of a game and a few delivery missions for credits.

I think that widely, in vanilla as well as modded Starsector, frigates just aren't very feasable for the player to use. Using more smaller ships means you are going to lose them. Frigates are there like 'trash mobs' in an MMO, so that the player has a type of ship they can have thrown at them constantly in large number that are easy and satisfying to blow up.

Range advantage is king, and bigger ships get more range from Integrated Targeting Unit. After range, it's the amount of flux efficient damage you can bring to bear to pop targets, and the size of your flux pool multiplied by the efficiency of your shielding.

When in doubt, you can also add Converted Hangar to all of your destroyers and cruisers that aren't naturally carriers, and give them a cheap fighter. Ones that are naturally reasonably fast work best. Spirales work out well because of their Skipjet Injector, but vanilla burst laser interceptors (Spark, I think they're called) that you can recover from the AI danger systems are also fantastic support for a fleet of big ships. Both can take down frigates on their own in sufficient number, so they're the answer to small ships that try to stay out of your weapons range.
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9e
Post by: ThePollie on February 12, 2019, 05:56:24 PM
Yeah, I play with Frigates, in the early game at least.

The problem isn't really killing a SO ship, the problem is escaping one when I can't. DME ships aren't durable enough to face tank, but that's exactly what you're forced to do if you can't out-pace the opposition. If I get jumped by a 220 speed SO'd frigate against my 160 Star Sylph, my only option is to dump flux and try to slag him with one salvo. If I fail that, I basically die while I vent in front of him. Even if I succeed, the second SO'd frigate behind him slags me while I vent.

Once I get carriers and additional frigates, it becomes a lot less of an issue. Early game? When it's just me and maybe a wingman? It's easy to get into unwinnable fights with no chance to avoid them and just get wiped then and there.
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9e
Post by: Shad on February 16, 2019, 07:16:55 AM
Is it just me, or did Blade Breaker fighter get a lot more expensive? I could not find it in the the changelog, but Firesprays at 18 OP, Lycosids at 12 OP etc? It seems a little much. As good as BB fighters are, waves on conventional DME fighters now feel better value.
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9e
Post by: Harmful Mechanic on February 16, 2019, 09:09:01 AM
I upped some costs, yeah. It's part of a general push to make them more of a niche option than a straight upgrade. If you have relatively high OP, or a low bay count, they're a more attractive option. Some of this also has to do with AI/autofit balance and keeping NPC Blade Breaker fleets from being completely insane.

(I'm generally bad about remembering to note Blade Breaker stuff in changelogs, a relic of the days when they were in development but not implemented in any real player-facing context.)
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9f
Post by: Harmful Mechanic on February 16, 2019, 11:07:23 AM
Another balance and QoL update with some goodies here and there. Get it >HERE< (https://bitbucket.org/StopTypingSoren/dassault-mikoyan-engineering/downloads/Dassault-Mikoyan%20Engineering%200.9.9f.zip). SOFT-BREAKS SAVES (IE, you'll need to start a new save to enjoy the benefit of the campaign improvements). Fixes some irritating bugs re: Blade Breaker durability.

As with the last updates, DME now requires MagicLib; you can get that over >HERE< (http://fractalsoftworks.com/forum/index.php?topic=13718.0). I promise to stop repeating this warning... eventually.

Spoiler
0.9.9f - Balance and QoL.

Content:
- New Mystère sprite.
- Added DME Refit blueprint package.
- Added Targeting Optics hullmod (built-in)
- Sound tuneups and alterations.
- Added a few weapon FX.

Balance:
- Added 0-flux speed bonuses to Monobloc Construction and Skipspace Reaction Furnace. Monobloc ships get half-again the vanilla boost, while Reaction Furnace ships get a doubled 0-flux boost at up to 5% flux (6% with Helm 3).
- Adjusted bomber refitting times upwards 3-5 seconds.
- Rearranged Maskirovka slot types to better match the Harbinger; one Large Universal, two medium Hybrids. Better commit with that large!
- Kobra, Tunguska, and Baikal now have a built-in hullmod to increase range threshold slightly and autoaim accuracy.
- Reduced per-shot damage and flux of Obusier Shock Artillery to make it slightly less of a no-brainer/more effective in AI hands.
- Redesigned Mystère as a better support bomber.
- Removed Salvage Gantry on base Baikal, added it to Baikal (Brone).
- Changed some fighter OP costs (reduced cost: Aigrette, Demoiselle, increased cost: Harridan, Mystère).

Campaign:
- Integrated refit and export DME hulls into indie and pirate fleets.
[close]
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9e
Post by: Shad on February 16, 2019, 11:45:47 AM
I upped some costs, yeah. It's part of a general push to make them more of a niche option than a straight upgrade. If you have relatively high OP, or a low bay count, they're a more attractive option. Some of this also has to do with AI/autofit balance and keeping NPC Blade Breaker fleets from being completely insane.

(I'm generally bad about remembering to note Blade Breaker stuff in changelogs, a relic of the days when they were in development but not implemented in any real player-facing context.)
I can relate to the BB fleets being insane in my last playthrough but the current costs seem to just make them too expenisve to bother with.

Example Lycosid vs Spark, since they are both short-range interceptor drones.

With the old cost 9 vs 8 you effectively were choosing between the tankier Sparks and the glass cannon Lycosids. The 1 OP difference was not too much issue. Now Sparks are straight up better investment of OP, if you are short. If you have lots of OP, I would still not be getting the Lycosids, since there a lot of competition at the 12 OP price level and it feels too fragile compared to that competition.
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9f
Post by: Harmful Mechanic on February 16, 2019, 12:13:46 PM
Hmm. You might be right; I'll see if there's a good solution. I'm more likely to make the Lycosid stronger in some way than to reduce the OP cost, but I think there's space to fix the utility issue vs. Sparks.
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9f
Post by: Troika on February 17, 2019, 05:30:57 AM
In my current game, Blade Breakers seem to be murdering IBB bounties.
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9f
Post by: Shad on February 17, 2019, 05:59:26 AM
Looking at DME fleets, I noticed the 6B fleets seem to be using Shrikes, which makes the the only non-faction ship in DME fleets. Is this intended?

Also I have been struggling to find a 6B Kormoran. I devmode teleported between spawned 6B fleets for about 10 battles and did not see a single one.
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9f
Post by: ThePollie on February 17, 2019, 04:29:56 PM
Officially in love with the Snow Goose. Three light carriers and four pickets to escort them, while I work the flanks in the Snow Goose as a hunter/killer of priority targets. Great fun.
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9f
Post by: Harmful Mechanic on February 19, 2019, 08:49:53 PM
In my current game, Blade Breakers seem to be murdering IBB bounties.

Just hotfixed it, redownload and you should be golden.

Looking at DME fleets, I noticed the 6B fleets seem to be using Shrikes, which makes the the only non-faction ship in DME fleets. Is this intended?

Yes, there are a few vanilla high-tech ships sprinkled in for variety.

Officially in love with the Snow Goose. Three light carriers and four pickets to escort them, while I work the flanks in the Snow Goose as a hunter/killer of priority targets. Great fun.

Yup, that's exactly what the ship is for, glad you enjoy it.
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9f
Post by: FreedomFighter on February 19, 2019, 09:59:49 PM
Officially in love with the Snow Goose. Three light carriers and four pickets to escort them, while I work the flanks in the Snow Goose as a hunter/killer of priority targets. Great fun.

DME is a mobile faction but Snow Goose crank that up a lot. Honestly, I like DME clean and polish sprite the most. They're all white but not white that stab your eyeball while playing a space game with mostly dark background. Standout and pretty.
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9f
Post by: Shad on February 23, 2019, 08:18:48 AM
Whatever that fast picket is doing, I'm pretty sure it does not need a Mouflon.

[attachment deleted by admin]
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9f
Post by: solardawning on February 26, 2019, 02:39:54 PM
I like the new Blaze Gun. It fills a neat niche (short range, small energy efficient Anti-Armor gun) that isn't covered by any vanilla content.
I've gotten some use out of it on mobile midtech ships using a mix of various short range weaponry. It's especially good paired with vulcans or Linear CIWS (flux permitting), or against unshielded fighters, too.
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9f
Post by: Harmful Mechanic on March 07, 2019, 06:51:46 PM
I like the new Blaze Gun. It fills a neat niche (short range, small energy efficient Anti-Armor gun) that isn't covered by any vanilla content.
I've gotten some use out of it on mobile midtech ships using a mix of various short range weaponry. It's especially good paired with vulcans or Linear CIWS (flux permitting), or against unshielded fighters, too.

I like it too. It was one of those flavor weapons that was hanging around waiting to really find a niche; I think it's found a niche now.
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9f
Post by: AudaciousBS on March 13, 2019, 01:20:52 AM

- Removed Salvage Gantry on base Baikal, added it to Baikal (Brone).


The description of the Baikal still references having the Salvage Gantry even though it doens't have it anymore.
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9f
Post by: ThePollie on March 13, 2019, 07:46:55 PM
A few questions and points of interest.

Is there any thoughts for the Kobra to be more available? I've been wanting to play around with this ship more, but after close to a month straight of playing, I have never seen a second Kobra- period.The one spawned as a start in Nex has been it.

Also related to the Kobra - I feel the ability it has is fairly lackluster. It feels like a proper weak panic button at the best of times, and other times just an unused detail. The damage reduction isn't much, and often times hostiles can simply pound through it and slag you anyway. The Vesper feels like a more effective frigate with its pulsed jets and greater mount variety, despite the Kobra being described as a "combat craft".

The Obusier shock artillery has quickly become one of my favourite weapons to use, alongside the hybrid blaster. Though I was disappointed to not find a comparative large slot like the auto-hybrid blaster for the Obusier. Any plans to make an upsized variant?

I'm not a fan of the Baikal's skipjet injector ability. Compared to the Kormoran's pulsed jets, it feels like an inferior and wildly uncontrolled way to move around. I had the idea to use it to burn away from engagements to vent flux, but I found in practice how easy is it to have my engines shot out while turning and burning, or to get caught on stray allies and either flare out or to be spun from the impact and redirected toward the enemy.

Speaking of the Kormoran - Possibly my favourite ship, alongside the Vesper and Snow Goose. This thing is obnoxiously fun to fly. I think possibly the only thing that bugged me was the two small energy slots at the nose. The two universal slots in front of them are great, but the energy ones feel restricted on a ship already extremely energy-focused. PD beamers or Omni-blasters, I haven't really found much to put there that feels effective and worth the weight.

Jongleurs feel oddly slow in flight, especially compared to XRMs. Combined with their really poor tracking, I find a lot of targets simply outmaneuver the missiles, if they don't simply shoot them down at their leisure. They remind me a lot of LRMs, which I have largely regarded as a petty annoyance on their best days.

The ballistics OP reduction on the Baikal's one large hybrid slot is something I've been conflicted about. On one hand, reduced OP is always great. On the other hand, the Hellspike cannon didn't impress as much as the auto-hybrid blaster, and the heavy linear cannon and super heavy rail accelerator are ponderously effective in their role, freeing up the other two medium slots for anti-armour - Dual howler or whistler cannons out-shine the solitary Hellspike, and Obusier guns carry more utility with the rigging.

Other than that, I love the design. It feels very weighty and powerful to fly.

The flak discharger, despite being labeled as such, does not actually act as point defense and ignores missiles. The flachette CIWS feels awfully weak, too. I find these things often fail to contend with even solitary missiles - Further compounded by the fact it's difficult to get mount placements to allow more than one in the same firing arc.

The Rafale bombers hedgehog bombs very often miss their targets, I've noticed. Even against larger and slow heavy cruisers, up to half or more of their volley will screen past the side of the ship if they aren't explicitly flared out and unable to make any sort of movement. Against destroyers and more nimble cruisers, they virtually never connect if the target merely eases to the side during the attack run.

The linear cannon and autoguns feels fairly similar but different in their niche, but the twin-linear cannons and heavy autogun don't. The former feels radically superior. Better damage for more efficient flux, the autogun only feels like a better option if I'm terribly squeezed for OP and am just trying to force in one more gun. If I can afford it, the cannon feels strictly better.

Huskies are amazing to field. I'm hard pressed to find a firgate more survivable on the front line. Watching one tank a Dominator and endure is great. They might lack for firepower, but damn do these little guys hold their ground like a honey badger. I like pairing them with PD beamers and linear cannons and having them escort my carriers.

The Wanderer is probably my favourite destroyer of the main assembly. It's speedy when it needs to be, has a variety of energy rigs to field, and can punch above its weight. Armed with a twin-flak gun and it serves well to counter hostile missile strikes. Triple shockbeams and the optics let it harass from the second line. Obusiers and hybrid pulsers make it an EMP nightmare for anything caught unshielded.

Spirales are my favourite strike craft, thus far. I find them more consistent than Mysteres, though I often mix them in with Spirale flights to help them overload stressed shields and to further occupy point defense systems. The torpedo variant Rafale feels the more reliable. The hedgehog bombs tend to miss often, even if they hit like a truck when they do. The beamer drones felt lackluster. They did great to counter missiles, but I found in practice they just get mowed down en masse by the first contact with any strike craft, leaving the carrier absent of either defense.

Horn attack guns and their larger variants have sluggish projectiles. I often find the AI fails to lead targets enough to compensate for how slowly the rounds travel sometimes. Especially with whistler jetfires whose limited ammunition can be easily wasted on misses, if they aren't simply spent into shields. The Hellspike isn't as bad, despite the damage, since you have such range and are generally targeting larger ships with it.

ER pulsed lasers vs Tactical shockbeams is another matchup that feels weird. Shockbeams are OP cheaper and deal more damage overall. ER pulsed lasers have a minor advantage in range -which is largely irrelevant since they're mostly mounted on smaller ships, with the range penalty and the speed to simply close in anyway. Pulsed lasers fire faster, so I suppose they're better at picking at strike craft? I'm not entirely sure what their intended use is.
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9f
Post by: Wyvern on March 13, 2019, 08:15:23 PM
A few contrasting opinions:

I've found the Obusier to be overly awkward to use; even with the projectile speed increase perk, it's hard to use at range - and the slow fire rate means that most things can just flicker shields and pretty much ignore it even if you are on target.  Heavy blasters suit my play style much better.

The flechette CIWS, on the other hand, has become my go-to option for small slot ballistic PD.  I find it's at least no worse at killing missiles than a vanilla vulcan, and the bonus HE damage makes it vastly superior at anti-fighter work (and, for some frigates with limited weapon slots, lets it stand in for HE weaponry entirely.)

As for the Kormoran - yeah, those two forward small energy turrets are pretty obviously there for PD.  What I don't find a use for is the eight rear energy turrets; the rear medium can take a simple flak gun to effectively cover pretty much the same arcs.

On fighters: Spirales are good general-purpose fighters; mysteres are much more specialized - I've found one ship that performs well with a loadout of all mysteres, though: they mesh very well with the Zelenograd's recall system.
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9f
Post by: ThePollie on March 13, 2019, 08:34:22 PM
I found a use for them. You can mass PD and use your pulsed jets to spin around and obliterate entire screens of missiles. I prefer to mount lasers or hybrid pulsers to punish frigates attempting to flank me.

Obusiers are best used in combination with things like linear cannons. Wait til they fire and accompany the volley with a shock round. If they don't drop their shields, they take flux. If they do, the take armour and EMP damage. The slow projectile makes it tricky as hell against frigates, but I generally use it on destroyers and above.

I wouldn't mind seeing the Kormoran's front two energy slots replaced with hybrids. Give it more options for the mounts that aren't strictly PD.
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9f
Post by: Harmful Mechanic on March 14, 2019, 09:42:20 AM
Is there any thoughts for the Kobra to be more available? I've been wanting to play around with this ship more, but after close to a month straight of playing, I have never seen a second Kobra- period.The one spawned as a start in Nex has been it.

Also related to the Kobra - I feel the ability it has is fairly lackluster. It feels like a proper weak panic button at the best of times, and other times just an unused detail. The damage reduction isn't much, and often times hostiles can simply pound through it and slag you anyway. The Vesper feels like a more effective frigate with its pulsed jets and greater mount variety, despite the Kobra being described as a "combat craft".

It's one of those ships I keep tweaking here and there (availability will go up, too). I might make the system a little more effective. Ideally, it's the anvil to the Vesper's hammer, but frigates are just not good anvils.

The Obusier shock artillery has quickly become one of my favourite weapons to use, alongside the hybrid blaster. Though I was disappointed to not find a comparative large slot like the auto-hybrid blaster for the Obusier. Any plans to make an upsized variant?

Unlikely. Maybe for a station? The existing design is pretty firmly a medium weapon with no thought to up- or downsizing. I'm trying to avoid any new weapons, since I have a ton as it is.

I'm not a fan of the Baikal's skipjet injector ability. Compared to the Kormoran's pulsed jets, it feels like an inferior and wildly uncontrolled way to move around. I had the idea to use it to burn away from engagements to vent flux, but I found in practice how easy is it to have my engines shot out while turning and burning, or to get caught on stray allies and either flare out or to be spun from the impact and redirected toward the enemy.

Jongleurs feel oddly slow in flight, especially compared to XRMs. Combined with their really poor tracking, I find a lot of targets simply outmaneuver the missiles, if they don't simply shoot them down at their leisure. They remind me a lot of LRMs, which I have largely regarded as a petty annoyance on their best days.

The Baikal is designed to be an AI ship first and a player ship second (and the Kormoran is the reverse). It has a Burn Drive clone because that's the best way to ensure that a relatively slow ship gets to the fight. In return, it has a lot more diverse and weird fitting options; where flying a Kormoran is all about positioning, flying a Baikal is all about fire control. Giving the Kormoran even more small hybrid slots would be... inadvisable. Sometimes you're stuck with these things for balance reasons.

Massed Jongleur fire is the name of the game, and they're not slow so much as they have a longer acceleration curve; you want to fire them further out than Harpoons or other finisher missiles. The best move is to build for Jongleurs at the fleet level; deploy a whole bunch across many hulls, and use them to pressure your enemy. Some will always get through, especially with aggressive close support from kinetics and fighters to ride up enemy flux.

