My opinion on the ships (still haven't been able to play because Compulsive Updating Disorder)With all that said some of these only have around 45 OP and i took 5 OP away just for the built in shields. the real big killer is the Lack of CR (1/3 most combat ships) and how bursty they are so if you mess up or the AI messes up the ships become useless.
All good and thanks for the feed back its given me thing to chew on. Before i get started i am just going to say these things are by there very nature bursty and the bigger the battle the worse they tend to do from my play testing so far. There lack of armour (150-230) and Combat Time (40-120sec) should be considered when looking at stats as it makes them VERY weak to fighters and beams this goes for all of them. Also they all have some form of shield because if the players is going to add a makeshift shield onto there as soon as they get one its something i should just add to the hull so in lore they just keep the old buffalo shield some are forward facing some arnt
MkII/1: a total of 6 missile slots, put a bunch of Sabots and Harpoon/Reapers to taste and say hello Cheese; frigates, destroyers, cruisers, heck i can easily see two or three of them completely brutalizing capital ships in the blink of an eye. Unless it has so little OP that mounting weapons and a makeshift shield hullmod is prohibitive and/or the flux stat is absolute garbage even for a normal Buffalo MkII i can easily see it being extremely overpowered.
its very bursty atm the lack of armour makes it super vulnerable to fighters. IF the AI acts right and its 1v1 it can kill things bigger than it but after 1 or 2 bursts its done and becomes almost useless
MkII/26: don't know exactly what it brings but i guess High Resolution Sensors, possibly ECM?
its got alot of things and iv yet to get one or even see one so its rare for sure
MKII/28: from the description sounds like a destroyer sized Sheperd
effectively but its slower and less economical than the Shep or Salvage Rig but alittle of both worlds
MkII/31: i don't exactly know what to expect from it, if it has the flux stats of a normal buffalo and a lack of shield then it might be ok, shouldn't be able to run those weapons for long, can see it swooping in and firing phase lances since the sustained damage of a pulse laser might not synergize with the Buffalo's low durability, however i'm worried about mod interaction (SCY pulse lasers in particular since they don't produce too much flux and have great burst damage)
its fast and turns like a dead cow and its hard to hit anything with it. flat out its the worse ship atm. might take energies off and add missiles
MkII/32: might be too strong but i'm not familiar with the vanilla phase destroyer so it might be ok too, and since i have managed to say nothing with all of this then be sure to vote for me in the next elections
This one is hard for me too (i dont normaly do phase ships) its great fun for sure and IS AMAZING if you can fire reapers but the AI is derp on it big time its a pure player ship
MkII/33: a worse Drover, i'd say give it converted flight decks (or whatever hullmod gives it worse decks) included so it doesn't outshine the "proper" destroyer carrier too much (this is a pirate ship after all)
This one needs a nerf and its gettign one but the Drover is still miles better with its system
MkII/34: fortress shield=PITA, the normal Buffalo MkII's flux stats may be too much, also it has better anti-ship firepower than the Monitor, either remove some weapons, tank the flux stats or both
Another super rare one it has less stats than the Monitor also Flux and Dissipation if you need a escort and you can find a monitor its better but if you see one of these in the mean time it well hold over.
MkII/36: i have more to say against the spritework in this case, it's literally a Phaeton overlaid on a Buffalo, i'd tone the "tanker" part of the sprite down a bit and say, since i don't have numbers right now, that it should carry less fuel than the proper tanker (though if this is already the case then the latter part is pointless)
It use to look worse... it had BooBs and it is less economical tho it carries the same amount of fuel atm which i might lower
MkII/39: this might be too powerful unless the flux stats disallow the use of the more powerful weaponry, even then mod interaction can easily bring it back to OP (see SCY pulse lasers)
Its not o man its not its probly the 2nd worse its a Mudskipper MkII 2.0 if it fires guess Cannons it needs to vent and it doesnt turn so good to Aux Thrusters are a good bet. It does however work OK with low flux weapons aka (Hellbore, Devastator)s
MKII/41: see MkII/1, might end up disgustingly powerful, though i can see it becoming a nice Pilum spammer, maybe give it one or two in-built pilums and designate it as a long range artillery support ship?
Its good atm but only against other ships its lack of decent smalls to put swarmers on makes it vulnerable to fighters
its fast and turns like a dead cow and its hard to hit anything with it. flat out its the worse ship atm. might take energies off and add missilesNo please, if anything keep it fast, maybe give it burst maneuvering jets and make a mission where you have to use it for racing purposes.
Hi Regoso! I found a bug which manifests itself in a very unusual way. The bug itself is simple, but the consequences are corrupt save games. =)ok working on a fix now this update may include work in progress stuff in it.
1) When using this mod alongside Combat Analytics, that other mod stores data in the saved game that includes the names of the ships and the names of the ship classes.
2) This mod contains invalid Unicode characters in three of its variant designs: the Furious Love, Salvager, and Miner. Each has an invalid "0x16" hexadecimal character in front of the name.
3) When Combat Analytics writes this invalid character to the saved game, the save file becomes corrupt (the game's XML parser cannot read a 0x16 hexadecimal character).
The error might not be obvious if you're using a basic text editor, but essentially, here's how it looks:
"Salvager"
"Miner"
"Furious Love"
e.g., the Furious Love, in hexadecimal, is:
16 46 75 72 69 6F 75 73 20 4C 6F 76 65
If you're using a good text editor it should be possible to see those invalid characters and delete them directly, but if using Notepad or something else, it should still be possible just to copy and paste the following valid strings over top of the displaynames in the three affected files: buffalo2_42_FL.variant, buffalo2_42_M.variant, and buffalo2_42_S.variant:
"Furious Love"
"Miner"
"Salvager"
The good news: If your savefile has been corrupted, it should be possible to locate any of these strings using an advanced text editor by editing your saved game's campaign.xml, and then to delete the "space" between "class" and the given variant name. For instance, you might see a "Buffalo II/Hairyback class Furious Love Destroyer" -- but in fact between "class" and "Furious Love" is a space and an invalid unprintable character. Put your cursor in front of the F and hit backspace twice, and then hit spacebar once, and it should be fine. Likewise for the Miner or Salvager.