Fractal Softworks Forum

Starsector => Mods => Topic started by: Morrokain on December 30, 2017, 05:52:31 PM

Title: [0.9.1a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.3.4) Update 10/01
Post by: Morrokain on December 30, 2017, 05:52:31 PM
(https://i.imgur.com/38QREkn.png)


Download
Main Mod Directory
https://www.dropbox.com/sh/7o9143ebl8i60uo/AABj1DGX17x9YcE12E2_lgVza?dl=0 (https://www.dropbox.com/sh/7o9143ebl8i60uo/AABj1DGX17x9YcE12E2_lgVza?dl=0)

Older versions
Spoiler

Version 1.3.3
Spoiler
https://www.dropbox.com/sh/d9uv2cuu78g0dwj/AAAGA0bQHj1VHJ71DcGJyb8Ia?dl=0]https://www.dropbox.com/sh/d9uv2cuu78g0dwj/AAAGA0bQHj1VHJ71DcGJyb8Ia?dl=0]https://www.dropbox.com/sh/d9uv2cuu78g0dwj/AAAGA0bQHj1VHJ71DcGJyb8Ia?dl=0 (https://www.dropbox.com/sh/d9uv2cuu78g0dwj/AAAGA0bQHj1VHJ71DcGJyb8Ia?dl=0)
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Version 1.3.2b
Spoiler
https://www.dropbox.com/sh/ovkgvk4qsdl4g81/AAC7DAaUJcqTKIdnZsjZ45zta?dl=0]https://www.dropbox.com/sh/ovkgvk4qsdl4g81/AAC7DAaUJcqTKIdnZsjZ45zta?dl=0]https://www.dropbox.com/sh/ovkgvk4qsdl4g81/AAC7DAaUJcqTKIdnZsjZ45zta?dl=0 (https://www.dropbox.com/sh/ovkgvk4qsdl4g81/AAC7DAaUJcqTKIdnZsjZ45zta?dl=0)
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Version 1.3.1
Spoiler
https://www.dropbox.com/sh/nmfif5xc3xkrckm/AAB-fheNqMFLzy-g8FA3Rheja?dl=0 (https://www.dropbox.com/sh/nmfif5xc3xkrckm/AAB-fheNqMFLzy-g8FA3Rheja?dl=0)
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Version 1.3.0
Spoiler
https://www.dropbox.com/sh/tp24gdke0i7dzpl/AACU8gAw7fGjMuWi-cLcZMiXa?dl=0 (https://www.dropbox.com/sh/tp24gdke0i7dzpl/AACU8gAw7fGjMuWi-cLcZMiXa?dl=0)
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Version 1.2.1d
Spoiler
https://www.dropbox.com/sh/fxshjnouhm9tsh2/AADhMo7IXC35buRZUhYLgYEYa?dl=0 (https://www.dropbox.com/sh/fxshjnouhm9tsh2/AADhMo7IXC35buRZUhYLgYEYa?dl=0)
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Version 1.2.1c
Spoiler
https://www.dropbox.com/sh/qazdzxy32vvhj4c/AAAb6zHQBbyWj33IXH1mpMWUa?dl=0 (https://www.dropbox.com/sh/qazdzxy32vvhj4c/AAAb6zHQBbyWj33IXH1mpMWUa?dl=0)
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Version 1.2.1b
Spoiler
https://www.dropbox.com/sh/zlaz5uwadsaair0/AABBvCkIa-NMWMDPbeXZdm98a?dl=0 (https://www.dropbox.com/sh/zlaz5uwadsaair0/AABBvCkIa-NMWMDPbeXZdm98a?dl=0)
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Version 1.2.1a
Spoiler
https://www.dropbox.com/sh/dm372gxmirft660/AAB13BzdTPfP4jnmmiObrDh7a?dl=0 (https://www.dropbox.com/sh/dm372gxmirft660/AAB13BzdTPfP4jnmmiObrDh7a?dl=0)
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Version 1.2.1
Spoiler
https://www.dropbox.com/sh/n2es290a9338fjc/AACnmgM4PlrFsXSmCD2E-yWra?dl=0 (https://www.dropbox.com/sh/n2es290a9338fjc/AACnmgM4PlrFsXSmCD2E-yWra?dl=0)
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Version 1.2
Spoiler
https://www.dropbox.com/sh/kw2n40lzb6py1d5/AABxFodbRwyhiO0PdD4QyBA6a?dl=0 (https://www.dropbox.com/sh/kw2n40lzb6py1d5/AABxFodbRwyhiO0PdD4QyBA6a?dl=0)
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Version 1.1a
Spoiler
https://www.dropbox.com/sh/4wp2milpue19jg7/AACsEzTzHxJjo41L-PEnHiMBa?dl=0 (https://www.dropbox.com/sh/4wp2milpue19jg7/AACsEzTzHxJjo41L-PEnHiMBa?dl=0)
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Version 1.1
Spoiler
https://www.dropbox.com/sh/pnstmarjjb5n3ka/AAALt5H0mYSAbxdqxtmZYN1fa?dl=0 (https://www.dropbox.com/sh/pnstmarjjb5n3ka/AAALt5H0mYSAbxdqxtmZYN1fa?dl=0)
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Version 1.0a
Spoiler
https://www.dropbox.com/sh/zruqs0ysxnvtj23/AADJggVClGDYCLyvcDnNgRS3a?dl=0 (https://www.dropbox.com/sh/zruqs0ysxnvtj23/AADJggVClGDYCLyvcDnNgRS3a?dl=0)
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[close]

Download and Installation Instructions for New Players
Spoiler
   -   Upon downloading the mod by clicking the link above, unzip it and click through the folders until viewing a single folder above all the data. (So the file path would read "Archean Order TC v0.8.1a/data" etc)

   -   Next, drag the folders to the "Mods" directory. It should be located under something like: "C Drive/Program Files/Fractal Softworks/Starsector/Mods" See the image in the spoiler below for an example of what the final installation directory should look like.

Spoiler
(https://i.imgur.com/5VooGoA.png) - (https://i.imgur.com/AuLqLYM.png)
[close]


   -   Run the game. When the first screen appears, at the very bottom click "Mods" and a list of installed mods should appear. As long as you followed the above steps, you should see "Archean Order". For reference see the photos below in the spoiler.

Spoiler
(https://i.imgur.com/uxuX49v.png) - (https://i.imgur.com/KiZuOSl.png)
[close]

   -   As displayed in the image above, other mods you may have installed will also show up here (utility mods may still be selected).

   -   However, "Archean Order" is a TOTAL CONVERSION and will NOT work with the majority of other mods due to its comprehensive editing of core files.

   -   If you think some of the "lighter touch" mods that may still work and could provide additional fun, set "totalConversion" to false in the mod_info.json file located in the primary mod directory.

   -   Still, I would advise against such mod-merging attempts as they may cause unintended issues.

   -   Checkbox "Archean Order" (utility mods not advised without prior knowledge) as shown in the above image, and be sure all other mods are unchecked. This should happen automatically. Click "Save".

   -   Click "Play Starsector" and enjoy the Archean Order mod!
[close]


Mod Features
     -     More Dialogue Options for Fleet Encounters
            - >   Request commodities and war funds from anyone you meet.
            - >   Negotiate cease-fires with hostile captains or bribe your way out of combat situations.
            - >   Demand commodities or payment from fleets using your strength and influence.
            - >   Get tactical advice from your officers, who will have an opinion of you that will effect their dialogue and performance. **Coming soon!**
            - >   Negotiate with allies to reinforce your position or attack enemy factions' fleets and installations. **Coming soon!**
            - >   Use marines to protect your commodities and prevent boarding attacks on your vessels. **Coming soon!**

     -     4 New Factions
            - >   New thematic factions with distinctive ships, weapons, culture, backstory and tactics.
            - >   Over 15 additional markets including 2 new systems of various factions added to the Core Worlds campaign map.
            - >   New and existing factions will react differently to your dialogue choices based on their motives, personality and other factors.
            - >   New factions have their own music, portraits, tech and skins.
            - >   Explore the sector to learn more and find your play style.
            - >   A customized tutorial that introduces new mechanics, ships and factions. **Coming very soon!**
            - >   A story introducing a few of the new and existing factions' characters. **Coming very soon!**

     -     New Combat Mechanics and Tactics
            - >   Over Over 50 types of fighters.
            - >   Fighters are smaller, faster, more numerous, and can deal extra damage to ships' weapons and engines.
            - >   Over 130 weapons.
            - >   Smaller weapons, more weapons per ship- designed to mimic a cinematic combat experience inspired by the Star Wars movies.
            - >   New ships spread across all hull classes and factions.
            - >   650+ variants.
            - >   New skins for existing ships - sometimes dramatically changing features and load-out options.

     -     New Starting Options and Role-Playing Scenarios
            - >   More starting ship choices and options based around play-styles.
            - >   Start as a pirate, with a reputation throughout the sector and a small raider wolfpack.
            - >   Start as a mercenary, with a powerful financial backer and a small elite strike force.
            - >   Custom tutorial options for each start, teaching new techniques and skills to succeed in that role. **Coming very soon!**

     -     An Emphasis on Story-Telling and Immersion
            - >   Rich background for all new factions- who will treat you differently based on their culture, your reputation, and your choices.
            - >   Thematic music, portraits, logos, descriptions, ships and weaponry for each new faction.
            - >   Faction colonies have custom descriptions that give insight into their history and culture.
            - >   New and existing factions are recognizable at a glance - unique faction weapons and custom skins with stat modifiers give identity to their fleets.
            - >   Engage in small-talk to learn valuable secrets and improve your reputation with others, even your officers. **Coming soon!**
            - >   Exploration, and investigation of hidden secrets leading to powerful allies, lost technology, or even shaping the politics of the sector's major factions. **Coming soon!**
            - >   Bioware-inspired notoriety system. Strike fear into those who've heard of your deeds or be known as the sector's best hope for survival. **Coming soon!**

Tactics Manual
https://www.dropbox.com/sh/bv62qal4iogdc1i/AAD3gjTIE0zEvconuOQeBOqia?dl=0 (https://www.dropbox.com/sh/bv62qal4iogdc1i/AAD3gjTIE0zEvconuOQeBOqia?dl=0)

   -    I created this tactics manual to give players a reference point for the multiple changes to the combat layer present in the mod. It should not be required to play, most of the game's descriptions will give an accurate sense of things, but it exists regardless! The tutorial will also explain a lot of things, but until I can get the bugs out of the story encounters there it is disabled.

   -   As a side note, the role playing starts will eventually require the tutorial to be played first, but I will disable that requirement until it is up and running.


Screenshots and Gifs

   -   These should provide a decent showcase of some of the mod's features, but can contain some light spoilers, so viewer discretion is advised.


New Dialogue Options
Spoiler
(https://i.imgur.com/kbbKmRw.png)
(https://i.imgur.com/qz9mQUG.png)
(https://i.imgur.com/EkMga5y.png)
(https://i.imgur.com/Au31c8l.png)
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Combat
Spoiler

Gifs
(https://i.imgur.com/2q9UdAQ.gif)
(https://i.imgur.com/FCZUj3D.gif)
(https://i.imgur.com/jliDecM.gif)
(https://i.imgur.com/ORuoS3f.gif)
(https://i.imgur.com/51YHsNW.gif)
(https://i.imgur.com/rxxFAdZ.gif)
(https://i.imgur.com/jGkhAhv.gif)

Screenshots

(https://i.imgur.com/tgCskwb.png)
(https://i.imgur.com/KqughXC.png)
(https://i.imgur.com/rOwifo0.png)
(https://i.imgur.com/eBOv1mD.png)
(https://i.imgur.com/TeEyUNq.png)
(https://i.imgur.com/n4fyTss.png)
(https://i.imgur.com/BEyA5um.png)
(https://i.imgur.com/ryMTa5i.png)
(https://i.imgur.com/vJeBPrn.png)
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Factions
Spoiler
(https://i.imgur.com/fhjOSiq.png)
(https://i.imgur.com/lS2xN8A.png)
(https://i.imgur.com/OwTbg7z.png)
(https://i.imgur.com/WfHL6sd.png)
(https://i.imgur.com/mvx0AJe.png)
(https://i.imgur.com/Oy7ChhX.png)
(https://i.imgur.com/qFMQ5g3.png)
(https://i.imgur.com/r66ljgv.png)
(https://i.imgur.com/MqAXN0r.png)
(https://i.imgur.com/lKSiKMX.png)
(https://i.imgur.com/CYjUCPu.png)
(https://i.imgur.com/7vHlJ6J.png)
(https://i.imgur.com/BUK0wxt.png)
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Ships
Spoiler
(https://i.imgur.com/hAAvREl.gif)
(https://i.imgur.com/TSlT1qz.gif)
(https://i.imgur.com/jVH8kWI.png)
(https://i.imgur.com/RhnsFlt.png)
(https://i.imgur.com/bcs63m4.png)
(https://i.imgur.com/6KvHAja.png)
(https://i.imgur.com/n0RdgBy.png)
(https://i.imgur.com/Vo3WLLv.png)
(https://i.imgur.com/2idF8f4.png)
(https://i.imgur.com/HrVWmzz.png)
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Weapons
Spoiler
(https://i.imgur.com/borOwSV.png)
(https://i.imgur.com/d68Spua.png)
(https://i.imgur.com/rwUK0B3.png)
(https://i.imgur.com/Jyk7mAV.png)
(https://i.imgur.com/TaIiEuv.png)
(https://i.imgur.com/WiX5zlt.png)
(https://i.imgur.com/PtPlFrv.png)
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Performance and System Requirements

   -    More combat calculations and just the extra content/scripts in the mod will inevitably impact performance.

   -    The most noticeable performance difference from unodded Starsector is a longer loading time at start, especially the first time you load the mod.

   -    Sorry everyone, I've tried to optimize where I can but my rules file alone is around 800 entries. I wanted the dialogue features to be immersive, and that requires a lot of scenarios and dialogue to get it to feel right.

   -    It's hard to measure- I can tell you my test PC has these specs and only has noticeable performance drops during the largest of battles (60 fps otherwise):


              OS:                     -     Windows 10 Home(64x)
              PROCESSOR:        -     3.40GHz Intel i5
              RAM:                   -     8G
              VIDEO:                -     NVIDIA GeForce GTX 1060 3GB



   -    Please feel free to chime in with what kind of performance you are experiencing, alongside your specs.

   -    I know it is definitely playable on older PC's and laptops from tests, but if I need to make adjustments I can try a few things.





Credits and Thanks


            - Alex
                   - Starsector's creator and my inspiration in game design. For the countless questions and coding help over several years and the emphasis you put towards supporting the modding community, taking player suggestions seriously, and just being a general all around nice guy, a serious heart-felt thank you!

            - xenoargh
                   - Creator of EZFaction and a very active and vocal member of the modding community, thank you for your input, creative suggestions, and all the questions you've answered!

            - LazyWizard, Trylobot, kazi, TJJ, Deathfly, Dark.Revenant, Tartiflette
                   - Probably the majority of the mods that currently exist use your tools and tutorials. A big thanks for your support of the community!
                                                                                   
            - Art and Sound Assets
                   - Though the ship edits, logos, title screen and weapons were done personally, factions of this mod would not be possible without the hard work, inspiration and generous free-use permissions granted by the artists who are responsible for the portraits and music.

            - ***Special Note*** As promised under applicable licenses, I will both credit and link to the websites of those artists! Thank you! I have also taken some of these assets from free art/sound websites that do not always specifically credit the author. I have worked hard to verify these sources- however, if for whatever reason you are the owner of an asset used in this mod and either you have not been credited or I do not have your permission to use said asset, please contact me and either I will ensure you are credited or I will remove the asset from the mod. I completely understand the desire for work to have the appropriate credit and I'm not here to profit or steal anyone's stuff. I am just trying to make a fun and unique mod experience the current game doesn't offer!  :D

               **Dev Note** I am not responsible for the content on the linked websites. They may contain mature material that I have no control over. Discretion is advised where necessary.

            - Illustrations
                   Andreas Rocha - http://www.andreasrocha.com/ (http://www.andreasrocha.com/)

            - Portraits
                   SineAlas - https://sinealas.deviantart.com/ (https://sinealas.deviantart.com/)
                   virink.com - https://www.pinterest.com/source/virink.com/ (https://www.pinterest.com/source/virink.com/)
                   Degenerate Portrait Pack - http://fractalsoftworks.com/forum/index.php?topic=12493.0 (http://fractalsoftworks.com/forum/index.php?topic=12493.0)

            - Music
                   PurplePlanet - http://www.purple-planet.com/ (http://www.purple-planet.com/)
                   Ross Budgen (SoundCloud) - https://soundcloud.com/rossbugden/epic-and-dramatic-trailer-music-olympus-copyright-and-royalty-free (https://soundcloud.com/rossbugden/epic-and-dramatic-trailer-music-olympus-copyright-and-royalty-free)

            - Modding Community
                - To all the forum members who have given their advice, opinions, critiques and ideas - whether you even know it or not - you have been a big influence in shaping this mod to what it is now and inspiring me to continue working to bring this project to fruition. To say I stand on the shoulders of giants doesn't even do it justice. Again, a big thank you everyone!
Title: Re: [0.8.1a] Total Conversion: "Archean Order" - RP/Adventure/Combat Mod (v1.0)
Post by: Morrokain on December 30, 2017, 05:52:40 PM
**Patch Info and Feature Focus**

This section will be reserved to document any existing updates as I find and squash bugs and continue to enhance the player experience with more dialogue, role playing options and features.

Next Patch Changes: Rough ETA: N/A for now.
Spoiler

N/A for now.

[close]

Current Patch Changes: Update v1.3.4 10/01/2019
Spoiler
Campaign Content Additions and Balance Changes
-------------
 --- New Ships:
-------------
    - Justicar-class cruiser (new Archean Order cruiser due to Revenant-class changes)
    - Nightreaver-class light battlecarrier (Adamantine Consortium- cruiser-sized)

 --- New Skins:
-------------
    -

 --- New Fighters:
-------------
    - Hellbeast Attack Drones (Does not drop. Built-in to the Medusa (Ad)-class drone carrier for the Adamantine Consortium).
    - Imp PD Drones (Does not drop. Built-in to the Acolyte (Ad)-class drone carrier for the Adamantine Consortium).

 --- New Weapons:
-------------
    -

--- Overall Design Strategy behind most faction/market changes:
-------------
    - Increase the sense of player progression. Access to higher quality ships and weapons should be more limited.
    - Primary factions' militaries shouldn't dominate by stats/weapons but rather by circumstantial fleet compososition logistics or tactics.
    - ^ That being said- each primary faction has its own flavor, tech options and tactical strategies. (Mostly already in place, just being continually fine-tuned)

 --- Market Changes:
-------------
    - Significantly increased the cost of ships across the board to better match unmodded starsector.
    - Increased cost difference between weapon tiers and increased weapon costs in general.
    - Adamantine Consortium: Friendly market theme now only contains one music track instead of two. They had (imo) conflicting vibes to them and I'm saving the other one for something special lore-wise.
    - Smuggling at Adamantine Consortium or Archean Order markets now has more serious consequences to reputation with those factions.
    - Resigning a comission with the Adamantine Consortium or Archean Order now has more severe consequences to reputation with those factions.
    - Rescuing an Adamantine Consortium officer or administrator now has a major impact to the player's reputation with the barons.
    - Increased the extra cost multiplier of Hegemony Legion vessels. Reduced their deployment cost substantially. Faction AI buffed by ship system changes better suiting their overall tactics.
    - Standardized cost increase multiplier of Luddic Converted warships. Lower than Hegemony but higher than standard. Reduced their deployment costs in addition to the benefits and drawbacks of the conversion.

 --- Faction Changes: (The idea behind most of these is to increase the sense of player progression.)
-------------
    - Added custom dialogue for comissions for all new factions.
    - Added two extra variants to the Odyssey battlecruiser for the Sci-Corps.
    - Adamantine Consortium has a new look and theme to their vessels and fighters.
    - Added three extra variants to the Revenant battlecruiser for the Archean Order.
    - Changed Tri-Tachyon fleet composition- they should hopefully now contain more destroyers and cruisers instead of merely large numbers of frigates supporting capitals.
    - Added default variants to the Lion's Guard faction from designed variants from .8
    - Removed chance for Acolyte-class frigate to be found in Adamantine Consortium dreadfleets.
    - Increased the presence of Elite Mercenary variants in Trader Guild fleets.
    - Added more variants for the Vigilance, Drover and Hammerhead for Lions Guard, Trader Guilds and Persean League fleets.
    - Adamantine Consortium vessels have a more intimidating and streamlined look.
    - Many of the most advanced and rare vessels are now removed from loot after combat. Especially for the Adamantine Consortium and Archean Order, advanced vessels are now only obtain-able through faction commissions or black market smuggling that has already had an increase in penalty.

 --- Missions (Outside of campaign):
-------------
    - Added a Random Faction Battle Mission that pits the player against a random faction's fleets. Player factions have around a 50% less chance to generate capital ships in their support fleets to increase overall difficulty.

 --- Feature Enhancements/Additions:
-------------

    --- Cease Fire Changes/Additions:
   -------------
     - Doubled the credit cost of the standard bribe.
-----


Combat Balance Changes
-------------
--- Overall Design Strategy Behind Weapons Changes:
   1) All Strike weapons are now efficient unless they are hitting less effective defenses in the case of damage specialized ballistic or energy weapons. Energy projectile strike weapons generally cost more flux and are less efficient than specialized hitting correct defenses- but more damaging for higher OP.
    2) Beams are more efficient than projectile energy weapons since they deal soft flux. They tend to have lower dps and higher strike damage than most projectile strike weapons. (Exceptions exist and typically sacrifice range or flux efficiency to achieve higher strike damage)
        3) Beams turning into Fire Support weapons by equipping Advancted Optics become among the longest ranged non-missile weapons, but also become very inefficient to fire.
    4) Almost all non-missile Fire Support weapons, including the Ion Beam, have reduced range, some have reduced flux costs to compensate, but are always inefficient.
    5) Missile Strike weapons range from flux-free to far more efficient than other weapon types, but have lower effective dps either from point defense mitigation or the weapon stats themselves. Unmitigated strike damage remains very high, however. (So essentially opportunity weapons.)
    6) Rockets and torpedoes have a much higher chance to get through point defense than fire support weapons, but have shorter range.
    7) Fire Support missiles are actually typically flux efficient and have much longer range and ease of fire than other types since they can travel through allies, but are easily mitigated by pd. The less efficient the missile, the more likely it should get through pd (Thundebolt, Hurricane, Hunter, etc)

--- Details For Changes:
-------------
 - Increased hitpoints of Shockwave Rockets substantially. Less flux efficient to fire and has less overall dps than Annihilators, but much higher anti-armor capability and longer effective range.
 - Increased hitpoints of Hammer, Atropos and Reaper torpedoes.
 - Reduced flux cost of Annihilator Rockets. Increased hitpoints slightly.
 - Reduced flux cost of Javelin Rockets. Increased hitpoints slightly.
 - Reduced OP cost of Interdiction Drones by 1 OP point, reduced refit time by a few seconds (Made it a more thrifty option than pirate Broadswords which perform the same role but slightly better)
 - Tachyon Lance now fires about 50% faster, but has half the range (2500 from 5000) and costs more flux to fire to make it very inefficient. Damage per second overall has increased but strike damage remains the same. (Was by far the most powerful 32 OP weapon- especially in a player's hands)
 - Razor Tri-Beam damage per second has been increased.
 - Slightly reduced Phase Beam damage per second. Increased flux cost to fire, but only inefficient if modified by Advanced Optics into a fire support weapon.
 - Increased Heavy PD Burst Laser and Paladin PD System's damage.
 - Fury and Hailstorm rockets have less effective range.
 - Beams with advanced optics are now the longest range non-missile weapons (one or two exceptions exist).
 - Increased projectile speed and hit damage of PD Cannon and Scythe Cannon. Reduced Scythe Cannon's flux costs. Reduced PD Cannon's fire rate - Updated description to describe weakness against fast-firing missiles but is better against fighters.
 - Increased durability of ship-based torpedoes substantially. Increased time to reload on those weapons. (More reliable, lower dps)
 - Reduced Atronarch Beam dps slightly and increased its flux cost to fire. Still efficient unless equipping Advanced Optics to increase range.
 - Quadrupled the magazine size and clip regeneration size for the Squall SRM. Hit damage and and emp per hit reduced to compensate. Reload rate remains the same. (Again trying to make it more reliable in a fleet setting.)
 - Terminator Drones have much more durable shields- damage remains the same.

-- Rebalanced most Projectile-based Assault, PD and Strike Energy weapons above small:
     - Obliterator Cannon now deals significantly more damage and fires at regular intervals to better match its heavy assault role. Flux costs adjusted- Hybrid weapon.
     - Heavy Obliterator Cannon now deals more damage per shot. It costs more flux to fire, however is still very efficient compared to strike weapons- Hybrid weapon.
     - Thermal Pulser and Thermal Cannon have increased damage per shot. Firing rate remains the same. Thermal Cannon now deals slightly more damage per second than Thermal Pulser and has increased strike potential. Both have slightly increased range.
     - Increased Cutlass Laser and Heavy Cutlass Laser damage per shot.
     - Plasma Cannon deals more damage per second, has increased strike damage per salvo, and has longer range. Costs more flux to fire and is one of the more inefficent strike weapons available. Relatively high OP.
     - Antimatter Blaster charges up more quickly and can fire charges more often. More flux to fire, but extra charge regeneration has also increased dps considerably. Lower range but higher damage all around than Plasma Cannon. Higher OP.

-- Rebalanced entire line of Archean Order energy weapons:
     - Reduced Void Driver damage per shot slightly.
     - Increased Phase Cannon hit damage and reduced its range. Dps remains similar or slightly reduced. No flux cost but very high OP.
     - Eclipse Cannon now has less range but increased damage per shot (increased anti-armor effectiveness). Overall dps reduced but still among the most flux efficient Energy Fire Support weapons, though with a very high OP cost.
     - Apocalypse Cannon Ordinance Point cost reduced to 28, range reduced by about half, increased damage per second but reduced armor penetration. Among the most efficient Fire Support weapons, though with lower dps than assault weapons.
     - Heavy Apocalypse Cannon range reduced by about half, significantly increased damage per second but reduced armor penetration. Among the most efficient Fire Support weapons, though with lower dps than assault weapons.