The ballistics OP reduction on the Baikal's one large hybrid slot is something I've been conflicted about. On one hand, reduced OP is always great. On the other hand, the Hellspike cannon didn't impress as much as the auto-hybrid blaster, and the heavy linear cannon and super heavy rail accelerator are ponderously effective in their role, freeing up the other two medium slots for anti-armour - Dual howler or whistler cannons out-shine the solitary Hellspike, and Obusier guns carry more utility with the rigging.

Other than that, I love the design. It feels very weighty and powerful to fly.

All I can say here is that the Baikal not being quite the ship you want it to be is evidence that it's decently balanced towards the point I wanted. Not being able to downsize the large slot is very much intentional, part of encouraging you to mount ballistics on it by preference, and use the Universal slot and the missile slots to full advantage if you really have to have an energy weapon in that large hybrid. It's a lower-tech DME ship, and mounting a large energy weapon on it should come at a cost.

The flak discharger, despite being labeled as such, does not actually act as point defense and ignores missiles. The flachette CIWS feels awfully weak, too. I find these things often fail to contend with even solitary missiles - Further compounded by the fact it's difficult to get mount placements to allow more than one in the same firing arc.

No, it does act as point defense (it's flagged as such and has been extensively tested). It's just very bad point defense... as you'd expect for 2OP. I do have a note to look at the launch and terminal velocities and bring them a little closer together, so it should miss slightly less. Slightly. It's a slot filler, there to catch slower fighters and missiles that aren't maneuvering much. It shouldn't be your sole PD.

One of the problems with ballistic PD is that shot pattern matters - in both cases. The Flechette CIWS doesn't have a great saturation pattern, but it's broadly more comparable to, of all things, an IR Pulse Laser. Because slots that can fit ballistics aren't all that common on DME ships, if you fill one, it should be with A) a very good weapon or B) a multi-role weapon. Flechette CIWS is PD in addition to being a decent fighter-chopper, not PD first. DME small ballistic PD isn't that great alone, but acts as a supplement to Vulcans and LMGs on vanilla ships, and primary energy PD on DME ships.

The Rafale bombers hedgehog bombs very often miss their targets, I've noticed. Even against larger and slow heavy cruisers, up to half or more of their volley will screen past the side of the ship if they aren't explicitly flared out and unable to make any sort of movement. Against destroyers and more nimble cruisers, they virtually never connect if the target merely eases to the side during the attack run.

That's pretty well just how dumbfire bombs work. The compensating factor is that if you pair them up with, say, Harridans, your target won't be doing much moving. Try it. And the bombs are proximity-fuzed, so they'll clear out enemy missiles and fighters better than the standard-model dumbfire bombs.

The linear cannon and autoguns feels fairly similar but different in their niche, but the twin-linear cannons and heavy autogun don't. The former feels radically superior. Better damage for more efficient flux, the autogun only feels like a better option if I'm terribly squeezed for OP and am just trying to force in one more gun. If I can afford it, the cannon feels strictly better.

As designed. Having lower-OP weaponry is useful on a faction-design level; in return, the autoguns are more useful against small craft. I'll probably bump up their projectile speed a little bit now that the Chaingun family is gone. Also, just like the Twin Linear and Howler pair well together, the Heavy Autogun and Whistler pair well together. The former aren't strictly better weapons; just more effective against heavier targets, with broader shields and thicker armor. The latter pairing will make short work of small stuff.

Huskies are amazing to field. I'm hard pressed to find a firgate more survivable on the front line. Watching one tank a Dominator and endure is great. They might lack for firepower, but damn do these little guys hold their ground like a honey badger. I like pairing them with PD beamers and linear cannons and having them escort my carriers.

Yup. It's a dedicated escort frigate that's designed to sacrifice striking power for durability. I wanted something that was good for point-capping in later-game battles. Slap an AMM-8 on it and your fighter worries are over.

Horn attack guns and their larger variants have sluggish projectiles. I often find the AI fails to lead targets enough to compensate for how slowly the rounds travel sometimes. Especially with whistler jetfires whose limited ammunition can be easily wasted on misses, if they aren't simply spent into shields. The Hellspike isn't as bad, despite the damage, since you have such range and are generally targeting larger ships with it.

That's as much a visual trick as actual projectile speed, which is uniformly higher than comparable HE weapons - sometimes by a lot; the whole weapon family has long trails. Horns are a little less impressive since Light Mortars got boosted to 600 range, but 5OP is still a bargain for what is effectively a sawn-off Mauler. Given the high-per-shot damage and scripted bonus damage, you really only need a few hits to strip armor off a target fast enough to dodge your shots.

Again, remember that DME weapons are designed from the ground up in the context of a faction that lacks Ballistic slots; every slot you could mount a ballistic weapon in, you can also mount either energy weapons (Hybrid, Universal) or missiles (Composite, Universal). Weapons like the Horn and Howler are designed for 'punching up' against bigger, slower, better-armored enemies. Weapons like the Whistler and Hellspear, on the other hand, are designed for mauling roughly equivalent opponents, so they're comparatively easier to land hits with. Against faster enemies with less armor, you'll find that faster energy weapons or guided missiles are a better anti-armor solution.

(The design concept is "any slot type except Ballistic or Synergy" to force a set of faction-wide choices (like 'no downsizing ballistics', and more options for fewer slots) while still giving you approximately a midline-ish range of options, weighted towards high-tech.)

ER pulsed lasers vs Tactical shockbeams is another matchup that feels weird. Shockbeams are OP cheaper and deal more damage overall. ER pulsed lasers have a minor advantage in range -which is largely irrelevant since they're mostly mounted on smaller ships, with the range penalty and the speed to simply close in anyway. Pulsed lasers fire faster, so I suppose they're better at picking at strike craft? I'm not entirely sure what their intended use is.

Range and anti-fighter work, yes. Pairings matter; Linear Cannon/Shockbeam and Rail Accelerator/ER Pulsed Laser setups are both about equally effective, just in different ways.

I'm glad you're enjoying the mod, thanks for taking the time to write out such detailed and thoughtful feedback.
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9f
Post by: ThePollie on March 14, 2019, 12:19:12 PM
Not gonna lie - Sawn off mauler is probably the greatest thing I've heard all week.
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9f
Post by: Morathar on March 25, 2019, 07:38:01 AM
It looks like there was some discussion of this in Discord, but I just wanted to confirm that the Blade Breakers don't currently spawn when using Nexerelin's randomly generated core. I actually noticed this issue a while back, but didn't mention it because I thought it was a design change related to the new Blade Breaker option settings. (At the time, I thought those warning beacon systems were intentionally removed in preparation for the future "noNexBreakers" option.)

Anyway, if the Blade Breakers are indeed supposed to spawn in a random sector, then the problem lies in the OnNewGame() method.
Spoiler
In the latest versions of the mod, that method returns immediately when it detects the random sector, so it never reaches the new separate Blade Breakers option check. (In older versions, it would call initBreakers() before the random sector check.) I humbly suggest inverting the logic on the check and removing the return call completely like this:
Code
        if (!isExerelin || SectorManager.getCorvusMode())
        {
            initDME();
        }
That should allow the code to reach the Blade Breaker check regardless of whether or not it's a random sector.
[close]
Hope this helps...
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9f
Post by: Harmful Mechanic on March 25, 2019, 01:48:35 PM
Yeah, I've had this report from multiple people and I'm working on it. It's low-priority but I am aware and working to fix it.

Thanks for including a detailed suggestion, though! I'll give it a shot.
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9f
Post by: Tschudy on April 14, 2019, 07:25:53 PM
Why do some of the weapons no correspond to their actual names?  like the Marteau MLRM Launcher is known to the console as something like "istl_canisterlauncer" or something like that.
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9f
Post by: King Alfonzo on April 14, 2019, 07:56:50 PM
Over time, some weapons change. Sometimes it's in name, sometimes it's in function, sometimes it's in visual. And over time, the names begin to change for the original name. For instance, Salamanders MRM are known in the vanilla code as heatseeker. This is just a feature of an ongoing effort to tweak and edit weapons.
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9f
Post by: AxleMC131 on April 14, 2019, 11:07:43 PM
Also sometimes a weapon concept is devised and integrated into the game (or a mod) before it has a set display name.
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9f
Post by: Harmful Mechanic on April 15, 2019, 11:35:07 AM
What everyone else said plus an additional point; DME started out as a nameless personal learner mod and got tightened up considerably leading up to release and afterwards. Since IDs are purely internal and are never player-facing in any meaningful sense barring something like Console Commands, interoperability with previous versions takes priority over solving the minor issues of the relatively small number of players who use Console Commands heavily.

It's annoying, and I sympathize; I sometimes have to do some data spelunking of my own mod to find the right weapon ID for testing. And in theory, it's relatively easy if dull and time-consuming to fix if I chose to do so, the next time I have a game-breaking update in the pipeline. But time spent fixing stuff like that is time not spent on new content and features, and I find new content and features more fun and rewarding to work on, so that's usually what I do.
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9f
Post by: Nia Tahl on April 15, 2019, 03:01:45 PM
It's just a thing that happens, especially when mods go through redesigns over time. I have a couple cases of mismatched IDs myself.

In the end it comes down to it not being worth changing IDs when changing names since you'd have to change every single reference to it and it'd break saves in the patch, not to mention the IDs are generally irrelevant to players of the mod unless they want to use console commands or something, in which case doing the quick research of looking up the IDs from the csvs is really not too much effort.
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9f
Post by: TMPhoenix on May 11, 2019, 05:28:07 AM
I seem to be hitting a crash with DME in combination with the 0.9.1 update. Looks like something in the base game code is breaking when a blade breaker station is created:

2740655 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.ClassCastException: com.fs.starfarer.api.impl.campaign.skills.Navigation$Level2 cannot be cast to com.fs.starfarer.api.characters.FleetStatsSkillEffect
java.lang.ClassCastException: com.fs.starfarer.api.impl.campaign.skills.Navigation$Level2 cannot be cast to com.fs.starfarer.api.characters.FleetStatsSkillEffect
   at com.fs.starfarer.loading.SkillSpec$SkillEffectSpec.while(Unknown Source)
   at com.fs.starfarer.campaign.CharacterStats.refreshCharacterStatsEffects(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetData.setCommander(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleet.setCommander(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleet.<init>(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.createEmptyFleet(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.fleets.FleetFactoryV3.createEmptyFleet(FleetFactoryV3.java:1054)
   at data.scripts.world.systems.BessonConstellation.generate(BessonConstellation.java:364)
   at data.scripts.world.ISTLGen.generate(ISTLGen.java:44)
   at data.scripts.DMEModPlugin.initDME(DMEModPlugin.java:87)
   at data.scripts.DMEModPlugin.onNewGame(DMEModPlugin.java:101)
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
...


Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9f
Post by: Harmful Mechanic on May 12, 2019, 10:31:42 AM
I'll take a look! Thanks for the report, any additional information you can give me would be helpful.
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9f
Post by: TMPhoenix on May 13, 2019, 11:37:56 AM
Nothing special to report really... I was just starting a fresh game after installing 0.9.1
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9f
Post by: Harmful Mechanic on May 13, 2019, 03:14:39 PM
Literally anything you can give me would help. Did you have Nex running? I tested the dev version and I wasn't able to get a crash like yours, so I'd finger Nex, which is fixed now, for the raiding fleet crash, but it could be all kinds of stuff. It might be fixed in the dev version but not in the current public download, it could be a lot of stuff that might show up for you and not me.

Regardless, I'll keep an eye out for anything that looks like it.
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9f
Post by: Gal Paladin on May 14, 2019, 08:32:56 PM
Generally additional info in this context means stuff like "what other mods do you have?" or like "did you edit anything by hand?" and anything else that changes the game from vanilla
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9f
Post by: TMPhoenix on May 16, 2019, 12:15:26 PM
I found the problem... There was an outdated navigation.skill file in one of my mod folders. After cleaning it out the crash was fixed... I guess DME was just the first piece of code to hit the definition.
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9f
Post by: Harmful Mechanic on May 16, 2019, 04:50:37 PM
Cool, cool. Yeah, I was a kind of mystified since I've been doing some fairly intense testing for release and never got anything like that.

Which mod? It would be helpful if I could tell other people who ask what it was.

(I'll have DME updated to 0.9.1 pretty soon; it's just a few things left here and there.)
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9f
Post by: Jonlissla on May 16, 2019, 09:20:20 PM
(I'll have DME updated to 0.9.1 pretty soon; it's just a few things left here and there.)
Looking forward to it, it's one of my favourite mods. I've always enjoyed the semi-realistic design you have going, reminds me of NASA shuttles and the like.
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9f
Post by: TMPhoenix on May 19, 2019, 01:33:20 AM
That's the weird thing it was in the Nexerelin folder, but it's not part of that mod, nor was it part of a previous version as far as I can tell and since I clean out old versions before upgrading it couldn't really have been part of another version. It may have gotten packaged with some other mod, but I don't recall placing it there...
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9f
Post by: eidolad on May 31, 2019, 02:50:33 PM
Dropping my lurker status to chime in and say that I really look forward to a Dassault-Mikoyan career...
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9f
Post by: Harmful Mechanic on May 31, 2019, 04:37:44 PM
I'm almost ready to release. I'm gonna shoot for this weekend, although it might be Sunday night, depending.

I've been posting a bunch of update teasers on Twitter.
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9f
Post by: eidolad on May 31, 2019, 08:29:33 PM
SUWEET
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9f
Post by: Nick XR on May 31, 2019, 09:08:40 PM
HYPE

I started a Nexerlin game with the current version.  Seems OK...

Will this one be able to just drop in replace? Or will I need a new game?
Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.0
Post by: Harmful Mechanic on June 01, 2019, 08:16:18 PM
(https://i.imgur.com/WAq88rD.png)

A massive balance and QoL update with lots of new goodies, on top of 0.9.1a compatibility. Get it >HERE< (https://bitbucket.org/StopTypingSoren/dassault-mikoyan-engineering/downloads/Dassault-Mikoyan%20Engineering%201.0a.zip). BREAKS SAVES.

As with the last updates, DME now requires MagicLib; you can get that over >HERE< (http://fractalsoftworks.com/forum/index.php?topic=13718.0). I promise to stop repeating this warning... eventually.

1.0 doesn't mean done! But I'm hoping the mod can be left alone for a while in this state. As ever, please let me know about bugs, typos, and other erroneous errata.

1.0 - Updated for 0.9.1a, major balance and content. Breaks saves, takes names.

Content:
- Improved sprites for Linear Autogun family.
- Improved sprite for Star Sylph.
- Improved sprite for Snow Goose.
- Improved sprite for Dard Interceptor Drone.
- Improved sprite for Icax Skipfighter.
- Improved sprites for base Vesper and Sixth Bureau Vesper.
- Improved or replaced all custom station sprites.
- Touchup and minor adjustments to scripts, projectiles.
- Added Revanche Flechette Cannon.
- Added Assault Rail Accelerator (6B).
- Added Thermal Mortar (BB).
- VERY REDACTED goodies. Lots of goodies.
- Fixed missing d-hull damage overlays in hull_styles.

Balance:
- Reworked Linear Autogun family as magazine-based rotary cannons with high peak, but much lower sustained, DPS.
- Added ammunition to flechette gun weapon family.
- Replaced Dual Linear Chain Gun on Spirale with Linear Autogun.
- Minor tweaks to Kobra Mk. 3; more armor, slightly more speed. Should be more common in markets.
- Added Aiguille SAM Bay (renamed from Slapper) to Dard.
- Improved Mouflon flux stats; added 5 OP, integral fighter bay.
- Replaced integral ECCM with integral Expanded Missile Racks on Tonnerre.
- Reduced TBM-10 and TBM-5 ammo to 90/60, respectively, in light of the above.
- Swapped trails over to .csv system.
- Increased prices of all ships destroyer-grade and higher.

Campaign:
- Added a new (empty) system, Hejaz.
- Added custom admins to Peremohy and La Reole.
- Adjusted tooltips on hardened warning beacons.
- Revised most station visuals, some more than others.
- Default setting is now no random Blade Breaker constellations. To activate, look in settings.ini.
- Fixed a few minor system issues.
[close]
Title: Re: [0.9.0a] Dassault-Mikoyan Engineering v.1.0
Post by: TimeDiver on June 01, 2019, 08:32:14 PM
BREAKS SAVES.
Dare I ask if certain assets have been renamed/removed, so I can kludge together a personal use-only compatibility patch?

Yeah, we were warned of this several days ago. I'm just stupidly obstinate over my current saves like that.
Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.0
Post by: Harmful Mechanic on June 01, 2019, 08:39:48 PM
Nothing has been removed, but I've lost count of all the little breaky things I've done (in part because my testing saves tend not to last very long at all).
Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.0
Post by: Dudok22 on June 01, 2019, 11:14:47 PM
 ;D Great reason for a new campaign! DME together with SCY and Blackrock are like the trio of the most fun to play factions for me.
Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.0
Post by: Glissa Ravidelle on June 02, 2019, 08:36:54 AM
Hey Soren, Congrats on 1.0!

Getting some grumbling and a crash when launching on linux due to file name mismatches (apparently case sensitivity is only a problem on this platform?)

Works fine after I changed the following file names (had been "Ifrit" in each case)

Code
graphics/ISTL/ships/istl_ifrit.png
graphics/ISTL/shaders/normal/ships/istl_ifrit_normal.png
graphics/ISTL/shaders/surface/ships/istl_ifrit_surface.png

Cheers
Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.0
Post by: Harmful Mechanic on June 02, 2019, 09:43:10 AM
;D Great reason for a new campaign! DME together with SCY and Blackrock are like the trio of the most fun to play factions for me.

Thanks. Yeah, high mobility and burst firepower are great playerbait, I'm glad I managed to stick the landing there.

Hey Soren, Congrats on 1.0!

Getting some grumbling and a crash when launching on linux due to file name mismatches (apparently case sensitivity is only a problem on this platform?)