--- Faction Hullmod Changes:
-------------
 - Reduced negative impact of Luddic Conversion hullmod on Luddic Church ships and reduced those ships deployment cost. Now greatly improves handling rather than reducing it but causes more damage to engines. (Luddic Church vessels still needed improvement.)
 - Reduced the penalty of increased deployment cost for Hegemony 14th Legion vessels. Armor now calculates as a percentage increase that varies with hull size instead of a flat increase.
 - Reduced the deployment cost reduction benefit associated with Simple Core Systems hullmod.

--- Station Balance Changes:
-------------
 - Station weapons no longer generate flux on station modules. Dissipation adjusted to compensate for modules that share shields with weapons. (This should buff beams effectiveness vs some stations and helps to better balance station modules all around)
 - Added a few extra high explosive Dual Artillery Cannons to Trader Guilds' stations. (It had an imbalance of anti-shield to anti-armor at optimal defense range.
 - Now that no ships (to my knowledge anyway) have the Targeting Supercomputer hullmod, increased its effectiveness to strengthen stations across the board. (No longer able to outrange them as easily, if at all, depending on the station.)
 - Additional armor and hull and light shield capacity for basic Archean Order station.
 - Additional armor and hull and flux dissipation for Persean League (midline) basic station.
 - Redesign of stations' shield systems. Weapon modules no longer generate flux. Shield adjusted to be weaker with poor dissipation and 0% dissipation when shields are raised. This helps beams be more effective while keeping the defense level the same for other weapons.
 - Removed Flux Shunt on Luddic station variants of low tech. Removed flux capacity bonuses. (Other weapon improvements made these changes no longer necessary)
 - Increased basic hightech station's armor and hull. Increased max flux and dissipation of weapon modules separate from shields.
 - Tri-Tachyon and Archean Order stations will no longer interrupt high damage burst weapons due to flux venting. They will no longer vent flux since shield venting is separate and they have enough flux dissipation that venting is actually harmful in most cases.
 - Replaced Graviton Lances with Heavy Obliterator Cannons on Sci-Coprs stations to give more solid defense rather than pure opportunity based strikes that become volatile to the station's long term durability in some situations.

--- Ship System Changes:
-------------
 - Accelerated Ammo Feeder renamed to Combat Capacitors - now also increases ship speed by 40 and increases acceleration in addition to its usual effects.
 - Plasma Jets regenerates a charge far less often and has an increased cooldown between uses.
 - Active time for Phase Shell Projector has been reduced by almost half.
 - Interdictor Array now has charges.
 - Reduced flux cost of Quantum Disruptor and Entropy Amplifier.
 - Added a cooldown to High Energy Focus. (Still has charges- more so the AI doesn't burn it too fast)

--- Ship Changes:
-------------
 - Megalith-class Dreadnought:
     - 100 less Ordinace Points.
     - Reduced max flux.
     - Greatly reduced flux dissipation.
     - Replaced built-in Targeting Supercomputer with Advanced Targeting Core.
     - More effective shield resilience.
     - Increased shield radius. (Larger target)
     - Increased crew and fuel requirements.
     - Increased max crew storage.
     - Adjusted all variants.
 - Revenant-class Heavy Cruiser:
     - Redesignated and redesigned as a Light Battlecruiser.
     - All stats reworked.
     - Added built-in Phase Field.
     - Replaced built-in Advanced Targeting Core with Dedicated Targeting Core.
     - Adjusted all variants and added 5 more.
 - Templar-class (Archean) Heavy Destroyer:
     - 15 less Ordinace Points.
     - Adjusted all variants.
 - Paragon-class Battleship:
     - Replaced built-in Targeting Supercomputer with Advanced Targeting Core.
 - Onslaught-class (XIV) Battleship:
     - Replaced built-in Dedicated Targeting Core with Advanced Targeting Core.
     - Removed core stress hullmod and merged effects with XIV Legion hullmod.
     - Has a much lower deployment cost over the last update (down to ~28 from 34)
 - Acolyte-class Heavy Frigate:
     - 20 less Ordinace Points.
     - Reduced max flux by 2000.
     - Reduced max speed.
     - Reduced flux dissipation by 140.
     - Shield resilience to 0.7 from 0.85.
     - Adjusted all variants.
 - Neophyte-class Frigate:
     - 15 less Ordinace Points.
     - Reduced max flux by 1000.
     - Reduced max speed.
     - Reduced flux dissipation.
     - Shield resilience to 0.7 from 0.85.
     - Adjusted all variants and added 1 more.
 - Exile-class Light Carrier:
     - 10 less Ordinace Points.
     - Reduced max flux.
     - Reduced max speed by 50% (Still faster than the Vigilance-class).
     - Reduced flux dissipation.
     - Increased shield resilience.
     - Adjusted all variants.
 - Wolf-class (Arc) Frigate:
     - 10 less Ordinace Points.
     - Adjusted all variants and added 3 more.
 - Aurora-class Cruiser:
     - Increased flux dissipation.
     - Increased armor.
     - Slightly more effective shield resilience.
 - Eagle-class Heavy Cruiser:
     - Slightly reduced flux dissipation.
     - Costs 1 more point/supply to deploy in battle.
 - Dominator-class Heavy Cruiser:
     - Increased armor.
 - Pillager-class Battlecruiser:
     - Costs 1 more point/supply to deploy in battle.
 - Malevolent-class Dreadcarrier:
     - Costs 3 more point/supply to deploy in battle.
     - Reduced flux dissipation.
     - Sprite re-work/polish.
 - Tyrant-class Phase Battleship:
     - Reduced flux dissipation.
     - Reduced armor.
     - Reduced hull.
     - Now costs 30 supplies to deploy
 - Legion-class Battlecarrier:
     - Increased armor, max flux and flux dissipation.
 - Conquest-class Battlecruiser:
     - Costs 2 more point/supply to deploy in battle.
 - Executor-class Battlecarrier:
     - Costs 4 more point/supply to deploy in battle.
 - Havok-class Heavy Destroyer:
     - Costs 1 more point/supply to deploy in battle.
 - Heron-class Carrier:
     - Costs 1 more point/supply to deploy in battle.
 - Mora-class Carrier:
     - Costs 1 less point/supply to deploy in battle.
     - Increased armor, max flux and flux dissipation.
 - Tempest-class Heavy Frigate:
     - Costs 1 more point/supply to deploy in battle.
 - Shrike-class Destroyer:
     - Costs 1 more point/supply to deploy in battle.
     - Reduced max speed.
 - Spectre-class Interceptor Drone:
     - Reduced hull and armor.
     - Increased replacement time.
-----


Bug Fixes
-------------
 - Added Carrier Bays built-in hullmod to Epiphany, Exile, Executor, Drover, Medusa, and Osprey as intended.
 - Corrected Megalith description to better reflect its combat role and power, as well as its lore compared to campaign realism.
 - Fixed and expanded station descrtiptions in the industry layer - to give players a concise tactical reason to choose a station based on playstyle and faction choice.
 - Corrected the names of ranks and posts for administrative staff and ground military for new factions.
 - Corrected outdated reputation relationship descriptions for Adamantine Consortium in the intel window from when the faction started neutral to the player.
 - Fixed situations where a player with their transponder off who was stopped by an Archean Order patrol was attacked even though they had high reputation.
 - Fixed situations where a player with A.I cores would have them confiscated even after complying and turning their transponder on and having high reputation with the Archean Order.
 - Corrected some drones need of crew due to missing values in the spreadsheet instead of 0s.
 - Added Fleet Paragon variant to the Tri-Tachyon Corporation fleets as intended.
 - Removed possible- though highly unlikely- case where the defective Falcon variant was used instead of the Pirate Falcon skin that has a large hardpoint.
 - Corrected crew requirements for Tyrant-class battleship.
 - Changed Iridium Hyperdriver to target fighters when no better targets are available.
 - Fixed issue with Guillotine Cannon firing at fighters too often. (Strike tag was on the wrong weapon)
 - Corrected situations where a player would token bribe the Luddic Path and there would not be a dialogue option to continue.
 - Luddic Path now has custom dialogue for success cases for all bribe types.
 - Removed flux cost of the large-slot Atropos Torpedo launcher.
 - Stations should no longer waste strike weapons on fighters.
 - Station hangars should no longer lose replacement time when fighters are destroyed.
 - Advanced Targeting Core (on the Paragon, Megalith, etc) now increases PD weapons up to the Dedicated Targeting Core's benefit to capital ships. Standard weapon range increase remains the same.
 - Large Atropos launcher no longer costs flux to fire.
 - All station hangars now correctly have chassis storage hullmod to ensure replacement rate does not decrease from fighter losses.
 - Legion class now has the correct weapon types for the Hegemony version.
 - Hopefully corrected issue with "'hegemony_legion' not found" error upon campaign start.
-----


Misc
-------------
 - Polished the Guillotine Cannon recoil sprite to better differentiate it from the Heavy Cutlass Laser.
 - Continued dialogue polish.
 - Reduced Rules.csv inefficiency for the new fleet dialogue features. (Removed some absurdly large score weights, cleaned up RT directory organization, etc).
 - Improved Commodity Request script (more efficient- includes adjustments for all factions for non-upfront bribe calculations).
 - Adjusted all variants utilizing OP adjusted weapons.
 - Slight round of polish on the Punisher Artillery Cannon sprite.
 - Round of polish on the Obliterator Cannon hardpoint sprite.
 - Reduced sound level of Thermal Pulser and Thermal Cannon and heavily reduced sound of the Fighter variant.
 - Removed use of ASSAULT Fighter AI tag since it has been deprecated. Replaced with BOMBER tag to ensure the same assault behavior.
 - Corrected the descriptions of hullmod changes and made sure to include all effects in the description. (couple outliers there)
 - Round of polish on the Malevolent-class dreadcarrier sprite.
 - All Adamantine Consortium skin files have been separated into individual hulls and their theme now better reflects the faction. (There wasn't difference between the two implementations anyway)
-----
[close]

Prior Patch Changes:
Spoiler

 Update v1.3.3 7/14/2019
Spoiler

Campaign Content Additions and Balance Changes
-------------
 -- New Ships:
    - Prometheus MkII
    - Atlas MkIII

    - New Skins:
       - Luddic Path Eagle
   - Luddic Path Crucible
   - Luddic Church Crucible
   - Luddic Path Rhino
   - Luddic Church Rhino
   - Luddic Church Wolverine
   - Luddic Path Enforcer
   - Luddic Church Enforcer
   - Luddic Path Hammerhead
   - Luddic Church Hammerhead
   - Luddic Path Condor
   - Luddic Path Mora
   - Luddic Church Lancer
   - Pirate Shrike
   - Hegemony Centurion

 -- New Fighters:
    - Banshee-class Interceptor
    - Sentinel-class Heavy Interceptor
    - Goliath-class Heavy Gunship

 -- New Weapons:
    - Shattercell Cannon (Small PD/Assault Energy Weapon)
    - Heavy Shattercell Cannon (Medium PD/Assault Energy Weapon)
    - Smokescreen Rocket Launcher (Small Anti-Fighter Rocket Weapon)
    - Heavy Smokescreen Rocket Launcher (Medium Anti-Fighter rocket weapon)
    - Twin Shockwave Launcher (Medium Strike Rockets)
    - Triple Shockwave Launcher (Medium Strike Rockets)
    - Rupture Shockwave System (Large Strike Rocket System)
    - Obliterator Cannon (Medium Strike/Assault Energy Weapon)
    - Heavy Obliterator Cannon (Large Strike/Assault Energy Weapon)
    - Burst Pulser (Medium Assault Energy Weapon)
    - Punisher Artillery System (Large Ballistic Fire Support Weapon)
    - Heavy Fissure Cannon (Large Ballistic Strike Weapon)
    - Razor Tri-Beam (Large Energy Assault Weapon)
    - Heavy Autocannon (Medium Ballistic Assault Weapon) - Original Heavy Autocannon renamed.
    - Vulcan PD Cannon (Medium Ballistic PD Weapon)
    - Heavy Vulcan PD System (Large Ballistic PD Weapon)
    - Micro Repeater (Small Energy PD Weapon) - Original Mirco Repeater renamed.
    - Dual Micro Repeater (Small Energy PD Weapon)
    - Cutlass Laser (Medium Energy PD Weapon)
    - Heavy Cutlass Laser (Large Energy PD Weapon)
    - Proximity Mine Launcher (Large Missile PD Weapon)
    - Trapdoor Mine Launcher (Large Energy PD Weapon)
    - Widow MRM Launcher (Medium Anti-Fighter Missile Weapon)
    - Heavy Widow Launcher (Large Anti-Fighter Missile Weapon)
    - Tri-Railgun (Large Kinetic Ballistic Weapon)
    - Iridium Hyperdriver (Large Kinetic Ballistic Weapon)
    - Guillotine Cannon (Large High Explosive Ballistic Weapon)

 -- Market Changes:
    - Bomb Bay is no longer an available weapon in markets. It was mostly useless and was taking up valuable weapon choices when it spawned. (Now bomber only)
    - Removed slight rarity modifier of PD Cannon spawning in markets.
    - Reduced rarity modifier of Burst PD Laser spawning in markets.
    - Now over 130 different weapons- not including built in fighter versions.

 -- Faction Balance Changes:
    - Another round of dialogue polish. (So as I catch things)
    - Replaced Piranha bombers from pirate Enforcer-class destroyers with pirate Mauler heavy interceptors.
    - Adamantine Consortium will no longer deploy many Spectre interceptor drones, and will favor Banshee interceptors instead.
    - Osprey-class Light Carrier no longer autofits. Variants for each factions have been expanded to compensate. (Too many empty fighter bays in campaign fleets)
    - Zero chance for non-standard fighters (faction-equipped variants) to be found in Independent fleets and a very, very low chance in Scavenger fleets.
    - Reduced chance for Exile-class Light Carriers to spawn in Archean Order fleets.
    - Separated out Doom variants between Adamantine Consortium and Tri-Tachyon Corporation. (Tri-Tachyons shouldn't be using phasetech weapons)
    - Changed some factions so that when they pursue the player for smuggling or black market activity that they actively pursue the fleet instead of sometimes merely harrassing.
    - Changed some factions so that under certain varying circumstances when pursuing players for black market activity or contraband high rep will:
        - prevent contraband from being confiscated.
        - cause a negative impact to reputation rather than an outright attack.
    - Numerous new variants for the new skins for Luddic factions have been added to the campaign fleets.
    - Ships supplies per month is much lower, universal among tech tiers and based on hull size. (I felt it was unncessary now with monthly costs per crew filling the same role)
    - Added a huge amount of variants utilizing new weapons and fighter craft for most traditional player enemies.
    - Added new variants utilizing new weapons for major factions such as the Hegemony, Trader Guilds, Luddic Church, Adamantine Consortium and Sci-Corps.
    - Redacted now have more variants, utilize a greater variety of weaponry, and in the earliest cases are far more robust and well-armed than before.
    - Adamantine Consortium now starts hostile to the player in most game starts. They are an evil, merciless faction and should act as such. (Players can still become friendly through tribute - a.k.a bribery)

 -- Blueprint Changes:
    - Pirate Talon is now a pirate blueprint unlock instead of a base blueprint.
    - Luddic and Pirate blueprints are no longer unlocked by tiered tech blueprint sets (lowtech in particular).
    - Bomb bay is no longer a blueprint.
    - Spectre-class interceptor drones are no longer unlocked by the Admantine Consortium blueprint package.
    - Added Cobra heavy bomber and Banshee heavy interceptor to the Admantine Consortium blueprint package.
    - Apocalypse Cannon is now ultra rare instead of legendary.
    - The Heavy Apocalypse Cannon is now a legendary bp.
    - Goliath-class Heavy Gunship has been added as a legendary bp.

 -- Feature Enhancements/Additions:

   Cease Fire Enhancements:
     - Adamantine Consortium fleets can be more successfully negotiated with if you hire one of their officers and so know their politics.
          - New description, dialogue and possible results when negotiating Cease Fires for:
      - Archean Order
      - Adamantine Consortium
      - Pirates
       - Luddic Path
     - Bribes
      - Bribe results and descriptions are more faction specific for some factions to shed more light on how effective bribery will be for that faction's commanders.
                - Increased base chance for bribe requests over outright refusals when attempting a bribe-free Cease-Fire.
                - Pirates will have an even greater chance to ask for credits rather than fight when attempting bribe-free Cease-Fires.
      - Pirates will accept bribes and ask for bribes over fighting even when vengeful to the Player's faction.
      - Less lawful factions like the Luddic Path, Adamantine Consortium and Pirates will now give a reputation boost for successful bribes up to a certain reputation level.
-----


Combat Balance Changes
-------------
 - Slightly increased deployment cost of Legion, Megalith, Malevolent, Tyrant, Astral, and Paragon.
 - Increased range of Rapier SRMs. (From 900 to 1200)
 - Slightly lowered max charges for Micro Blaster and reduced the amount of charges returned each recharge cycle.
 - Nova Cannon proximity blast radius is doubled, and the fuse range is doubled, but the fuse will now only trigger on missiles.
 - Increased Nova Cannon damage by 20%.
 - Increased Machine Gun damage by 25%.
 - Increased Electron Cannon damage by 33% and increased range to 450. (Up from 400)
 - Increased Pulse Laser Damage by 50% and increased range to 450. (Up from 400)
 - Increased Assault Beam damage by ~15%.
 - Increased PD Beam damage by ~40% and increased range to 350, up from 300.
 - Increased Squall SRM hitpoints by 200%, missile speed and turn rate by ~600%, and range by 200. (Was VERY underwhelming for its tier in larger battles)
 - Reduced Atropos Torpedo turn rate by 40%. (I'm hoping this reduces the chances of the AI wasting it against slower fighters like gunships)
 - Changed Ion Cannon and Heavy Ion Cannon to now have regenerating charges, but they also deal more burst damage either through faster firing or damage per shot.
 - Fissure Cannon (formerly Sunder Cannon) has increased range (500 to 600). The fighter variant range remains 500.
 - Iridium Cannon has increased range. (500 to 700) The fighter variant range remains 500.
 - Scythe Cannon has decreased range. (600 to 500)
 - Assault Autocannon has increased range. (600 to 650)
 - Icer Gun has increased range. (600 to 700)
 - Lowered projectile velocity of Phalanx Cannon and Hypervelocity Driver. (They were a little too powerful and hopefully this will balance them out a bit)
 - Increased turn rate of Strike beams to help prevent the A.I from wasting them while maneuvering to evenly distribute armor damage.
 - Apocalypse Cannon is now 30 op (down from 32)
 - The Heavy Apocalypse Cannon is now an available weapon at 32 op.
 - Increased health of destroyers and frigates by ~15-20%. (Slightly better balances out the strength of cruisers' easy access to fighter bays)
 - Increased damage of Ion Pulser by ~70%.
 - Rebalanced stats and OP cost of medium ballistic line of weapons.
 - Hivemind nanite clusters now go directly for the kill rather than seeking the target's engines.
 - Slightly reduced deployment cost of Aegis cruiser.
 - Increased max flux of Aegis and Eagle cruiser by 1000.
 - Increased turn rate of Flak line of weapons, and increased their rate of fire by ~25%.
 - Removed stealth minefield from midline starfortesses and added it to the hegemony starfortresses instead of the standard mine field.
 - Reduced Trebuchet missile speed slightly to better separate it from the Harpoon in effectiveness.
 - Reduced distance for Sabot missile to enter is second stage to allow point defense more time to take it out, and reduced its hitpoints. It was too reliable before for its tier.
 - Greatly improved Thunderbolt missiles strike potential, and increased the speed of the secondary warhead. This should feel scarier than Harpoons or Sabots now, as intended.
 - General re-work of missile balance with the goal of making high tier missiles more attractive, and increasing the reliability and range of others.
 - All carriers now have a built-in hullmod increasing the replacement rate of all equipped fighter craft by 50%.
 - Large buffs to the Colossus-based Pirate and Luddic Path variants.*
 - Large rework of most of the early Redacted vessels, and many others have many more variants to give more variety to campaign fights early on.
 - Safety Overrides hullmod range reduction threshold increased to 950 from 450. (One of the primary reasons this hullmod and the Luddic Path were suboptimal).
 - Luddic Conversion hullmod now allows for more flux and dissipation for its benefits.
 - General re-work of Large Ballistic weapons now that several more have been added. Most notably, a large buff to the Excalibur Cannon.

 -- Overhauled flux costs of the entire rocket line of weapons:
     - Reduced flux cost of Shockstorm rockets per salvo by 50%, increased max rockets for medium variant, and increased rocket speed and range slightly. (Large buff overall)
     - Increased flux cost of Annihilator rockets (small variant) by 25%, but flux costs for medium variant reduced to match flux per rocket of the small variant.
     - Annihilator rockets (small variant) now gets 4 rockets back on reload (was 2) though reload time per rocket (DPS) remains roughly the same.
     - Reduced flux cost of Javelin rockets by 25%, and reduced their flight speed.
     - Reduced flux cost of Fury Rocket System and Hailstone rockets by 33%.

 -- Overhauled Fighter Combat Layer --    
 -- Not all of the individual changes will be documented. Here are some general points:
     - Now over 60 different fighter wings.
     - All fighters now have limited ammunition which gives them a specific combat time before some kind of rearmament is required.
     - Rearmament design-wise is intended to give ships a window of recovery between strikes and reduce fighter swarming in favor of assault wave behavior.
     - Rearmament stats are unique to each individual fighter weapon, though some general rules apply:
     - Magazines of fighter weapons only last around 5 seconds of active combat time.
          - Non-missile weapons will reload their magazines in a set amount of time, typically 12-20 seconds depending on the the fighter role. (AI can't handle finite ammo)
     - Missile weapons almost always require redocking with the carrier, and often have even more limited ammunition than non-missile fighter weapons.
     - Fighters, gunhsips and interceptors that use finite missiles will usually redock with the carrier immediately, or soon after they have used them all.
     - Mostly removed the use of flares in midtech and low tech fighters, gunships and bombers. Only the highest tiered craft will use them.
     - Fighters now deal 200% additional damage to other fighters, making interceptors and anti-fighter roles a serious threat to unescorted bombers and gunships.
     - Fighters now deal 200% additional damage to ship hardpoints (weapons and engines), up from 150%.
     - Balance pass on most fighter replacement rates. Some have increased rates, some have decreased rates depending on balance adjustments. As a soft rule, however:
          - Bombers have increased replacement times. (They also tend to have the highest strike impulse)
          - Gunships have been moved to closely match Bombers in their replacement times. (They also tend to have the longest active combat times and largest magazines)
          - Fighters have slightly reduced replacement times. (They have various specialized roles)
          - Interceptors have moderately reduced replacement times. (They are powerful bomber/gunship killers, and important escorts for your own fighter/bomber/gunship strike groups)
     - Removed Fighter Systems hullmod's effect on weapons in favor of fighter-specialized weapons. Fighter weapons are now less effective against ships.
     - Though still present for descriptive flavor, Limited Range Finders hullmod on fighters doesn't actually do anything. Range is handled through fighter weapons.
     - Reduced health and shields of high tech gunships and bombers and some midline and low tech gunships and bombers.
     - Reduced general health of the higher tiered fighters, and any fighters that use shields have much lower flux dissipation to make PD beams more effective against them.
     - Rebalanced OP cost around new fighter craft additions that were added in some of the more recent updates.
     - Reduced OP cost and efficiency of some pirate fighters even further, while balancing other weaker ones to make them useful to the player in some circumstances.
     - Many low tech fighters, bombers, gunships and interceptors now have proper OP costs considering their combat effectiveness.
     - OP to Power ratio when scrolling up and down the "equip fighter wheel" on the refit screen should now make more intuitive sense.
     - All fighter weapons are now added to the codex with a basic description of how fighter weapons differ from standard ship weapons as well as hard weapon stats.
     - Balance pass on fighter crew requirements and costs. General increase in crew required for gunships and bombers, scaling better with size.
     - Balance pass on fighter mass. (Doesn't make too much a difference but documented anyway just in case).
-----


Bug Fixes
-------------
 - Corrected issue with Cease Fire requests not working on patrols who are attacking you from smuggling or black market activity.
 - Fixed issue with overspawning faction-specific fighters in Independent and Scavenger fleets.
 - Corrected Pirate Talon bug with base blueprints.
 - Devastator Cannon should now properly hit ships along certain angles of fire that caused the proximity fuse behavior to trigger early.
 - The Nova Cannon should now effectively hit ships at all times, making it more in line with the intended dual assault/pd role.
 - Removed accidental chance for Fighter-class Light Pulse Laser to spawn in campaign markets or loot.
 - Added a description to the Archean Order station's heavy anti-capital weapon in the codex.
 - Hopefully resolved issues with Hailstone Rockets and Fury Rocket System sometimes causing the flameout slingshot behavior on ships.
 - Corrected the Adamantine Consortium Condor skin to no longer change its medium missile mount to energy.
 - All fighter wing descriptions should have the brief summary portion that describes their role.
 - Fixed merge issue with Helmsmanship skill stacking on top of the original version.
 - Correct equip-screen description of Militarized Subsystems to better reflect what downsides it removes from civilian hulls.
 - Hivemind nanite clusters now effectively hit ships at all angles.
 - Corrected Simple Core System's description.
-----


Misc
-------------
 - Due to storage space, versions lower than v1.2.1b are no longer downloadable, though their patch notes will remain documented.
 - Sunder Cannon has been renamed to Fissure Cannon to avoid confusion with the Sunder-class destroyer. XD Must have been in a hurry on that one lol.
 - Round of polish on the Heavy Apocalypse Cannon's sprite.
 - The Heavy Autocannon has been renamed to the Heavy Dual Autocannon.
 - Slight round of polish on the Velocity Cannon sprite.
 - Micro Repeater has been renamed to Micro Blaster because the original name felt better for a PD weapon and this was more of a strike weapon.
 - Guardian PD System has been renamed Paladin PD System to match unmodded Starsector since the weapons share similar roles.

-----
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 Update v1.3.2b 3/04/2019
Spoiler

Content Additions
-------------
 -- New Shipsystem:
    - Phase Shell Projector (Malevolent-class Dreadcarrier).
        - 20 Second activated buff.
        - Reduces damage taken by the carriers fighters by 90% for the duration.

 -- New Strike Craft:
    - Sabertooth Gunship. (Heavy Strike)

 -- New Weapons:
    - Hailstone Rocket Launcher (Small).
    - Fury Rocket System (Large).