Works fine after I changed the following file names (had been "Ifrit" in each case)

Code
graphics/ISTL/ships/istl_ifrit.png
graphics/ISTL/shaders/normal/ships/istl_ifrit_normal.png
graphics/ISTL/shaders/surface/ships/istl_ifrit_surface.png

Cheers

Irritating! I'll hotfix that tonight.

Thanks for the report.
Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.0
Post by: AudaciousBS on June 02, 2019, 03:40:01 PM
Thanks. Yeah, high mobility and burst firepower are great playerbait, I'm glad I managed to stick the landing there.
That and the aesthetics for both the DME and [REDACTED] are so polished and cohesive. It just feels good to have a fleet of ships that look good, kick ass, and take names.

It's really hard for me to pick a favorite between DME and Diable for favorite 0.9 faction and going back to 0.8 and adding Blackrock to the mix just makes it overall impossible.

Congrats on 1.0! Time to release a roadmap for more updates?  ;D

Spoiler
Is there a particular reason the Preceptor now spawns without it's nose segment and only half of it's rotating shield generator?
[close]
Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.0
Post by: Harmful Mechanic on June 02, 2019, 03:49:55 PM
Thanks. Yeah, high mobility and burst firepower are great playerbait, I'm glad I managed to stick the landing there.
That and the aesthetics for both the DME and [REDACTED] are so polished and cohesive. It just feels good to have a fleet of ships that look good, kick ass, and take names.

Thanks. I like cohesive faction design a lot; it's fun, and it lets me build more complex interlocking concepts than a ship pack would.

Congrats on 1.0! Time to release a roadmap for more updates?  ;D

I don't have a roadmap beyond this point, and I'm not really interested in tying myself to one or committing to any specific piece of content (and yeah, that includes stations; stations might happen, or might not, but it's a nice-to-have, not a requirement, they're a ton of work to sprite and especially to balance, and given the size of the mod now, plenty of reasons to leave them out). This was a substantial bloc of my loose to-do list, though.

I want to do some kind of story content once vanilla is content-complete, but it's silly to outrun the base game. There's plenty of time, I'd rather keep modding loose and fun for me.

Spoiler
Is there a particular reason the Preceptor now spawns without it's nose segment and only half of it's rotating shield generator?
[close]

Spoiler
That's the 'damaged' version. Other versions will spawn complete. The vanilla Remnant station does the same thing, but I probably need to make it an actual D-hull.
[close]
Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.0
Post by: OMGRussian on June 02, 2019, 04:33:05 PM
How is the procgen spawning of the [REDACTED] constellations handled? I've loved playing with DME enough that I now recognize them, but they seem to vary slightly in the position of stars in each constellation.

I'm not sure if it is DME, Underworld or Arsenal Expansion, but it seems to cause some oddities for me when starting a new game using an imported sector seed. Constellation location placement on the global map is wildly different each time, yet does still contain the same original planets, albeit with different names. The seed was created using these mods, but is still different layout-wise each time it is used with the exact same mod list.
Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.0
Post by: Harmful Mechanic on June 02, 2019, 04:42:38 PM
The constellations each include three systems, with semi-randomized positions; the systems range from wholly handmade (alpha) to almost entirely procgen (gamma).

(I can't take sole credit for this; Machine's implementation of a procgen constellation in Tyrador was enormously helpful in figuring out how all this works.)

As far as their messing with procgen; what mods you have active will affect procgen, yeah, how precisely I'm not technically competent to say. I would imagine they have an effect, probably more than Underworld; when in doubt, I trust DR not to screw the game up much more than I trust myself.

I haven't tested extensively, but the locations should keep anything too weird from happening to anyone's hand-placed content, and their presence or absence shouldn't mess with basic gameplay; cryosleepers, probes, etc. should still spawn fine. Eventually, I'd like to revisit the spawning code to make it both more random and a little neater; adding Delta and Epsilon systems, weighted random placement to ensure good distance between systems, maybe a selection of random tags to integrate them a bit more into the world.
Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.0
Post by: OMGRussian on June 02, 2019, 04:56:32 PM
The constellations each include three systems, with semi-randomized positions; the systems range from wholly handmade (alpha) to almost entirely procgen (gamma).

(I can't take sole credit for this; Machine's implementation of a procgen constellation in Tyrador was enormously helpful in figuring out how all this works.)

As far as their messing with procgen; what mods you have active will affect procgen, yeah, how precisely I'm not technically competent to say. I would imagine they have an effect, probably more than Underworld; when in doubt, I trust DR not to screw the game up much more than I trust myself.

I haven't tested extensively, but the locations should keep anything too weird from happening to anyone's hand-placed content. eventually, I'd like to revisit the spawning code to make it both more random and a little neater; adding Delta and Epsilon systems, weighted random placement to ensure good distance between systems.

Yeah, the handmade fixed-location systems from most other mods and DME constellations are thankfully always (99.99%) in the same location.

However, the odd bit is that the vanilla constellations and the location of Styx from Underworld vary wildly. The vanilla constellations contain the same planets and stars, but their names are different since I assume several of my mods likely have independent randomized name-lists. They can occupy effectively any area of the global map that isn't used for the Core or fixed-location mod content.

More of a curiosity than a serious negative issue, since one still possesses the same content... just more randomized.
Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.0
Post by: Harmful Mechanic on June 02, 2019, 05:09:39 PM
IIRC (confirm with DR, don't trust my memory), Styx is random at a fixed radius from the core stars; that is, it always appears at the same distance, but in a wildly different position.

DME's constellations spawn around fixed locations because:
1) the Sigma star makes them easy to find anyway, and
2) that way, they play nice with other people's additions to procgen (so far). You can map out the locations where they might spawn and avoid them.
Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.0
Post by: OMGRussian on June 02, 2019, 06:27:40 PM
IIRC (confirm with DR, don't trust my memory), Styx is random at a fixed radius from the core stars; that is, it always appears at the same distance, but in a wildly different position.

DME's constellations spawn around fixed locations because:
1) the Sigma star makes the easy to find anyway, and
2) that way, they play nice with other people's additions to procgen (so far). You can map out the locations where they might spawn and avoid them.

Gotcha.

I looked at the script for Styx and that is indeed what it does, basically. It also appears to always be the same for a given seed. Some other thing is responsible I guess. Thanks for the pointers!

Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.0
Post by: AudaciousBS on June 05, 2019, 07:37:05 AM
I'm running into an issue while attempting to change my faction's fleet/fighter/weapon composition while only using DME/[REDACTED] assets. I tried this before the most recent release and it worked fine.

Spoiler
162944 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.ui.A.new.super(Unknown Source)
   at com.fs.starfarer.ui.A.new.<init>(Unknown Source)
   at com.fs.starfarer.campaign.ui.String.<init>(Unknown Source)
   at com.fs.starfarer.ui.P.super(Unknown Source)
   at com.fs.starfarer.campaign.ui.oOOo.addIconFor(Unknown Source)
   at com.fs.starfarer.campaign.command.J.updateSampleFleet(Unknown Source)
   at com.fs.starfarer.campaign.command.J.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.advance(Unknown Source)
   at com.fs.starfarer.ui.v.advanceImpl(Unknown Source)
   at com.fs.starfarer.campaign.command.F.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.advance(Unknown Source)
   at com.fs.starfarer.ui.v.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.String.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.advance(Unknown Source)
   at com.fs.starfarer.ui.v.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.N.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.O0oO.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.advance(Unknown Source)
   at com.fs.starfarer.ui.v.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.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$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]
Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.0
Post by: Zoro89 on June 05, 2019, 09:59:46 AM
I'm running into an issue while attempting to change my faction's fleet/fighter/weapon composition while only using DME/[REDACTED] assets. I tried this before the most recent release and it worked fine.

Spoiler
162944 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.ui.A.new.super(Unknown Source)
   at com.fs.starfarer.ui.A.new.<init>(Unknown Source)
   at com.fs.starfarer.campaign.ui.String.<init>(Unknown Source)
   at com.fs.starfarer.ui.P.super(Unknown Source)
   at com.fs.starfarer.campaign.ui.oOOo.addIconFor(Unknown Source)
   at com.fs.starfarer.campaign.command.J.updateSampleFleet(Unknown Source)
   at com.fs.starfarer.campaign.command.J.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.advance(Unknown Source)
   at com.fs.starfarer.ui.v.advanceImpl(Unknown Source)
   at com.fs.starfarer.campaign.command.F.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.advance(Unknown Source)
   at com.fs.starfarer.ui.v.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.String.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.advance(Unknown Source)
   at com.fs.starfarer.ui.v.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.N.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.O0oO.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.advance(Unknown Source)
   at com.fs.starfarer.ui.v.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.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$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

I got the same crash/error. It happened when I try to exchange some ships and clicked on "Take" (Colony). But I also have other mod-ships in my storage. It's strange because it happened suddenly in midgame (cycle 212). DME assets in my storage: 2x Kobra MK3.
Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.0
Post by: Harmful Mechanic on June 05, 2019, 11:48:38 AM
Hunh. Are these fresh saves (the current update isn't save-friendly)? Any additional information you can post, savefiles, etc would help, since I've never had this crash to my knowledge. Otherwise I can look, but no guarantees I'll find it if I've never seen it before.
Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.0
Post by: AudaciousBS on June 05, 2019, 12:55:07 PM
I'm attaching my save as well as a list of the mods I have enabled. Really easy to reproduce by just going into the fleet composition tab and just changing pretty much anything. It seems to happen more often when increasing the number of large ships or taking away certain capital ships.

And yes this is a fresh save, I always start new saves after updating mods to try and reduce errors.
Spoiler
https://drive.google.com/file/d/1mESNhgeb7dW1Hn76ihvzc1Vc2UBvCBOI/view?usp=sharing (https://drive.google.com/file/d/1mESNhgeb7dW1Hn76ihvzc1Vc2UBvCBOI/view?usp=sharing)
https://drive.google.com/file/d/1lCtQDKIHQ0xc64r44JQ9PeYDtHL8uJjc/view?usp=sharing (https://drive.google.com/file/d/1lCtQDKIHQ0xc64r44JQ9PeYDtHL8uJjc/view?usp=sharing)
[close]

[attachment deleted by admin]
Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.0
Post by: Harmful Mechanic on June 05, 2019, 09:44:36 PM
So, I took a look, and... what, exactly, has you connecting this to DME?
You're using the kitchen sink, some of which aren't updated to the current version of the game, the crash doesn't seem to be tripping on any DME-prefixed content, and it's not clear to me from the log what exactly crashed and why.

If you're convinced it's DME, I'd suggest removing everything else and seeing if it occurs in a save where DME is the only content mod running alongside its required libraries. Otherwise, it's probably something else; I do enough swapping ships around in testing that I'm sure I would have caught it if it were me - I miss plenty, but I don't think I'd miss that.
Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.0
Post by: AudaciousBS on June 05, 2019, 10:23:08 PM
I wonder if it's another mod that's not playing nice for some reason. I only connected the two together because it started happening after I updated DME, but correlation doesn't equal causation. I'll play with which mods I've got enabled to see if I can't narrow it down better.
Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.0
Post by: ANGRYABOUTELVES on June 06, 2019, 09:44:10 PM
The Dual Linear Chain Gun blueprint can still drop from raiding, although you can't equip the DLCG on anything if you make it.
Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.0
Post by: Harmful Mechanic on June 06, 2019, 09:44:56 PM
Hunh. I'll see what I can do to fix that then.

EDIT: Fast fix! It turns out I still had them specced in the faction file, so if you want to go fix it yourself before I hotfix it, delete those lines in the known BPs of the faction file.

Thanks for the report, I wouldn't have caught that.
Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.0
Post by: TimeDiver on June 08, 2019, 10:50:13 PM
Nothing has been removed, but I've lost count of all the little breaky things I've done (in part because my testing saves tend not to last very long at all).
I finally got around to merging the two versions together... and lo and behold, a 0.9 save actually loaded!

Now I'm putzing around, wondering what exactly could will go wrong by using a merged folder(s) setup...
Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.0a
Post by: Hussar on June 11, 2019, 06:37:32 AM
I'd like to ask about Phoenix bases Soren, namely why there's so many of them? To confound this problem even more, beyond the "one proper" that shows on the map - the others are... well... broken. Their economy doesn't exist. Literally.

Spoiler
https://i.imgur.com/Ldl2ahW.png
https://i.imgur.com/uB4ugge.png
https://i.imgur.com/ZAYqyjE.png
[close]

Beyond this one I've encountered 2 other ones, approx same distance "on a ring" from the core. All of them looking the same. 1 of 3 was unconquerable (as I thought that invading "to abandon" them was the best course of action here).

From other things, Alex had updated the water worlds (no farmland conditions on water surfaced planets) so Odessa in Nikolaev stands out now with rich farmlands and water covered surface conditions. If settled (and I had did so for a time, but then read that there are sentient species observed from orbit I've wrapped the whole thing up after some time xD) it does gives doubled farm yield.


Those aside, great update. I haven't played with DME for quite a while so it's quite refreshing discovering all the new things.
Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.0a
Post by: Harmful Mechanic on June 11, 2019, 12:30:58 PM
That's not my mod. I don't know whose mod adds those bases, but DME doesn't have any base code in it, and if it did, they would have functioning markets, or at least explain why they didn't. EDIT: It's Inventor Raccoon's new mod, Secrets of the Frontier. You should let him know it's broken.

Odessa is supposed to be nice, yes. I'll fix that for the next update, in the mean time, enjoy your very full nets.
Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.0a
Post by: Shad on June 11, 2019, 02:12:51 PM
The new Mouflon is very nice. Brutally efficent unlike so many troop carriers.

Perhaps a little too efficient though? A full fighter bay for only 3 supplies a month! No dedicated carrier even comes close, and the Mouflon isn't even a dedicated carrier to begin with. And it has enough OP to pick makeshift shields, a solid fighter/bomber (15-ish OP), an LRM for the slot and still have enough OP to spread around on vents etc. If you go with low cost LRM and the twin frontal beams, you can fit heavy bombers like Rafale II or even the BB fighers.  And unlike most DME carriers, Mouflon is quite tough for its size, it has good armor value + ablative armor plates + the player can always add makeshift shields.

Couple of ideas to bring it down to earth again:

1. Chamois treatment (swap fighter bay for built-in converted hangar). This would fix most of the issues with the power of the ship, though it may not fit thematically (it is a miitary ship after all, not a civilian one).

2. Alternatively, raise the deployment cost of the ship, so it's not as as easy to mass.

3. Or alternatively again swap fighter bay for built-in drone bay(s). Again will limit power issues without changing the feel of the ship.

On a slightly related note, why does Mouflon still have no shield? Shiedless non-phase, military ships have more or less disappeared from the game (both in-lore and from a gameplay perspective). The Borzoi was reworked into a phase ship. A military assault lander with no shields seems odd. From a gameplay perspective the player can easily put makeshift shields on all of his ships, but the AI rarely does, which makes it a little unfair on the AI. Maybe just give Mouflon some narrow shield and reduce OP accordingly?
Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.0a
Post by: Hussar on June 11, 2019, 02:27:54 PM
That's not my mod. I don't know whose mod adds those bases, but DME doesn't have any base code in it, and if it did, they would have functioning markets, or at least explain why they didn't. EDIT: It's Inventor Raccoon's new mod, Secrets of the Frontier. You should let him know it's broken.

Odessa is supposed to be nice, yes. I'll fix that for the next update, in the mean time, enjoy your very full nets.

Oh, apologies then. He'd listed something in his changelog but I've thought it was some tweaks to his station building (edit: well technically those FOBs fit into that). Either way I haven't encountered this till I made a new game with DME enabled - literally the only change from the previous one - so I've got confused. I'll let him know then.

And oh, I've enjoyed them that's for sure - before moving on. But it was fun to outproduce 90% of the sectors competition in the fish market :)
And sure I do enjoy some of the new ships as well. "New" in quotation since I really haven't played full DME playthrough in ages - so I haven't got to play with Borzoi nor Maskirovka before.
Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.0a
Post by: Harmful Mechanic on June 11, 2019, 05:23:24 PM
2. Alternatively, raise the deployment cost of the ship, so it's not as as easy to mass.

Priced it up in the current dev build (8 to deploy, 4 per month); it's meant to be a unique, weird ship, hence the lack of shields; if you want a more conventional ship, buy a more conventional ship; no one is stopping you. If anything, I'm just going to make it weirder from here; it might get a sprite rework, but only to make it a better shieldless freak machine.
Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.0a
Post by: AxleMC131 on June 11, 2019, 11:18:38 PM
... it's meant to be a unique, weird ship, hence the lack of shields; if you want a more conventional ship, buy a more conventional ship; no one is stopping you. If anything, I'm just going to make it weirder from here...

This is the kind of concept design mindset I approve of (and envy slightly). XD
Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.0a
Post by: eidolad on June 14, 2019, 06:30:43 PM
It's quite astonishing how often I've gotten in my player-helmed ship and find that I can roam a battlefield and be completely ignored...up until I choose the time to close and kill.  A shield-less vessel that can roam and apply squadrons wherever it wants...actually works in my mind.

Weird would be:  a tractor-repulsor system that lets a Mouflon pull/push an enemy ship into a bad spot...and that doing so would cause an automatic overload for the Mouflon.
Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.0a
Post by: Kanil on June 14, 2019, 10:32:52 PM
Odessa is supposed to be nice, yes. I'll fix that for the next update, in the mean time, enjoy your very full nets.

Are you planning any other changes beyond Odessa? In particular La Reole, Tenacity, and Valjean all only have farming which seems a little odd. Meanwhile Marie-Galante doesn't have the habitable tag, nor any resources. 'course descriptions for the latter two sound unpleasant, so that makes sense.

I mean it doesn't really matter much, just seems like a couple of ores or something could be sprinkled about.
Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.0a
Post by: Shad on June 15, 2019, 03:40:13 AM
Yeah, Marie-Galante is odd. It's a jungle world, which was intensly colonised (vast ruins), but which has no resources at all.

Tenacity kinda makes sence it's luddic world.
Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.0a
Post by: Harmful Mechanic on June 16, 2019, 05:09:59 PM
I'm mostly trying to preserve game balance by not having too many highly desirable core-world colony candidates; 0.9's original colony balance made me pretty wary of that. But I'll look them over and see what makes sense to add now that colonies are more reasonable. La Réole in particular could use a small boost.

Valjean is meant to be a failing colony; the original biosphere was supposed to be something more like Chalcedon, but it's deteriorated/never quite got there.

A shield-less vessel that can roam and apply squadrons wherever it wants...actually works in my mind.

Weird would be:  a tractor-repulsor system that lets a Mouflon pull/push an enemy ship into a bad spot...and that doing so would cause an automatic overload for the Mouflon.

Automatic overloads and ship systems that move other ships are really volatile and can screw the AI over really badly; that could be neat, but just generally, I don't need more ideas; I need time to implement and test the ideas I already have.

What's likely to happen is for the Mouflon and Baikal Brone to get better module armor coverage and some sprite redesign to accommodate that, then some adjustments to their ship systems. I could give the Mouflon a lot of possible unique systems; sharing the Baikal Brone's Ram Drive is an option, or something odder. Regardless, I don't want it to just be a normal destroyer with a high crew cap and module armor.
Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.0a
Post by: Kanil on June 17, 2019, 05:51:06 PM
I'm mostly trying to preserve game balance by not having too many highly desirable core-world colony candidates

Yeah, I'm definitely not suggesting you make them good or anything, I was just thinking it's kinda weird that Marie-Galante was colonized in the first place if it doesn't have any resources to speak of. A crappy little ore deposit or something would make it look/feel better without actually being especially useful.
Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.0a
Post by: TimeDiver on June 21, 2019, 04:30:05 PM
The Blade Breakers' Ifrit is missing the UNBOARDABLE tag in ship_data.csv, since I was able to recover several of them.
Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.0a
Post by: Harmful Mechanic on June 22, 2019, 08:07:50 PM
Deserter hulls (no red stripes) are meant to be recoverable, since they're a player-only subfaction that only exists as a set of blueprints and the Ifrit has been redesigned as one of their unique ships. Working as intended.

(For anyone who hasn't found the blueprint in the new version: it's quite a bit fatter than it used to be, including a whole family of unique energy weapons.)
Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.0a
Post by: TimeDiver on June 23, 2019, 12:23:01 PM
Deserter hulls (no red stripes) are meant to be recoverable, since they're a player-only subfaction that only exists as a set of blueprints and the Ifrit has been redesigned as one of their unique ships. Working as intended.

(For anyone who hasn't found the blueprint in the new version: it's quite a bit fatter than it used to be, including a whole family of unique energy weapons.)
I should have been more specific; I recovered Ifrit(s) as post-battle salvage, not as random derelicts in the middle of nowhere (though I've gotten other Deserter hulls at random, too).

That's why I added that tag to the Ifrit's entry in ship_data.csv; in test battles where I took on multiple Blade Breaker fleets (re: cheesing), I'd sometimes get 2-3 Ifrit(s) in the aftermath.
Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.0a
Post by: Avanitia on June 23, 2019, 03:01:43 PM
Is this save back from older DME version? Ifrits were Blade Breaker frigates (so they were used by them), but that was changed in 1.0 - Ifrit was reworked and is in Deserter Package since that.

What you're encountering sounds like one of these things is happening:
1. You're using a save from older DME version - in which Ifrit was used by Blade Breakers - which means it's still in their "known ships" pool and they are using it.
2. You changed Ifrit's tags in ship_data.csv to include the "bladebreakers" tag - which makes Blade Breakers "know" that ship and make use of it.
3. Something else I can't think of at the moment.
Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.0a
Post by: TimeDiver on June 23, 2019, 04:15:58 PM
Is this save back from older DME version? Ifrits were Blade Breaker frigates (so they were used by them), but that was changed in 1.0 - Ifrit was reworked and is in Deserter Package since that.

What you're encountering sounds like one of these things is happening:
1. You're using a save from older DME version - in which Ifrit was used by Blade Breakers - which means it's still in their "known ships" pool and they are using it.
2. You changed Ifrit's tags in ship_data.csv to include the "bladebreakers" tag - which makes Blade Breakers "know" that ship and make use of it.
3. Something else I can't think of at the moment.
Yeah, you got me... #1 is indeed the situation. So I had to make that fix because I didn't want to lose the progress in those older saves.
Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.0a
Post by: CaptainBadger on June 30, 2019, 03:16:20 AM
I keep checking this thread every day for any mention of finally getting sexy DME stations to build around our own colonies; the Lanestate stations are nice, but I want DME arctic white in orbit around my worlds.

Is there any chance we'll be getting some groundside infrastructure to build on planets too?  Like the medical centers Shadowyards gives us?  It would be simply excellent to have some real choice behind what you build on your planets.
Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.0a
Post by: Harmful Mechanic on June 30, 2019, 09:16:28 AM
This last update was, in part, about clearing the deck to work on stations. I'm just getting started there; figuring out an interesting and thematic station design, ensuring it's fun to engage, trying to keep the VRAM footprint reasonable (it's a couple capships' worth of sprites). Plus a few things like a Deserter battlecarrier mothership that come just ahead of a station.

It's also possible I won't do a station for a long time. Calling this 1.0, a station would bump things up to 1.1 just by itself. So don't get your hopes up too much. I'm sticking to what's fun for me to produce right now and that can be a little scattershot.

I'm not sure what I want to do about industries. The main issue there is that I'd want to do unique illustrations for them and also make them significant or meaningful in some way beyond 'this is a better shipyard/fuel production/mining/etc'. I'd like to make Sigma Matter an installable item, either on custom industries and structures or on a few vanilla industries - the platonic ideal is requiring installed Sigma Matter of a certain grade to produce ships like the Snow Goose, but all this is dependent on time and difficulty. I can't make promises beyond what I'd *like* to be able to do
Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.0a
Post by: CaptainBadger on June 30, 2019, 05:40:55 PM
This last update was, in part, about clearing the deck to work on stations. I'm just getting started there; figuring out an interesting and thematic station design, ensuring it's fun to engage, trying to keep the VRAM footprint reasonable (it's a couple capships' worth of sprites). Plus a few things like a Deserter battlecarrier mothership that come just ahead of a station.

It's also possible I won't do a station for a long time. Calling this 1.0, a station would bump things up to 1.1 just by itself. So don't get your hopes up too much. I'm sticking to what's fun for me to produce right now and that can be a little scattershot.

I'm not sure what I want to do about industries. The main issue there is that I'd want to do unique illustrations for them and also make them significant or meaningful in some way beyond 'this is a better shipyard/fuel production/mining/etc'. I'd like to make Sigma Matter an installable item, either on custom industries and structures or on a few vanilla industries - the platonic ideal is requiring installed Sigma Matter of a certain grade to produce ships like the Snow Goose, but all this is dependent on time and difficulty. I can't make promises beyond what I'd *like* to be able to do

I don't think anyone's asking for you to make promises you don't think you can keep, just the knowledge that you *do* want to work on stations and *do* want to make industries meaningful is frankly enough as I, personally, was concerned you'd decided not to do anything with either given the dearth of recent information regarding either subject.  I am quite happy you want to do something with Sigma and also happy you don't want to go with the lazy solution of "this is basically better vanilla in every way" for your industries.

Also, and I hope I'm not reaching here, but I've been looking to put my Bachelor's in Creative Writing to use for a *long* time, so if you want any help with descriptions or other things, I'd be more than happy to volunteer my time.

I look forward to the fruits of your labor in the meantime.
Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.0a
Post by: Harmful Mechanic on June 30, 2019, 05:49:34 PM
It's all still something I want to do. How doable it'll be is a matter of how long it takes to develop and implement concepts. Coming up with a unique station design, testing it, refining it, three versions getting increasingly deadlier - it's a lot. And I might look it over and decide to trim it down to fit into VRAM properly (only two stages, fewer modules - whatever it takes).

The issue with industries is all conceptual. I don't want to work on them unless they can be really good, essentially; they might come before or after stations, but I want them to be well thought out. Sigma industries would need a whole alternate set of effects for installable Sigma Matter containers, so slower is better.

I actually legitimately love writing my descriptions, so I have to decline. The one-man-band-with-jam-sessions aspect of modding is part of the fun for me. Any brevity is a side effect of the fact that I'm doing all the rest of the content, too.
Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.0a
Post by: SCC on June 30, 2019, 11:46:59 PM
Can't wait to see this ridiculous flying circus, just like all the other deserter ships. My experiences with deserter ships are partly from a solo run (with all the skills in the game, to see how far can I push it), partly from a more normal one. Unfortunately, I cannot tell how different it is from vanilla, because I wasn't using Starship Legends before or since. In the normal run, I realised it's a good thing that deserter ships are so expensive. It would be nice to see Blade Breakers raiding the player periodically for using those blueprints, like in a suggestion thread I made the other day (http://fractalsoftworks.com/forum/index.php?topic=15644.0), to make you need this sort of stuff to survive.

   — Ifrit is alright. It has decent mounts and speed, especially with plasma jets. Layout allows for nice berserker fits, though you can't get full PD coverage without sacrificing some combat capability. I haven't tried running a pack of them, but I probably could make them a perfect pain in the ass to deal with. They might perhaps be better of with stutterwarp, if it's slower overall than plasma jets.
   — Deserter Tempest is actually worse than normal Tempest, solely by the virtue of the changed drone. One hybrid instead of a medium turret is a bit better, but HEF still pushes you towards energy weapons. However, the big issue is the drone: it constantly gets lost, can't protect the Tempest and doesn't provide as much firepower as Terminator drones do. One good thing about the drone is that it appears to be nearly immortal. I like that the sprite, unlike vanilla, actually has a drone bay.
   — I have tested Demon only against Blade Breakers, so I might not really doing it justice. It doesn't seem any better than other phase ships, save for Gremlin. It has the advantage of being able to use any missiles, since it can distract enemy PD, I guess. One day people will give up on trying to salvage the Gremlin...

   — Crasher is surprisingly good, though not quite up there on the bull *** scale. Its main guns are quite nice general-purpose artillery pieces, even if they are inaccurate. Thanks to its pseudo-fortress shields I can skimp on frontal PD, not that the rear turrets don't have good coverage. While it excels against bigger ships, it's not too shabby against smaller ones, either, especially if you go with Howler Cannon/Rail Accelerators fit. It feels a bit like a bigger centurion, in that it's both tough and can shoot back, though using shields instead and having way more gun, proportionally.
   — Curse is a decent carrier. It suffers a bit from what carriers are, in the sense that other carriers can do what it does (sending fighters and staying out of combat), but it's better at surviving close encounters than dedicated carriers. Its biggest issue is that the Drover set the bar really high.

   — Sparrowhawk is decent hybrid ship. I typically fit it with mainly HE and then rely on fighters on kinetic damage, which typically works out pretty well. It has a bit different kind of mobility than Black Lancer, but it is still very good and enough to plug in holes whenever they appear, and dodge the occasional Firespray barrage. I was quick to dismiss starting loadout, but it turned out actually decent at soloing for some time. I just wish IR beamers stopped turning enemy torpedoes towards me, I got hit because of that way too many times.
   — But the strongest are two similar ships... Slammer and Black Lancer are both outstanding one ship navies. Fast, even faster with the system, pack a punch and have enough range that they don't have to commit too much. Slammer's main cannon, though iffy with its splash damage, is great for finishing off ships with its huge per-shot damage. EMP is neat, too. Small turrets have arcs good enough that I don't have to mount PD on one of them and can put another damage-dealing gun there. Black Lancer is pretty much a ballistic Aurora, with all that entails. I don't really think anything else has to be said about it. Best thing about it is that I can give it to an aggressive officer, pit it against Blade Breakers and it survives just fine.

   — Skinks are alright. Not great, not terrible. I use Fire Beetles as kinetic guns for HE-focused combat carriers, but there's not much of a niche for that and they're not as good of a support as Broadswords are. Brisance seems to be pretty underwhelming, not really good at anything they set out to do, but I can't say for sure, haven't used them much. Longbows are cheaper.
   — Phase ADS is decent for its price, Phased Autogun is very good. Competent at dealing with missiles. Much more reliable than most other energy PD.
   — Phased Cannon and Autocannon are alright without support and amazing with some armour cracker. They take their sweet time to get through armour (and even then, they're not that terrible), but they easily make up for that by absolutely chewing through the hull. They are one of these weapons that aren't good on high-tech ships, but are lovely on the Eagle and other midline ships. Phased Accelerator I haven't found a good use yet, but they seem to be a fine anti-matter blaster lite.
Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.0a
Post by: Harmful Mechanic on July 01, 2019, 08:15:08 AM
I've thought about that; I think I'd rather make Sigma Matter the stuff they care about, though, since it's clearer how to do that and it does more gameplay lifting with one mechanic.

- Ifrits are utility line ships. Decent, good support with a heavy rail acc or close combat with a Whistler + linear cannons. The Aiguille is useful for shutting down fighters.
- Deserter Tempest is, I'd say, about the same (the ability to put 1000-range projectile weapons on a Tempest is arguably broken), but it's going to get a look over for a new ship system at some point. I like the drone as more of a utility than a direct damage design.
- Demons are a mild upgrade over the Gremlin, but there's a lot you can do with that med universal and I wouldn't count it out. The plasma decoys make it a good support ship.

- Thanks, Crashers are one of my favorites and very fun wingmen.
- I might tweak the Curse a bit more, but right now I think it has a solid niche and I don't think it needs much.

- Sparrowhawks are, well, still themselves. I may replace the IR Beamers on the Deserter version as I've been thinking about that too.
- Slammers tickle me every time I use one. I tuned the spinal phase acc so it'll just about kill a Talon wing in one shot, which is amazingly satisfying. Black Lancers are pretty unremarkable line cruisers, but I'm glad you like 'em.

- Skinks are meant to be kind of ho-hum (although missile barrages and the relatively high penetration of the DX Autogun add up).
- Fire Beetles, I'm going to improve their rails a bit since I agree.
- Brisance is getting some improvements to the electron rocket (increased damage + EMP with multi-arcing).
- (Nothing about the Spooky? For shame.)
- Glad you like all the phased cannons; the modular Phase Accelerator is a counter-phase-ship weapon - try it out on the Demon - that allows you to nail the little bastards when they unphase. Try several on a Centurion or Shade for some truly delightful comedy.

In general, Deserter ships are meant to be weird down/sidegrades, with the NPC-only design elements of Blade Breaker ships smoothed out. They have all the benefits of the hullmod, including near-immunity to terrain effects (try flying through a solar corona or an event horizon), so this is what a 'play as Blade Breakers' experience looks like.
Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.0a
Post by: Wyvern on July 01, 2019, 12:19:36 PM
Just a note on the IR Beamers: for a player-controlled Sparrowhawk (at least in prior versions - I haven't yet flown one in Starsector 0.9.1), I turn those things off - their effectiveness as PD is questionable, and the flux costs are extreme.  Cheaper and more effective to mount some flak and maybe burst PD for the rear.  Or just outright shield-tank incoming missiles.

I'd tend to say that they're a good fit for the NPC-only Blade Breaker ships, though, where the ability to occasionally 'misfire' and curve a torpedo into the ship is more of a feature than a bug, and where "missile barrages push target flux up a lot" makes for more interesting fights than you'd get with actual high-efficiency PD.
Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.0a
Post by: Harmful Mechanic on July 01, 2019, 12:22:24 PM
That's my thinking, yes, and why they'll be replaced. Just because I haven't implemented something doesn't mean I haven't noticed or thought about it.
Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.0a
Post by: Wyvern on July 01, 2019, 12:36:06 PM
Hah, fair enough.  I wasn't sure if there was some hidden awesomeness to the IR Beamer that I was missing, just that I had a better time when I turned them off.

As for stations... well, on the one hand, a dedicated DME station would be neat.  On the other hand, the existing stations work just fine, and really, what is a Jeanne d'Arc but a giant mobile space station full of fighters?  ...Now I'm imagining a Jeanne d'Arc tied tail-to-tail with a Zelenograd, just spinning in space...  Not exactly a practical option, though.
Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.0a
Post by: Harmful Mechanic on July 01, 2019, 12:37:49 PM
The IR Beamer really needs scripted push-force stuff to make it mess with missiles as intended. It's one of those QoL fixes I keep never quite having time to do right, and if I can't do it right, no reason to do it at all.

Stations are a big question mark. It'll come down to how fun it is for me.
Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.0a
Post by: SCC on July 02, 2019, 05:08:19 AM
Black Lancers are pretty unremarkable line cruisers, but I'm glad you like 'em.
That's an intriguing sense of humor.
I actually have two phase accelerators on my Demon, and a scalaron blaster. There's something weird with accelerators on autofire, they really don't want to do it.
About fighters again: Brisance buff is very welcome. I tried Spooky, now that I finally got a three decked carrier in my current run, and the game is having fun at my expense. It decided that it should keep only bombers constantly on engage, but with a spooky wing, it switches between regroup and engage constantly. With manual piloting, it seemed that Spooky isn't really all that good, I could hardly spot it shooting its autocannons. I might have just not paid attention.
I wish it was an interceptor, it would at least do a quick job of any fighters in its vicinity before attacking the target ship. Speaking of that, Aigrette is classified as an air superiority fighter, but it's not an interceptor, so it focuses on ships more than fighters. Perhaps that could get changed as well.
Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.0a
Post by: Harmful Mechanic on July 02, 2019, 08:13:17 AM
Yeah, phase accelerators have some autofit hints. I may remove those, they don't seem to be having the intended effect.

The basic problem with Spooky is that for a gunship to work in Starsector, it needs custom fighter role AI ('orbit the target ship at optimal weapons range, firing until all weapons are out of ammunition'), which I'm not up to writing. Everything besides that is going to be some level of hacky.

(I have been playing around with reduced range to make it more of what I intend; a helper unit in ship-to-ship brawls that doesn't use SUPPORT, which would pin it too close. That might be better than the current setup, though. Still testing.)

I might try that on the Aigrette, a good suggestion.
Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.0a
Post by: Cheru on July 16, 2019, 12:39:55 PM
I have a problem loading the mod. The game crashes shortly after I launch it.