 -- Campaign Changes/Additions:
    - Increased base payout for starting fleet bounties (pirates) and the payout per level of higher tiered bounties (deserters).
    - Due to performance improvements in the last official Starsector release, increased default total battlesize to 200, and max total battlesize to 400.
    - Independents and Scavengers are now much less likely to use Luddic Church, Luddic Path, Pirate, or Hegemony fighters, ships and weapons.



Combat Balance/Content Changes
-------------
 - Autofit now has more variants available as goal variants than the last release for many hulls. I think this may help increase variety while still maintaining core combat effectiveness.
 - More variety in strike craft and weapons for the Lions Guard and Trader Guilds.

Bug Fixes
-------------
 - Sci-Corps Stations will now correctly appear in the campaign map.
 - Updated Fire Support missile weapon descriptions to accurately reflect the 50% flux per salvo reduction.

[close]

 Update v1.3.1 2/28/2019
Spoiler

Content Additions

New Ships
  • Malevolent (Capital-class Dreadcarrier)

New Strike Craft
  • Mauler (Heavy Interceptor)
  • Mauler (Pirates)
  • Barbarian (Base Gunship)
  • Warrior (Lowtech Gunship)
  • Talon (Hegemony)
  • Talon (Luddic)
  • Talon (Tri-Tachyon)
  • Talon (Pirates)
  • Vanguard (Hegemony)
  • Vanguard (Luddic)
  • Warthog (Hegemony)
  • Warthog (Luddic)
  • Broadsword (Pirates)
  • Broadsword (Adamantine)

Campaign Changes/Additions
  • New/replaced stations for many major factions strongholds. Now there should be a lot more tactical diversity even among tech tiers.
  • Adamantine Consortium has a capital-class carrier and a unique heavy fighter(skin) added to their fleets.
  • Nightmare-class heavy fighter is now unique to the Archean Order's fleets.
  • Pirates have unique fighter(skins) added to their fleets.
  • Increased Adamantine Consortium aggression, reduced Archean Order and Trader Guilds aggression.
  • If not already present in the last patch, added Adamantine Consortium strongholds to the list of player colony threats.
  • Derelicts have increased in difficulty to match pirates. Pirates have had their fighter numbers considerably weakened.
  • Increased the starting player fleets for any new game start to roughly match early pirate bounties in size.
  • The two changes listed above should make either salvage or bounty hunting a good starting option for any new game.
  • Added most of the new game starts available to the base game from .9 to the Normal Start option list.
  • All new starts now contain a cargo freighter of some kind and a small supply of pd weapons.
  • Pirates now have unique fighter craft. These are considerably weaker than standard fighter craft, but can be deployed more easily.

Station Battles
  • Balanced most factions' station style to match their respective technological access and doctrine.
  • Upgraded the tier of some stations, and added some where none existed. The purpose was better faction balance.
  • Unique station looks and/or loadouts for Hegemony, Pirates, Sci-Corps and Luddic factions

Blueprint System
  • Added Blueprint Packages for Adamantine Consortium, Trader Guilds, Persean League, Sci-Corps and Tri-Tachyon Corporation.
  • Further separation of tech tiers with more base strike craft available at the start.
  • Higher tier versions of some base strike craft bp available as single drops or in the various tech/faction bp packages.
  • Added icons to all blueprint packages.
  • New legendary blueprint packages.


Balance Changes
  • Increased OP cost of Talon to 2 from 0. Its combat effectiveness remains unchanged. Pirate version has 0 OP requirement.
  • Hegemony now has slightly better fighter craft with a tactical focus on anti-ship weaponry. They no longer use bombers very often.
  • Luddic Church and Luddic Path have new fighter craft skins with unique loadouts.
  • Higher tier fighter craft has increased the Luddic factions' military potency by a noticeable degree. Not to the degree of the highest tier military powers, however.
  • Slightly adjusted sprite for Perdition to match its role as a Luddic heavy bomber. Now has two side-turret Machine Guns to support against interceptors.
  • Tri-Tachyon Corporation now has a heavy interceptor to support their advanced interceptor drones.
  • Hercules-class Heavy Gunship has had its primary turreted weapon upgraded to a dual cannon, and has an updated sprite.
  • Hydra-class Gunship has an updated sprite.
  • Added shield modules to the sides of Trader Guilds' battlestations. They were slightly weaker -defensively- than intended.
  • Changed rocket launch behavior. Only a minor adjustment in overall functionality, but a different start-up to full speed. (Reduced launch speed but greatly increased proj acceleration).
  • Marauder, Warthog, and Gauntlet are now base bps.
  • Vanguard is now a low_tech bp (tier 1).
  • Rebalanced Luddic Church Condor variants.
  • Increased Paragon's max flux by 8000, flux dissipation by 300, and armor by 300. It was slightly too weak compared to similar tiered vessels and sometimes couldn't make use of all its weapons when surrounded.
  • Reduced fighter replacement rates across the board. I put an extra special emphasis on drones and interceptors that seemed to spawn continuously, and tended to only slightly increase bomber deployment rates.
  • Increaed PD Beam damage by ~40%-70% accross the board. This won't interfere with missile effectiveness (other than make them better against torps which is their intended purpose).
  • Changed Advanced Optics hullmod to only increase PD beam weapons by 200su (down from 500su) to balance the large damage increase for those weapons.
  • Reduced the range bonus on PD weapons on ships equipping Super Computer hullmod by 10%.
  • Reduced the range bonus on PD weapons on ships equipping Advanced Targeting Core hullmod by 20%.
  • Reduced the flux cost of all Fire Support Missiles by ~50%.

Bug Fixes
  • Corrected issues with rockets sending flamed-out ships launching away at large speeds.
  • All assault and strike beams now pierce fighters. Fighters now take 60% less damage from beams.
  • Fixed Templar Strike variant's weapon groups.
  • Corrected Hegemony and Adamantine Consortium ship size in fleet doctrine.
  • Forlorn Hope mission's flagship is now the Escort variant of the Paragon instead of the Raider variant.
  • Corrected OP of Condor(A) variants.
  • Fixed bug when hiring faction officers, added text for faction administrators.
  • Fixed bug with procurement missions not able to be turned in.
  • Fixed bug with some bar missions not able to be turned in.
  • Fixed bug where your crew would not leave even if you owed them considerable debt.
  • Corrected issue with Tri-Tachyon blueprint package adding Persean League ships, fighters and weapons.
  • Fixed bug where blueprints of higher tiers were empty of hulls, weapons or wings.
[close]

 Update v1.3.0 1/19/2019
Spoiler

Content Additions

Updated for Starsector 0.9a features

New Ships
  • Shrike
  • Gremlin
  • Guardian
  • Radiant

New Ships
  • Cobra
  • Perdition

Station Battles
  • Stations come in 3 tiers, like the base Starsector original design.
  • All factions now have stations guarding their primary strongholds, with station strength varying depending on the colony's importance.
  • New station types for a couple of the new factions and updated existing faction's stations designed around Archean Order's balance.
  • Increased strength difference between tiers such that upgrades have more impact.
  • Third tier stations can single handedly combat multiple fleet deployment waves.
  • Lowered station deployment cost to allow for more escorting fleet ships.
  • Third tier stations can single handedly combat multiple fleet deployment waves.
  • Station upgrades typically impact at least 3 of 4 general areas. See description text for details. General upgrade areas listed below
  • Long range strike capability.
  • Fighter wing additions/fighter defense capability.
  • Defenses, either stronger existing ones or additional layers of defense.

Blueprint System
  • Complete rework of blueprint spawn rates to balance for Archean Order's tiered weapon balance.
  • Base blueprints are much smaller in number, but blueprint unlocks are more varied and slightly more common in the case of packages.
  • Blueprint packages spawn in three tiers for each tech type with increasing drop rarity as tier strength increases.
  • New ultra rare blueprints and packages give access to the most powerful weapons, hulls and fighters available.
  • Blueprint lines available for most factions, to increase replay-ability and give a bit more randomness to loot.
  • Each blueprint line unlocks multiple sets of blueprints based on the factions preferences similar to tech tiered packages.
  • Blueprint package lines based on factions spawn at varying rates depending on the strength of the blueprints unlocked.

Procgen Autofit System
  • I tried to do my best to playtest enough to treat this on a case by case basis where possible. As it currently stands:
  • Most high tech capitals or higher end variants of cruisers or destroyers relying on large weapons for balance will not autofit.
  • Most vessels below the cruiser level will autofit based on faction weapon doctrine.
  • Hopefully the above changes will provide a stable, balanced experience with factions yet greatly increase overall npc fleet variance.


Balance Changes
  • Merged a few of the new factions' minor colonies with their nearby stations to further improve campaign performance. See below for details.
  • Description text remains to separate the two entities (like Jangala), but their markets are now shared.
  • Merged markets will be displayed without the station in the starmap.
  • Increased Interceptor and Fighter refit time across the board.
  • Built-in drones, such as those found on the Acolyte or Tempest, are now generally replaced less quickly than standard Drone LPCs.
  • Increased hit strength of graviton beam line of weapons by ~25%.
  • Increased defenses of midline capitals substantially to better align their combat capability with other tiered tech counterparts.

Bug Fixes
  • Corrected attack run ranges of a few bombers that led to them not releasing their payloads fast enough when engaging a targeted enemy.
  • Corrected falcon_d skin's weapon changes so that its large weapon is now a medium weapon as intended. A wrong id was causing it to change one of its missile slots.
[close]

 Update v1.2.1d 4/15/2018
Spoiler

Content Additions
  • Two new frigates, the Neophyte and Exile, have been added to the Archean Order fleets in order to better diversify their tactics and ships from the Adamantine Consortium.
  • Added new skins\variants for the Condor-class Light Carrier and Scarab-class Drone Carrier found in Adamantine Consortium dreadlord fleets.

Balance Changes
  • Reduced upcharge, increased recharge of Iridium Cannon. -This will allow Hellcats to combat interceptors a little better. Before they could almost never effectively target them. They are still inaccurate at it, just less so.
  • Replaced one of the Drover-class Light PD Carrier's Hydra Gunship wings with a Hercules Gunship wing to give it a fair amount of assault potential for an insiginifcant loss in overall PD strength.
  • Increased Peak Operating Time of Megalith and Tyrant.
  • All Interceptors/Fighters/Bombers/Gunships of the same tech level will have the same combat range. (Should solve AI issues with carriers and allow for more diverse fighter-type combinations).

Bug Fixes
  • Fixed min crew requirements of Hydra, Renegade, Liberator, Cyclops and Hellcat fighter-craft.
  • Fixed OP of Hegemony, Pirate and Luddic Church Condor skins. Variants adjusted accordingly.
  • Atlas now correctly read as a capital ship, so Converted Hangar hullmod will add 2 fighter bays, as intended.
  • Corrected Askonia Gate orbit to match nearby entities' orbit speed (now they shouldn't collide in the late campaign).
  • Corrected late-game campaign issues with Archean Order and Tri-Tachyon in Hybrasil. Archean Order strongholds are much, much farther away from the system's star. (There should be less hi-tech debris and the markets should hopefully be a little more stable.)
  • Hyperion-class frigate now has Delicate Machinery hullmod built-in.
  • Slight re-work of Wolf (Arc) skin sprite.
[close]

 Update v1.2.1c 4/9/2018
Spoiler
Balance Changes
  • Increased damage of Pulse Laser by 25% (higher hit damage).
  • Reduced recharge rate and burst damage of Burst Siege Beam. Still keeps its Fire Support energy role, but damage should now be more in line with those kinds of weapons.
  • Increased number of charges of Burst PD Laser by 1, increased its recharge rate per charge slightly, and increased its burst damage by ~20%.
  • Increased number of charges of Heavy Burst PD Laser by 1, increased its recharge rate per charge slightly, and increased its burst damage by ~20%.
  • Increased charge regeneration rate of Guardian PD System by 30%.
  • Pulse Beam range reduced to 300.
  • Increased shot damage of Void Driver significantly, but reduced its recharge rate to a similar dps. Should be much more effective, especially against missiles, and more adequately reflect its description.
  • Slightly reduced effective shields of Liberator and Renegade fighters.

Bug Fixes
  • Fixed skeleton crew calculation of Converted Hangar hullmod.
  • Corrected sound issues with Ion Torpedo, Micro Repeater, Iridium Cannon and Icer Gun.

[close]

 Update v1.2.1b 4/8/2018
Spoiler
Content Additions
  • Improved Bribery mechanic: Now also allows for bribery upfront- greatly increases the chances of a successful ceasefire negotiation.

          - Can include several increments of bribes(with varying levels of cultural implications per faction) to increases chances of success- the highest bribe almost guarantees success with certain factions.
          - Should the player choose not to bribe upfront and the negotations fail, the player will have a second opportunity to bribe the enemy commander at a higher cost.

  • Improved Cease-Fire mechanic: Now can successfully negotiate a ceasefire with Vengeful rep Pirates (was guaranteed to fail before) and new bribery mechanics allow for more controllable, consistent results for the player, should they really want to avoid a battle.
  • 2 new missions featuring the Hyperion-class Experimental Frigate as a flagship.
  • Added 3 new starting options for new factions- now consolidated with the former two additions under "Advanced Start".
  • Consolidated "Normal Start" options (containing the basic start options and separating the destroyer-sized starts more clearly).
  • New skin and variants for Archean Order's Wolf-class frigate.

Balance Changes
  • Peak Performance mechanic implemented back into all vessels. Timers greatly increased for all but phase ships, and ships with High Maintenance from their experimental nature, such as the Sunder, Hyperion etc.
  • Safety Overrides' Peak Performance reduction now greatly limits prolonged combat performance as a downside to balance out its benefits. OP to install reduced by 33% as a result. This will also make Pathers less annoying to fight in prolonged engagements where the player doesn't happen to have any pursuit or interdiction vessels.
  • Reduced Flux per Salvo of Trebuchet LRM by 33%, missile speed reduced by ~20% (This should make the missile less of an issue when massed and allow it to be more easily added to load-outs. It was also too powerful/useful for its tier and in comparison to the advanced Hunter LRM).
  • Nova Cannon damage increased by 25% to compensate for loss of EMP component. It should now properly take its place as a top tier PD option with a secondary assault role.
  • Added the Refit Time effect of Damaged Flightdeck to Civgrade Hullmod.
  • Op Cost of Operations Center hullmod reduced by 33%.
  • Converted Hangar hullmod now increases the number flight decks on existing carriers by +1/+1/+2 on destroyers/cruisers/capitals in addition to its normal effects. This hullmod can now also be installed on existing carriers.
  • Significant buffs to Hyperion: now has medium universal hardpoints at each wing. Increased cost and supplies to maintain/deploy. Variants adjusted accordinly.
  • Reduced flux use of Phase Teleporter by 15% and increased its range significantly.
  • Decreased Tyrant-class Battleship's turn rate by 60%. It was too inaccurate with beams otherwise.
  • Liberator Heavy Fighter has had one of its Icer Guns removed, and Limited Range Finders hullmod is now built-in.
  • Ion Torpedo projectile hitpoints reduced by 40%.
  • Changed starting variant load-out for Medusa.
  • Redistributed success rates for some dialogue features- now that bribery is a more mainsteam feature.
  • Minor tweaks to deployment costs across all ships (couple exceptions of "minor", like Scarab, that were pseudo bugs), Fleet Points in ships and across skins now properly correlates to deployment cost for calculations in some scripts.

Bug Fixes
  • Fixed description for civilian Star-Liner to include its built-in, yet poorly operating fighter bay.
  • Correctly implemented extra damage to weapons/engines from fighters- normalized this stat to 50% extra damage in order to reduce combat layer complexity. Removed EMP component from all small PD weapons.
  • Updated and corrected Tactics Manual to reflect changes since release. Also greatly expanded the manual, including non-technical documentation of dialogue features and mechanics as well as tips for tactics against certain factions for new players.
  • Fixed bug with Adamantine Consortium Comm-Relay encounter not taking priority over Tribute requests.
  • Added story text to "The Great Restructuring" mission.
  • Corrected a few scripts that had incorrect IDs for the Tri-Tachyon corporation.
  • Bribe calculation in Cease Fire requests now stems from enemy fleet strength, as intended, rather than player fleet strength.
  • Corrected fleet strength calculations in Cease-Fire and Commodity request features. It was too punishing when severely outnumbered (almost never happened).
  • Refactored code of several scripts to run more efficiently and have less redundancy.

[close]

 Update v1.2.1a 2/27/2018
Spoiler
Content Additions
  • New factions now have custom dialogue when you hire their officers.
  • You can now "Rescue" Officers from the Adamantine Consortium if you cannot afford to pay a "hiring" bribe. This will make the barons less than pleased, of course.
  • New variant for the Osprey-class light carrier that features Mining Drones - added to independent and scavenger fleets.

Balance Changes
  • Tempest-class frigate now has a "small" version of the Wasp interceptor wing wing built-in. This wing has 4 max interceptors instead of 6.
  • Acolyte-class heavy frigate now has a "small" version of the Spectre interceptor wing built-in. This wing has 4 max interceptors instead of 6.
  • Removed built-in Talon wing for the Atlas superfreighter. Now has two open flight decks instead of one, but not enough Ordinance to carry much heavy strike craft. Standard variant adjusted.
  • The Mining Drone wing now has a combat assault range similar to other gunships, and Assault AI. Ordinance cost increased to 2 (from 0).
  • Built-in Mining Drone wing on the Venture-class combat freighter has been modified to retain its short range support role, as intended.
  • Redacted heavy fighter primary weapon replaced with something stronger. Was too weak for its number/OP cost.
  • Redacted interceptor has had its secondary weapon removed. Was too strong for its number/OP cost.
  • Fast Missile Racks now is a charge based ship system. Reduced amount of times system can be used, costs less flux per use.
  • Crucible-class destroyer has slightly better dissipation.
  • Condor-class light carrier (destroyer) has its max flux capacity increased by over 50%, with a corresponding increase in dissipation. Shield efficiency reduced by 20%.
  • Changed starting variant for Lasher-class frigate to be more easy to manage flux cost of weapons.

Bug Fixes
  • You can now hire new faction mercenary officers as intended. A bug in Rules.csv prevented the dialogue option to hire them from appearing.
  • Removed override of hullmods.csv file to allow power user opt-in of Autonomous Ships mod. (Must still set totalConversion to "false" in the mod_info.json file)
  • Fighter wings should no longer disappear from inventory after visiting the refit screen if hulls with built-in versions of the same type exist within your fleet.
  • Corrected name error in Mining Drone wing tooltip.
  • Redacted heavy bomber will now correctly use its primary weapon.
  • Reduced volume level for Ion Torpedo, Icer Gun, Iridium Cannon and Micro Repeater by 20-40%, as needed.
  • Corrected tooltip for Concentrated Shields.
  • Weapons now display their required "Flux per Shot/Salvo" information in their description.

[close]

 Update v1.2.1 2/19/2018
Spoiler

Content Additions
  • 6 New Fighter Wings. (4 gunships, 2 fighters, 1 bomber)
  • 1 New Hi-Tech Dedicated Carrier (Heavy Destroyer).

Balance Changes
  • Buffed Lasher's ability to use strike weapons. Base flux and dissipation increased. Shield efficiency lowered.
  • Buffed Lancer's ability to use it's missiles and ship system. Base flux and dissipation increased. Shield efficiency lowered.
  • All ships now have 10%/15%/20% base soft flux dissipation when shields are raised (up from 0%), depending on if the hull is considered lowtech/midline/hitech.
  • Reduced the benefit of Stabilized Shields hullmod by 15% (Now +35%).
  • Balance pass on fighter rarity.
  • Redistributed fighters among factions and variants. Less overall redundancy. Some better variants.
  • Medusa-class destroyer is now a dedicated drone carrier with two full Terminator Drone wings, to both better match its ship system and avoid the awkwardness of part built-in/part open fighter bays.
  • Medusa is no longer classified as a combat carrier to the AI. Max combat speed now in line with other assault destroyers. Terminator Drone's combat speed substantially increased.
  • Medusa is now unique to the Tri-Tachyon corporation and Adamantine Consortium's fleets. No longer found in Sci-Corp's fleets.
  • Medusa(A) skin now changes the ship system to Fortress Shield.
  • Tempest-class frigate is now also found in the Tri-Tachyon Corporation's fleets and markets. No longer unique to Sci-Corps.
  • Medusa(A) skin now changes the ship system to Fortress Shield.
  • Astral-class Super Carrier no longer has built in Terminator Drones. Its 8 fighter bays are now open, though there is no increase in Ordinance Points. Test indicate the slight nerf has little overall effect on combat performance. If anything, it's better due to more concentrated fighter strikes. Variants adjusted accordingly.
  • Tri-Tachyon Corporation and Sci-Corps now have more distinct combat styles and weapons.
  • Tri-Tachyon focuses on phase ships, heavy beam and missile weaponry, as well as drone attacks using fighter swarm superiority. 
  • Sci-Corps uses tactical assault fighter strikes, ion-based support weapons, and heavy torpedo salvos from dedicated combat vessels.
  • Reduced ammo count of Rapier Srms (Fighter version) by 25%. This is intended to slightly reduce the salvo power of the Thunder Bomber on lightly defended targets. It is also a small nerf to the Xyphos gunship.
  • The Aegis-class cruiser has one of its medium ballistic weapons now converted to a hyrbid slot to further diversify medium energy weapon options. Variants adjusted.
  • Increased beam speed of Graviton Beam and Graviton Lance. Considering its short burst duration, range upgrades made the weapon deal less dps at max range than was ideal.
  • Reduced flux to activate Recall Device ship system to 25%. Now has only 3 charges and regeneration.

Bug Fixes
  • Changed Heavy Mortar description to better describe its intended role.
  • At-A-Glance role description added to the Interdictor Drone and Terminator Drone.
  • Fighter-Class Systems hullmod is now present on all fighter wings.
  • Tooltip for Faulty Power Grid D-Mod corrected to display accurate information.
  • Safety Procedures Rank 3 should now reduce the negative effects of Faulty Power Grid, as intended.
  • Fixed a few variants' default weapon groups.
  • (WIP) Another round of refining/polishing some of the dialogue. Removing awkward language and attemtping to improve the conversation experience.
  • All combat vessels, if not all vessels in general, should now have the Stabilized Drive Conduit hullmod built-in.
[close]

 Update v1.2 2/10/2018
Spoiler

Content Additions
  • Archean Order and Adamantine Consortium have new systems near the Core Worlds containing their respective capitals and main strongholds.
  • Many new faction colonies now have custom illustrations and all new colonies have custom descriptions.
  • New Independent and Sci-Corps colonies - Penelopes Star is now a part of the Core Worlds (this should make a couple early game bounties slightly less risky and weapons/ships from those factions more accessible).
  • Made the "Random Battle" Mission have a much wider selection of variants to randomly pull from. -a great way to test out max battles and get a feel of the new combat without investing too heavily into the campaign.
  • 5 New low tier energy strike/fire support weapons.
  • 3 New low tier ballistic strike/fire support weapons.
  • 1 New high tier missile strike weapon.
  • 2 New low tech frigates with medium energy mounts found easily early on.
  • 1 New mid tech destroyer with medium hybrid mounts in Lions Guard and Trader Guilds patrols/markets.
Balance Changes
  • Harpoon MRM and its large variant has more missiles per salvo, and higher regen. To balance this change they deal less damage per shot and have less armor penetration. This small rebalance makes them a lot more reliable to use, and the AI will use them more liberally as well. Two direct hits will still destroy most frigates- if caught unshielded.
  • The Graviton Beam and Graviton Lance are now proper assault weapons, as classified. They will also now autofire and target fighters if no other combat ships are in range. Reduced turn rate, beam speed, and burst mechanics for the weapon and buffed its damage. Persean League was suffering in most fights due to its lackluster performance. It penetrates armor slightly better, but is still poor at it overall.
  • Hegemony XIVth vessels now have an increased deployment cost in association with their armor and ordinance point buffs. This better balances these powerful vessels and slightly nerfs the overwhelming campaign power of the Hegemony (They could beat any faction (except maybe the highest tier ones) too easily in pitched battles before).
  • Adjusted most starting variants to support new weapons and spread them out over multiple factions. They should now be found in most early markets.
  • Added new variants and edited existing ones - the aim of this was to both reduce weapon redundancy and give a platform to acquire the new strike/fire support weapons more easily.
  • The Hound's composite hardpoint is now universal - allows the use of small, low tier energy strike weapons in pirate and independent fleet compositions.
  • The Eagle now has a few small hybrid turrets to better support its intended Jack-Of-All-Trades combat role. Variants adjusted accordingly.
[close]


 Update v1.1a 1/18/2018
Spoiler
Content Additions
  • New hullmod - Priority Beam Defense AI - Makes all PD Burst Beams only target missiles.

Balance Changes
  • The Conquest and Falcon now have Maneuvering Jets as their ship system (was Deploy Reserve Fighters).
  • Deploy Reserve Fighters and Targeting Feed ship systems no longer generate flux on use. Instead, they start with 3 charges, gaining one charge greatly exceeds the system's cooldown.
  • Burst PD Laser and Heavy Burst PD Laser now auto-target fighters and ships as well as missiles. To balance this change, both weapons have had their charge regeneration reduced (burst damage is the same).
  • Guardian PD System now targets fighters and ships as well as missiles. To balance this change, the weapon has been converted to a charge-based weapon (with 8 charges) and reduced burst damage by 20 percent.
  • Increased the accuracy of the Artillery Cannon by ~20 percent.
  • Reduced effectiveness on Flux of built-in faction systems by ~33 percent.

Bug Fixes and Design Improvements
  • Fixed a few variants with errors.
  • Added a few variants with new weapons configurations and rebalanced previous ones using them to operate more effectively, where necessary.
  • Updated tooltips of several weapons (Ie. Mining Laser, Mining Blaster, Guardian PD System) to better describe their function and power.
  • Updated tooltips of fighters to better describe their roles and strengths at a glance.
  • Corrected a few more typos and awkward language in descriptions - mostly campaign related entities.
  • Added regen back in for the Atropos Torpedo(Single). Dagger Bomber now has a custom built-in version without regen.
  • All vessels now gain the "0-Flux Boost" until 5% flux. Changing Tier 3 Helmsmanship to allow up to 35% flux before boost cuts off.
  • Hermes cargo capacity reduced to be more in line with other freighters.
  • Hornet SRM is now renamed to Vespid SRM (id is same for modders).
  • Added new descriptions to some key faction colonies to better improve immersion.
[close]


 Update v1.1 1/10/2018
Spoiler
Content Additions
  • Faction colonies are now seeded directly into the Core Worlds.
  • Faction colonies now have unique descriptions describing their place in the sector and their respective owners' goals and culture.
  • Added ~7-8 small weapons in the "Strike" and "Fire Support" category spread across missile and ballistic weapon types.
  • Starting variants have been adjusted to account for the new weapons.
  • Added new variants or modified existing ones across many factions (especially pirates).