Quote
ERROR com.fs.starfarer.combat.CombatMain  - java.lang.IllegalArgumentException: No enum constant com.fs.starfarer.api.combat.ShipHullSpecAPI.ShipTypeHints.PHASE
java.lang.IllegalArgumentException: No enum constant com.fs.starfarer.api.combat.ShipHullSpecAPI.ShipTypeHints.PHASE
   at java.lang.Enum.valueOf(Unknown Source)
   at com.fs.starfarer.loading.D.super(Unknown Source)
   at com.fs.starfarer.loading.ShipHullSpreadsheetLoader.super(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.while(Unknown Source)
   at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.0a
Post by: Harmful Mechanic on July 16, 2019, 02:00:34 PM
Are you using the current version of Starsector? The PHASE hint was only added in 0.9, and the only version of the mod I provide support for is the current one, running in the current version of the game (0.9.1a), where that hint is necessary.

Try updating your copy of Starsector.
Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.0a
Post by: RandomnessInc on August 11, 2019, 02:16:51 PM
I’m not sure that this is supposed to happen, but stable locations do not show up in any system within a constellation that contains a sigma distorted world.
Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.0a
Post by: halo123329 on August 11, 2019, 05:33:32 PM
Is there a way with or without Console Commands to get a Preceptor with all modules? I tried using Console Commands and was only able to spawn a version missing modules but the missing modules still show up on the ship list.
Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.0a
Post by: Harmful Mechanic on August 11, 2019, 08:38:40 PM
You'll need Console Commands, and the ship variant ID for the full Preceptor is <istl_bbsuperheavy_std>.

It's really, really not designed for player use, though, and I make no promises that it won't ruin your fun. It's also not salvageable if it's destroyed.
Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.0a
Post by: halo123329 on August 11, 2019, 09:38:52 PM
Thank you the variant worked perfectly and it's replacing a Cathedral Hub ship so it shouldn't break it all that much more.

I'm really looking forward to the Station, the design of the two factions are great and while I prefer the Deserter/Blade breaker style the Dassault are good enough I wouldn't mind only getting theirs.
Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.0a
Post by: EntropicFrost on August 18, 2019, 01:20:36 AM
I feel like I'm going down the wrong track but I'm not sure. I've been trying to hunt for the Deserter blueprint but I legitimately cannot find it. I am playing with Nexerelin with vanilla core so i have the sigma sectors, and i have the random Blade Breakers on too that spawned. I have gone into literally every system on the map, Sigma and not, and salvaged every station I could, but never got the bp to appear. I also never saw a deserter faction but I'm not certain there is supposed to be one?

Am I just SoL on the worldgen and drops?
Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.0a
Post by: 123nick on August 18, 2019, 04:12:39 AM
The volcanic world named rogue in the nikolaev system added by this mod, i assume, has a bit low hazard rating. for a volcanic world which on average have 175~225% hazard rating, it only has 125% due too only having tectonics modifier. maybe if it had instead, extreme tectonics modifer, and extreme heat? it seems it would be more fitting for its description, since it says even smugglers dont wanna step foot or settle on the planet.
Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.0a
Post by: Hrothgar on August 18, 2019, 04:48:25 AM
I had few 125-150 volcanic worlds. Like 5-6 in 2 campaigns. So yes, they're rare but not impossible to find.
Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.0a
Post by: Wyvern on August 18, 2019, 10:37:47 AM
I feel like I'm going down the wrong track but I'm not sure. I've been trying to hunt for the Deserter blueprint but I legitimately cannot find it. I am playing with Nexerelin with vanilla core so i have the sigma sectors, and i have the random Blade Breakers on too that spawned. I have gone into literally every system on the map, Sigma and not, and salvaged every station I could, but never got the bp to appear. I also never saw a deserter faction but I'm not certain there is supposed to be one?

Am I just SoL on the worldgen and drops?
I'm not sure how much of a hint you want, so I'll start with: it does (in a non-random sector) exist, and is not randomly placed.
Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.0a
Post by: Harmful Mechanic on August 18, 2019, 01:36:40 PM
The volcanic world named rogue in the nikolaev system added by this mod, i assume, has a bit low hazard rating. for a volcanic world which on average have 175~225% hazard rating, it only has 125% due too only having tectonics modifier. maybe if it had instead, extreme tectonics modifer, and extreme heat? it seems it would be more fitting for its description, since it says even smugglers dont wanna step foot or settle on the planet.

As noted, low-hazard volcanic worlds exist in vanilla; I also believe the Extreme Tectonics condition didn't exist when I set up the system. Heat doesn't make much sense for a world that far out, but I can certainly up the hazard level.

I feel like I'm going down the wrong track but I'm not sure. I've been trying to hunt for the Deserter blueprint but I legitimately cannot find it. I am playing with Nexerelin with vanilla core so i have the sigma sectors, and i have the random Blade Breakers on too that spawned. I have gone into literally every system on the map, Sigma and not, and salvaged every station I could, but never got the bp to appear. I also never saw a deserter faction but I'm not certain there is supposed to be one?

Am I just SoL on the worldgen and drops?

It's definitely in the sector and definitely not random, yeah. Keep pawing over the Sigma systems. I may make it more random in the future, but it'll always be in one of those and always spawn. I've tested it quite a bit.

There's no Deserter faction in campaign; it's mainly there for the Nex starts.
Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.0a
Post by: Wyvern on August 18, 2019, 03:56:03 PM
The volcanic world named rogue in the nikolaev system added by this mod, i assume, has a bit low hazard rating. for a volcanic world which on average have 175~225% hazard rating, it only has 125% due too only having tectonics modifier. maybe if it had instead, extreme tectonics modifer, and extreme heat? it seems it would be more fitting for its description, since it says even smugglers dont wanna step foot or settle on the planet.

As noted, low-hazard volcanic worlds exist in vanilla; I also believe the Extreme Tectonics condition didn't exist when I set up the system. Heat doesn't make much sense for a world that far out, but I can certainly up the hazard level.
Why wouldn't heat make sense?  Rouge is a volcanic world in close orbit around a gas giant, and presumably is heated via tidal forces the way Io is.
Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.0a
Post by: Harmful Mechanic on August 18, 2019, 04:24:47 PM
The volcanic world named rogue in the nikolaev system added by this mod, i assume, has a bit low hazard rating. for a volcanic world which on average have 175~225% hazard rating, it only has 125% due too only having tectonics modifier. maybe if it had instead, extreme tectonics modifer, and extreme heat? it seems it would be more fitting for its description, since it says even smugglers dont wanna step foot or settle on the planet.

As noted, low-hazard volcanic worlds exist in vanilla; I also believe the Extreme Tectonics condition didn't exist when I set up the system. Heat doesn't make much sense for a world that far out, but I can certainly up the hazard level.
Why wouldn't heat make sense?  Rouge is a volcanic world in close orbit around a gas giant, and presumably is heated via tidal forces the way Io is.

Extreme Heat doesn't make sense, but the Hot condition might. I'll look at it, but I don't want to fuss too much over every world in every system on this level; it's just not a good use of my modding time, and you can add and remove conditions via Console Commands to test various configurations yourself.
Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.0a
Post by: Starareo on August 20, 2019, 05:56:18 PM
Does anyone have recommendations for fighter wings for both DME and Blade Breakers? Its been a while since I played but I do remember firespray bombers absolutely destroying my ships.
Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.0a
Post by: Zani on August 21, 2019, 04:53:27 AM
Does anyone have recommendations for fighter wings for both DME and Blade Breakers? Its been a while since I played but I do remember firespray bombers absolutely destroying my ships.

I get good success against Blade Breakers from a Jeanne'd'Arc or two with primarily Focuser Bombers (Astral also works very well w/ Recall), and then the rest of the fleet in Herons (cheaper) or Normandies (more damage/tankier) with Mystères plus an Aigrette wing. The massed Mystères take down the typically quite resistant shields, and the buffed Focuser Bombers absolutely eviscerating the overloaded vessels.The Aigrettes deal with the opposing Firespray and Focuser Bombers quite well (normally have about 6-7 wings over the fleet), and also do very good at harassing the Phase ships when necessary. The Focuser bombers do obviously rely on you having fought Blade Breakers enough beforehand to have gotten enough for your fleet, so you can use Firesprays if you've not got enough, or Cobras as heavy bombers until you get some Blade Breaker wings. Rafale IIs also work wonders against the bigger vessels that can't dodge.

Haven't tried fighting Dassault-Mikoyan fleets yet, but I imagine the same ideas work.
Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.0a
Post by: Aysom on August 21, 2019, 05:41:34 AM
How do you get the Kormoran and Snow Goose? Only from raiding heavy industry in DME systems? Don't get them from the packages, but the markets dont seem to sell them either
Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.0a
Post by: Ed on August 21, 2019, 06:14:46 AM
I have started as a Deserter, but i only have one Sparrowhawk, wasn't a second ship stashed away near the place you start out? Also is there a way to acquire more deserter ships other than the one or two derelicts you find in the blade breaker sectors? So far i only found one Curse
Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.0a
Post by: Hrothgar on August 21, 2019, 06:49:06 AM
There should be another Sparrowhawk and Tempest hidden somewhere.
Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.0a
Post by: Ed on August 21, 2019, 06:55:05 AM
I know because i found them in other playthrough, but is 2 sparrowhawks really all you can get? Are there blueprints somewhere? I didn't find any in my previous playthrough
Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.0a
Post by: Harmful Mechanic on August 21, 2019, 07:44:32 AM
Also is there a way to acquire more deserter ships other than the one or two derelicts you find in the blade breaker sectors?

Trying to spoil as little as possible: yes.

Spoiling a little bit more: really scour those Sigma star systems.

So spoilery it needed a tag:
Are there blueprints somewhere?
There's a blueprint pack that contains player-only unique ships, fighter wings, and some unique weapons. There's a very small chance of it spawning randomly, and I've added it to the Deserter Nex start in the dev version so you can produce them as soon as possible. It doesn't contain the Sparrowhawk or the Star Sylph skin, though.

So spoilery it needed to be behind another spoiler tag:
It's on an abandoned space station, Nevsky Polis, in the outskirts of the same system as Lenze.
[close]
Once you have it, you can produce your own all-Deserter fleets.
[close]
Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.0a
Post by: solardawning on August 21, 2019, 08:52:34 AM
Skinks quickly became my favorite interceptor.

It'd be awesome if there were a way to get the Deserter Sparrowhawk blueprint as well, especially if it were locked behind some piece of content like a mission or a battle, not just somewhere to sneak to and loot.
Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.0a
Post by: Starareo on August 21, 2019, 09:55:49 AM
@Zani Thanks for the reply, but I may have written out my original request weirdly.

I was actually asking about what are the best DME and Blade Breaker fighter wings to use in general, not just against those specific factions. I tend to avoid high level systems until I have an oversized fleet of capitals.
Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.0a
Post by: Ed on August 21, 2019, 11:25:20 AM
Thanks Soren, i really hate aimless wandering when i don't even know if there is anything out there, i know some people prefer to discover and explore by themselves, but i don't have too much time to play, so helps to know that.
Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.0a
Post by: YakLivesMatter on August 21, 2019, 11:46:35 AM
So how can I obtain blueprints for DME in the early game? Most faction starts give the player a basic blueprint pack, but I didn't receive on on my DME start.
Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.0a
Post by: Hrothgar on August 21, 2019, 01:30:45 PM
From station, prism exchange or scour a core worlds ruins.
Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.0a
Post by: YakLivesMatter on August 21, 2019, 01:42:20 PM
From station, prism exchange or scour a core worlds ruins.
Thanks, was hoping that there would be some mission for them or the ability to buy them, but oh well. Looks like I'll eventually have to backstab DME.
Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.0a
Post by: Harmful Mechanic on August 21, 2019, 07:02:02 PM
So how can I obtain blueprints for DME in the early game? Most faction starts give the player a basic blueprint pack, but I didn't receive on on my DME start.

Yeah, I've fixed that in the dev version (it's looking like time for a minor patch soon - maybe this weekend). Straightforwardly a Nex feature I hadn't accommodated. If you want to fix it yourself for future starts, go into data/config/exerelinFactionConfig/dassault_mikoyan.json and add this line:
Code
    "startSpecialItems":[
        [["istl_dmecore_package", "istl_dmeadv_package"]],
    ],

You can also use Console Commands to add them to your existing save:
Code
addspecial istl_dmecore_package; addspecial istl_dmeadv_package
Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.0a
Post by: YakLivesMatter on August 21, 2019, 09:36:24 PM
So how can I obtain blueprints for DME in the early game? Most faction starts give the player a basic blueprint pack, but I didn't receive on on my DME start.

Yeah, I've fixed that in the dev version (it's looking like time for a minor patch soon - maybe this weekend). Straightforwardly a Nex feature I hadn't accommodated. If you want to fix it yourself for future starts, go into data/config/exerelinFactionConfig/dassault_mikoyan.json and add this line:
Code
    "startSpecialItems":[
        [["istl_dmecore_package", "istl_dmeadv_package"]],
    ],

You can also use Console Commands to add them to your existing save:
Code
addspecial istl_dmecore_package; addspecial istl_dmeadv_package

Oh wow thanks man! Didn't expect this.
Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.0a
Post by: Warmasta on August 22, 2019, 05:10:39 AM
just want to say, this mod is fantastic! I love seeing a blade breaker incursion because it means i get to shoot and loot so many huge fleets! one thing, i saw earlier in the thread that there were apparently 5 sigma worlds, while my map has only 3. was I meant to enable something in settings to spawn more? the systems i have are dalet, lenze and the one starting with "a" (forgot the name).
Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.0a
Post by: Taverius on August 22, 2019, 04:29:56 PM
Is the abandoned belt station I found in Niko something you placed yourself?

Because when I mouse over its only condition no text pops up but a sound plays over and over very rapidly.
Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.0a
Post by: King Alfonzo on August 22, 2019, 05:47:40 PM
That's a vanilla bug; with any modded station added in with that condition, it does the same thing. SCY has a similar station where I know that occurs.
Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.0a
Post by: Histidine on August 22, 2019, 06:09:53 PM
That sounds like the bug that happens when the market and/or its conditions are not marked as surveyed.
Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.0a
Post by: Harmful Mechanic on August 22, 2019, 10:41:46 PM
just want to say, this mod is fantastic! I love seeing a blade breaker incursion because it means i get to shoot and loot so many huge fleets! one thing, i saw earlier in the thread that there were apparently 5 sigma worlds, while my map has only 3. was I meant to enable something in settings to spawn more? the systems i have are dalet, lenze and the one starting with "a" (forgot the name).

Thanks. I'm glad you're enjoying it.

I used to have five fixed systems that always spawned. Now I have three semi-procgen constellations that always spawn. Each one has a Sigma World and a heavy Blade Breaker presence. There's a bit of randomness, but not too much.

If you enable procgen spawns in DMEsettings.ini, you get roughly 3-5 more systems, populated by a script Remnant-fashion. Those are totally random.

That sounds like the bug that happens when the market and/or its conditions are not marked as surveyed.

Hunh. I'll have to fix that - how does the station in Corvus handle it?
Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.0a
Post by: Histidine on August 23, 2019, 01:40:44 AM
That sounds like the bug that happens when the market and/or its conditions are not marked as surveyed.

Hunh. I'll have to fix that - how does the station in Corvus handle it?
Seems it just generates the station SectorEntityToken then calls Misc.setAbandonedStationMarket(marketID, entity) for it.
It does all the work:
Code: java
	public static void setAbandonedStationMarket(String marketId, SectorEntityToken station) {
station.getMemoryWithoutUpdate().set("$abandonedStation", true);
MarketAPI market = Global.getFactory().createMarket(marketId, station.getName(), 0);
market.setSurveyLevel(SurveyLevel.FULL);
market.setPrimaryEntity(station);
market.setFactionId(station.getFaction().getId());
market.addCondition(Conditions.ABANDONED_STATION);
market.addSubmarket(Submarkets.SUBMARKET_STORAGE);
market.setPlanetConditionMarketOnly(false);
((StoragePlugin)market.getSubmarket(Submarkets.SUBMARKET_STORAGE).getPlugin()).setPlayerPaidToUnlock(true);
station.setMarket(market);
station.getMemoryWithoutUpdate().unset("$tradeMode");
}
Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.0a
Post by: QuietOkami on August 23, 2019, 01:40:36 PM
Apologies if this has been asked and answered before but I didn't see it in the FAQ but is there any way to get the Blade Breaker Superdreadnought?
Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.0a
Post by: Hrothgar on August 23, 2019, 01:47:25 PM
It is a ai only ship.
Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.0a
Post by: Turdicus on August 23, 2019, 02:49:50 PM
Apologies if this has been asked and answered before but I didn't see it in the FAQ but is there any way to get the Blade Breaker Superdreadnought?

It should be possible to pop one into your inventory using the console command mod and using the exact hull name from DME's XML files.

Just a thought
Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.0a
Post by: Harmful Mechanic on August 23, 2019, 03:23:30 PM
Just console commands. It's not designed or balanced for player use; think of it as equivalent to a Remnant Nexus. It's slow, it's got modules so fire control is weird, and it's not recoverable unless you edit the files. I don't really like flying normal capitals, personally, so I tend not to design around stuff like that being player-facing. It's meant as a challenge battle, a boss fight, and a yardstick to measure your space-badassery against.

I do want to do a Deserter battlecarrier/mothership at some point, though, because they need a fleet centerpiece.
Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.0a
Post by: Wyvern on August 23, 2019, 04:31:05 PM
So, the deserter package comes with a bunch of interesting fragmentation-damage weapons; at first glance, they seem to be tuned to be sortof-HE-ish, with extra damage procs coming from hitting armor or hull.

...But in practice, I've yet to come up with any variants of any hull that get good use out of them.  Which almost certainly means I'm doing something wrong with the variants I'm putting together.  Could you give an example of how you'd use some of these things?

(The deserter ships & fighters, by contrast, tend to be both neat and effective.)
Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.0a
Post by: Taverius on August 23, 2019, 04:49:58 PM
So far I can't use them on their own, but they work good in addition to a classical HE or energy weapon, where they're still not as good as a proper armor buster but make up for it by shredding hull enough to make killls unequivocally quicker.
Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.0a
Post by: Harmful Mechanic on August 24, 2019, 12:09:56 AM
I was thinking of them as pure DPS weapons when I made them; something to back up slow-firing HE and Kinetics. What they lack in penetration, they make up for in flux efficiency and range (try them out on an Eagle with three Heavy ACs), while the DX Autogun is a jack-of-all-trades heavy PD weapon with a sideline in chopping up fighters. They work best against high tech, small ships, and as standoff weapons and adjuncts to other weapons that can pressure shields and crack armor. Where you'd put a grav beam or tac laser, just with less range.

The EX Phase Accelerator is a near-hitscan strike weapon for countering phase ships. The first shot won't do much, but over time, it'll steadily chip away at ships that unphase within range. A few good hits will open up a phase frigate; a few more will start chipping away at a destroyer. I wouldn't count on it against anything bigger.
Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.0a
Post by: Ed on August 24, 2019, 01:42:27 PM
I added this line to my "the_deserter.json"

Spoiler
"startShipsCombatLarge":["istl_stormkestrel_proto_test", "istl_stormkestrel_proto_test", "istl_stormkestrel_proto_test"],
[close]

And i feel no regret.
Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.0a
Post by: Harmful Mechanic on August 24, 2019, 02:51:18 PM
If you feel even naughtier, you can change the tag in the skin file to "deserter_bp" and add "istl_stormkestrel_proto_test" to default_roles.json and it'll produce from the blueprints like any other deserter hull.
Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.0a
Post by: Ed on August 24, 2019, 03:14:34 PM
Nah, having 4 of them is more than enough, even if I am doing a pirate playthrough having any more Sparrowhawks would make the game too easy, thanks for the tip tho.
Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.0a
Post by: SCC on August 24, 2019, 03:16:43 PM
In my BB Deserter run, I ended up using medium phase guns a lot. I don't know if it works without officers, but with them, I don't even need anti-armour guns; phased autocannons get through armour at an acceptable rate and once it's gone, they deal a lot more damage than other weapons. Their on armour/hull bonus damage nudges them towards that role as well. They are also one of the better weapons for midline designs, since for them a (comparatively) long range hard flux energy weapon that can be specialised towards armour or shield work is a holy grail. And they are fairly flux efficient, too. I did not use small assault phase guns much, but I used phase ADS and phase autoguns a lot. They are great PD weapons and they open up options on certain ships that don't usually get good point defence options.
Nah, having 4 of them is more than enough, even if I am doing a pirate playthrough having any more Sparrowhawks would make the game too easy, thanks for the tip tho.
I have found that a single Sparrowhawk is good enough until 150k+ bounties or so.
Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.0a
Post by: Wyvern on August 24, 2019, 05:53:06 PM
Ah, that probably explains part of my difficulties - I trend towards using high or low tech ships rather than midline ones.  I'll have to try the guns out on an Eagle or Falcon.
Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.0a
Post by: Harmful Mechanic on August 24, 2019, 06:08:18 PM
Yeah, I tend to get the most out of the phased autocannons when I'm using the flux savings from them to maximize Kinetic damage on a midline hull, or maximizing engagement range on a high-tech hull. And of course they mix well with the pulsed lasers and rail accelerators.
Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.0a
Post by: Taverius on August 25, 2019, 04:01:06 AM
Ok, so couple of quick questions.

1. What's the point of the AMM? I mean, besides availability which is kinda hard to tell. Even on frigate vs frigate the Jongleur costs the same OP, has more range, better tracking, and does more effective damage after PD. It might be slightly better vs single unsupported overloaded ship but that seems hardly worth it.
2. The Carabao seems kinda eh compared to the ... Phaeton? Phaeton with Mil. Subsystems and your other utility mod of choice still has the OP to defend itself, while the carabao doesn't. In fact it needs 10% more OP just to fit drive field and surveying and 2 lowest-op PD.

Also just for testing I gave myself all the BPs with command console but I had to use AllBlueprints because 2 of the packages gave me sigma items instead and I didn't have all the neat ballistics. Intended?
Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.0a
Post by: Wyvern on August 25, 2019, 09:18:20 PM
AMM versus Jongleur are completely different niches - and usually I prefer the AMM missiles.  The Jongleur is a long-range support missile, the small version costing 4 OP, and only giving you four shots.  The AMM-6 costs 3 OP, and the AMM-8 costs 6 OP (so I'm not sure where you're getting the notion that they're the same price...), and they have 14 and 15 salvos worth of ammunition, respectively.  Sure, they're not going to punch through even destroyer-grade armor, but they're very good as close-range anti-fighter and anti-frigate armaments.  And they don't run out of ammo the instant an enemy hound gets in range.
Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.0a
Post by: Harmful Mechanic on August 25, 2019, 09:30:14 PM
Yep, that's pretty much it; Itano AMMs when you want to make fighter pilots drop a load in their pants and die, Jongleurs for general pressure and light-to-medium armor cracking.

The Carabao is going to get renamed and reworked a bit to be tougher at some point - I have plans.
Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.0a
Post by: jn_xyp on August 25, 2019, 10:30:16 PM
Just for your information, the Chinese translation of the Dassault-Mikoyan Engineering v1.0 is now avaliable on the SS Chinese forum  ;D

link to the release page:
https://www.fossic.org/thread-605-1-1.html
Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.0a
Post by: Taverius on August 26, 2019, 12:16:07 AM
I think it's plenty tough enough - I'm not a great believer in combat logistic ships - it just lacks the op to run 2 noncombat mods and PD :)

Re: missiles, oh ok i was confused by it not having the anti fighter role.
Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.0a
Post by: SCC on August 26, 2019, 01:51:32 AM
I consider Carabao as actually way stronger than Phaeton, since it's 50% more fuel efficient and can boost that to be even better, and it doesn't has to negate the civilian hull! Though, it might be balanced by not being able to get a burn level boost from militarised subsystems. The fact that it can't defend itself is a non-issue, it's not supposed to defend itself in the first place.
Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.0a
Post by: Taverius on August 26, 2019, 04:14:47 AM
That's my point though, it needs drive field to keep up with a destroyer fleet, and GPU can't have that, a utility mod, and a full PD loadout.

I happily savescum but you have to keep in mind people who don't.
Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.0a
Post by: Harmful Mechanic on August 26, 2019, 06:58:53 AM
Just for your information, the Chinese translation of the Dassault-Mikoyan Engineering v1.0 is now avaliable on the SS Chinese forum  ;D

link to the release page:
https://www.fossic.org/thread-605-1-1.html

Awesome! Thank you so much for doing that, it's very flattering that you felt the mod was good enough to translate all of my wordy descriptions.

(Probable Carabao changes: a little extra armor, a look over the flux stats relative to likely PD weapons, and possibly a look over burn speed as well. Not being able to mount everything you want is just par for the course, sadly. At least the faction has plenty of utility hulls.)
Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.0a
Post by: Taverius on August 26, 2019, 04:41:03 PM
Just to be clear about what I'm talking about, because I don't have an issue with the ship otherwise:

This keeps up with destroyer exploration fleets and can be fit even without the 10% extra OP skill:
Spoiler
(https://i.imgur.com/qC6SLiv.jpg)
[close]

This only fits with the extra OP and ... well, its got a micro beamer in the mid slot:
Spoiler
(https://i.imgur.com/cxjrgz8.jpg)
[close]

DME doesn't have really a frigate tanker - which is kind of a silly idea anyway - so at the start i ran around with a carabao with just auged drive, but if I wasnt such a stickler for full faction playthroughs a phaeton would have been my choice.
Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.0a
Post by: Harmful Mechanic on August 26, 2019, 07:21:28 PM
Okay yeah, actually that is a compelling argument for more OP. I'll put another 10 on.
Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.0a
Post by: Morathar on August 27, 2019, 01:32:24 PM
I was recently poking through all of my downloaded mods while trying to track down a sector generation issue and noticed that several of the mods (including this one) have a condition_gen_data.csv file that still uses the old 0.9a format. In the Starsector 0.9.1a release, the condition_gen_data.csv file was updated with several renamed column headers and a new cat_hab5 column. I don't think the outdated version of the file is currently causing any problems (or at least it wasn't related to bug I was tracking), but I figured I should let you know just in case...
Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.0a
Post by: crowman on August 28, 2019, 06:39:40 AM
Jesus god almighty, what's the spawn rate on those weeb-ass katana shatterers? I've been stuck in this stupid-ass medium system for the past 3 years clearing out these flies but they just don't stop coming. Please make them stop I haven't eaten or showered in days
Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.0a
Post by: Harmful Mechanic on August 28, 2019, 07:08:09 AM
I was recently poking through all of my downloaded mods while trying to track down a sector generation issue and noticed that several of the mods (including this one) have a condition_gen_data.csv file that still uses the old 0.9a format. In the Starsector 0.9.1a release, the condition_gen_data.csv file was updated with several renamed column headers and a new cat_hab5 column. I don't think the outdated version of the file is currently causing any problems (or at least it wasn't related to bug I was tracking), but I figured I should let you know just in case...

I'll take a look; it shouldn't have any meaningful effects right now, but since I want to fiddle around with adding new planet types for procgen later, I should get a head start.

Jesus god almighty, what's the spawn rate on those weeb-ass katana shatterers? I've been stuck in this stupid-ass medium system for the past 3 years clearing out these flies but they just don't stop coming. Please make them stop I haven't eaten or showered in days

I laughed for a solid minute. Well done. Go get food and a bottle of water before you die.

You have to kill the stations (dreadnoughts) to stop the fleets respawning, just like Remnants. Here's what the code looks like in a typical handcrafted system:

Code
                int maxFleets = 5 + this.random.nextInt(2);

                BladeBreakerStationFleetManager guardian1Fleets = new BladeBreakerStationFleetManager(
                fleet1, 1.0f, 0, maxFleets, 10.0f, 5, 15);
                BladeBreakerStationFleetManager guardian2Fleets = new BladeBreakerStationFleetManager(
                fleet2, 1.0f, 0, maxFleets, 10.0f, 8, 24);
                BladeBreakerStationFleetManager guardian3Fleets = new BladeBreakerStationFleetManager(
                fleet3, 1.0f, 0, maxFleets, 10.0f, 6, 18);
                system_aleph.addScript(guardian1Fleets);
                system_aleph.addScript(guardian2Fleets);         
                system_aleph.addScript(guardian3Fleets);
If you don't want to do all that killing yourself, just establish a colony in the system with the Military Base industry and it'll eventually take care of them for you.
Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.0a
Post by: sotanaht on August 28, 2019, 08:22:09 AM
I'm noticing that fleets from this mod kick my (computer) systems ass more so than most mods.  It could simply be the quantity of fighters and missiles, but I recommend doing an optimization pass and toning down any special effects a tad.
Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.0a
Post by: Harmful Mechanic on August 28, 2019, 08:22:59 AM
Yep, that's one of the things I want to take care of for my next update.
Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.0a
Post by: Warmasta on August 29, 2019, 02:32:12 AM
I'm actually kinda sad that this mod gets so many updates because it means each time I'm gonna have to abandon my old game and make a new one to look at all the cool stuff
Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.0a
Post by: Alphascrub on August 29, 2019, 02:58:31 AM
I'm actually kinda sad that this mod gets so many updates because it means each time I'm gonna have to abandon my old game and make a new one to look at all the cool stuff

Just don't update all the time. Baring a bug thats making you crash play it out. No harm there. Part of the awesome that is starsector is you pretty much decide when you need to update what. If you got a great campaign going then keep it going and update later after you accomplished your goal or just decide to start fresh.
Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.0a
Post by: Taverius on August 29, 2019, 04:09:44 AM
Also 99% of updates don't break saves - if they do it won't load, so just try and if it fails go back to the old version.
Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.0a
Post by: Harmful Mechanic on August 29, 2019, 10:12:08 AM
I'm actually kinda sad that this mod gets so many updates because it means each time I'm gonna have to abandon my old game and make a new one to look at all the cool stuff

Part of what I'm hoping to do is slow down updates and take care of a bunch of save-breaking stuff all at once. Certain things I want for later may require absolutely save-shattering changes, so I'm trying to figure out the best way to do that in as few updates as possible.
Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.0a
Post by: Peanut Man on August 31, 2019, 02:02:27 AM
I have to say. I love the mods to bits! The ships are beautiful! Although, the super dreadnoughts look Oddly familiar... MMMMMMM... of course I'm speaking of sajuuk from homeworld. What a lovely sight it was!... before it blew me up. v:
Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.0a
Post by: Ced23Ric on September 02, 2019, 04:18:58 AM
I've been informed to tell you about Nia's typos causing issues with Varya's unique bounty system, Soren.

Niebelung, really.

Make with that information what you will. Don't shoot the messenger.
Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.0a
Post by: Harmful Mechanic on September 02, 2019, 06:34:41 AM
I've been informed to tell you about Nia's typos causing issues with Varya's unique bounty system, Soren.

Niebelung, really.

Make with that information what you will. Don't shoot the messenger.

(incoherent screaming, explosions)

(Never change.)
Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.0a
Post by: Ced23Ric on September 02, 2019, 06:44:41 AM
(Never change.)
Haven't since the olde rowbutt days, won't do any of that nonsense now. Stability, tradition. Strong, conservative values - that's me.

Gonna pick up Star Sector again aaaaaaand I wanna give DME a whirl for my hopefully triumphant, possibly disastrous return. Any hot protips, other than the lead-in brief of your shiny Franco-Russian brick-build microscale backgineered sleek ships?
Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.0a
Post by: Starareo on September 02, 2019, 03:37:23 PM
Do Blade Breakers still spawn in Nex random sectors? As far as I can see, I have the right settings in the mod file.
Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.0a
Post by: Harmful Mechanic on September 02, 2019, 03:39:39 PM
Right now, no, but that's something I need to fix for my next update.
Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.0a
Post by: Starareo on September 02, 2019, 04:25:21 PM
Gotcha. Also, if I were to whitelist various the Blade Breaker hulls/fighters/weapons, what would I delete from the settings? I do not want to accidentally add in the deserter stuff or special DME hulls.
Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.0a
Post by: Harmful Mechanic on September 02, 2019, 04:29:34 PM
It's not something you do in settings. You'd want to remove all the UNBOARDABLE tags from their ships in ship_data.csv at minimum (so the ships can be recovered), and create a blueprint pack in special_items.csv if you want them to be buildable. You may discover other problems along the way.

EDIT: Yeah, the blacklist files for Nex are grouped by faction. It should be pretty obvious which are which.
Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.0a
Post by: Starareo on September 02, 2019, 04:33:33 PM
I just want to make them recoverable, no need for blueprint. I already found the blacklist files in the mod data. I can't encounter them in my current save because of random sector so I'll just settle for paying extra at prism freeport. I assume that three sections of names in those files correspond to DME, Blade Breakers, and Deserters respectively?

Edit: I figure it out, just cross-referenced with the csv files in the hull/weapon folders
Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.0a
Post by: Starareo on September 03, 2019, 11:38:06 AM
You probably get this a ton, but is there a general ETA for next update. Interested in fix for Blade Breaker spawning in Nex random sector.
Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.0a
Post by: SCC on September 03, 2019, 11:55:03 AM
Once Soren runs out of quarters when playing Ikaruga.
Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.0a
Post by: Harmful Mechanic on September 03, 2019, 12:54:28 PM
You probably get this a ton, but is there a general ETA for next update. Interested in fix for Blade Breaker spawning in Nex random sector.

I have no idea, this is a very busy week. Next week might also be packed. It's fairly low on my to-do list, and honestly I might leave it out of this next update to avoid slogging through testing it (the problem is that I can't quite see why the current code doesn't produce the desired behavior already, so it's going to be hairy to fix).
Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.0a
Post by: Starareo on September 03, 2019, 02:21:53 PM
Take your time, mod is fantastic. Just discovered the miracle of Normandie carriers.
Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.0a
Post by: Wyvern on September 03, 2019, 04:53:24 PM
I do find it amusing that the Normandie and d'Erlon are basically opposites - the Normandie pretty much just flat out-performs vanilla cruiser-carriers at carrier-ing, but has next to nothing for logistical stats.  Meanwhile, the d'Erlon is good - but not as good as a Drover - and in tradeoff has about half a freighter's worth of cargo capacity.
Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.0a
Post by: Harmful Mechanic on September 03, 2019, 05:08:39 PM
Yeah... there are some problems with that (namely, the d'Erlon's logistical stats are far enough out of balance that it makes them spammable in the bad way, and Drovers aren't my idea of a good balance point), so I've changed those numbers to something more reasonable and given the Normandie a less volatile ship system (four decks should come with a tradeoff).
Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.0a
Post by: Starareo on September 03, 2019, 06:01:58 PM
From personal experience, Normandie is very fast for a carrier, but the defenses are subpar. Grain of salt, the enemy AI was piloting the Normandie and I was piloting probably one of the best ships you can obtain from the Sylphon mod.
Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.0a
Post by: tanith on September 05, 2019, 04:28:27 AM
Could you add a 5 degree traverse to the Sparrowhawk's small universal wing mounts? I'd like to try them with something other than missiles, and they're a bit far apart if you're looking to hit something smaller than a cruiser with any degree of regularity.
Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.0a
Post by: krisslanza on September 05, 2019, 11:29:30 AM
This could just be me not understanding how missiles and tracking works, but it feels like the Calliope Missiles don't actually have any tracking despite the mouseover saying otherwise.
Regardless of that, this mod has always been a ton of fun for me. The Dassault ships are fun, and the new <REDACTED> stuff is fun, even if I've still barely scratched it since they terrify me. Doesn't help they really protect those access points!
Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.0a
Post by: Harmful Mechanic on September 05, 2019, 11:37:43 AM
Could you add a 5 degree traverse to the Sparrowhawk's small universal wing mounts? I'd like to try them with something other than missiles, and they're a bit far apart if you're looking to hit something smaller than a cruiser with any degree of regularity.

My current thinking is that they're going to go back to being missile slots, actually.