Bug Fixes and Design Improvements
  • Fixed crash on clicking "Show Info" on planets while in the Intel tab.
  • All new factions now generate system bounties, food shortages, survey missions, etc.
  • Added a small composite weapon slot to the Hound All variants have been adjusted to reflect this - deployment cost increased to 2 supplies.
  • Captain personality will now properly reduce or improve the amount of credits requisitioned or demanded from fleets as intended.
  • "Safety Overrides" description will now properly display what it does.
  • Fixed more scenarios where bribery failed to get the enemy to disengage.
  • Updated Bribe description to include information previously obscured to the player when bribing a fleet captain.
  • Changed "Max and Min Battle Slider" settings to more accurately reflect standard Performance Requirements. (100 - 300 with default at 150)
  • Slightly increased Capital Ship deployment costs.
  • Balance pass through ship systems - generally increasing time to regenerate charges substantially.
  • Flares have been reworked to regenerate.
  • Fixed several description typos and outdated references.

Performance Improvements and Misc
  • Improved performance of starting a new game and loading the mod by ~33%.
  • EZFaction and LazyLib utility tools are no longer required to play the mod.
[close]

 Hotfix v1.0a 1/2/2018
Spoiler
  • Fixed bug with Bribes and Cease-Fire negotiations not always causing the enemy fleet to disengage if the faction reputation is hostile towards the player in general.
  • Bribes should also no longer occur concurrently if you provoke the fleet a second time.
  • Roughly halved number of EZFaction procedural faction colonies to improve campaign stability and performance.
[close]
[close]



Also, I am going to use this section to give some transparency to current Dev work. Specifically: which features I am prioritizing. I may have polls later if people would like some **Coming soon** features prioritized over others.

Next Planned Features By Priority:

Future Planned Features By Priority:
Title: Re: [0.8.1a] Total Conversion: "Archean Order" - RP/Adventure/Combat Mod (v1.0)
Post by: Morrokain on December 30, 2017, 05:52:49 PM
**Collaboration and Feedback**

Do you have feedback for the mod that is constructively critical but want to remain anonymous? No problem!

Feel free to send me a PM on the forums indicating what you dislike and why - though a couple points:

 - Please try to keep it constructive and polite. ;) It especially helps if you have a proposed solution to your concern or issue.

 - I will consider all comments, but I still hold final say on changes. This is not a guarantee, though I really really do appreciate the feedback!


Collaboration


 - Want to help out with Archean Order or want your faction in the campaign? Send me a PM and we can discuss!

I am especially interested in:

Title: Re: [0.8.1a] Total Conversion: "Archean Order" - RP/Adventure/Combat Mod (v1.0)
Post by: Morrokain on December 30, 2017, 05:53:44 PM
Happy New Year everyone!  ;)
Title: Re: [0.8.1a] Total Conversion: "Archean Order" - RP/Adventure/Combat Mod (v1.0)
Post by: Arkar1234 on December 30, 2017, 09:09:31 PM
(http://www.reactiongifs.com/r/2013/12/aVOSkIC.gif)
Title: Re: [0.8.1a] Total Conversion: "Archean Order" - RP/Adventure/Combat Mod (v1.0)
Post by: MajorTheRed on December 30, 2017, 09:26:54 PM
As a geologist, I need to ask "why archean?"  ;D

By the way, this mod has some really nice sprite, really like them. And its seems to have take a lot of work!
Title: Re: [0.8.1a] Total Conversion: "Archean Order" - RP/Adventure/Combat Mod (v1.0)
Post by: xenoargh on December 30, 2017, 09:28:30 PM
This looks super-cool.  Bravo!  I'll try this out tomorrow :)

A smallish request / suggestion, if I may.
Spoiler
It wouldn't take a huge amount of work to get the ships / weapons converted to use FX mod for performance improvements.  

If fighters tend to be more numerous, we can expect pretty crawling framerates in big fights, especially as the count of fighters goes up.  

At the very least, I'd do Fighter engines and gun flares / explosions; that will save a surprising amount of CPU, I think you'll find, while preserving the Vanilla look of the ship engines and missile trails.

I might just find time to do this initially for you as an optional mini-mod; you'll have to maintain it, though.
[close]
Title: Re: [0.8.1a] Total Conversion: "Archean Order" - RP/Adventure/Combat Mod (v1.0)
Post by: NightKev on December 30, 2017, 10:00:34 PM
You really should set the "total conversion" flag to true on your mod, its entire purpose is for TCs and that's what this is...
Title: Re: [0.8.1a] Total Conversion: "Archean Order" - RP/Adventure/Combat Mod (v1.0)
Post by: Histidine on December 30, 2017, 10:09:58 PM
You really should set the "total conversion" flag to true on your mod, its entire purpose is for TCs and that's what this is...
Addendum on reasoning: If people want to use other mods with this they should change the TC flag themselves (i.e. poweruser opt-in), until such time as Archean Order is known to be compatible with most/all extant mods.
Otherwise some users will inevitably fail to note the incompatibility issues, break it and won't know who to look to for help.
Title: Re: [0.8.1a] Total Conversion: "Archean Order" - RP/Adventure/Combat Mod (v1.0)
Post by: Morrokain on December 30, 2017, 10:21:28 PM
You really should set the "total conversion" flag to true on your mod, its entire purpose is for TCs and that's what this is...
Addendum on reasoning: If people want to use other mods with this they should change the TC flag themselves (i.e. poweruser opt-in), until such time as Archean Order is known to be compatible with most/all extant mods.
Otherwise some users will inevitably fail to note the incompatibility issues, break it and won't know who to look to for help.

You guys sold me. I had debated that very issue in my head for a while, but its true that anyone who knows enough to try it would also know how to disable to TC flag. Updated- undocumented but its a really small thing.  ;)


This looks super-cool.  Bravo!  I'll try this out tomorrow :)

A smallish request / suggestion, if I may.
Spoiler
It wouldn't take a huge amount of work to get the ships / weapons converted to use FX mod for performance improvements.  

If fighters tend to be more numerous, we can expect pretty crawling framerates in big fights, especially as the count of fighters goes up.  

At the very least, I'd do Fighter engines and gun flares / explosions; that will save a surprising amount of CPU, I think you'll find, while preserving the Vanilla look of the ship engines and missile trails.

I might just find time to do this initially for you as an optional mini-mod; you'll have to maintain it, though.
[close]

Thank you for the praise! I am very much open to your suggestion too! It is actually on a to-do list to investigate, but it was put behind things like getting the tutorial to work. But if it would improve performance as you say, its worth a look in the near future!

As a geologist, I need to ask "why archean?"  ;D

By the way, this mod has some really nice sprite, really like them. And its seems to have take a lot of work!


Thank you!

Also, hey someone asked!  ;D Its a reference to:

https://en.wikipedia.org/wiki/Archeus (https://en.wikipedia.org/wiki/Archeus)

Lord Archeus is the leader of the faction. He isn't quite in the game yet, only references. But well, I have a lot of plans and notes you see...

**EDIT** 1/3
Spoiler
(http://www.reactiongifs.com/r/2013/12/aVOSkIC.gif)
[close]

Oh my! Just realized you were not grouped in and properly thanked for your feedback in my first response post! Thought I had! Very sorry about that, especially considering the hilarious gif!   :(
Title: Re: [0.8.1a] Total Conversion: "Archean Order" - RP/Adventure/Combat Mod (v1.0)
Post by: A Random Jolteon on December 31, 2017, 09:49:12 AM
"  - >   Smaller weapons, more weapons per ship- designed to mimic a cinematic combat experience inspired by the Star Wars movies."

Me: DOWNLOAD FASTER YOU STUPID POTATO OF A COMPUTER!!!
Title: Re: [0.8.1a] Total Conversion: "Archean Order" - RP/Adventure/Combat Mod (v1.0)
Post by: Thaago on December 31, 2017, 11:55:47 AM
Woooo! I am very excited to try this!
Title: Re: [0.8.1a] Total Conversion: "Archean Order" - RP/Adventure/Combat Mod (v1.0)
Post by: Ahne on December 31, 2017, 01:39:39 PM
Looks very interesting and fresh, will test it in the next year ;)
Title: Re: [0.8.1a] Total Conversion: "Archean Order" - RP/Adventure/Combat Mod (v1.0)
Post by: Morrokain on December 31, 2017, 02:11:41 PM
Woooo! I am very excited to try this!
Looks very interesting and fresh, will test it in the next year ;)
"  - >   Smaller weapons, more weapons per ship- designed to mimic a cinematic combat experience inspired by the Star Wars movies."

Me: DOWNLOAD FASTER YOU STUPID POTATO OF A COMPUTER!!!

 :D

For those with older specs, please let me know if you are having performance issues, and preferably where -  campaign layer or combat - physical memory leaks/thrashing vs FPS drops - etc

I am debating scaling back or how much I can get away with things like:

 - Max battle size

 - Number of active faction bases/colonies using EZFaction

 - How is the first load time? Subsequent loads?

These things will let me get a good idea of the scope of future releases. Especially the viability of some of the fancier features to come.

Happy hunting!
Title: Re: [0.8.1a] Total Conversion: "Archean Order" - RP/Adventure/Combat Mod (v1.0)
Post by: Death_Silence_66 on December 31, 2017, 11:25:26 PM
Wow, great work.
Title: Re: [0.8.1a] Total Conversion: "Archean Order" - RP/Adventure/Combat Mod (v1.0)
Post by: Morrokain on January 02, 2018, 12:08:34 AM
Wow, great work.
Thanks! Hope you are enjoying the mod!

Did a little play-testing today and realized the Cease-Fire and Bribery mechanics were not working as intended in certain situations.

Hot-fixed. Also added a small way to track bribes so that fleets shouldn't repeatedly request them if you continue to get yourself into combat scenarios after successfully bribing a fleet to disengage.

**Edit** This will not break saves. Just an update of rules.csv
Title: Re: [0.8.1a] Total Conv: "Archean Order" - RP/Adventure/Combat (v1.0a) (Hotfix 1/2)
Post by: Morrokain on January 02, 2018, 12:39:27 PM
After starting ~15 new games, I've decided to scale back the workload for EZFaction for the new factions.

The previous colony count per new faction was 6-8 before. This can sometimes create some pretty weird clustering situations and can even cause crashes if too many colonies are put in a system you don't catch it and re-roll the new game.

Eventually I want to custom generate faction colonies myself, but in the meantime I have changed the count to 3-4 per faction (so roughly halved them) and this has noticeably improved campaign performance and the clustering issues are at least greatly reduced if not completely solved.

This will, unfortunately, require new games to be made to see the changes- but shouldn't break existing saves. If you were having the above issues, this should help!
Title: Re: [0.8.1a] Total Conv: "Archean Order" - RP/Adventure/Combat (v1.0a) (Hotfix 1/2)
Post by: MesoTroniK on January 02, 2018, 03:28:34 PM
Why not hand place more content, and make the proc gen placement stuff just a small fraction of the overall campaign rig?
Title: Re: [0.8.1a] Total Conv: "Archean Order" - RP/Adventure/Combat (v1.0a) (Hotfix 1/2)
Post by: Morrokain on January 02, 2018, 03:56:20 PM
Why not hand place more content, and make the proc gen placement stuff just a small fraction of the overall campaign rig?

That is indeed the plan!  :) Working on it as soon as the tutorial is done, but just didn't have time so far to hand-implement everything. But from my experience editing the tutorial I can fairly confidently say I have the technical capability to do so and will in the very near future. The only thing I may need to fiddle with is hooking them up to the economy reliably.

The current implementation is a "scale-able" placeholder. It's partly to get a feedback sample from the community on other aspects and begin to make the final design on the number of strongholds per faction.

I also am going to see if interest is there for some collaboration from artists on more custom portraits (especially for the Trader Guilds) and, more importantly, background illustrations instead of the placeholders and story illustrations.

I don't know if I'm there yet with my paint.net capabilities.  ::)
Title: Re: [0.8.1a] Total Conv: "Archean Order" - RP/Adventure/Combat (v1.0a) (Hotfix 1/2)
Post by: Thaago on January 02, 2018, 04:43:40 PM
Ok! Review from just an hour of playtime (and reading your manual):

I chose the Wolf and Drone Tender start, and immediately bought a Condor-H and a Steady carrier officer (level 3). A rather nice find in the starting Corvus black market. Skills are Combat 1 with Defensive subsytems and Impact Mitigation.

Loadouts:
Spoiler

Drone Tender: Default.

Wolf armed with: Starting set, took off the + burn speed engine mod to add stabilized shields and 2 more caps.

The condor is armed with: A Retribution, a Talon, a mass driver and dual autocannon facing forwards, a salamander and 2 bolas, 1 point defense gun forwards and 2 machine guns backwards. 12 Caps, 5 Vents
[close]


First impressions, in no particular order:

I like the long delay, long range skimmer. Weapon placement on the Wolf is nice, as is the Condor - I really like the more, smaller mounts on ships that I've seen. Missile balance is nice - a lot of HE burst from swarmers, but they rely on the target having PD and shields down or they do nothing. Bola SRM's on the Condor are surprisingly effective! Really a nice little missile, and your balance of refire time vs reload speed is really good.

Piloting the Wolf so far is quite boring. None of the weapons on it take flux except the swarmers and my dissipation quickly takes care of that, so I don't need to dart in and out of combat to vent (no flux management). Its 'combat speed' is only 70, so if I'm not travelling (larger 0 flux bonus) its very sluggish. I just kind of sit near an enemy pointing near them until they die, which takes a while due to higher armor and lower dps. And the guns fire slowly, so there isn't much to look at either :P.  The enemy, just pirates so far, don't have anything that pressures the (7400 with .85 efficiency) shield very well, and with everything doing so little damage/having a long refire timer I can just vent at 700 range or so and take like 5 armor damage if I'm feeling lazy. Or use a skimmer charge and pop away if I'm feeling like not risking it. The Wolf does have the same deployment cost as the Condor, so maybe its just supposed to be a very powerful ship compared to pirates? Whatever the case, there's just nothing for me as a pilot to do while using it.

I did have one good fight where I was very outnumbered and I was trying to take down a kite - it could dodge every shot from the pulse cannons at medium range and was faster than me so I needed to skim on top of it repeatedly without getting fragged by its missiles. That was a good interaction.

The 'shields up reduces passive venting too' hasn't effected me at all yet, will reserve judgement.

The fighters make things more interesting, and I quite like all of the different kinds you've made. I really like how they have defined roles, and I really like how every cruiser has fighter bays, though I haven't been in any combats with cruisers yet. The fighters themselves are moderately effective, though as with everything their overall DPS is low. Certainly the Condor loadout above can smack around pirates with ease. From reading your manual, I think that the fighter update from a few versions ago pre-empted a lot of your fighter changes - speeds and wing sizes seem similar to vanilla. Balance is a bit better than vanilla imo and the few carriers I've tangled with were not overpowered, perhaps because they didn't have good escorts.

Smaller fighter size + low hitpoints works great! PD weapons are good at their roles without being effective in ship to ship combat, while the slow projectile speed of main guns makes them ineffective unless in a great big barrage.

Weapons:
Visuals, descriptions, and relative balance of power seem good from what I've seen so far (and I already said I liked the missiles and fighters). I am skeptical of having entire classes of weapons with 0 flux - but I also understand that that is how you are differentiating 'assault' type weapons from 'fire support' type weapons. Looking at my starting Wolf, I really think the ship would be a flat 50% stronger if I took out the forward PD and replaced it with another pulse cannon - there's no flux usage to balance around. You did say in your manual that specialization is important, so is this just a manifestation of that? Removing the flux management of SS combat contributes to dull frigate combat, but I'll wait to see how big ship play turns out.


Suggestions:
Hard to make because I haven't played much and don't know the larger ships, but... double frigate offense or half their defense? Higher speed? More weapon mounts for frigates in general?
Title: Re: [0.8.1a] Total Conv: "Archean Order" - RP/Adventure/Combat (v1.0a) (Hotfix 1/2)
Post by: Thaago on January 02, 2018, 05:25:56 PM
Quick bug note: Eisheth II has 0 population listed on the map and on the star info page, but is a pop 5 planet. It also has very very few things for sale.

Setup bug?
Title: Re: [0.8.1a] Total Conv: "Archean Order" - RP/Adventure/Combat (v1.0a) (Hotfix 1/2)
Post by: Morrokain on January 02, 2018, 05:32:34 PM
Spoiler
Ok! Review from just an hour of playtime (and reading your manual):

I chose the Wolf and Drone Tender start, and immediately bought a Condor-H and a Steady carrier officer (level 3). A rather nice find in the starting Corvus black market. Skills are Combat 1 with Defensive subsytems and Impact Mitigation.

Loadouts:
Spoiler

Drone Tender: Default.

Wolf armed with: Starting set, took off the + burn speed engine mod to add stabilized shields and 2 more caps.

The condor is armed with: A Retribution, a Talon, a mass driver and dual autocannon facing forwards, a salamander and 2 bolas, 1 point defense gun forwards and 2 machine guns backwards. 12 Caps, 5 Vents
[close]


First impressions, in no particular order:

I like the long delay, long range skimmer. Weapon placement on the Wolf is nice, as is the Condor - I really like the more, smaller mounts on ships that I've seen. Missile balance is nice - a lot of HE burst from swarmers, but they rely on the target having PD and shields down or they do nothing. Bola SRM's on the Condor are surprisingly effective! Really a nice little missile, and your balance of refire time vs reload speed is really good.

Piloting the Wolf so far is quite boring. None of the weapons on it take flux except the swarmers and my dissipation quickly takes care of that, so I don't need to dart in and out of combat to vent (no flux management). Its 'combat speed' is only 70, so if I'm not travelling (larger 0 flux bonus) its very sluggish. I just kind of sit near an enemy pointing near them until they die, which takes a while due to higher armor and lower dps. And the guns fire slowly, so there isn't much to look at either :P.  The enemy, just pirates so far, don't have anything that pressures the (7400 with .85 efficiency) shield very well, and with everything doing so little damage/having a long refire timer I can just vent at 700 range or so and take like 5 armor damage if I'm feeling lazy. Or use a skimmer charge and pop away if I'm feeling like not risking it. The Wolf does have the same deployment cost as the Condor, so maybe its just supposed to be a very powerful ship compared to pirates? Whatever the case, there's just nothing for me as a pilot to do while using it.

I did have one good fight where I was very outnumbered and I was trying to take down a kite - it could dodge every shot from the pulse cannons at medium range and was faster than me so I needed to skim on top of it repeatedly without getting fragged by its missiles. That was a good interaction.

The 'shields up reduces passive venting too' hasn't effected me at all yet, will reserve judgement.

The fighters make things more interesting, and I quite like all of the different kinds you've made. I really like how they have defined roles, and I really like how every cruiser has fighter bays, though I haven't been in any combats with cruisers yet. The fighters themselves are moderately effective, though as with everything their overall DPS is low. Certainly the Condor loadout above can smack around pirates with ease. From reading your manual, I think that the fighter update from a few versions ago pre-empted a lot of your fighter changes - speeds and wing sizes seem similar to vanilla. Balance is a bit better than vanilla imo and the few carriers I've tangled with were not overpowered, perhaps because they didn't have good escorts.

Smaller fighter size + low hitpoints works great! PD weapons are good at their roles without being effective in ship to ship combat, while the slow projectile speed of main guns makes them ineffective unless in a great big barrage.

Weapons:
Visuals, descriptions, and relative balance of power seem good from what I've seen so far (and I already said I liked the missiles and fighters). I am skeptical of having entire classes of weapons with 0 flux - but I also understand that that is how you are differentiating 'assault' type weapons from 'fire support' type weapons. Looking at my starting Wolf, I really think the ship would be a flat 50% stronger if I took out the forward PD and replaced it with another pulse cannon - there's no flux usage to balance around. You did say in your manual that specialization is important, so is this just a manifestation of that? Removing the flux management of SS combat contributes to dull frigate combat, but I'll wait to see how big ship play turns out.


Suggestions:
Hard to make because I haven't played much and don't know the larger ships, but... double frigate offense or half their defense? Higher speed? More weapon mounts for frigates in general?
[close]

Thank you very much for your feedback and experiences!  :)

I am glad you are liking the general feel of the balance so far and appreciate your feedback on the sluggishness of frigate combat.

- I have to admit, I spent the greatest amount of time on the feel of medium-large scale engagements that tend to at least have destroyers in them, not just frigates. So that may be something I need to keep track of. Let me know if you continue to feel this way after further play-testing and trying on some of the harder, faster opponents!
 
- Speaking of that, if you are looking for a challenge, you may want to consider fighting something other than Pirates or Independents. They are the weakest factions by quite a large margin and more there for the new player than the experienced wolf pilot. (In AI battles, just about any other faction absolutely massacres pirates unless extremely outnumbered!)

- The Hegemony, Tri-Tachyon, Elite Guild Mercs, and especially Archean Order and Adamantine Consortium will give you a run for your money, I think.  ;)

Keep me posted on the general flux management feel. It was designed to be slightly less about player-ship flux management and more about tactics - which is why I made command points more accessible (I'm pretty sure). I'm hoping this proves to be the case but definitely keep the feedback coming!

Quick bug note: Eisheth II has 0 population listed on the map and on the star info page, but is a pop 5 planet. It also has very very few things for sale.

Setup bug?

Hmm. Care to post a screenshot? Is that an EZFaction colony? It may be a bug with that mod. I don't know any changes I would make that should affect populations yet. I have only hand crafted a single market in Galatia: Eldrus

(And that is more for the tutorial story even though it is currently functional.)

**Edit: Also, if it is an EZFaction colony, where did you get your copy of that mod? My download or Xeno's? It may be that I have an outdated version here, haven't checked for an update in a couple weeks.  :-X
Title: Re: [0.8.1a] Total Conv: "Archean Order" - RP/Adventure/Combat (v1.0a) (Hotfix 1/2)
Post by: Death_Silence_66 on January 02, 2018, 10:18:45 PM
The safety overrides hullmod says it reduces weapon range beyond null units
Title: Re: [0.8.1a] Total Conv: "Archean Order" - RP/Adventure/Combat (v1.0a) (Hotfix 1/2)
Post by: Morrokain on January 02, 2018, 10:50:12 PM
The safety overrides hullmod says it reduces weapon range beyond null units

Thanks! Looked into it and it looks like it's a tool-tip error.

It hopefully should still reduce the range beyond 450 substantially.

I'll get that fixed before the next release.
Title: Re: [0.8.1a] Total Conv: "Archean Order" - RP/Adventure/Combat (v1.0a) (Hotfix 1/2)
Post by: Death_Silence_66 on January 02, 2018, 11:33:16 PM
I've been getting crashes when selecting some systems from the intel screen map.


Pretty sure the code below is the crash log.
Spoiler
28316 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.campaign.ui.intel.o0OO.void.return$new(Unknown Source)
   at com.fs.starfarer.campaign.ui.intel.o0OO.afterSizeFirstChanged(Unknown Source)
   at com.fs.starfarer.ui.Q.sizeChanged(Unknown Source)
   at com.fs.starfarer.ui.OO0O.set(Unknown Source)
   at com.fs.starfarer.ui.thisnew.super(Unknown Source)
   at com.fs.starfarer.ui.j.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.advance(Unknown Source)
   at com.fs.starfarer.ui.OO00.advanceImpl(Unknown Source)
   at com.fs.starfarer.campaign.ui.intel.O0oO.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.advance(Unknown Source)
   at com.fs.starfarer.ui.OO00.advanceImpl(Unknown Source)
   at com.fs.starfarer.campaign.ui.intel.B.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.advance(Unknown Source)
   at com.fs.starfarer.campaign.ui.intel.B.Ò00000(Unknown Source)
   at com.fs.starfarer.ui.newui.if$7.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.newui.if.setCurrentTab(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.showCoreUITab(Unknown Source)
   at com.fs.starfarer.coreui.map.A.super(Unknown Source)
   at com.fs.starfarer.coreui.map.Objectsuper.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.V.o00000(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: [0.8.1a] Total Conv: "Archean Order" - RP/Adventure/Combat (v1.0a) (Hotfix 1/2)
Post by: Morrokain on January 03, 2018, 01:18:54 AM
I've been getting crashes when selecting some systems from the intel screen map.


Pretty sure the code below is the crash log.
Spoiler
28316 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.campaign.ui.intel.o0OO.void.return$new(Unknown Source)
   at com.fs.starfarer.campaign.ui.intel.o0OO.afterSizeFirstChanged(Unknown Source)
   at com.fs.starfarer.ui.Q.sizeChanged(Unknown Source)
   at com.fs.starfarer.ui.OO0O.set(Unknown Source)
   at com.fs.starfarer.ui.thisnew.super(Unknown Source)
   at com.fs.starfarer.ui.j.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.advance(Unknown Source)
   at com.fs.starfarer.ui.OO00.advanceImpl(Unknown Source)
   at com.fs.starfarer.campaign.ui.intel.O0oO.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.advance(Unknown Source)
   at com.fs.starfarer.ui.OO00.advanceImpl(Unknown Source)
   at com.fs.starfarer.campaign.ui.intel.B.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.advance(Unknown Source)
   at com.fs.starfarer.campaign.ui.intel.B.Ò00000(Unknown Source)
   at com.fs.starfarer.ui.newui.if$7.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.newui.if.setCurrentTab(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.showCoreUITab(Unknown Source)
   at com.fs.starfarer.coreui.map.A.super(Unknown Source)
   at com.fs.starfarer.coreui.map.Objectsuper.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.V.o00000(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]

Based on: http://fractalsoftworks.com/forum/index.php?topic=12504.75 (http://fractalsoftworks.com/forum/index.php?topic=12504.75)

Trashman was having similar errors on the intel screen when using EZFaction. Should have been fixed in a later release.

Doesn't mean that is for sure what is going on, but to clarify everything and create a control I will try and separate Archean Order from EZFaction in the next ~month or so If I have time.

I'll create faction colonies with custom plugins and that will provide me a better idea if something I've done messed up the proc gen or its the support mod. In the meantime, I apologize for the inconvenience!