This could just be me not understanding how missiles and tracking works, but it feels like the Calliope Missiles don't actually have any tracking despite the mouseover saying otherwise.
Regardless of that, this mod has always been a ton of fun for me. The Dassault ships are fun, and the new <REDACTED> stuff is fun, even if I've still barely scratched it since they terrify me. Doesn't help they really protect those access points!

They're two-stage dumbfire, like the Squall; in practice, yeah, they're rockets. One thing that might happen to them in the far future is custom missile AI that has just a wee bit of terminal guidance, but I wouldn't count on it.

Glad you're enjoying it. (I did test sneaking into those systems with a single frigate; it's not for the faint of heart, but it's possible.)
Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.0a
Post by: 123nick on September 07, 2019, 08:55:27 PM
is any nexerelin faction-alligned start supposed too make you neutral or friendly with the blade breakers? i WANNA get butchered by them but the fact that they dont attack me makes it sorta... easy. its like being aligned with tri-tachyon and being friendly too remnants. i did a diable-aligned start btw, if it matters. maybe its on their end?
Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.0a
Post by: Ed on September 08, 2019, 10:19:53 AM
I think they are friendly to Diable

I know that starting as Bladebreaker Deserter makes them hostile
Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.0a
Post by: krisslanza on September 08, 2019, 10:31:09 AM
is any nexerelin faction-alligned start supposed too make you neutral or friendly with the blade breakers? i WANNA get butchered by them but the fact that they dont attack me makes it sorta... easy. its like being aligned with tri-tachyon and being friendly too remnants. i did a diable-aligned start btw, if it matters. maybe its on their end?

Blade Breaker Deserters start out at +35 with Diable, so odds are that carries over to Blade Breakers if you play as Diable?
Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.0a
Post by: Harmful Mechanic on September 08, 2019, 12:12:30 PM
If you guys can give me some screenshots of starting relations (with random faction relationships turned off), I can take a look at it; in the mean time, here's a dump of the code that sets those relationships:

Spoiler
Code
        breakerdeserter.setRelationship(dassault.getId(), RepLevel.INHOSPITABLE);
        breakerdeserter.setRelationship(dassault2.getId(), RepLevel.VENGEFUL);
        breakerdeserter.setRelationship(hegemony.getId(), RepLevel.INHOSPITABLE);
        breakerdeserter.setRelationship(tritachyon.getId(), RepLevel.HOSTILE);
        breakerdeserter.setRelationship(pirates.getId(), RepLevel.VENGEFUL);
        breakerdeserter.setRelationship(independent.getId(), RepLevel.SUSPICIOUS);
        breakerdeserter.setRelationship(kol.getId(), RepLevel.HOSTILE);
        breakerdeserter.setRelationship(church.getId(), RepLevel.HOSTILE);
        breakerdeserter.setRelationship(path.getId(), RepLevel.VENGEFUL);
        breakerdeserter.setRelationship(diktat.getId(), RepLevel.HOSTILE);
        breakerdeserter.setRelationship(league.getId(), RepLevel.INHOSPITABLE);
        breakerdeserter.setRelationship(remnants.getId(), RepLevel.VENGEFUL);
       
        breakerdeserter.setRelationship("blade_breakers", RepLevel.HOSTILE);
        breakerdeserter.setRelationship("shadow_industry", RepLevel.HOSTILE);
        breakerdeserter.setRelationship("blackrock_driveyards", RepLevel.INHOSPITABLE);
        breakerdeserter.setRelationship("exigency", RepLevel.HOSTILE);
        breakerdeserter.setRelationship("tiandong", RepLevel.INHOSPITABLE);
        breakerdeserter.setRelationship("diableavionics", RepLevel.HOSTILE);
        breakerdeserter.setRelationship("ORA", RepLevel.SUSPICIOUS);
        breakerdeserter.setRelationship("SCY", RepLevel.HOSTILE);
        breakerdeserter.setRelationship("neutrinocorp", RepLevel.INHOSPITABLE);
        breakerdeserter.setRelationship("interstellarimperium", RepLevel.HOSTILE);
        breakerdeserter.setRelationship("syndicate_asp", RepLevel.INHOSPITABLE);
        breakerdeserter.setRelationship("pack", RepLevel.INHOSPITABLE);
        breakerdeserter.setRelationship("junk_pirates", RepLevel.HOSTILE);
        breakerdeserter.setRelationship("fob", RepLevel.HOSTILE);
        breakerdeserter.setRelationship("sylphon", RepLevel.HOSTILE);
        breakerdeserter.setRelationship("nullorder", RepLevel.HOSTILE);
        breakerdeserter.setRelationship("Coalition", RepLevel.HOSTILE);
        breakerdeserter.setRelationship("vass_shipyards", RepLevel.HOSTILE);
        breakerdeserter.setRelationship("nomads", RepLevel.HOSTILE);
        breakerdeserter.setRelationship("crystanite", RepLevel.HOSTILE);
        breakerdeserter.setRelationship("sad", RepLevel.HOSTILE);
        breakerdeserter.setRelationship("new_galactic_order", RepLevel.VENGEFUL);
[close]

My guess is that something is wrapping back around to positive, so anything that could illuminate that means a faster fix on my end.

(Speaking of fixes, I got the issues with Nex random mode sorted out.)
Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.0a
Post by: Offensive_Name on September 08, 2019, 01:41:30 PM
I am getting Crashes when trying to enter Sigma Systems and trying to play the last of the missions you made(cant remember it's name).

This is from the Log

ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Ship hull [istl_devilray] variant [istl_devilray_strike]: slot id [WS0024] not found for weapon [istl_impulsor]
java.lang.RuntimeException: Ship hull [istl_devilray] variant [istl_devilray_strike]: slot id [WS0024] not found for weapon [istl_impulsor]

ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Slot id [WS0024] not found on hull [istl_devilray]
java.lang.RuntimeException: Slot id [WS0024] not found on hull [istl_devilray]


Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.0a
Post by: Harmful Mechanic on September 08, 2019, 01:43:22 PM
You're probably using an old save from before I made changes to the Devil Ray hull. It's one of those save-breaky update things.
Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.0a
Post by: Offensive_Name on September 08, 2019, 01:54:18 PM
It is not an old save though, I made this save after I updated.
Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.0a
Post by: Harmful Mechanic on September 08, 2019, 02:03:00 PM
Weird. You might have to delete your mission progress?
Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.0a
Post by: Dwarden on September 08, 2019, 02:11:32 PM
(Speaking of fixes, I got the issues with Nex random mode sorted out.)

how serious the issue was ?
Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.0a
Post by: Offensive_Name on September 08, 2019, 04:05:00 PM
Weird. You might have to delete your mission progress?

I don't really care about the mission, not being able to enter the sigma is annoying.
Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.0a
Post by: Harmful Mechanic on September 08, 2019, 04:09:33 PM
I haven't seen this issue in any of my saves, so my guess is that you didn't delete the old mod folder before updating and you've got an old variant file calling slots that no longer exist. All I can tell you to do is delete your DME folder and reinstall it fresh.
Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.0a
Post by: Offensive_Name on September 08, 2019, 06:38:35 PM
I haven't seen this issue in any of my saves, so my guess is that you didn't delete the old mod folder before updating and you've got an old variant file calling slots that no longer exist. All I can tell you to do is delete your DME folder and reinstall it fresh.

That worked thanks, I was being dumb.
Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.0a
Post by: Harmful Mechanic on September 08, 2019, 07:32:39 PM
No problem, this stuff happens. Stick around long enough and we all make dumb mistakes (some of mine are even immortalized on the forum).
Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.0a
Post by: Harpuea on September 09, 2019, 02:40:08 AM
The Baikal Universal Cruiser's description mentions that it has a Salvage Gantry. In DME 1.0a, it doesn't have the Salvage Gantry anymore. Is that intended?
Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.0a
Post by: Shad on September 10, 2019, 09:09:38 AM
The Baikal Universal Cruiser's description mentions that it has a Salvage Gantry. In DME 1.0a, it doesn't have the Salvage Gantry anymore. Is that intended?
Baikal lost its Salvage Gantry in v 0.9.9f. It's in the changelogs. Only the "Brone" variant has a salvage gantry.

The description wasn't updated it seems.
Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.0a
Post by: Harmful Mechanic on September 10, 2019, 12:26:45 PM
It's updated in the dev version. If anyone wants to compile a list of other very minor stuff requiring quick fixes (IE, not style or usage complaints but informational content errors), feel free, I'll give descriptions a quick pass.

I'm getting close to a release; I had a little time this last weekend and I'm moving along at a decent clip.
Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.0a
Post by: Wyvern on September 10, 2019, 11:45:01 PM
The "Targeting Optics" hullmod description could use a bit more clarity - I assume that by "increases range threshold" it means "increases the range threshold beyond which Monobloc Construction's penalties apply"?

Also, glancing at the code in jars/src/data/hullmods/istl_Rangefinder.java, it looks like that threshold increase isn't actually being applied?
Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.0a
Post by: Starareo on September 11, 2019, 10:14:56 PM
Is the blueprint for Autohybrid blasters obtainable from raiding?
Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.0a
Post by: Harmful Mechanic on September 12, 2019, 12:11:44 AM
The "Targeting Optics" hullmod description could use a bit more clarity - I assume that by "increases range threshold" it means "increases the range threshold beyond which Monobloc Construction's penalties apply"?

Also, glancing at the code in jars/src/data/hullmods/istl_Rangefinder.java, it looks like that threshold increase isn't actually being applied?

Yep, simple mistake, fixed.

Is the blueprint for Autohybrid blasters obtainable from raiding?

I don't test this stuff exhaustively, but if you want to, do twenty or thirty raids on the same market and note what you get; if something never shows up, look in the files (the faction file lists it as known, so raiding DME planets should have a fair chance of yielding one).

(clipping along through my to-do list since I had some extra time tonight, finally. Fixed a bunch of carrier balance stuff including tweaks to fighter systems).
Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.0a
Post by: Starareo on September 12, 2019, 10:49:00 AM
Got the blueprint on the third raid. Is the Jeanne d'Arc only supposed to have one large mount? Lack of symmetry threw me off for a second.
Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.0a
Post by: Cormac on September 13, 2019, 03:09:18 PM
(possible) low priority bug:
edit: not a bug, i'll kep the rest of this for the logs anyway:
Sparrowhawk not buildable as Custom production in your colony. All other ships are buildable without problems, it's only the sparrowhawk.
if the ship is "build" at the end of the month, you get supplies crews and fuel as if the ship was finished, but no ship while the ship itself stays in the production queue.
waiting for 3 month at 275k credits production (the ship takes 252 to build) doesn't change anything.

first: i used console command to unlock all techs.

Mods installed:
Console command
Lazylib
GraphicsLib
MagicLib

to reproduce simply play and build the ship, neither with or without cheating makes a difference.
Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.0a
Post by: Harmful Mechanic on September 13, 2019, 03:16:06 PM
Got the blueprint on the third raid. Is the Jeanne d'Arc only supposed to have one large mount? Lack of symmetry threw me off for a second.

Yep, that's by design. It makes for some interesting outfitting choices.

(possible) low priority bug:

Sparrowhawk not buildable as Custom production in your colony. All other ships are buildable without problems, it's only the sparrowhawk.
if the ship is "build" at the end of the month, you get supplies crews and fuel as if the ship was finished, but no ship while the ship itself stays in the production queue.
waiting for 3 month at 275k credits production (the ship takes 252 to build) doesn't change anything.

first: i used console command to unlock all techs.

Mods installed:
Console command
Lazylib
GraphicsLib
MagicLib

to reproduce simply play and build the ship, neither with or without cheating makes a difference.

It shouldn't be buildable at all. What you need to do is add an entry for the variant ID
Code
istl_stormkestrel_proto_test
to default_roles.json (data>world>factions>default_roles.json) under "combatLarge"; since it's not meant to be constructable, it doesn't have an entry, but if you use Console Commands to learn all possible blueprints, it'll give you that one.

I'll add an entry in the dev version so this doesn't happen again. Thanks for the comprehensive and helpful bug report.
Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.0a
Post by: Shad on September 13, 2019, 03:37:19 PM
Got the blueprint on the third raid. Is the Jeanne d'Arc only supposed to have one large mount? Lack of symmetry threw me off for a second.

Yep, that's by design. It makes for some interesting outfitting choices.
While on subject of symmetry is the Sparrowhawk supposed to be slightly asymmetrical? The right fighter bay is slightly longer than the left.
Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.0a
Post by: Harmful Mechanic on September 13, 2019, 03:38:16 PM
Yep! I like some asymmetry in my otherwise symmetrical designs.
Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.0a
Post by: Cormac on September 13, 2019, 03:50:30 PM
It shouldn't be buildable at all. What you need to do is add an entry for the variant ID
Code
istl_stormkestrel_proto_test
to default_roles.json (data>world>factions>default_roles.json) under "combatLarge"; since it's not meant to be constructable, it doesn't have an entry, but if you use Console Commands to learn all possible blueprints, it'll give you that one.

i was looking through the file, to.
the sparrowhawk is the stormkestrel, right? there are entries for the variants istl_stormkestrel_{elite,command,assault,cqb}, so i was thinking those variantes should be buildable? but ok, good to know^^ such a nice looking ship
Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.0a
Post by: Harmful Mechanic on September 13, 2019, 04:06:04 PM
The variant ID I gave you is for the unique ship skin that's recoverable and available as a starting ship.

And thanks, it's an homage to Escape Velocity's Kestrel, which in turn is a straight copy of an old model rocket kit. Somewhere along the way I feel like I added some original touches.
Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.1
Post by: Harmful Mechanic on September 13, 2019, 10:23:35 PM
(https://i.imgur.com/WAq88rD.png)

A balance and QoL update with some new goodies. Get it >HERE< (https://bitbucket.org/StopTypingSoren/dassault-mikoyan-engineering/downloads/Dassault-Mikoyan_Engineering_1.1.zip). SOFT-BREAKS SAVES (new game required for some features).

Hopefully this will hold things for a good long while. Includes some balance stuff; in particular the d'Erlon has been nerfed and adjusted down to sanity and the Normandie is no longer a fighter-vomit murderparty.

1.1 - Fixes, content, polish and balance.

Content:
- Added Electron Rocket Family - launcher, twin rack, and single rack.
- Added GX Phased Blaster (Deserter).
- Added a 'lo-fi' version of trail_data.csv for low-end machines.
- Added some... surprises... to Sixth Bureau fleets.
- Added Bladewood-class Mothership (Deserter).
- Numerous sound replacements and improvements.

Balance:
- Adjusted monthly/deployment costs of Mouflon to 4/8.
- Revamped Maskirovka mines - now do 500 energy damage, smaller radius (but teleporting in closer as well).
- Replaced IR Beamers on Deserter Sparrowhawk with simpler PD.
- Slight addition to Blade Breaker Engineering hullmod; BB ships now do half again the explosion damage, but with only 75% of the normal explosion radius.
- Halved damage (100>50) and doubled salvo size (3>6) of Flak Discharger.
- Changed d'Erlon cargo/fuel value and deployment costs (now at 60/60 and 12/10), should be more reasonable. Precision Targeting damage buff reduced from +50% to +33%.
- Changed Normandie's ship system to Strike Command, which increases fighter speed, maneuverability, and autoaim accuracy.
- Added +10 OP to Carabao to make it a little more flexible.
- Changed a bunch of crew, cargo, and fuel values to something approaching sanity.
- Reduced a number of projectile velocities at the high end (rail accelerators, BB plasma weapons).
- Reduced Heavy Linear Cannon shot damage from 160 to 120 and DPS from 480 to 400. Added a little on-hit energy damage to make up for that.
- Reduced Hellspear DPS to 150 from 200.

Campaign:
- Tweaked a few planetary conditions to account for new colony balance and simple derp.
- Fixed inability of random Blade Breaker systems to spawn in Nexerelin's Random Mode. (Thanks go to Morathar for suggesting a fast fix).
- Shuffled around Deserter start options to accommodate another... surprise.
[close]
Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.1
Post by: Xevecx1 on September 14, 2019, 12:15:55 AM
Just wondering i've been flying around with this secured data storage for awhile now. does it actually do anything? i figured it was probably like the blueprints you get with the champion from legacy of ark but nothing seems to be happening
Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.1
Post by: Harmful Mechanic on September 14, 2019, 12:30:19 AM
Not yet. I'm getting around to it, stuff takes time.

I'm experimenting with a few possible mechanics for it; that's one option, another is plugging into a unique industry.
Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.1
Post by: Xevecx1 on September 14, 2019, 12:51:59 AM
ok sounds good i didnt know if it did anything or if i had to bring it to a certain location but if its not implemented yet all good thanks for answering
Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.1
Post by: Modo44 on September 14, 2019, 10:20:38 AM
Is there a way to make Blade Breaker ships recoverable? I find the effort required to defeat even one of their fleets should at least sometimes be rewarded. By the time you can reliably do that, you are likely fielding high-tech capital ships anyway.
Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.1
Post by: solardawning on September 14, 2019, 11:09:30 AM
Awesome update, Soren. I'm impressed with how well you've made the Deserter ships and weapons feel unified and consistent, and the overall level of polish on your content.

I honestly expected to find a single unique derelict to recover for the Bladewood at that location, rather than a BP for it- it feels perhaps a little strange that the Deserter Sparrowhawk is unique but the Bladewood isn't.

The ship itself feels well designed and thought out as an OP-limited, slightly faster and more maneuverable Legion with less direct firepower, but Omni shield and no blind spot. It's strong but doesn't feel like it clearly eclipses any vanilla capital ships, and is fun to fly manually due to the Burn Drive-like system letting it keep up with the fight.

The one thing I find myself wishing for is a Deserter logistics ship that shares their visual patterns and high tech engine trail for fleet consistency, but that's really first world problems. ;)
Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.1
Post by: Harmful Mechanic on September 14, 2019, 11:16:26 AM
Is there a way to make Blade Breaker ships recoverable? I find the effort required to defeat even one of their fleets should at least sometimes be rewarded. By the time you can reliably do that, you are likely fielding high-tech capital ships anyway.
Right, because an entire faction's worth of weird OP sidegrade weapons isn't a reward. You can go into ship_data.csv and delete the UNBOARDABLE tag from their ships.