Possible solutions:
- to be absolutely sure, I re-downloaded and re-uploaded the most current version of EZFaction in case you got it from my link. Make sure you have the current version. (You will probably have to generate a new game to know for sure :-[ )

- If that still doesn't work, as a workaround I notice it doesn't happen (as often) when using the starmap screen- at least for me. I use that primarily and have only encountered that error a couple times and those were before the fix.

Help that helps!
Title: Re: [0.8.1a] Total Conv: "Archean Order" - RP/Adventure/Combat (v1.0a) (Hotfix 1/2)
Post by: A Random Jolteon on January 03, 2018, 11:28:21 AM
Right. I have used Console commands to get ships since I am lazy. I also haven't gotten into any decent fights (though I recommend waiting a little on that. After I post this, I am going back in to get said big fight) that actually push my to do more than "Charge in, Murder" with my Pillager. I will say that a swarm of 5+ squadrons of Talon's is...shockingly effective vs my Pillager's PD. It has half of its small slots filled with MG's, and the other half Point defense (and at one point all point defense...which was slightly less effective). One flak at the back too...And I have found a stupid amount of XIV ships in Hegemony markets. o.o

Last thing I want to say before I start getting into fights: I LOVE THE WEAPON SPAM!!! You have truly shown the Star Wars inspired side of this mod with that! ^^
Title: Re: [0.8.1a] Total Conv: "Archean Order" - RP/Adventure/Combat (v1.0a) (Hotfix 1/2)
Post by: Morrokain on January 03, 2018, 12:50:15 PM
Right. I have used Console commands to get ships since I am lazy. I also haven't gotten into any decent fights (though I recommend waiting a little on that. After I post this, I am going back in to get said big fight) that actually push my to do more than "Charge in, Murder" with my Pillager. I will say that a swarm of 5+ squadrons of Talon's is...shockingly effective vs my Pillager's PD. It has half of its small slots filled with MG's, and the other half Point defense (and at one point all point defense...which was slightly less effective). One flak at the back too...And I have found a stupid amount of XIV ships in Hegemony markets. o.o

Last thing I want to say before I start getting into fights: I LOVE THE WEAPON SPAM!!! You have truly shown the Star Wars inspired side of this mod with that! ^^

Thank you for your feedback! The Pillager is one of my favorite ships.  ;D

The Point Defense Cannon is slightly better against missiles and bombers, the machine gun is slightly better against faster threats like interceptors. So combining the two actually is the optimal way to go since they play off each others strengths! (Also the machine gun is probably best in class at finishing off "almost kills" from larger per shot weapons that fire slowly- so it is just nice to have a couple regardless.)


I have tried to make all point defense options synergize this way-
 good at least in some scenarios: investing in additional ordinance points to increase effectiveness- but combining different kinds of weapons increases effectiveness more than only focusing on only one type.

As to Talons being good at pure point defense, since you tend to have a lot more interceptors as a whole to potentially work with, you need an interceptor screen from your own fighter bays defending your capitals as well if you are outnumbered. Otherwise enemy fighters will eventually disable your turrets and keep your engines offline. Then you're in real trouble if a strike ship shows up. Well, that's the idea anyway.

What I am very pleased with is how much the AI seems to understand this. I am always so impressed with this game's ability to just roll with things that way. lol

**Edit** Missed your note on XIV ships! Yes the Hegemony has rediscovered the ability to convert these hulls. ;) All Hegemony ships are now either "XIV" which means modeled after that battle-group with relevant stats or reinforced civilian auxiliaries like the Heg Hound and Cerebus. So most vessels found in Hegemony markets have their mark on it. They are also quite expensive compared to their standard counterparts.

Standard hulls are still found in Heg markets, but also predominantly in the black market and independent markets- since to me that's what would make sense from an immersion perspective.

Don't be fooled, however, that doesn't mean you get the best finds with the Hegemony by any means. Other factions' vessels are just as powerful and can come with their own stat modifiers. Mid-tech and Hi-tech vessels tend to not have these, but factions who use those vessels also can have conversions of lower tech ships to entice you. Not to mention their weapons and fighters.
Title: Re: [0.8.1a] Total Conv: "Archean Order" - RP/Adventure/Combat (v1.0a) (Hotfix 1/2)
Post by: A Random Jolteon on January 03, 2018, 07:32:11 PM
Right. I have used Console commands to get ships since I am lazy. I also haven't gotten into any decent fights (though I recommend waiting a little on that. After I post this, I am going back in to get said big fight) that actually push my to do more than "Charge in, Murder" with my Pillager. I will say that a swarm of 5+ squadrons of Talon's is...shockingly effective vs my Pillager's PD. It has half of its small slots filled with MG's, and the other half Point defense (and at one point all point defense...which was slightly less effective). One flak at the back too...And I have found a stupid amount of XIV ships in Hegemony markets. o.o

Last thing I want to say before I start getting into fights: I LOVE THE WEAPON SPAM!!! You have truly shown the Star Wars inspired side of this mod with that! ^^

Thank you for your feedback! The Pillager is one of my favorite ships.  ;D

The Point Defense Cannon is slightly better against missiles and bombers, the machine gun is slightly better against faster threats like interceptors. So combining the two actually is the optimal way to go since they play off each others strengths! (Also the machine gun is probably best in class at finishing off "almost kills" from larger per shot weapons that fire slowly- so it is just nice to have a couple regardless.)


I have tried to make all point defense options synergize this way-
 good at least in some scenarios: investing in additional ordinance points to increase effectiveness- but combining different kinds of weapons increases effectiveness more than only focusing on only one type.

As to Talons being good at pure point defense, since you tend to have a lot more interceptors as a whole to potentially work with, you need an interceptor screen from your own fighter bays defending your capitals as well if you are outnumbered. Otherwise enemy fighters will eventually disable your turrets and keep your engines offline. Then you're in real trouble if a strike ship shows up. Well, that's the idea anyway.

What I am very pleased with is how much the AI seems to understand this. I am always so impressed with this game's ability to just roll with things that way. lol

**Edit** Missed your note on XIV ships! Yes the Hegemony has rediscovered the ability to convert these hulls. ;) All Hegemony ships are now either "XIV" which means modeled after that battle-group with relevant stats or reinforced civilian auxiliaries like the Heg Hound and Cerebus. So most vessels found in Hegemony markets have their mark on it. They are also quite expensive compared to their standard counterparts.

Standard hulls are still found in Heg markets, but also predominantly in the black market and independent markets- since to me that's what would make sense from an immersion perspective.

Don't be fooled, however, that doesn't mean you get the best finds with the Hegemony by any means. Other factions' vessels are just as powerful and can come with their own stat modifiers. Mid-tech and Hi-tech vessels tend to not have these, but factions who use those vessels also can have conversions of lower tech ships to entice you. Not to mention their weapons and fighters.
Wait...so Talon span on my 4 falcons and 1 eagle would be useful? (evil thoughts) So the MG's and Talons are no longer useless! BULLET SPAM HERE I COME!!!

Anyway, got a...decent fight. Gonna use the Spoiler thing to make this a smaller reply.
Onslaught
Spoiler
Glad to see the Onslaught can still delete most cruisers...Though I still prefer my TPL's, the Term beams are better for me since I have bad projectile aim. Still need to edit my build, but to do that I need a large kinetic weapon that doesn't have a range of 800 meters. Curse my luck!
Besides that, putting a MG and PD mix into all the small slots, and FLAK in all the medium slots is extremely strong and gives a defense that requires 4 squadrons to last more than 10 seconds against. Who needs a Paragon level shield when you have a stupid amount of armor, a stupid amount of HP, and a stupid amount of guns! I do think I would prefer to have the Burn drive over the AAF however, 90 is okay for speed, but it takes a while to get anywhere. Pretty much have to bring it in first, or not at all.
[close]

PD weapons
Spoiler
I did some testing, and they seem...pretty bloody balanced,
but seem to have a hard time actually hitting targets that are strafing. This may be a Vanilla problem, but thought I'd say it just in case. Either way, glad to see they are pretty much worthless against anything larger than a bomber.
[close]

Missiles
Spoiler
Once again fairly balanced. However, it seems that when they are countered, they are countered hard. It is almost impossible to get even large swarms of harpoons through a even larger swarm of...every fighter that has ever been made? Cut me some slack darn it, they look like tiny bloody dots!
[close]

Fighters
Spoiler
I'm gonna sum this one up easily, and quickly.

(in refit screen)
"I have some pretty good PD across my entire fleet! This should be easy!"
(in battle)
"HOLY F***ING MOTHER OF GOD THAT IS A LOT OF DOT SHAPED FIGHTERS!"
[close]


That's all I will say for now. I need to play more in order to give more feedback, but everything I have faced so far has been very balanced...
Spoiler
I just don't want to have my entire ship lose all of its PD because the enemy wave of fighters decided to do a bloody flyby of my ship with guns blazing!!!
[close]
...At least the mod is darn fun...GIVE ME YOUR DROID CONTROL SHIP/MEGALITH DARN YOU AI!

**Edit**
DHDBUS FORGOT TO TALK ABOUT HOW MANY SHIPS YOU CAN BRING IN!!!...And the number of fighters you can get in a battle.

Number of ships you can bring in
Spoiler
THAT IS A LOT OF POTENTIAL ONSLAUGHTS I COULD SEND INTO BATTLE...DO YOU KNOW HOW OP THAT CAN BE!? And not just the Onslaught,
Cap ships in general.  The Paragon is be far the strongest ship in Vanilla, and my testing showed it carried into here among the Vanilla ships.
I doubt the AI will do Cap Spam, but the player almost certainly will. I recommend keeping the cruisers the same in Deployment Cost, but make the Deployment Cost of the Cap ships more around that of Vanilla...or maybe just double what it is now. That should keep Cap Spam from being AS viable, as the player should face about 4 cruisers per cap ship, with escort. Though that one should be debated a little, as I do go more for effect.
[close]

Fighter Numbers
Spoiler
My computer is an absolute potato and should never be used to play starsector, but the number of fighters the Falcons can put out is ridiculously overpowered when you think about fleet battles. A Hegemony fleet could have maybe 5 cruisers with around 2 bays each,
totalling 10...Combined with Caps, and other carriers. That is around a Vanilla size fleet...The fleets in this mod have the potential to be bigger, and can easily lag out major computers. I suggest not having any bays for Light cruisers, one for Heavy cruisers, and whatever for Cap ships.
[close]
Title: Re: [0.8.1a] Total Conv: "Archean Order" - RP/Adventure/Combat (v1.0a) (Hotfix 1/2)
Post by: Morrokain on January 03, 2018, 09:49:29 PM
Spoiler
Wait...so Talon span on my 4 falcons and 1 eagle would be useful? (evil thoughts) So the MG's and Talons are no longer useless! BULLET SPAM HERE I COME!!!

Anyway, got a...decent fight. Gonna use the Spoiler thing to make this a smaller reply.
Onslaught
Spoiler
Glad to see the Onslaught can still delete most cruisers...Though I still prefer my TPL's, the Term beams are better for me since I have bad projectile aim. Still need to edit my build, but to do that I need a large kinetic weapon that doesn't have a range of 800 meters. Curse my luck!
Besides that, putting a MG and PD mix into all the small slots, and FLAK in all the medium slots is extremely strong and gives a defense that requires 4 squadrons to last more than 10 seconds against. Who needs a Paragon level shield when you have a stupid amount of armor, a stupid amount of HP, and a stupid amount of guns! I do think I would prefer to have the Burn drive over the AAF however, 90 is okay for speed, but it takes a while to get anywhere. Pretty much have to bring it in first, or not at all.
[close]

PD weapons
Spoiler
I did some testing, and they seem...pretty bloody balanced,
but seem to have a hard time actually hitting targets that are strafing. This may be a Vanilla problem, but thought I'd say it just in case. Either way, glad to see they are pretty much worthless against anything larger than a bomber.
[close]

Missiles
Spoiler
Once again fairly balanced. However, it seems that when they are countered, they are countered hard. It is almost impossible to get even large swarms of harpoons through a even larger swarm of...every fighter that has ever been made? Cut me some slack darn it, they look like tiny bloody dots!
[close]

Fighters
Spoiler
I'm gonna sum this one up easily, and quickly.

(in refit screen)
"I have some pretty good PD across my entire fleet! This should be easy!"
(in battle)
"HOLY F***ING MOTHER OF GOD THAT IS A LOT OF DOT SHAPED FIGHTERS!"
[close]


That's all I will say for now. I need to play more in order to give more feedback, but everything I have faced so far has been very balanced...
Spoiler
I just don't want to have my entire ship lose all of its PD because the enemy wave of fighters decided to do a bloody flyby of my ship with guns blazing!!!
[close]
...At least the mod is darn fun...GIVE ME YOUR DROID CONTROL SHIP/MEGALITH DARN YOU AI!

**Edit**
DHDBUS FORGOT TO TALK ABOUT HOW MANY SHIPS YOU CAN BRING IN!!!...And the number of fighters you can get in a battle.

Number of ships you can bring in
Spoiler
THAT IS A LOT OF POTENTIAL ONSLAUGHTS I COULD SEND INTO BATTLE...DO YOU KNOW HOW OP THAT CAN BE!? And not just the Onslaught,
Cap ships in general.  The Paragon is be far the strongest ship in Vanilla, and my testing showed it carried into here among the Vanilla ships.
I doubt the AI will do Cap Spam, but the player almost certainly will. I recommend keeping the cruisers the same in Deployment Cost, but make the Deployment Cost of the Cap ships more around that of Vanilla...or maybe just double what it is now. That should keep Cap Spam from being AS viable, as the player should face about 4 cruisers per cap ship, with escort. Though that one should be debated a little, as I do go more for effect.
[close]

Fighter Numbers
Spoiler
My computer is an absolute potato and should never be used to play starsector, but the number of fighters the Falcons can put out is ridiculously overpowered when you think about fleet battles. A Hegemony fleet could have maybe 5 cruisers with around 2 bays each,
totalling 10...Combined with Caps, and other carriers. That is around a Vanilla size fleet...The fleets in this mod have the potential to be bigger, and can easily lag out major computers. I suggest not having any bays for Light cruisers, one for Heavy cruisers, and whatever for Cap ships.
[close]
[close]
I'm glad it feels balanced so far! It was the largest and hardest part of development, along with sprite editing. I pretty much had to re-invent the wheel with load-outs.

**EDIT** As to Harpoons, I'll keep track to see if an increase in hit-points is necessary. It is a finisher weapon for overloaded ships, so ideally it only excels with minimal PD- hence its speed, low maneuverability.

I think I tried to make it more durable and it makes the weapon ridiculously OP due to its speed. A couple hit points can be the difference between it always getting through frigates and destroyer PD... and that makes those ships worthless to large spam of the missile since it hits like a truck.

Advice: try combining it with missiles like the Locust, torpedoes or a couple pd frigates to create some pandemonium first.

Always try and avoid firing into heavy interceptor swarms, however. They actually will suicide into the missile as a last resort to protect their carrier, so even if it get's through the pd sometimes it can be frustratingly denied. Happened to me too many times for it not to be a thing, and the faster ones are shockingly good at it.  :-X

I consider it a necessary evil considering all missiles have infinite ammo.


I also definitely get some of your concerns regarding performance due to fighter spam. I have gone back and forth on how many I want per battle a couple times now, and some tweaking and pruning may be in order here and there. I'll look a little more into it, but to be fair, I AM going for:  ;D ;)

https://youtu.be/xPZigWFyK2o?t=2m3s (https://youtu.be/xPZigWFyK2o?t=2m3s)

https://youtu.be/hlecG3nYaLw?t=32s (https://youtu.be/hlecG3nYaLw?t=32s)


All jokes aside, though, perhaps a little higher deployment cost for capitals and a reduction in battle size? I don't want to go chopping away at fighter bays just yet, because ships actually are balanced around them. For what it costs to deploy a Falcon, two bays isn't all that much when you consider ships like... the Osprey, for example. The pirate version of that is less than a supply to deploy and its pretty much just a flying, broken, sad flight deck.  :P

The reason for the deployment costs being low is actually more to do with economy than wanting a ton of ships per battle. It's super difficult tricky to mess with the price of- say- supplies, so if I want a certain feel to both progression speed as well as the "punishment feeling" of suddenly needing more supplies due to defensive deployments or E-burns, I have to reduce those costs another way.

That was one of the reasons I felt Vanilla really needed a way to requisition aid and resources from NPC fleets. As a newbie I often found myself adrift- or went for a bounty, got  stranded or lost a fight and had to flee, and lost everything. It seemed a little unforgiving for new players, even with the tutorial giving you a foot-hold. That was something I intended to address both with lower deployments costs in general (especially to start) and the fleet dialogue features.

Every time, I thought: "Hey look, there's a Hegemony trade fleet, loaded with supplies... but, I'm a nice guy, loyal and all that... so I can't just take them. Why is not a single soul within this organization that I've been fighting pirates for for cycles now friendly enough to help me out or even just sell me some emergency supplies at a mark-up?"

So, I built a system to do just that. Speaking of which... ok, ok, I'll stoop to fishing: Anyone try that out yet? I know Cease-fire is still a little buggy. It's surprisingly hard to get hostile/vengeful fleets to not want to blast you away.
Title: Re: [0.8.1a] Total Conv: "Archean Order" - RP/Adventure/Combat (v1.0a) (Hotfix 1/2)
Post by: A Random Jolteon on January 04, 2018, 08:05:51 AM
Spoiler
Wait...so Talon span on my 4 falcons and 1 eagle would be useful? (evil thoughts) So the MG's and Talons are no longer useless! BULLET SPAM HERE I COME!!!

Anyway, got a...decent fight. Gonna use the Spoiler thing to make this a smaller reply.
Onslaught
Spoiler
Glad to see the Onslaught can still delete most cruisers...Though I still prefer my TPL's, the Term beams are better for me since I have bad projectile aim. Still need to edit my build, but to do that I need a large kinetic weapon that doesn't have a range of 800 meters. Curse my luck!
Besides that, putting a MG and PD mix into all the small slots, and FLAK in all the medium slots is extremely strong and gives a defense that requires 4 squadrons to last more than 10 seconds against. Who needs a Paragon level shield when you have a stupid amount of armor, a stupid amount of HP, and a stupid amount of guns! I do think I would prefer to have the Burn drive over the AAF however, 90 is okay for speed, but it takes a while to get anywhere. Pretty much have to bring it in first, or not at all.
[close]

PD weapons
Spoiler
I did some testing, and they seem...pretty bloody balanced,
but seem to have a hard time actually hitting targets that are strafing. This may be a Vanilla problem, but thought I'd say it just in case. Either way, glad to see they are pretty much worthless against anything larger than a bomber.
[close]

Missiles
Spoiler
Once again fairly balanced. However, it seems that when they are countered, they are countered hard. It is almost impossible to get even large swarms of harpoons through a even larger swarm of...every fighter that has ever been made? Cut me some slack darn it, they look like tiny bloody dots!
[close]

Fighters
Spoiler
I'm gonna sum this one up easily, and quickly.

(in refit screen)
"I have some pretty good PD across my entire fleet! This should be easy!"
(in battle)
"HOLY F***ING MOTHER OF GOD THAT IS A LOT OF DOT SHAPED FIGHTERS!"
[close]


That's all I will say for now. I need to play more in order to give more feedback, but everything I have faced so far has been very balanced...
Spoiler
I just don't want to have my entire ship lose all of its PD because the enemy wave of fighters decided to do a bloody flyby of my ship with guns blazing!!!
[close]
...At least the mod is darn fun...GIVE ME YOUR DROID CONTROL SHIP/MEGALITH DARN YOU AI!

**Edit**
DHDBUS FORGOT TO TALK ABOUT HOW MANY SHIPS YOU CAN BRING IN!!!...And the number of fighters you can get in a battle.

Number of ships you can bring in
Spoiler
THAT IS A LOT OF POTENTIAL ONSLAUGHTS I COULD SEND INTO BATTLE...DO YOU KNOW HOW OP THAT CAN BE!? And not just the Onslaught,
Cap ships in general.  The Paragon is be far the strongest ship in Vanilla, and my testing showed it carried into here among the Vanilla ships.
I doubt the AI will do Cap Spam, but the player almost certainly will. I recommend keeping the cruisers the same in Deployment Cost, but make the Deployment Cost of the Cap ships more around that of Vanilla...or maybe just double what it is now. That should keep Cap Spam from being AS viable, as the player should face about 4 cruisers per cap ship, with escort. Though that one should be debated a little, as I do go more for effect.
[close]

Fighter Numbers
Spoiler
My computer is an absolute potato and should never be used to play starsector, but the number of fighters the Falcons can put out is ridiculously overpowered when you think about fleet battles. A Hegemony fleet could have maybe 5 cruisers with around 2 bays each,
totalling 10...Combined with Caps, and other carriers. That is around a Vanilla size fleet...The fleets in this mod have the potential to be bigger, and can easily lag out major computers. I suggest not having any bays for Light cruisers, one for Heavy cruisers, and whatever for Cap ships.
[close]
[close]
I'm glad it feels balanced so far! It was the largest and hardest part of development, along with sprite editing. I pretty much had to re-invent the wheel with load-outs.

**EDIT** As to Harpoons, I'll keep track to see if an increase in hit-points is necessary. It is a finisher weapon for overloaded ships, so ideally it only excels with minimal PD- hence its speed, low maneuverability.

I think I tried to make it more durable and it makes the weapon ridiculously OP due to its speed. A couple hit points can be the difference between it always getting through frigates and destroyer PD... and that makes those ships worthless to large spam of the missile since it hits like a truck.

Advice: try combining it with missiles like the Locust, torpedoes or a couple pd frigates to create some pandemonium first.

Always try and avoid firing into heavy interceptor swarms, however. They actually will suicide into the missile as a last resort to protect their carrier, so even if it get's through the pd sometimes it can be frustratingly denied. Happened to me too many times for it not to be a thing, and the faster ones are shockingly good at it.  :-X

I consider it a necessary evil considering all missiles have infinite ammo.


I also definitely get some of your concerns regarding performance due to fighter spam. I have gone back and forth on how many I want per battle a couple times now, and some tweaking and pruning may be in order here and there. I'll look a little more into it, but to be fair, I AM going for:  ;D ;)

https://youtu.be/xPZigWFyK2o?t=2m3s (https://youtu.be/xPZigWFyK2o?t=2m3s)

https://youtu.be/hlecG3nYaLw?t=32s (https://youtu.be/hlecG3nYaLw?t=32s)


All jokes aside, though, perhaps a little higher deployment cost for capitals and a reduction in battle size? I don't want to go chopping away at fighter bays just yet, because ships actually are balanced around them. For what it costs to deploy a Falcon, two bays isn't all that much when you consider ships like... the Osprey, for example. The pirate version of that is less than a supply to deploy and its pretty much just a flying, broken, sad flight deck.  :P

The reason for the deployment costs being low is actually more to do with economy than wanting a ton of ships per battle. It's super difficult tricky to mess with the price of- say- supplies, so if I want a certain feel to both progression speed as well as the "punishment feeling" of suddenly needing more supplies due to defensive deployments or E-burns, I have to reduce those costs another way.

That was one of the reasons I felt Vanilla really needed a way to requisition aid and resources from NPC fleets. As a newbie I often found myself adrift- or went for a bounty, got  stranded or lost a fight and had to flee, and lost everything. It seemed a little unforgiving for new players, even with the tutorial giving you a foot-hold. That was something I intended to address both with lower deployments costs in general (especially to start) and the fleet dialogue features.

Every time, I thought: "Hey look, there's a Hegemony trade fleet, loaded with supplies... but, I'm a nice guy, loyal and all that... so I can't just take them. Why is not a single soul within this organization that I've been fighting pirates for for cycles now friendly enough to help me out or even just sell me some emergency supplies at a mark-up?"

So, I built a system to do just that. Speaking of which... ok, ok, I'll stoop to fishing: Anyone try that out yet? I know Cease-fire is still a little buggy. It's surprisingly hard to get hostile/vengeful fleets to not want to blast you away.
I understand not firing into interceptor swarms (Though that explains the suicidal Talons). Problem is, the number of fighters on the field make it hard to see if it is safe to fire or not...That actually bring an idea to mind. Why not make it fire 4 harpoons that individually do less damage, but combined do the same? There is a missile weapon (not sure if Vanilla or not) that fires 4 missiles very quickly, but each one constantly twists and turns to make it more difficult to block/intercept. It does less damage, but I VASTLY prefer it to literally every other missile out there.

Cap ship deployment increase definitely, but a decrease in battle size isn't AS necessary as you can put a hard limit to it in the Game options. I don't normally play long enough to deal with the Economy aspect (Command Console FTW!), but I can see what you mean.

I will immediately test to see if the cease fire thingamajig works for me!
Title: Re: [0.8.1a] Total Conv: "Archean Order" - RP/Adventure/Combat (v1.0a) (Hotfix 1/2)
Post by: Ranakastrasz on January 05, 2018, 10:26:04 AM
Considering Fighters are less Valuable than the ships they are protecting, I can entirely justifying them suiciding.

-----
I've liked the mod so far, however, some issues/comments/suggestions

having trouble telling weapon sizes at a glance. Presumably the icon size scales the same as they do in the refit screen and game screen, but I currently have trouble distinguishing medium from small. I'll get used to it eventually. I also don't recognize half the icons, so yea...

There are only a few small strike weapons. Probably ought to be more. (Found burst lasers early on, quite impressive)
There don't seem to be any small support weapons. I thought the support weapons were the longer ranged, low damage ones. Quite a few, like railgun, were what I expected in this group.
The "Photon Cannon" probably was supposed to be a support weapon, given the tooltip and that it wasn't in vanilla, but costs no flux.

Ammunition limits with regeneration added back in are great. I immediately started using extended magazines again. 24 burst-laser shots are quite nasty. Do most strike weapons use ammo?
Regenerating missiles are also cool. Small clips of 1-3 missiles, holding 1-6 of them is interesting. Given the increase in point defense in general, missiles are a lot more common.

If they don't, ship systems like Flares should also regenerate (and maybe have a cap of 2 instead of 5)

Had fun with a few new weapon types. The shotgun missile is cool, not really sure if it gives anything over alternates.

Zero-flux assault weapons. Interesting approach. However, given that 90% of the weapons I have been able to use seem to be zero-flux, it means that flux is pretty much shield until you have medium weapons, or get lucky and find burst lasers, mortar, etc. Not sure if this is intended. Either way, at least it makes shields stronger in general.

Some frigates, like the hound and wolf seem to have lost their medium weapon slot, which is kind of disappointing. The idea here is to have more, smaller, weapon slots however, so that makes sense. The wolf has more slots in general, and the wolf has those crappy PD drones. Shame that I have trouble finding ships that can carry all the medium weapons around now though, and the lack of support/strike small weapons hurts that.

Found the mining laser. Its medium instead of small now (kinda sensible) and does way more damage. Thought it was a small weapon looking at it (because of the rescale)

Some of the tooltips are wrong as to where they weight their power, I think. Would have to open the game and minimize to get the correct stats, but a doublecheck might be warented.

I'll reread the front page, but I think some of the weapons are too powerful for their assault role.

Assault - Short-Mid range, no flux, low-med damage. (In their face, using all flux for shields)
Support - mid-long range, low flux, low-med damage. (Pressure from a distance, also long-range missiles)
Strike - Short-mid range, mid-high flux, high damage. (Break heavy armor/shielding, requires external power supply from ship)

PD - Short-mid range, no flux, low damage, high accuracy/speed (Deal with missiles/fighters)

As least that was what I got from it when I read it last time.

Shield flux alterations. Not sure I understand it. Do shields not allow dissipating any flux? I didn't observe that. How exactly did the flux stats change to make weapon flux a problem if you have shields up vs vanilla?
I see. Shield upkeep is, for every ship, exactly equal to it's base flux dissipation. So, flux vents provide shield dissipation. If you have none, you can't dissipate at all.
More importantly, Stabilized shields are now significantly more powerful, given they have way more to work with. Interesting.

If you are screwing with weapon range, make sure you check Safety overrides base range. It might need to be adjusted, depending.
-----
Overall, having fun thus far.
Title: Re: [0.8.1a] Total Conv: "Archean Order" - RP/Adventure/Combat (v1.0a) (Hotfix 1/2)
Post by: Morrokain on January 05, 2018, 12:59:05 PM
^ Wanted to quickly get on here and say I've seen these above posts and will respond to them soon- taking in feedback and I have several things in the works to address them, but also balancing work/career priorities!  ;)

More soon! ETA: by the end of the weekend?
Title: Re: [0.8.1a] Total Conv: "Archean Order" - RP/Adventure/Combat (v1.0a) (Hotfix 1/2)
Post by: Ranakastrasz on January 06, 2018, 07:02:04 AM
Guardian PD laser doesn't seem to be willing to fire unless you do it manually, which defeats the purpose. Not sure why.

----

I think the changes to the Flux system were the most interesting out of everything, honestly.
It seriously alters how you run a ship, and build it, for that matter.

In vanilla, while you try and get as many powerful weapons as you can, you also try and keep enough OP left over to get as many vents as you can, such that you, hopefully, have a surplus of dissipation so you can run your shields and fire all weapons.
Capacity helps, but is insignificant compared to dissipation in almost all cases.

Not so here. I actually sometimes go for capacity over vents entirely.

The flux-heavy weapons tend to use a LARGE chunk of flux in a short period of time, and getting capacity lets you unleash a very large attack. This comes at the cost of your shields being weakened. This is normal for starsector, but here, flux is more of a shield meter than a weapons meter.

Flux is far more linked to powerful weapons and shields than vanilla.

Being able to just hold shields up without worrying about it cutting into your normal weapons changes things. On the other hand, the, effectively, massive upkeep for shields forces you to drop them a lot more often. Increased armor stats helps with that as well.

The effect is Exaggerated if you have a flux weapon. Shield goes up, you fire off a powerful attack, your shields will only recover very slowly unless you drop them. In vanilla it can generally recover if you stop firing, or slow down at least. Here, not so much. Forces you to backoff after throwing a powerful blow, moreso than vanilla.
Oh, and run away from the swarm of fighters that jumps on you for daring to attack their charge.

Plus, the distinction between hard and soft flux is significantly reduced.

I would note that some ships have no shields, and since small weapons that use flux are currently very rare, it is quite possible to have a ship that doesn't use flux at all.
I've seen that in other mods, but here it is much more common.

Not really sure how to resolve that part, aside from adding more strike/support weapons, or converting existing ones.

-----

Missiles are a lot more fun, and feel like an active part of the game instead of trump cards. Being able to sustain missile fire, while it not being silly OP is quite fun.
Hunters are very nice support weapons, throwing missiles at massive flux cost. (Got a pair onto a Kite, which it can only just support)
A lot of missiles go for engines, which I suppose makes sense. Even non-EMP missiles.

-----
Magazines.
Strike, missile, support weapons seem to have magazines most of the time. If you have the flux to support them, grabbing the expanded ammo hull mods works great.
Missiles just being part of this category makes them less exotic, and being able to burst-fire followed by reloading changes the flow of combat.

I was surprised to learn that the Tachyon Lance now has a 60 second cooldown. Given it's power, I can't exactly disagree, given what firing 4 of them at an onslaught does (in the forlorn hope mission)

-----
Scaled weapons
I understand how this works better now.
In effect, you reclassified weapons. Small weapons either stayed small and got weaker/smaller, or were reclassified as medium. same as medium to large. And then you added in more extra-small weapons.
Now that I understand that it makes more sense.
-----
Intimidate
Not sure if intended, but trying to intimidate pirates tends to not work sometimes, because your reputation is bad. As in, hated. They refuse to help you. I'm not asking for help. I am threatening to kill them if they don't give up their cargo. A negative reputation should help there.
Title: Re: [0.8.1a] Total Conv: "Archean Order" - RP/Adventure/Combat (v1.0a) (Hotfix 1/2)
Post by: Morrokain on January 07, 2018, 01:19:33 PM
Ok, so here's what's currently planned for the next release.  ;D

Next Patch Changes:

Content Additions

Bug Fixes and Design Improvements

Performance Improvements and Misc



The good news: After creating a control and clicking on every planet in the universe sector, I'm about 99% sure have isolated this error:
I've been getting crashes when selecting some systems from the intel screen map.


Pretty sure the code below is the crash log.
Spoiler
28316 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.campaign.ui.intel.o0OO.void.return$new(Unknown Source)
   at com.fs.starfarer.campaign.ui.intel.o0OO.afterSizeFirstChanged(Unknown Source)
   at com.fs.starfarer.ui.Q.sizeChanged(Unknown Source)
   at com.fs.starfarer.ui.OO0O.set(Unknown Source)
   at com.fs.starfarer.ui.thisnew.super(Unknown Source)
   at com.fs.starfarer.ui.j.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.advance(Unknown Source)
   at com.fs.starfarer.ui.OO00.advanceImpl(Unknown Source)
   at com.fs.starfarer.campaign.ui.intel.O0oO.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.advance(Unknown Source)
   at com.fs.starfarer.ui.OO00.advanceImpl(Unknown Source)
   at com.fs.starfarer.campaign.ui.intel.B.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.advance(Unknown Source)
   at com.fs.starfarer.campaign.ui.intel.B.Ò00000(Unknown Source)
   at com.fs.starfarer.ui.newui.if$7.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.newui.if.setCurrentTab(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.showCoreUITab(Unknown Source)
   at com.fs.starfarer.coreui.map.A.super(Unknown Source)
   at com.fs.starfarer.coreui.map.Objectsuper.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.V.o00000(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 have removed the EZFaction utility from being necessary to support the mod. As long as I don't add any markets myself, I don't get any crashes- and I've checked thoroughly. So the data in the mod itself is stable. It is something about adding markets (my educated hunch is adding them to planets in particular) that causes it.

Now for the bad news: I am still getting the crash when I add my own markets, so it's pretty easy to cause.  :P

So, I still need to isolate exactly what's causing it so I can safely avoid it when seeding the Core Worlds.

Putting individual feedback replies in spoilers to keep the post readable:

A Random Jolteon
Spoiler

I understand not firing into interceptor swarms (Though that explains the suicidal Talons). Problem is, the number of fighters on the field make it hard to see if it is safe to fire or not...That actually bring an idea to mind. Why not make it fire 4 harpoons that individually do less damage, but combined do the same? There is a missile weapon (not sure if Vanilla or not) that fires 4 missiles very quickly, but each one constantly twists and turns to make it more difficult to block/intercept. It does less damage, but I VASTLY prefer it to literally every other missile out there.

Cap ship deployment increase definitely, but a decrease in battle size isn't AS necessary as you can put a hard limit to it in the Game options. I don't normally play long enough to deal with the Economy aspect (Command Console FTW!), but I can see what you mean.

I will immediately test to see if the cease fire thingamajig works for me!

Going to increase cap deployment costs slightly, but also reduced max battle size to 300 and put the default on 150. This makes this run much smoother and honestly I'm not sure a PC is out there that would support a 500 battle size with the deployment costs and fighter changes. If I'm wrong, and a battle of that size is actually fun, let me know and I'll at least change the max back. I am lowering it for now to give what I can only assume are realistic expectations for what the mod can actually handle.

On Harpoon, still feeling this out. That is a good suggestion for the PD issue, and it could make the missile slightly more reliable to hit, but it would also severely weaken it's armor penetration. The Harpoon is meant to be the closest thing to a long range torpedo available and that would really hurt that role. So I'm not quite convinced that's a good trade-off yet, but then again some damage is better than no damage... hm idk we'll see I can't decide.  ::) Thanks for the input!
[close]

Ranakastrasz
Spoiler
Spoiler
Considering Fighters are less Valuable than the ships they are protecting, I can entirely justifying them suiciding.

-----
I've liked the mod so far, however, some issues/comments/suggestions

having trouble telling weapon sizes at a glance. Presumably the icon size scales the same as they do in the refit screen and game screen, but I currently have trouble distinguishing medium from small. I'll get used to it eventually. I also don't recognize half the icons, so yea...

There are only a few small strike weapons. Probably ought to be more. (Found burst lasers early on, quite impressive)
There don't seem to be any small support weapons. I thought the support weapons were the longer ranged, low damage ones. Quite a few, like railgun, were what I expected in this group.
The "Photon Cannon" probably was supposed to be a support weapon, given the tooltip and that it wasn't in vanilla, but costs no flux.

Ammunition limits with regeneration added back in are great. I immediately started using extended magazines again. 24 burst-laser shots are quite nasty. Do most strike weapons use ammo?
Regenerating missiles are also cool. Small clips of 1-3 missiles, holding 1-6 of them is interesting. Given the increase in point defense in general, missiles are a lot more common.

If they don't, ship systems like Flares should also regenerate (and maybe have a cap of 2 instead of 5)

Had fun with a few new weapon types. The shotgun missile is cool, not really sure if it gives anything over alternates.

Zero-flux assault weapons. Interesting approach. However, given that 90% of the weapons I have been able to use seem to be zero-flux, it means that flux is pretty much shield until you have medium weapons, or get lucky and find burst lasers, mortar, etc. Not sure if this is intended. Either way, at least it makes shields stronger in general.

Some frigates, like the hound and wolf seem to have lost their medium weapon slot, which is kind of disappointing. The idea here is to have more, smaller, weapon slots however, so that makes sense. The wolf has more slots in general, and the wolf has those crappy PD drones. Shame that I have trouble finding ships that can carry all the medium weapons around now though, and the lack of support/strike small weapons hurts that.

Found the mining laser. Its medium instead of small now (kinda sensible) and does way more damage. Thought it was a small weapon looking at it (because of the rescale)

Some of the tooltips are wrong as to where they weight their power, I think. Would have to open the game and minimize to get the correct stats, but a doublecheck might be warented.

I'll reread the front page, but I think some of the weapons are too powerful for their assault role.

Assault - Short-Mid range, no flux, low-med damage. (In their face, using all flux for shields)
Support - mid-long range, low flux, low-med damage. (Pressure from a distance, also long-range missiles)
Strike - Short-mid range, mid-high flux, high damage. (Break heavy armor/shielding, requires external power supply from ship)

PD - Short-mid range, no flux, low damage, high accuracy/speed (Deal with missiles/fighters)

As least that was what I got from it when I read it last time.

Shield flux alterations. Not sure I understand it. Do shields not allow dissipating any flux? I didn't observe that. How exactly did the flux stats change to make weapon flux a problem if you have shields up vs vanilla?
I see. Shield upkeep is, for every ship, exactly equal to it's base flux dissipation. So, flux vents provide shield dissipation. If you have none, you can't dissipate at all.
More importantly, Stabilized shields are now significantly more powerful, given they have way more to work with. Interesting.

If you are screwing with weapon range, make sure you check Safety overrides base range. It might need to be adjusted, depending.
-----
Overall, having fun thus far.
[close]
Spoiler
Guardian PD laser doesn't seem to be willing to fire unless you do it manually, which defeats the purpose. Not sure why.

----

I think the changes to the Flux system were the most interesting out of everything, honestly.
It seriously alters how you run a ship, and build it, for that matter.

In vanilla, while you try and get as many powerful weapons as you can, you also try and keep enough OP left over to get as many vents as you can, such that you, hopefully, have a surplus of dissipation so you can run your shields and fire all weapons.
Capacity helps, but is insignificant compared to dissipation in almost all cases.

Not so here. I actually sometimes go for capacity over vents entirely.

The flux-heavy weapons tend to use a LARGE chunk of flux in a short period of time, and getting capacity lets you unleash a very large attack. This comes at the cost of your shields being weakened. This is normal for starsector, but here, flux is more of a shield meter than a weapons meter.

Flux is far more linked to powerful weapons and shields than vanilla.

Being able to just hold shields up without worrying about it cutting into your normal weapons changes things. On the other hand, the, effectively, massive upkeep for shields forces you to drop them a lot more often. Increased armor stats helps with that as well.

The effect is Exaggerated if you have a flux weapon. Shield goes up, you fire off a powerful attack, your shields will only recover very slowly unless you drop them. In vanilla it can generally recover if you stop firing, or slow down at least. Here, not so much. Forces you to backoff after throwing a powerful blow, moreso than vanilla.
Oh, and run away from the swarm of fighters that jumps on you for daring to attack their charge.

Plus, the distinction between hard and soft flux is significantly reduced.

I would note that some ships have no shields, and since small weapons that use flux are currently very rare, it is quite possible to have a ship that doesn't use flux at all.
I've seen that in other mods, but here it is much more common.

Not really sure how to resolve that part, aside from adding more strike/support weapons, or converting existing ones.

-----

Missiles are a lot more fun, and feel like an active part of the game instead of trump cards. Being able to sustain missile fire, while it not being silly OP is quite fun.
Hunters are very nice support weapons, throwing missiles at massive flux cost. (Got a pair onto a Kite, which it can only just support)
A lot of missiles go for engines, which I suppose makes sense. Even non-EMP missiles.

-----
Magazines.
Strike, missile, support weapons seem to have magazines most of the time. If you have the flux to support them, grabbing the expanded ammo hull mods works great.
Missiles just being part of this category makes them less exotic, and being able to burst-fire followed by reloading changes the flow of combat.

I was surprised to learn that the Tachyon Lance now has a 60 second cooldown. Given it's power, I can't exactly disagree, given what firing 4 of them at an onslaught does (in the forlorn hope mission)

-----
Scaled weapons
I understand how this works better now.
In effect, you reclassified weapons. Small weapons either stayed small and got weaker/smaller, or were reclassified as medium. same as medium to large. And then you added in more extra-small weapons.
Now that I understand that it makes more sense.
-----
Intimidate
Not sure if intended, but trying to intimidate pirates tends to not work sometimes, because your reputation is bad. As in, hated. They refuse to help you. I'm not asking for help. I am threatening to kill them if they don't give up their cargo. A negative reputation should help there.
[close]

That's a ton of detailed feedback thank you for taking the time to write all of that!

To summarize a response:

- On combat, thank you for your descriptions and I'm really happy the system seems to be working as designed! I was definitely going for a tactical "Charge, strike, retreat, cover retreat, reload, strike again" feel. The strike weapons give emphasis to the "Eliminate" command too. Seeing multiple bomber wings, long range missiles and close-range strikes converge on single target is intended to have a visceral satisfaction attached to it. And with total fighter strength meaning more, the loss of a carrier or support ship providing long range pressure can immediately shift the balance of power during a battle.

- I would say you are absolutely right on the lack of small strike options. I feel that this is made worse by the fact that the one's that do exist are mostly restricted to hi-tech missiles and energy weapons, so especially in the early game where ballistics are more accessible it is a lot more noticeable. I will design and add a few more to help close that gap! Thanks!

- I am planning on adding a new sound effect to the Tachyon Lance to audibly reflect its... capabilities.  ;D

- Guardian PD laser is flagged as "Missile Only" - I think I put a blurb in the description about it, but not sure so sorry if I didn't. It should only fire at missiles. It would be way, way too strong if it targeted fighters and other ships automatically. It has higher DPS than most other weapons, for 0-flux, with pinpoint accuracy that, with hullmods, can be extended to 600-700 range. Now, that being said, if some hot-shot pilot decided to manually override the weapon's targeting protocols and unleash hell on some unsuspecting pirate foolish enough to try and attack their defense-oriented Venture... who am I to judge such an ad-hoc strategy?

- Intimidating factions that are "Vengeful" to you will often, or always, fail depending on the faction. This is intentional, both in an immersion sense (they hate you at this point, so even death isn't enough of a reason for them to willingly aid you in attacking their buddies in the future) and because otherwise you could go around harvesting weaker fleets of hostile factions AND any fleets you have higher rep with.

You would never spend a credit on supplies or fuel in markets that way. You can probably almost do this as it is, eventually, but the system was more meant to be a supplement to market based resupply, with the added risk of lowered reputation or irritating allies if you are too pesky with it- or oftentimes having to pay, with a mark-up for the goods with neutral, cautious, or stingy factions/commanders. Trading rep for supplies/fuel instead of credits, as it were. Demanding those goods, similarly, is for pirate/intimidation-minded players to have a way to better pursue that role- balanced by measured use of it. Don't force compliance too much/often or you will pass the threshold where it will be effective anymore. Or, if you take their goods then keep attacking their fleets anyway, eventually they will no longer be willing to comply.

**EDIT** An issue with this could be that the dialogue describing what is going on in this particular interaction is confusing. It doesn't really adequately tell you why you are being refused. I'll look into that, thanks!

- On:
I think the changes to the Flux system were the most interesting out of everything, honestly.

Aw, really, not evil, tribute-demanding vampire barons?!   ;)

I joke, I basically built this around combat to start. The factions honestly just kind of happened as a natural extension of it once the weapons were in place. The story and lore were last.  

Again thank you for all the feedback!
[close]
[/list]
Title: Re: [0.8.1a] Total Conv: "Archean Order" - RP/Adventure/Combat (v1.0a) (Hotfix 1/2)
Post by: Ranakastrasz on January 07, 2018, 03:19:29 PM
Ah. Vanilla lacks any missile-only weapons, and I kinda assume PD means anti-missile + Anti-fighter.

I think you need to screw with how reputation works for the intimidation to work as such. The whole, Must kill large fleets to get past -60 rep type things, or w.e.
Just killing pirates initially gets you to vengeful. Now, naturally intimidating, taking loot, and THEN killing them too probably ought to have more of a rep cost.


Good to have more strike varients. A large number of weapons with impressive range seem to be assault, while some weapons, like the medium artillery, while technically they have long range, have such crappy accuracy I have to treat them as strike, even vs a capital ship.


Quote
"Aw, really, not evil, tribute-demanding vampire barons?!   Wink"
Uhm, What?
Is that a reference?
Or did I not find that part of the mod yet?

Oh, had some fun with Ordeer. Fighting the [Data Expunged] in a full war given they shared a sector. Some *** captain was offended, and I had to run away since bribing wasn't and option, and intimidation, naturally, failed. And then a [Data Expunged] got in on the action, tearing the chasing fleet apart with 6 tachyon lances, while I did a full retreat. And the entire attacking force died. Did... Not expect that. I guess they REALLY hate each other?

-----
How do I update this mod? I mean, it still says V1.0
Are you actually updating the version number? Cuz it doesn't look like it.
Title: Re: [0.8.1a] Total Conv: "Archean Order" - RP/Adventure/Combat (v1.0a) (Hotfix 1/2)
Post by: Morrokain on January 07, 2018, 05:50:05 PM
Ah. Vanilla lacks any missile-only weapons, and I kinda assume PD means anti-missile + Anti-fighter.

I think you need to screw with how reputation works for the intimidation to work as such. The whole, Must kill large fleets to get past -60 rep type things, or w.e.
Just killing pirates initially gets you to vengeful. Now, naturally intimidating, taking loot, and THEN killing them too probably ought to have more of a rep cost.


Good to have more strike varients. A large number of weapons with impressive range seem to be assault, while some weapons, like the medium artillery, while technically they have long range, have such crappy accuracy I have to treat them as strike, even vs a capital ship.


Quote
"Aw, really, not evil, tribute-demanding vampire barons?!   Wink"
Uhm, What?
Is that a reference?
Or did I not find that part of the mod yet?

Oh, had some fun with Ordeer. Fighting the [Data Expunged] in a full war given they shared a sector. Some *** captain was offended, and I had to run away since bribing wasn't and option, and intimidation, naturally, failed. And then a [Data Expunged] got in on the action, tearing the chasing fleet apart with 6 tachyon lances, while I did a full retreat. And the entire attacking force died. Did... Not expect that. I guess they REALLY hate each other?

-----
How do I update this mod? I mean, it still says V1.0
Are you actually updating the version number? Cuz it doesn't look like it.

Thanks for the feedback on intimidation. I'll see about the potential for adding some additional nuance to it, I already have several things along those lines planned. Matter of time and priority though.

Ha yeah if it was who I think it was, negotiating will rarely work and offending them is quite easy.  :P They are one of the "Big Bads" of the factions. It takes you a while to get to them because of that and I'm hoping to keep it that way even when they are in the Core Words:

**Is an actual Spoiler**
Spoiler
Archean Order and Adamantine Consortium (Vampire Barons) will have their own systems on the frontier that have their strongholds. These will be very challenging systems for their enemies and will be part of the endgame challenge more than likely.
[close]

On the version and Update, it  isn't live yet. Sorry :(

There will be a download link and update to the main post when that happens. This was a preview to show a response on feedback.

Short version. - I need to seed the Core Worlds first. I'm not sure exactly how long everything will take, but I will keep everyone posted on progress. I'm hoping within a few days, but it depends on how easy this bug is to really nail down.
Title: Re: [0.8.1a] Total Conv: "Archean Order" - RP/Adventure/Combat (v1.0a) (Hotfix 1/2)
Post by: Morbo513 on January 08, 2018, 02:14:57 AM
I've been playing SS with this on for the past couple days, I gotta say I really like it. I love how you changed up the weapon mounts and sizes, it makes each ship feel a bit more versatile. I especially like how different variants of each ship (Eg Wolf - Standard, Pirate and XIV) have different characteristics, and that D-hull Wolves have a degraded phase jumper. Speaking of the Wolf, the phase jump feels a lot less overpowered now, it won't necessarily save you from that huge slug flying towards you because your ship hangs around for a split second and might eat it before the jump is complete.
Title: Re: [0.8.1a] Total Conv: "Archean Order" - RP/Adventure/Combat (v1.0a) (Hotfix 1/2)
Post by: Morrokain on January 08, 2018, 11:33:32 AM
I've been playing SS with this on for the past couple days, I gotta say I really like it. I love how you changed up the weapon mounts and sizes, it makes each ship feel a bit more versatile. I especially like how different variants of each ship (Eg Wolf - Standard, Pirate and XIV) have different characteristics, and that D-hull Wolves have a degraded phase jumper. Speaking of the Wolf, the phase jump feels a lot less overpowered now, it won't necessarily save you from that huge slug flying towards you because your ship hangs around for a split second and might eat it before the jump is complete.


Thanks glad to hear it!  :)

That little ship was one of the harder things to get feeling right- because of the drastic changes that had to be made thematically between factions. I had to make several built-in hullmods and tinker quite a bit to get it balanced, so good to know that effort paid off!



Couple side notes for everyone:

- Pretty confident (with help from Alex and AxleMC131, thanks!) at this point that I squashed the "Show Planet Info" bug, so I will hopefully have the Core Worlds seeded by the end of today if my schedule goes according to plan.

- Anyone try out the Pirate Start? You get a couple more starting options and two officers with that route, but your reputation is, of course, worse than a normal trader or mercenary. Reason I ask: I'm thinking of sneaking in the Mercenary Start option to this next patch as well. Anyone have thoughts?

Title: Re: [0.8.1a] Total Conv: "Archean Order" - RP/Adventure/Combat (v1.0a) (Hotfix 1/2)
Post by: Ranakastrasz on January 08, 2018, 01:14:43 PM
I kinda despise the phase jumper that the lower tech wolfs have now. Not because its not useful, or less mobile or w.e, but because with a lack of landmarks, it can be hard to tell which direction you will teleport in in some cases.

----

The pirate buffalo, I think, seems to be considered a combat vessel for autodeploy.
Quite a few ships with different ship systems have charges and a cooldown, which happens to be longer than it takes to recharge one charge..... Can't point any examples from here atm tho, can't access game at this time.
Title: Re: [0.8.1a] Total Conv: "Archean Order" - RP/Adventure/Combat (v1.0a) (Hotfix 1/2)
Post by: Morrokain on January 09, 2018, 01:57:34 PM
I kinda despise the phase jumper that the lower tech wolfs have now. Not because its not useful, or less mobile or w.e, but because with a lack of landmarks, it can be hard to tell which direction you will teleport in in some cases.

----

The pirate buffalo, I think, seems to be considered a combat vessel for autodeploy.
Quite a few ships with different ship systems have charges and a cooldown, which happens to be longer than it takes to recharge one charge..... Can't point any examples from here atm tho, can't access game at this time.


Ha! I empathize more than you know on this. The number of times I've jumped the wrong way and left my engines directly exposed to hammers is frankly just silly  :P

On pirate buffalo: It is. "Everyone fights" in pirate fleets.  ;) (Its so the AI will deploy it in the campaign)

Thanks for the info on the systems. Corrected (or at least another pass at them) for this next update.



Speaking of which! The Core Worlds are seeded and everything seems stable in the dev-build so release may even happen tonight if I get time away from Java courses to actually write the ~12 or so descriptions for the custom strongholds. EZFaction or LazyLib utility mods are no longer required to run the mod. They will, however, still be compatible if you want to use them (Have to write your own EZFaction text files to do so). The only exceptions to this are the capitals for the Archean Order and Adamantine Consortium. Making new seeded systems for those, and I don't want to push my luck bug-testing that without a stable release as a control to test prior errors.