I'm more likely to add extra rewards via script the way vanilla adds AI Core drops for fighting Remnants. Sigma Matter and Secure Data Storage are also going to get a variety of uses, although I haven't decided exactly what yet.

Awesome update, Soren. I'm impressed with how well you've made the Deserter ships and weapons feel unified and consistent, and the overall level of polish on your content.

I honestly expected to find a single unique derelict to recover for the Bladewood at that location, rather than a BP for it- it feels perhaps a little strange that the Deserter Sparrowhawk is unique but the Bladewood isn't.

The ship itself feels well designed and thought out as an OP-limited, slightly faster and more maneuverable Legion with less direct firepower, but Omni shield and no blind spot. It's strong but doesn't feel like it clearly eclipses any vanilla capital ships, and is fun to fly manually due to the Burn Drive-like system letting it keep up with the fight.

The one thing I find myself wishing for is a Deserter logistics ship that shares their visual patterns and high tech engine trail for fleet consistency, but that's really first world problems. ;)

Glad you like it. It's very fun to work on; I love making especially rude and flamboyant new weapons.

Right now I just want everything in and I'll polish up the player's access to it over time; the current access to Deserter blueprints of any kind is very much a stopgap implementation. What I'd like to do is make them obtainable via quest chain.

A logistics ship for them would be quick and fun - I'll think about that. The reason the Sparrowhawk isn't obtainable is that it's a jack-of-all-trades design specifically intended for the player; you get some direct firepower, a couple fighter bays, plus Ops Center, all on a highly-mobile platform with good defenses. If it were something you could spam, whole fleets of it would be viable. Ditto the Brave Blade; I might offer a looping mission to replace a destroyed one, but production would require them to be nerfed back down to where they'd be ordinary and less desirable.
Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.1
Post by: Modo44 on September 14, 2019, 12:06:42 PM
Right, because an entire faction's worth of weird OP sidegrade weapons isn't a reward.
It is inconsistent with what other faction mods do. In modded Starsector, everything is OP, and you are able to choose which kind of OP you prefer. AFAIK, the Blade Breakers are the only modded faction that directly breaks (pun intended) this premise. Anyway, thanks for the info, and a great mod.
Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.1
Post by: Harmful Mechanic on September 14, 2019, 12:09:16 PM
Happy to disappoint you, then.
Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.1
Post by: Wyvern on September 14, 2019, 12:14:08 PM
Will agree that a Deserter logistics vessel would be a nice thing to have.  I wouldn't expect it to be a very efficient logistics vessel - the design parameters for the Blade Breakers seem like they'd call for a combat freighter, on the basis that if it can't fight, it doesn't belong in their fleets.  Maybe a converted Tereshkova?  ...Might be better with a cruiser-scale ship, though, just to help keep fleet size down.

@Modo44: There are actually a number of mods with ships that aren't player-acquireable; for example, everything that adds new Remnant hulls.
Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.1
Post by: PeachPatrol on September 14, 2019, 12:19:25 PM
Love the update, can't wait to get my hands on the Bladewood.  :D
Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.1
Post by: MesoTroniK on September 14, 2019, 05:31:26 PM
It is inconsistent with what other faction mods do. In modded Starsector, everything is OP, and you are able to choose which kind of OP you prefer. AFAIK, the Blade Breakers are the only modded faction that directly breaks (pun intended) this premise. Anyway, thanks for the info, and a great mod.
What? Everything is OP in modded Starsector? LOL, we must be playing a very different game or mod list friend.
Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.1
Post by: Avanitia on September 14, 2019, 05:41:45 PM
Right, because an entire faction's worth of weird OP sidegrade weapons isn't a reward.
It is inconsistent with what other faction mods do. In modded Starsector, everything is OP, and you are able to choose which kind of OP you prefer. AFAIK, the Blade Breakers are the only modded faction that directly breaks (pun intended) this premise. Anyway, thanks for the info, and a great mod.

Now I want to read what you consider OP in modded Starsector. Don't say "everything", because modlists vary a lot and people use different mods.

As for Blade Breakers - they are actually very damn powerful (passive hard flux dissipation, lower ballistic and energy weapon OP costs and more) so unless you have a fleet that can keep up the pressure on their ships and can catch them when they want to vent, you can't exactly beat them.
Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.1
Post by: Dwarden on September 14, 2019, 06:25:11 PM
this brings me on question about the automated population via "noRandomBreakers":false
(while running large scale random nexerelin scenario)

will that make breakers way too powerful ?  :-\
Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.1
Post by: Harmful Mechanic on September 14, 2019, 07:34:07 PM
Right now it only adds 3-5 constellations; I need to do some serious work on the procgen scripts before I can turn it up, but I would say no; YMMV, of course.
Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.1
Post by: Enganacious on September 14, 2019, 08:16:54 PM
I know it's probably daffy to say this. But I feel like the blade breakers ballistic weapons get rather eclipsed by the energy weapons. They're still very cool, however comma space.
Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.1
Post by: Harmful Mechanic on September 14, 2019, 09:48:46 PM
The reason they're not as amazing is that all Blade Breaker weapons are high alpha, high burst, and flux-hungry by design; riding high on flux and having longer overloads makes them strong but beatable, and efficient kinetics or really devastating HE would get in the way of that. This way, they have weaknesses that a smartly-constructed player fleet, or even high-end low-tech with lots of kinetics, can exploit to smash them flat.
Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.1
Post by: Ced23Ric on September 14, 2019, 10:10:52 PM
My first Blade Breaker encounter was frustrating, my second one helped form a strategy that held out until Warning Level: High.

Every kill is a good kill, don't chase into the flock - sometimes driving off the Sparrowhawk and killing a frigate or two is preferable. Chip their craft away, stay in a cluster of overlapping fire, don't let any ship get isolated, focus, focus, focus.
Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.1
Post by: Shad on September 15, 2019, 10:09:41 AM
That 6B "surprise" was suprising. I assume it's impossible to capture due to its power? I tired getting one with console command, and felt I was playing the "arcade mode" mission.

Also do 6B blueprints (like 6B Tunguska) ever drop from Nikolaev/LaReole? I tried raiding them a few times, with no luck.
Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.1
Post by: Dwarden on September 15, 2019, 11:13:04 AM
i saw Breakers fleet pursing me
then i saw brawl of 5 XLE fleets burning rapidly against it, huge battle ensued and didn't saw breakers since
(new game since yesterday tho)

i like XLE for now (rofl) and oh all that juicy loot was mine
Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.1
Post by: Harmful Mechanic on September 15, 2019, 05:06:23 PM
That 6B "surprise" was suprising. I assume it's impossible to capture due to its power? I tired getting one with console command, and felt I was playing the "arcade mode" mission.

I'm thinking it might become a reward for a mission chain or just a fun thing to make those fights more interesting.

Also do 6B blueprints (like 6B Tunguska) ever drop from Nikolaev/LaReole? I tried raiding them a few times, with no luck.

They shouldn't. There's a pack, but it'll only ever drop as low-probability loot from exploration; it shouldn't show up from raiding.
Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.1
Post by: Sinigr on September 16, 2019, 05:07:47 PM
I want to say just one thing. Blade Breakers are so powerfull with officers 29, it is omg! Dignified enemy!
Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.1
Post by: WolfPriest on September 17, 2019, 12:36:36 AM
I hope this does not offend anyone, but I am on the fence with this mod, can't decide should I use it. I already use "Legacy of Arkgneisis" and "Diable Avionics", but no Nex. Can someone give me pros/cons/something to help new player decide?
Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.1
Post by: Hrothgar on September 17, 2019, 01:45:37 AM
6 buerau ships are sometines found in game as wrecks. I think i once found salvageable tunguska 6b.
Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.1
Post by: Shad on September 17, 2019, 03:44:03 AM
I hope this does not offend anyone, but I am on the fence with this mod, can't decide should I use it. I already use "Legacy of Arkgneisis" and "Diable Avionics", but no Nex. Can someone give me pros/cons/something to help new player decide?

DME are high tech high mobility faction. Most of their ships are quite maneouverable, and are fairly fast. A lot of the ships go really well with hit-and-run tactics. They also have some really nice hybrid ships for exploration and their civilian ships can put up a fight in a pinch. Lots of fighters/drones and excellent dedicated carriers

The cons are low armor and shield coverage, meaning if you are surrounded, and do not escape, you will quickly go down. Also the built in system means most DME ships aren't really suited to long range sniping.

The new threat added to unexplored regions of space can be pro or con depening on how you feel about it.
Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.1
Post by: Wyvern on September 17, 2019, 08:51:39 AM
I hope this does not offend anyone, but I am on the fence with this mod, can't decide should I use it. I already use "Legacy of Arkgneisis" and "Diable Avionics", but no Nex. Can someone give me pros/cons/something to help new player decide?
Pro:
* A lot of really neat ships and weapons.
* Some really awesome exploration content - DME adds a number star systems that are full of interesting stuff.

Con:
??? (I like this mod, and would recommend using it.  There is nothing that goes into the 'con' category for me.)

Could go either way:
* While DME is overall pretty close to vanilla balance, its ships and weapons tend to be very specialized - for example, the Howler Cannon is better at breaking armor than a Heavy Mauler or a Heavy Mortar.  But it's also got a low fire rate, less range than the mauler, and a higher price tag than the mortar, so it's not so much that it's strictly better than vanilla - but it does let a player tweak performance parameters a bit further than they could without it.  It also tends to include missile weapons with high ammunition counts (which for me is a strong positive), and its fighters and anti-fighter weapons trend towards the strong side.  Given that you're already using Diable Avionics, I expect this all will fall in the 'pro' category for you.
* The Blade Breakers boss faction is exceptionally dangerous - a moderate threat level BB system should be approached with similar caution to a high threat Remnant system, and a high threat level BB system is a pretty decent endgame combat challenge - or an early game stealth challenge; it's -possible- to run in with Transverse Jump and a few low-profile ships, dodge patrols, loot some interesting things, and get out again, but I wouldn't recommend trying it with any ships you actually care about.
Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.1
Post by: Xevecx1 on September 17, 2019, 11:31:13 PM
Found a small mod conflict with nex's prism freeport, when playing the new deserter starts you are given a deserter blueprint,, proceeded to go get the other blueprint from an undescribed location and sell it to freeport for a bit over 100 thousand points.  i dont run scy so i dont know if it happens with that freeport as well
Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.1
Post by: Harmful Mechanic on September 17, 2019, 11:36:24 PM
That's not so much a mod conflict as it is just the way Nex's blueprint trading and Nex starts work.

The other blueprint location, out in the world, is strictly temporary; I'm planning to have them become considerably more randomized later, and part of that will probably include figuring out what to do about the start. For now, I could set up the Nex start with a weaker blueprint pack, something that only has a few hulls and weapons to get you started.
Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.1
Post by: Histidine on September 18, 2019, 04:13:45 AM
For interim solutions, you can create a file data/config/prism/prism_blueprints_values.csv to set a specific point value for blueprints (both individual items and packs), if so desired. Nex has an example.
Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.1
Post by: Xevecx1 on September 18, 2019, 10:43:53 AM
That's not so much a mod conflict as it is just the way Nex's blueprint trading and Nex starts work.

The other blueprint location, out in the world, is strictly temporary; I'm planning to have them become considerably more randomized later, and part of that will probably include figuring out what to do about the start. For now, I could set up the Nex start with a weaker blueprint pack, something that only has a few hulls and weapons to get you started.

cool cool i was just surprised because most good blueprints give less then 10k points so when i traded one for 100k i was like hmm this isn't right
Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.1
Post by: Wyvern on September 18, 2019, 10:54:52 AM
Hm.  I did do a blade breaker start in my current game - the new super ship is -really- fun to fly once you get some combat skills - but I haven't gone and picked up that blueprint package yet.  Maybe I'll sell it to the pirates; that should keep things interesting...
Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.1
Post by: Sinigr on September 18, 2019, 01:32:05 PM
3 big breakers fleets are done, but such *bad* ships are running and running, can you make their system some less annoying? https://i.imgur.com/Az4aAXA.png

Crazy enemy. 3.723.500 exp  :o
https://i.imgur.com/THNtIpR.png
Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.1
Post by: Sinigr on September 18, 2019, 01:52:20 PM
More and more breakers, can they be eliminated from system with Lenze? https://i.imgur.com/RPl7wXn.png
Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.1
Post by: Shad on September 18, 2019, 03:01:25 PM
More and more breakers, can they be eliminated from system with Lenze? https://i.imgur.com/RPl7wXn.png
You need to destroy the base, just like with regular redacted.
Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.1
Post by: Harmful Mechanic on September 18, 2019, 04:08:41 PM
For interim solutions, you can create a file data/config/prism/prism_blueprints_values.csv to set a specific point value for blueprints (both individual items and packs), if so desired. Nex has an example.

That's very useful, thanks. I'll probably hotfix it, then.

3 big breakers fleets are done, but such *bad* ships are running and running, can you make their system some less annoying? https://i.imgur.com/Az4aAXA.png

Nope! Should have listened to the warning beacon.
Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.1
Post by: Sinigr on September 18, 2019, 05:12:17 PM
More and more breakers, can they be eliminated from system with Lenze? https://i.imgur.com/RPl7wXn.png
You need to destroy the base, just like with regular redacted.
There is no base...
Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.1
Post by: Sinigr on September 18, 2019, 05:14:04 PM
3 big breakers fleets are done, but such *bad* ships are running and running, can you make their system some less annoying? https://i.imgur.com/Az4aAXA.png

Nope! Should have listened to the warning beacon.
Listened to warning beacon? There is some way to turn off their system?
Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.1
Post by: AxleMC131 on September 18, 2019, 11:44:08 PM
Listened to warning beacon? There is some way to turn off their system?

There's a warning beacon (just like the [REDACTED] beacons!) outside Blade Breaker systems. Like the vanilla ones around Remnant systems, it gives you a pretty clear warning of "Danger within!" or some such.

(Blade Breakers are meant to be hard.)
Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.1
Post by: Harmful Mechanic on September 18, 2019, 11:51:09 PM
Hotfixed for blueprint and other minor issues, plus optional compatibility with Big Mags (http://fractalsoftworks.com/forum/index.php?topic=16602.0) (data>hullmods>hull_mods_bigmags.csv), because if you thought joke tips broke your immersion, well... hold my beer.
Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.1
Post by: WolfPriest on September 19, 2019, 03:48:01 AM
I hope this does not offend anyone, but I am on the fence with this mod, can't decide should I use it. I already use "Legacy of Arkgneisis" and "Diable Avionics", but no Nex. Can someone give me pros/cons/something to help new player decide?
Pro:
* A lot of really neat ships and weapons.
* Some really awesome exploration content - DME adds a number star systems that are full of interesting stuff.

Con:
??? (I like this mod, and would recommend using it.  There is nothing that goes into the 'con' category for me.)

Could go either way:
* While DME is overall pretty close to vanilla balance, its ships and weapons tend to be very specialized - for example, the Howler Cannon is better at breaking armor than a Heavy Mauler or a Heavy Mortar.  But it's also got a low fire rate, less range than the mauler, and a higher price tag than the mortar, so it's not so much that it's strictly better than vanilla - but it does let a player tweak performance parameters a bit further than they could without it.  It also tends to include missile weapons with high ammunition counts (which for me is a strong positive), and its fighters and anti-fighter weapons trend towards the strong side.  Given that you're already using Diable Avionics, I expect this all will fall in the 'pro' category for you.
* The Blade Breakers boss faction is exceptionally dangerous - a moderate threat level BB system should be approached with similar caution to a high threat Remnant system, and a high threat level BB system is a pretty decent endgame combat challenge - or an early game stealth challenge; it's -possible- to run in with Transverse Jump and a few low-profile ships, dodge patrols, loot some interesting things, and get out again, but I wouldn't recommend trying it with any ships you actually care about.
It is weird, but even though I like Diable, I don't like missiles. I did download this mod, and Nexelin, and now I'm in process of mixing and matching different mods. I did manage to do a rough test of the mod, and the faction does not appear to be OP, at least in lower spectrum of the ships. Anyhow, it's good enough to be in the next play through, as for the one after that, guess we shall see.
Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.1
Post by: Vex2 on September 20, 2019, 03:44:04 PM
A couple questions.

Outside of the specific Nex start, is it possible to find a Brave Blade out in the wilds, or is it currently tied only to that start?
Also is there a Sparrowhawk out there to salvage, or just the start? Decided to try the start after despising fighting the ship for the last year and loved it.
Picking between the 2 will be a real pain.

As an aside, do BBs spawn in random nex systems? I don't think I've ever seen them.
Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.1
Post by: Harmful Mechanic on September 20, 2019, 03:50:34 PM
Right now the Brave Blade is only available as a Nex start option. Eventually I want it to be tied to a semi-recurring mission (it's not salvageable, so the mission will be offered based on whether you have one in your fleet/in storage; if it gets destroyed, you'll have to retrieve/produce a new one), so think of it as a preview/balance test (it's not meant to be 'balanced' so much as I want it to be unbalanced in a fun and exciting way, as opposed to a boring way; your reflexes and piloting skill should be crucial to getting the most out of it.)

There's a salvageable Sparrowhawk, yeah.
It's in the Sigma system to the upper right and you'll need to search around a bit for it.
[close]

As of this current version, you can turn on procgen Blade Breaker systems and they'll spawn those in Nex random mode. More granularity for Blade Breaker spawning (including an absolute minimum mode for small sectors and a handmade system for Nex random mode as well as things like giving procgen systems unique derelicts) is on my eventual to-do list.
Title: Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.1
Post by: Vex2 on September 20, 2019, 03:55:51 PM
Cheers for the quick reply.

Nice to know that there is a hawk in the wild to find, though I assume that in a random sector you won't be able to get one? (Guessing the one is hand placed?)

Keep up the good work on the mod. Its one I always tend to have active. While I don't often use DME ships (with a couple exceptions) I do enjoy a lot of the arsenal they bring, and enjoy fighting them.
Sod the BBs though. I love how much I hate them.