But, no more crashes on Show Info from what I can tell, improved performance and now my factions will also have food shortages, system bounties and that related stuff.

Today's update on all of your feedback:

- I've added ~7-8 small weapons in the "Strike" and "Fire Support" category spread across missile and ballistic weapon types. I'm hoping this will make frigates closer in "load-out variety" to the larger ships and increase the overall fun of personally piloting them. These weapons will surely test your flux management skills!

- Starting variants have been adjusted to account for the new weapons, and I've added new variants or modified existing ones across many factions (especially pirates) so you will have access to the new weapons pretty early on. This also ensures they are spread out among faction markets.

- On the Hound: I've decided to give this ship some love! I gave it another small weapon (composite!) to make it a more attractive ship to pilot (As it should be!) and customize n general with now having access to a whole new weapon type! Load-outs of all variants have been adjusted and this ship is a lot more dangerous and fun now.  ;) Increased deployment cost to 2 supplies (up from 1) to account for the increase in power. This has an intended side-effect of reducing the number of PD drone deployments in max fleets- to further help to continue to improve battle performance.

Thank you for everyone's patience! Just a little bit more polish and I'll have the download link updated!!
Title: Re: [0.8.1a] Total Conv: "Archean Order" - RP/Adventure/Combat (v1.0a) (Hotfix 1/2)
Post by: Ranakastrasz on January 09, 2018, 05:20:29 PM
Can't Wait :D

-----

About the pirate buffalos. Suggest adding that to the tooltip for pirate modded ships, that they autodeploy. Optionally, make it a result of a custom hullmod that the player can remove or something.
Title: Re: [0.8.1a] Total Conv: "Archean Order" - RP/Adventure/Combat (v1.0a) (Hotfix 1/2)
Post by: Morrokain on January 10, 2018, 03:05:50 AM
Can't Wait :D

-----

About the pirate buffalos. Suggest adding that to the tooltip for pirate modded ships, that they autodeploy. Optionally, make it a result of a custom hullmod that the player can remove or something.


Oh ok that's a good idea I'll look into it.  :)


Update is live!!  ;D  It will most certainly break saves, however! I put in the mercenary start to give a few good ships and a new start location to relieve that pain a bit.  ;)

Current Patch Changes: Update v1.1 1/10/2018
Spoiler

Content Additions
  • Faction colonies are now seeded directly into the Core Worlds.
  • Faction colonies now have unique descriptions describing their place in the sector and their respective owners' goals and culture.
  • Added ~7-8 small weapons in the "Strike" and "Fire Support" category spread across missile and ballistic weapon types.
  • Starting variants have been adjusted to account for the new weapons.
  • Added new variants or modified existing ones across many factions (especially pirates).

Bug Fixes and Design Improvements
  • Fixed crash on clicking "Show Info" on planets while in the Intel tab.
  • All new factions now generate system bounties, food shortages, survey missions, etc.
  • Added a small composite weapon slot to the Hound All variants have been adjusted to reflect this - deployment cost increased to 2 supplies.
  • Captain personality will now properly reduce or improve the amount of credits requisitioned or demanded from fleets as intended.
  • "Safety Overrides" description will now properly display what it does.
  • Fixed more scenarios where bribery failed to get the enemy to disengage.
  • Updated Bribe description to include information previously obscured to the player when bribing a fleet captain.
  • Changed "Max and Min Battle Slider" settings to more accurately reflect standard Performance Requirements. (100 - 300 with default at 150)
  • Slightly increased Capital Ship deployment costs.
  • Balance pass through ship systems - generally increasing time to regenerate charges substantially.
  • Flares have been reworked to regenerate.
  • Fixed several description typos and outdated references.

Performance Improvements and Misc
  • Improved performance of starting a new game and loading the mod by ~33%.
  • EZFaction and LazyLib utility tools are no longer required to play the mod.
[close]
Title: Re: [0.8.1a] Total Conv: "Archean Order" - RP/Adventure/Combat (v1.1) (Update 1/10)
Post by: Morrokain on January 10, 2018, 10:51:54 AM
Whoops corrected the download link to not include the "out" directory and take you to a main folder as opposed to all the data.

Sorry about that! 
Title: Re: [0.8.1a] Total Conv: "Archean Order" - RP/Adventure/Combat (v1.1) (Update 1/10)
Post by: Ranakastrasz on January 10, 2018, 12:09:16 PM
Nice update.

I think those new weapons have too high a rarity, balistic-wise anyhow. I haven't actually run into them, even if the codex makes them look reasonable enough.
Admittedly, It took me a while to find my first energy Strike weapon (Gatling Laser) but I can still find them. Haven't seen any of the new Balistics yet in a shop.

Actually, I think they are hidden behind commissions to a large extent. There needs to be a lower quality example without that trait I think.

-----

Had my first near-disaster with bombers. Caught me with my shield facing the wrong direction in a mule (pirate) Engines exploded, took nearly 60% hull damage. Nasty.

Bad start overall, need to restart the game again. Was trying to figure out how to finish a black-market quest. After a few attempts, A hegenomy fleet decided it wanted to kill me without hating me first, and kept chasing me and disrupting my CR.
----
The medium balistic "Artillery Cannon" has far too low accuracy for it's range. It needs either more accurate shots, or else be stated to be specifically intended to be able to hit capitals or cruisers (with a bit of luck)

The spread on it is kinda excessive for the range, so it is far shorter range than stated.

-----

The Guardian PD system tooltip still doesn't say anything about missiles vs Fighters
Burst PD laser doesn't work vs Fighters either.

I really don't agree with this change. I really, really think PD should always work vs Fighters.


Also, when I say tooltip, I mean the in-game, Refit screen text, not the codex text.
----
The Atrepos Single Torpedo does not regenerate.
----
I love the Locust SRM. Tears fighters apart pretty well.Extra racks are great on it. Best Anti-fighter weapon I've found.
A couple of them can takes down an entire wing almost instantly.
Heavy, shielded, or gunships get pounded to scrap taking a whole volly or a volly and a half with them, but they die anyway, and dodging only delays the inevitible. The missiles have massive effective range if manually fired (~2-3x their stated range) if you don't need the manuvering as much, so you can prempt bombers if you are paying attention. They also move fast enough that they only rarely get shot down.


----

Anyhow, having fun still.
Title: Re: [0.8.1a] Total Conv: "Archean Order" - RP/Adventure/Combat (v1.1) (Update 1/10)
Post by: Morrokain on January 10, 2018, 09:47:40 PM
Spoiler
Nice update.

I think those new weapons have too high a rarity, balistic-wise anyhow. I haven't actually run into them, even if the codex makes them look reasonable enough.
Admittedly, It took me a while to find my first energy Strike weapon (Gatling Laser) but I can still find them. Haven't seen any of the new Balistics yet in a shop.

Actually, I think they are hidden behind commissions to a large extent. There needs to be a lower quality example without that trait I think.

-----

Had my first near-disaster with bombers. Caught me with my shield facing the wrong direction in a mule (pirate) Engines exploded, took nearly 60% hull damage. Nasty.

Bad start overall, need to restart the game again. Was trying to figure out how to finish a black-market quest. After a few attempts, A hegenomy fleet decided it wanted to kill me without hating me first, and kept chasing me and disrupting my CR.
----
The medium balistic "Artillery Cannon" has far too low accuracy for it's range. It needs either more accurate shots, or else be stated to be specifically intended to be able to hit capitals or cruisers (with a bit of luck)

The spread on it is kinda excessive for the range, so it is far shorter range than stated.

-----

The Guardian PD system tooltip still doesn't say anything about missiles vs Fighters
Burst PD laser doesn't work vs Fighters either.

I really don't agree with this change. I really, really think PD should always work vs Fighters.


Also, when I say tooltip, I mean the in-game, Refit screen text, not the codex text.
----
The Atrepos Single Torpedo does not regenerate.
----
I love the Locust SRM. Tears fighters apart pretty well.Extra racks are great on it. Best Anti-fighter weapon I've found.
A couple of them can takes down an entire wing almost instantly.
Heavy, shielded, or gunships get pounded to scrap taking a whole volly or a volly and a half with them, but they die anyway, and dodging only delays the inevitible. The missiles have massive effective range if manually fired (~2-3x their stated range) if you don't need the manuvering as much, so you can prempt bombers if you are paying attention. They also move fast enough that they only rarely get shot down.


----

Anyhow, having fun still.
[close]
I'll try to touch on everything:

- Yeah I noticed the new strike weapons are still fairly rare (no rarity limits in the weapons file at least :(  )- in early markets. I may add the low-tech ones to markets manually and add maybe one or two more tier 0 small ballistic strike/support weapons to give better odds of finding one in the next patch.

- Definitely adding at least one tier 0 energy strike weapons that will be widely available instead of locked behind salvage and commissions, maybe more- have to make them interesting and not just copy-pastes.

- Played around with the Artillery Cannon and reduced the spread by about 20%- it's still pretty inaccurate, but I can use forward firing ones to fairly consistently hit an enforcer while flying another enforcer.

- I'm still testing, but considering changing the PD Burst Laser, Heavy PD Burst Laser and Guardian PD Laser to attack fighters and ships. A trip to the 'balance lab' indicates that the PD_ONLY flag was set back when fighters used supplies to respawn and so is no longer as necessary. Still, the thing with beams is that if you make them too good, fighters and missiles become irrelevant. They don't ever miss- whereas everything else hits at best like 1/3 of the time. It ends up being a huge difference.

- That being said- the only caveat will be a slight reduction in charge regeneration for the small PD Burst Laser as well as the addition of charges (8 to be exact) with regen for the Guardian. All 3 still do not cost flux, however.

- The Atropos (single) originally had regen, but that makes the Dagger never go back to the carrier and re-arm. Still, pretty much all the other fighters have built-in versions separating their strike weapons from the equippable ones, so I don't see why I can't add that back in and solve both problems. Done, updated for next release.

- There is a new small missile, the Hornet, rather similar to the Locust. The stinger is the less effective version, as well, but both are kind of rare in markets. Working on that.  :)

Glad this update helped things, though!
Title: Re: [0.8.1a] Total Conv: "Archean Order" - RP/Adventure/Combat (v1.1) (Update 1/10)
Post by: AxleMC131 on January 10, 2018, 11:07:05 PM
...
- There is a new small missile, the Hornet, rather similar to the Locust. The stinger is the less effective version, as well, but both are kind of rare in markets. Working on that.  :)
...

I know this is a Total Conversion and therefore mutually exclusive from other mainstream mods, but you're aware the Ship&Weapons Pack also has a Hornet missile?
Title: Re: [0.8.1a] Total Conv: "Archean Order" - RP/Adventure/Combat (v1.1) (Update 1/10)
Post by: Morrokain on January 10, 2018, 11:18:43 PM
I know this is a Total Conversion and therefore mutually exclusive from other mainstream mods, but you're aware the Ship&Weapons Pack also has a Hornet missile?

Shoot, I did not!  :( I'll try and think of something else. It gets a little rough with so many names already taken (honestly wouldn't be surprised if that was the only one). I will do the best that I can in that regard, though.
Title: Re: [0.8.1a] Total Conv: "Archean Order" - RP/Adventure/Combat (v1.1) (Update 1/10)
Post by: AxleMC131 on January 11, 2018, 12:16:13 AM
You may want to take notes from this then:

http://fractalsoftworks.com/forum/index.php?topic=9550.0

https://docs.google.com/spreadsheets/d/1TezjLhhemFYX6Dzn6HAQay2CzBCQ-0Rqo7AyxDjpvyg/edit#gid=1857351268

 8)
Title: Re: [0.8.1a] Total Conv: "Archean Order" - RP/Adventure/Combat (v1.1) (Update 1/10)
Post by: Morrokain on January 11, 2018, 12:41:53 AM
You may want to take notes from this then:

http://fractalsoftworks.com/forum/index.php?topic=9550.0

https://docs.google.com/spreadsheets/d/1TezjLhhemFYX6Dzn6HAQay2CzBCQ-0Rqo7AyxDjpvyg/edit#gid=1857351268

 8)

Thank you! Will cross-reference!
Title: Re: [0.8.1a] Total Conv: "Archean Order" - RP/Adventure/Combat (v1.1) (Update 1/10)
Post by: Ranakastrasz on January 11, 2018, 08:28:02 AM

I'll try to touch on everything:

- Yeah I noticed the new strike weapons are still fairly rare (no rarity limits in the weapons file at least :(  )- in early markets. I may add the low-tech ones to markets manually and add maybe one or two more tier 0 small ballistic strike/support weapons to give better odds of finding one in the next patch.
Not really sure if correct. The idea of the strike weapons was to have them be alongside the assault weapons, costing flux to make them more powerful. That said, given they ARE more powerful, I suppose they ought to be a little bit rare-er
Quote
- Definitely adding at least one tier 0 energy strike weapons that will be widely available instead of locked behind salvage and commissions, maybe more- have to make them interesting and not just copy-pastes.
Good to know. Same for Ballistics as well (unless thats the tiny morter, in which case, uhm, I think thats more support than strike)
Quote
- Played around with the Artillery Cannon and reduced the spread by about 20%- it's still pretty inaccurate, but I can use forward firing ones to fairly consistently hit an enforcer while flying another enforcer.
Awesome. That was what I was hoping for. At least a bit of accuracy. Seriously, the spread was enough to reliably miss a Destroyer. I dropped it and replaced it since I hadn't started fighting cruisers yet.
That said, Given it's power and range, I could see 3-4 destroyers bombarding a Cruiser with it without taking any serious return fire (Excluding, naturally, the BEES). With accuracy to somewhat better match it's range, I am pretty happy.
Quote
- I'm still testing, but considering changing the PD Burst Laser, Heavy PD Burst Laser and Guardian PD Laser to attack fighters and ships. A trip to the 'balance lab' indicates that the PD_ONLY flag was set back when fighters used supplies to respawn and so is no longer as necessary. Still, the thing with beams is that if you make them too good, fighters and missiles become irrelevant. They don't ever miss- whereas everything else hits at best like 1/3 of the time. It ends up being a huge difference.
What? Do you mean older versions of this mod before you published it? its not like that in vanilla.

Yea, Beam weapons trade, generally damage or flux stats, for perfect or near perfect accuracy.
In vanilla, Vulcan cannon vs PD Laser damage is insane. Its Still quite a bit higher if you factor out the frag damage.
Quote
- That being said- the only caveat will be a slight reduction in charge regeneration for the small PD Burst Laser as well as the addition of charges (8 to be exact) with regen for the Guardian. All 3 still do not cost flux, however.
That is fine by me. The whole point of putting powerful PD lasers on your ship is to keep those darn fighters off of you. More-so now than in vanilla, where it was also largely for missiles.
If you are spending a Large energy slot for PD, I would hope the damage is similar.

Adding charge limits is a reasonable tradeoff. Maybe make it frag damage as well, despite being a beam. That way, its still stronger vs Missiles than fighters, and doesn't need to have the raww power to overwelm shields, tear through armor, and vaporize hull.
I don't mind it having less damage, I just want it to shoot at fighters because PD system.
Quote
- The Atropos (single) originally had regen, but that makes the Dagger never go back to the carrier and re-arm. Still, pretty much all the other fighters have built-in versions separating their strike weapons from the equippable ones, so I don't see why I can't add that back in and solve both problems. Done, updated for next release.
If that Fighter hullmod disables Missile Regen (Is that even possible? Is ammo regen mutable?) Do fighters stick around or go back to reload?
Quote
- There is a new small missile, the Hornet, rather similar to the Locust. The stinger is the less effective version, as well, but both are kind of rare in markets. Working on that.  :)
Hornet is already taken by another mod. Kinda a sidewinder missile (which is probably the wrong word) that moves in a sinusoidal pattern to throw off non-laser PD. I think you got 8 missiles instead of 3 as well, but less damage.
Glad to have more anti-fighter missiles. Locust is still my Favorite Missile thus far.
Quote
Glad this update helped things, though!
Indeed.

------
I think the Fighter Tooltips need a bit more information.
Before the Fighters became weapons instead of ships, they had various stats visible. While you can read the tooltips and get a general idea, A few things might be nice.
Make them in different colors if it supports some form of markup, or at the top at least.
-Shielded/Bubble Shield/Armored/Unarmored
-Fast/Slow
-Short/Medium/Long intercept Range
-PD/Intercepter/Bomber/Special

Just for a quick summery of functionality, Given there are like 5x as many fighter types and I don't know even most of them yet.
Generally I try for shielded ones because they tend to last a lot longer, but that requires me to skim the tooltips and its somewhat irritating. /#FirstWorldProblems

-----
Stabilized shield is GREAT. I almost always go for it over flux dissipation, because 10 flux vs 180 flux for 3 OP is kinda a large difference, and being able to hold your shield up is quite nice. Its almost like allowing a small amount of hard flux disspation (but not really)
The Frontal/Omni conversion changes are also pretty nifty, although I can't recall the exact effects at the moment.
Makes them both more tempting to use at least. (I generally used frontal to get bubble shields in vanilla. Here, sometimes no need to bother)
-----
It took me a while to figure out why my shields deactivated when I used accelerated Ammo feed. Not sure if vanilla or not, but yea....
Don't suppose that can also make Ballistic weapons charge faster? I suppose its feeding into the weapon instead of into the clips, but still.
-----
Went through many of the "Missions". Fighters are BRUTAL.
I really, really wish Guardian PD worked. XD
-----
I still love Tachyon lances. The changes make them very support weapons.
Tachyon lances tend to get stuck instantly vaporizing fighters and then stretching back out.
Managed to sweep one through a few wings when they got in my way. Kinda amusing, if infficient.
The long cooldown, high flux impulse, and massive damage is awesome. Reminds me of Energy Projectors from Halo (at least the books)
And, naturally, strains, tears through shields, breaks armor, EMPS everything, and causes it's target to explode in general.
the increased cooldown and Alpha power (I think) makes it more useful to tearing apart supporting vessels while actively ignoring heavier targets.

I tear apart Carriers first, because fighters. Then Frigates with a single beam (minus wolfs because teleport, they disjunction half the time) to keep them off of the rest of the fleet/myself. (Paragon)
(Always alternating because long recharge time) After that, I work my way up, and leave capitals for last. Because they have shields and generally I need all 4 beams to break the shield. Killing it's support leaves it surrounded, lets allies drain the shield, and once the shield is overworked, THEN I hit it with the horrible death beams of EMP and death.

Heh. I wonder if putting one on the Venture would work. I am pretty sure it has a Large energy slot. Not sure about flux stats, but wow.... (Maybe I should take a commision with TriTachyon?)
------
The mining Laser and Mining blaster tooltips, given how powerful they are now, Might need an update.

Mining Laser: Something about how it's massive power consumption requires a dedicated power feed, and while not optimized for combat, carving up armor and carving up asteroids have a lot in common.
Blast is similar, except its more blasting things apart.

Both are way more powerful than vanilla. To the point that I used mining lasers in med energy slots over other medium energy because sustained high damage.
Tooltips don't really communicate their surprising power. They used to be like third-rate weapons. Here, no so much...
-----

Some of your default layouts seem to violate weapon rules. I've seen energy in ballistic only slots, and so on.
(Might be campaign specific though)
-----

Saddens me that the hound lacks a medium slot. And for that matter many ships that used to have medium slots. I understand why to an extent, but still....
Trying to find Frigates and destroyers with medium slots is somewhat difficult.
Less a problem now that, hopefully, more small-Strike/Support weapons exist.

Also Love the significantly increased usage of hybrid slots.
haven't seen any omni-slots yet, but I'm sure i will.
-----
Blah, Blah, Card games Blah.
-----
Dedicated point defence is already nasty enough vs missiles WITHOUT guardian PD lasers. I've sent massive vollies before, and saw them all get torn apart by flak or fighter screens. Not sure that Guardian really needs to be THAT powerful to work vs missiles AND fighters.
Title: Re: [0.8.1a] Total Conv: "Archean Order" - RP/Adventure/Combat (v1.1) (Update 1/10)
Post by: Death_Silence_66 on January 11, 2018, 11:30:19 AM
The reserve deployment on the Conquest is kinda useless considering how much flux it generates and that it only has 2 bays.
Title: Re: [0.8.1a] Total Conv: "Archean Order" - RP/Adventure/Combat (v1.1) (Update 1/10)
Post by: Ranakastrasz on January 11, 2018, 01:17:32 PM
The reserve deployment on the Conquest is kinda useless considering how much flux it generates and that it only has 2 bays.

I agree. Only notable thing is that it respawns the fighters instantly, but its not really optimized as a carrier, so the system seems weird.
Title: Re: [0.8.1a] Total Conv: "Archean Order" - RP/Adventure/Combat (v1.1) (Update 1/10)
Post by: Morrokain on January 11, 2018, 01:19:17 PM
You may want to take notes from this then:

http://fractalsoftworks.com/forum/index.php?topic=9550.0

https://docs.google.com/spreadsheets/d/1TezjLhhemFYX6Dzn6HAQay2CzBCQ-0Rqo7AyxDjpvyg/edit#gid=1857351268

 8)

Thank you! Will cross-reference!

I have a meeting soon, so I cannot comment on everyone's feedback quite yet, but I will do so tonight! Thank you for your continued commitment to helping make this mod better for everyone!

I did however specifically want to comment on this, since I took the time to go through the list (well at least about 33% of it, there are at least 3000 entries in this thing  :o ).



Annnd that brings me to something I want to only touch on very, very delicately, if I can. 

So, I completely get the reasoning behind doing this. It is a good thing- both from the perspective of modders keeping a sense of identity for their individual mods- and for those of us who love playing with multiple mods at once and don't want to see the same name repeated 4 times across 3 ships, one weapon and two factions.   :)

It just makes sense when looking at it that way.

So while I would love to keep this trend going, looking through it, pretty much every name in the mod conflicts with something. Like I said, 3000 entries. It is not like the naming pool for sci-fi combat vessels is infinite, and I can't even begin to imagine how long it would take me to put stuff in my mod if every new name has to be cross-referenced with every mod, new and listed here. As an example, even Gila-Monster is taken. Gila-Monster. So things like "Retribution" are a non-starter, and I thought "Revenant", "Vanguard" and "Acolyte" would also be a fairly safe bet when designing the mod. Nope.

That's not even considering the effort it would take to rename (and think of not-currently-taken new names) for every existing conflict. I actually did go through the most active mods several times (over the course of development) and look for name conflicts, so even doing that I apparently missed things.

Now, I know not all of these mods are active, and some names are spread across weapons and such instead of ships, but the sheer logistical complications and time commitment to do this are a little beyond the scope of what I can realistically support. I am truly sorry if this may disappoint some people, and if for whatever reason you are modder who really, really wants to keep a unique name where a duplicate exists here, let me know and I'll see what I can do.  :)

Short answer:
Due to the nature of this being a Total Conversion, and therefore necessarily separate from the rest of the general mod base, and do to the considerable work it would require and delays to future support of the mod it would cause in order to maintain an active upkeep of this standard, I am choosing to forgo this- at least when it comes to what currently exists in the mod. I'm not saying I am making 0 effort in this department, merely giving everyone my "Mea Culpa" as to why conflicts probably will exist.


I will still change the Hornet, though. I said I would, and I honestly wasn't quite sold on that being the name for the weapon anyway. I was trying to make 8 weapons from scratch in a day, and it probably came to mind quickly due to having seen it in that mod once upon a time. (Haven't played any mods since .65, been quite busy and any free time has been devoted to X-Com 2 or working on this)
Title: Re: [0.8.1a] Total Conv: "Archean Order" - RP/Adventure/Combat (v1.1) (Update 1/10)
Post by: A Random Jolteon on January 11, 2018, 08:53:16 PM
I know this is a Total Conversion and therefore mutually exclusive from other mainstream mods, but you're aware the Ship&Weapons Pack also has a Hornet missile?

Shoot, I did not!  :( I'll try and think of something else. It gets a little rough with so many names already taken (honestly wouldn't be surprised if that was the only one). I will do the best that I can in that regard, though.
THAT WAS THE MISSILE I WAS THINKING OF IN A PAST POST!!!

Anyway, if you decide to keep the bee related theme, why not "Vespid"? It's a type of Wasp...I was going to say "Wasp", but there is already a drone called that.  Darn you for taking the perfect name Axle!
Title: Re: [0.8.1a] Total Conv: "Archean Order" - RP/Adventure/Combat (v1.1) (Update 1/10)
Post by: AxleMC131 on January 11, 2018, 09:15:33 PM
If it helps, Meso reminded me that since this is a Total Conversion it isn't strictly as necessary to worry about name clashes. So @Morrokain I apologize for bringing that up without proper explanation there, and in all honesty it's fully up to you what you name things here.

The important bit in this case therefore is whether the name clashes bother you, not anyone else. If it does (or you work on another non-TC mod in future), then that thread and Google doc exist, and if it doesn't then no sweat.  ;)
Title: Re: [0.8.1a] Total Conv: "Archean Order" - RP/Adventure/Combat (v1.1) (Update 1/10)
Post by: Morrokain on January 12, 2018, 01:30:27 PM
A little later than advertised. Apologies!

Ranakastrasz
Spoiler
- I'm still testing, but considering changing the PD Burst Laser, Heavy PD Burst Laser and Guardian PD Laser to attack fighters and ships. A trip to the 'balance lab' indicates that the PD_ONLY flag was set back when fighters used supplies to respawn and so is no longer as necessary. Still, the thing with beams is that if you make them too good, fighters and missiles become irrelevant. They don't ever miss- whereas everything else hits at best like 1/3 of the time. It ends up being a huge difference.
What? Do you mean older versions of this mod before you published it? its not like that in vanilla.

Yea, Beam weapons trade, generally damage or flux stats, for perfect or near perfect accuracy.
In vanilla, Vulcan cannon vs PD Laser damage is insane. Its Still quite a bit higher if you factor out the frag damage.

If you're asking what I think you are, and you mean when did fighters cost supplies to re-launch, that was a couple versions of Vanilla ago, when the PD burst lasers were originally designed (not balanced, that came much later) That was what I meant.

Yes, Vulcan damage is powerful, even more so than I remember! I will also say that PD in Vanilla is a bit too powerful, imo, (again, mostly from a .7ish? perspective) from back when missile spam was an issue. Ugh, I really need to update my frame of reference for the wonderful post .8 changes, but.. time.  ::)

Regardless, this mod runs on a separate balance at this point. But I may have a teeny tiny bias towards keeping fighters in the fight for prolonged periods of time because I find their combat to be very fun and flashy! PD weapons were tuned more for missile defense than fighter defense, because main guns, though far, far less accurate against fighters, do still hit on occasion- for devastating damage. Star Destroyer heavy turbolasers still got an X Wing Fighter every once in a while, after all.

Beams just wipe fighters from the battle. Even more so than the locust, though if you are equipping more than one with extended missile racks then... yeah doubt much gets through your shields anyway lol.

The other reasoning was that for me, personally, knowing the power of the Atropos and Reaper combined with a very nasty and devious AI that will wait for reinforcements- then swarm and mass-fire those guided torps with a Full Assault + Eliminate command, I wanted one weapon I knew would be more of a guarantee against that type of heavy strike weapon. Flak was not as good at this itself because its aoe component requires it to fire very slowly (~1/3 the firing speed of vanilla), or again fighters and missiles are irrelevant. The Dual Flak Cannon is somewhat of an exception, maybe.

So, I'm curious. Before this change goes live, I don't know if you've fought the Persean League yet, but if you feel up for it they tend to favor the Atropos and will show you what I mean.  ;) Would you really feel safer fighting those kinds of strike ships knowing your really powerful single target PD is wasting its precious charges on passing Talons or PD Light Drones?

- That being said- the only caveat will be a slight reduction in charge regeneration for the small PD Burst Laser as well as the addition of charges (8 to be exact) with regen for the Guardian. All 3 still do not cost flux, however.
That is fine by me. The whole point of putting powerful PD lasers on your ship is to keep those darn fighters off of you. More-so now than in vanilla, where it was also largely for missiles.
If you are spending a Large energy slot for PD, I would hope the damage is similar.

Adding charge limits is a reasonable tradeoff. Maybe make it frag damage as well, despite being a beam. That way, its still stronger vs Missiles than fighters, and doesn't need to have the raww power to overwelm shields, tear through armor, and vaporize hull.
I don't mind it having less damage, I just want it to shoot at fighters because PD system.

I don't think frag damage would be necessary here more than likely. I'm not worried about its effectiveness vs frigates considering its large mount requirement, OP cost and poor range. Adding charges to reduce total DPS to be lower than a standard assault energy weapon is probably enough.

- The Atropos (single) originally had regen, but that makes the Dagger never go back to the carrier and re-arm. Still, pretty much all the other fighters have built-in versions separating their strike weapons from the equippable ones, so I don't see why I can't add that back in and solve both problems. Done, updated for next release.
If that Fighter hullmod disables Missile Regen (Is that even possible? Is ammo regen mutable?) Do fighters stick around or go back to reload?

Actually, curiously, that is one of the only things not in the API. I have made suggestion in the relevant forum thread. This is an easy way around it though, so at this point I'm not sure it's even as necessary as I thought. (For me, at least)

I think the Fighter Tooltips need a bit more information.
Before the Fighters became weapons instead of ships, they had various stats visible. While you can read the tooltips and get a general idea, A few things might be nice.
Make them in different colors if it supports some form of markup, or at the top at least.
-Shielded/Bubble Shield/Armored/Unarmored
-Fast/Slow
-Short/Medium/Long intercept Range
-PD/Intercepter/Bomber/Special

Just for a quick summery of functionality, Given there are like 5x as many fighter types and I don't know even most of them yet.
Generally I try for shielded ones because they tend to last a lot longer, but that requires me to skim the tooltips and its somewhat irritating. /#FirstWorldProblems

Excellent suggestion! I really like this and will attempt to implement this in the next release. Also planning on adding a few new fighter wings.  :)


Stabilized shield is GREAT. I almost always go for it over flux dissipation, because 10 flux vs 180 flux for 3 OP is kinda a large difference, and being able to hold your shield up is quite nice. Its almost like allowing a small amount of hard flux disspation (but not really)
The Frontal/Omni conversion changes are also pretty nifty, although I can't recall the exact effects at the moment.
Makes them both more tempting to use at least. (I generally used frontal to get bubble shields in vanilla. Here, sometimes no need to bother)

Hey, good, glad someone noticed those changes! I am a little worried stabilized shields may be too "must have" at this point for its cost, however. Some adjustments may unfortunately be in order with that one.

It took me a while to figure out why my shields deactivated when I used accelerated Ammo feed. Not sure if vanilla or not, but yea....
Don't suppose that can also make Ballistic weapons charge faster? I suppose its feeding into the weapon instead of into the clips, but still.
Thanks for the tooltip feedback. Also, another good suggestion on making strike weapons better for ships with this. Made a note!

Went through many of the "Missions". Fighters are BRUTAL.
I really, really wish Guardian PD worked. XD

I think this one has the highest likelihood to also hit fighters out of the ones mentioned above. If a better torpedo defense is needed, either the two lower level beams will handle that niche (Tooltips will reflect this) or, if its possible and I have time, I'll make a new hullmod that changes the PD Beam AI to only hit missiles while this is equipped, similar to PD defense AI for small weapons.

I still love Tachyon lances. The changes make them very support weapons.
Tachyon lances tend to get stuck instantly vaporizing fighters and then stretching back out.
Managed to sweep one through a few wings when they got in my way. Kinda amusing, if infficient.
The long cooldown, high flux impulse, and massive damage is awesome. Reminds me of Energy Projectors from Halo (at least the books)
And, naturally, strains, tears through shields, breaks armor, EMPS everything, and causes it's target to explode in general.
the increased cooldown and Alpha power (I think) makes it more useful to tearing apart supporting vessels while actively ignoring heavier targets.

I tear apart Carriers first, because fighters. Then Frigates with a single beam (minus wolfs because teleport, they disjunction half the time) to keep them off of the rest of the fleet/myself. (Paragon)
(Always alternating because long recharge time) After that, I work my way up, and leave capitals for last. Because they have shields and generally I need all 4 beams to break the shield. Killing it's support leaves it surrounded, lets allies drain the shield, and once the shield is overworked, THEN I hit it with the horrible death beams of EMP and death.

Heh. I wonder if putting one on the Venture would work. I am pretty sure it has a Large energy slot. Not sure about flux stats, but wow.... (Maybe I should take a commision with TriTachyon?)

Haha I love this description and that is pretty much what I intended for the Death Star Tachyon Lance. Still working on that new sound effect to match it and maaaybe a tiny polish of its graphic, idk.

The mining Laser and Mining blaster tooltips, given how powerful they are now, Might need an update.

Mining Laser: Something about how it's massive power consumption requires a dedicated power feed, and while not optimized for combat, carving up armor and carving up asteroids have a lot in common.
Blast is similar, except its more blasting things apart.

Both are way more powerful than vanilla. To the point that I used mining lasers in med energy slots over other medium energy because sustained high damage.
Tooltips don't really communicate their surprising power. They used to be like third-rate weapons. Here, no so much...

Ah, good call. I did make them better because I wanted all weapons to feel useful on some ships/loadouts and the mining variants are actively used in Independent convoys and they need to at least hold their own against pirates, pathers, and early pirate players.  :)

Some of your default layouts seem to violate weapon rules. I've seen energy in ballistic only slots, and so on.
(Might be campaign specific though)

Hm, I'll do a quick sweep and see if I missed anything. It's more than possible since .8 broke the variant editor in dev mode for me. Ive been forced to rely on text editing to change/add variants with skins since the ship editor currently doesn't support them. (Last I checked anyway)

Saddens me that the hound lacks a medium slot. And for that matter many ships that used to have medium slots. I understand why to an extent, but still....
Trying to find Frigates and destroyers with medium slots is somewhat difficult.
Less a problem now that, hopefully, more small-Strike/Support weapons exist.

Also Love the significantly increased usage of hybrid slots.
haven't seen any omni-slots yet, but I'm sure i will.

 :( But... but... Brawler, Cerberus, Tempest, Monitor, Enforcer, Buffalo MkII, Hammerhead, Medusa? lol jk- Allllllriight I'll add a couple more frigates with medium mounts. Got some ideas there.  8)
[close]
Death_Silence_66
Spoiler
The reserve deployment on the Conquest is kinda useless considering how much flux it generates and that it only has 2 bays.
I agree. Only notable thing is that it respawns the fighters instantly, but its not really optimized as a carrier, so the system seems weird.
Yeah, you're right. This was a place holder. I need to think of a good midtech system to implement here. Thanks for the feedback! Any suggestions?
[close]
Title: Re: [0.8.1a] Total Conv: "Archean Order" - RP/Adventure/Combat (v1.1) (Update 1/10)
Post by: Death_Silence_66 on January 12, 2018, 01:36:57 PM
I think giving it maneuvering jets again would be fine.
Title: Re: [0.8.1a] Total Conv: "Archean Order" - RP/Adventure/Combat (v1.1) (Update 1/10)
Post by: Death_Silence_66 on January 12, 2018, 02:07:36 PM
Reserve deployment is wasted on a few other ships (Eagle, Falcon, and Medusa). When these ships spot the enemy they automatically activate it, building flux and slowing their advance. It seems to actually make them less combat effective. Additionally, AI captains are far too eager to use the engage order, meaning their 0-flux boost goes unused.

Also, the medusa seems to hang back and behave like a carrier rather than a destroyer.
Title: Re: [0.8.1a] Total Conv: "Archean Order" - RP/Adventure/Combat (v1.1) (Update 1/10)
Post by: Morrokain on January 12, 2018, 05:30:56 PM
If it helps, Meso reminded me that since this is a Total Conversion it isn't strictly as necessary to worry about name clashes. So @Morrokain I apologize for bringing that up without proper explanation there, and in all honesty it's fully up to you what you name things here.

The important bit in this case therefore is whether the name clashes bother you, not anyone else. If it does (or you work on another non-TC mod in future), then that thread and Google doc exist, and if it doesn't then no sweat.  ;)
I know this is a Total Conversion and therefore mutually exclusive from other mainstream mods, but you're aware the Ship&Weapons Pack also has a Hornet missile?

Shoot, I did not!  :( I'll try and think of something else. It gets a little rough with so many names already taken (honestly wouldn't be surprised if that was the only one). I will do the best that I can in that regard, though.
THAT WAS THE MISSILE I WAS THINKING OF IN A PAST POST!!!

Anyway, if you decide to keep the bee related theme, why not "Vespid"? It's a type of Wasp...I was going to say "Wasp", but there is already a drone called that.  Darn you for taking the perfect name Axle!

@AxleMC131: No apology necessary and I am still glad this was brought to my attention!  :)

@A Random Joltean: I think that has also been taken, not 100% sure, but it sounds familiar. It's a good name, though.



I think giving it maneuvering jets again would be fine.

Hm. That could work. I generally don't like that on capitals because it doesn't make them feel like caps, but I think that was when it gave a straight increase to max speed and caps were more maneuverable than they currently are. Actually made a change on that right before release. Now it just essentially allows you the 0-flux boost while you have flux (and increases maneuverability of course). The earlier version was too strong.

Reserve deployment is wasted on a few other ships (Eagle, Falcon, and Medusa). When these ships spot the enemy they automatically activate it, building flux and slowing their advance. It seems to actually make them less combat effective. Additionally, AI captains are far too eager to use the engage order, meaning their 0-flux boost goes unused.

Also, the medusa seems to hang back and behave like a carrier rather than a destroyer.

I'll agree for Eagle and Falcon, they are primarily combat vessels and those were placeholders for them as well, but... even then, I don't actually think extra fighters are ever a waste considering relative fighter strength in a battle, even one on one, means more missiles get through, less disabled weapons/engines in anything less than high tech vessels with shields raised. The problem with this is the flux slowing down the attack ship. I think fiddling around with the charges and regen of the system could allow it to not cost flux at all, therefore not slow these vessels down. Otherwise, Maneuvering Jets might be ok for them as well, but I would have to test out the feel and balance. It could break those ships in the opposite direction.

Medusa is the high tech Condor, so it is a carrier. One open bay, one built in set of very powerful Terminator Drones. Probably needs to be a battle carrier though since it can also equip a medium energy weapon.

Engage AI... I'm not sure I can do anything about that, to be honest. Maybe. I'm not sure how easy it is to get into and change that code, or even where it would be. A possible solution to this problem could be a built in hullmod that does something similar to the player skill that allows flux boosting at 1% flux (so allows engage and boosting simultaneously- I'd imagine.) I could put that on cruisers that are not dedicated carriers. Idk that might be tricky to balance as well, however.
Title: Re: [0.8.1a] Total Conv: "Archean Order" - RP/Adventure/Combat (v1.1) (Update 1/10)
Post by: Ranakastrasz on January 13, 2018, 07:49:37 AM
@Medium Weapons
Its more that I keep expecting to find medium weapon slots on ships that have them in vanilla and they don't, than it is hard to find them.
More because I couldn't find support/strike weapons for the no-shield, small slot only ships, and hence flux did nothing.

-----
Unfortunately, I am currently busy playing Warframe, so I have been entirely sidetracked. Stupid addicting video games.
-----

Hmm. Does the normal PD AI hull mod actually do anything useful here? I've never found it useful. Does this mod make it effective in more cases?
Might actually make it into a mod that goes, "Laser PD will also attack fighters, -50% damage" or something.

Not really sure though. I just seriously have trouble with High-grade PD not PD-ing. XD.
And I have said that many times.
-----

Anyhow, will probably get back to playtesting/playing eventually.
Title: Re: [0.8.1a] Total Conv: "Archean Order" - RP/Adventure/Combat (v1.1) (Update 1/10)
Post by: A Random Jolteon on January 13, 2018, 07:51:10 AM
Haven't been playing Starsector for the past few days, but I have been randomly coming back here. I suggest a hullmod that makes using the engage order for fighters generates no flux, but bringing up shields generates flux like normal...normal for this mod anyway.

Also, a comment about the Wolf: I do remember what hullmods I had and what weapons I had, but putting 3 vents (I think) ended up with me not losing or gaining flux. Not sure if this was intended or not, but I can see it becoming annoying as you won't be able to fire weapons, take any amount of fire, and keep shields up for long. I'd prefer to have a little soft flux dissipation when I am not firing my weapons. :/
Title: Re: [0.8.1a] Total Conv: "Archean Order" - RP/Adventure/Combat (v1.1) (Update 1/10)
Post by: Morrokain on January 13, 2018, 08:22:25 AM
@Medium Weapons
Its more that I keep expecting to find medium weapon slots on ships that have them in vanilla and they don't, than it is hard to find them.
More because I couldn't find support/strike weapons for the no-shield, small slot only ships, and hence flux did nothing.

Hmm. Does the normal PD AI hull mod actually do anything useful here? I've never found it useful. Does this mod make it effective in more cases?
Might actually make it into a mod that goes, "Laser PD will also attack fighters, -50% damage" or something.

Not really sure though. I just seriously have trouble with High-grade PD not PD-ing. XD.
And I have said that many times.

I see what you mean. Hopefully solving the second problem will noticably soften the effects of the first.

PD AI hullmod is pretty decent when combined with weapons like Mass Drivers or Pulse Cannons. These weapons have longer range than most PD weapons, but are still pretty accurate. They offer a "first screen of defense" to take out leading missiles in larger clusters or do a bit of upfront damage to tougher things like torpedoes. PD then mops anything that gets through the first screen. The trade-off, besides the OP cost, is a slight reduction to Ship - to - Ship combat capabilities.

No worries on the high tier PD, it will operate better soon!  :)

Haven't been playing Starsector for the past few days, but I have been randomly coming back here. I suggest a hullmod that makes using the engage order for fighters generates no flux, but bringing up shields generates flux like normal...normal for this mod anyway.

Also, a comment about the Wolf: I do remember what hullmods I had and what weapons I had, but putting 3 vents (I think) ended up with me not losing or gaining flux. Not sure if this was intended or not, but I can see it becoming annoying as you won't be able to fire weapons, take any amount of fire, and keep shields up for long. I'd prefer to have a little soft flux dissipation when I am not firing my weapons. :/

No worries on not getting a chance to play, just let it come natural if it sounds fun.  :)

On Wolf, if you get a moment, can you describe the situation you were in that frustrated you a little more? Do you mean you had a specific custom build that didn't have soft flux at all, and wish it did? Or just think soft flux is too absent as a whole?

This could play into the issue with Stabilized Shields a bit. Ships with it are just so much better at using Strike/Support weapons, and it is far more efficient in terms of OP than Vents. So maybe, to counterbalance a reduction in how much that hullmod reduces raised shield flux, most vessels can get ~10-15 base soft flux?



On Engage Fighters:

Working on a couple possible solutions to this. I'll give more info when I've narrowed down the one I'm going with.
Title: Re: [0.8.1a] Total Conv: "Archean Order" - RP/Adventure/Combat (v1.1) (Update 1/10)
Post by: Morrokain on January 13, 2018, 10:28:49 AM
How easy would it be to remove the flux generation of the "Engage Fighters" command?

Basically impossible, it's hardcoded.

Ah ok that's what I suspected. Thanks!  :)

Well, that's one solution out of the window. Now to see about a hullmod.


EDIT**

Also, forgot about this:

It took me a while to figure out why my shields deactivated when I used accelerated Ammo feed. Not sure if vanilla or not, but yea....
Don't suppose that can also make Ballistic weapons charge faster? I suppose its feeding into the weapon instead of into the clips, but still.

I originally wanted to make that system regen charges faster, but forgot that you can't. Regen for clips cannot currently be modified in the API. Its hard-coded after the weapons file entry. So that even means things like systems cannot touch that stat.

For that system dropping shields, that's it's trade-off (besides charges) since it doesn't generate flux and increases damage output significantly. It's also almost always on heavily armored vessels. As a side note, I also made it do this so the AI doesn't use it and waste the active timer shielding too early (therefore slowing down enough to not be able to close the distance in time to really get any extra damage in).
Title: Re: [0.8.1a] Total Conv: "Archean Order" - RP/Adventure/Combat (v1.1) (Update 1/10)
Post by: Morrokain on January 13, 2018, 12:21:51 PM
Ok, this is a list of currently changed or planned stuff for the next update. May add other things- depending.

Next Patch Changes: Very Rough ETA: 1/20 - 1/30

Content Additions

Balance Changes

Bug Fixes and Design Improvements


**EDIT**

Made the hullmod and early tests indicate it does solve the "Engage Fighters Problem." without sacrificing the combat mechanics too much. This also means raising shields no longer slows down a ship. They must take a few significant hits to be slowed - or use a strike/support weapon.

I'll see how this shakes up as I continue to test things, but I will say it is a lot more fun to be able to pick targets for my fighters without having to sacrifice my mobility. I think this will end up being a very good thing for the mod overall.
Title: Re: [0.8.1a] Total Conv: "Archean Order" - RP/Adventure/Combat (v1.1) (Update 1/10)
Post by: Death_Silence_66 on January 13, 2018, 04:14:02 PM
The various "Systems" hullmods for converted ships are a bit too strong. The "Simple Core Systems" hullmod on the hegemony wolf makes it shields far worse than any low tech clunker, which is a bit odd. Similarly, the "Updated Core Systems" hullmod gives ships shields better than any high tech ships.
Title: Re: [0.8.1a] Total Conv: "Archean Order" - RP/Adventure/Combat (v1.1) (Update 1/10)
Post by: Morrokain on January 13, 2018, 05:19:00 PM
The various "Systems" hullmods for converted ships are a bit too strong. The "Simple Core Systems" hullmod on the hegemony wolf makes it shields far worse than any low tech clunker, which is a bit odd. Similarly, the "Updated Core Systems" hullmod gives ships shields better than any high tech ships.


Thanks! I'll see about adjusting them.
Title: Re: [0.8.1a] Total Conv: "Archean Order" - RP/Adventure/Combat (v1.1) (Update 1/10)
Post by: Shimrodt on January 14, 2018, 02:53:50 AM
Hi there! first of all, i must say i love your mod very much, thank you for bringing us such a new (and wonderful!) take on starsector.

There are 2 things i have noted about the mod that i would like to know whether they are intentional or not (only 2 for now because i am still early in my campaign).

The first is the cargo capacity on the Hermes class shuttle is at 250, for only 1supply/month. Is it normal? This seems like an enormous upgrade in terms of cargo capacity compared to all other freighter available in early game (Hound/Cerberus/Wayfarer), as those are around 100-150 cargo for around 3supplies/month.

The second is the description for the D-mod Faulty Power Grid reads "flux capacity and flux dissipation rate reduced by ONE THIRD". Does this mean the rank 3 of safety procedures doesn't reduce by 50% the negative effects of that D-mod like the others? (from what i could see on some of my ships, it didn't, but i'd like to know whether it is working as intended or not).

Thank you for your time, and once again, thank you for a wonderful mod.

Title: Re: [0.8.1a] Total Conv: "Archean Order" - RP/Adventure/Combat (v1.1) (Update 1/10)
Post by: Morrokain on January 14, 2018, 03:19:35 PM
Hi there! first of all, i must say i love your mod very much, thank you for bringing us such a new (and wonderful!) take on starsector.

There are 2 things i have noted about the mod that i would like to know whether they are intentional or not (only 2 for now because i am still early in my campaign).

The first is the cargo capacity on the Hermes class shuttle is at 250, for only 1supply/month. Is it normal? This seems like an enormous upgrade in terms of cargo capacity compared to all other freighter available in early game (Hound/Cerberus/Wayfarer), as those are around 100-150 cargo for around 3supplies/month.

The second is the description for the D-mod Faulty Power Grid reads "flux capacity and flux dissipation rate reduced by ONE THIRD". Does this mean the rank 3 of safety procedures doesn't reduce by 50% the negative effects of that D-mod like the others? (from what i could see on some of my ships, it didn't, but i'd like to know whether it is working as intended or not).

Thank you for your time, and once again, thank you for a wonderful mod.

Firstly, thank you very much for the kind words and feedback and welcome to the forums!  :)

Your questions:

- On the Hermes, to be honest I wanted to give the player a reason to buy the ship. I might have tuned it a bit too high though. Re-evaluating.

My thought process: Since, as a high level trader you are concerned with cargo space over supplies per month, this freighter would probably not be ideal (considering the max ship cap) compared to the larger freighters like Tarsus and Buffalo. As a frigate wolfpack commander wanting to keep a fast, bounty hunting fleet, however, the burn speed is still nice for so little maintenance and decent cargo space to store loot compared to the faster Mercury. The Hound, Cerberus and Wayfarer, on the other hand, are combat freighters. They sacrifice much (but not all- if you look at dedicated combat vessels) of their utility to have combat capabilities closer to light frigates.

- I'm not sure on "safety procedures" rank 3. I'll check for this, thanks for bringing it to my attention.
Title: Re: [0.8.1a] Total Conv: "Archean Order" - RP/Adventure/Combat (v1.1) (Update 1/10)
Post by: AuzzieOprix on January 18, 2018, 07:03:51 AM
No matter what i do/Have done i can't seem to start a new game past the "Skip/Play tutorial" options as both are grey and cannot be selected :(
I've tried just the 3 base mods and other assortments but nothing helps.
Please assist ;-; :'( 
Title: Re: [0.8.1a] Total Conv: "Archean Order" - RP/Adventure/Combat (v1.1) (Update 1/10)
Post by: Morrokain on January 18, 2018, 04:40:55 PM
No matter what i do/Have done i can't seem to start a new game past the "Skip/Play tutorial" options as both are grey and cannot be selected :(
I've tried just the 3 base mods and other assortments but nothing helps.
Please assist ;-; :'(  
Ah, I think this is a bug! Very sorry!

Question: Have you played the base game's tutorial? If not, this is the most likely reason. If you un-select the mod and play the standard tutorial first, then re-activate the mod it should solve that issue.

Completely forgot to uncheck that in the Rules. I'll go ahead and release something tonight or tomorrow- ahead of schedule so no new ships or weapons, but it should solve that bug for new players and add a few quality of life improvements, bugfixes and added descriptions for the new faction's colonies.

**EDIT** Wait, 3 base mods? Are you using LazyLib and EZFaction? Those mods are no longer required to play the current version. Well, you can still use them, but you may get errors if any exist in those mods or if they for some reason clash with mine. They probably wouldn't, but I can't completely know for sure. Try just the Archean Order mod if the above advice does not work. Just corrected the error, if that's what it is, and will release a new version soon.
Title: Re: [0.8.1a] Total Conv: "Archean Order" - RP/Adventure/Combat (v1.1a) (Update 1/18)
Post by: Death_Silence_66 on January 18, 2018, 05:54:55 PM
I had the same issue. You just need to start one unmodded game to fix it.
Title: Re: [0.8.1a] Total Conv: "Archean Order" - RP/Adventure/Combat (v1.1a) (Update 1/18)
Post by: Morrokain on January 18, 2018, 06:05:14 PM
Current Patch Changes: Update v1.1a 1/18/2018
Spoiler
Content Additions
  • New hullmod - Priority Beam Defense AI - Makes all PD Burst Beams only target missiles.

Balance Changes
  • The Conquest and Falcon now have Maneuvering Jets as their ship system (was Deploy Reserve Fighters).
  • Deploy Reserve Fighters and Targeting Feed ship systems no longer generate flux on use. Instead, they start with 3 charges, gaining one charge greatly exceeds the system's cooldown.
  • Burst PD Laser and Heavy Burst PD Laser now auto-target fighters and ships as well as missiles. To balance this change, both weapons have had their charge regeneration reduced (burst damage is the same).
  • Guardian PD System now targets fighters and ships as well as missiles. To balance this change, the weapon has been converted to a charge-based weapon (with 8 charges) and reduced burst damage by 20 percent.
  • Increased the accuracy of the Artillery Cannon by ~20 percent.
  • Reduced effectiveness on Flux of built-in faction systems by ~33 percent.
  • Trebuchet LRM is now tier 0.
  • Rapier SRM is now tier 1. Rarity reduced.
  • Light Mortar Cannon is now tier 0.
  • Rarity of Maelstrom LRM reduced slightly.

Bug Fixes and Design Improvements
  • Fixed a few variants with errors.
  • Added a few variants with new weapons configurations and rebalanced previous ones using them to operate more effectively, where necessary.
  • Updated tooltips of several weapons (Ie. Mining Laser, Mining Blaster, Guardian PD System) to better describe their function and power.
  • Updated tooltips of fighters to better describe their roles and strengths at a glance.
  • Corrected a few more typos and awkward language in descriptions - mostly campaign related entities.
  • Added regen back in for the Atropos Torpedo(Single). Dagger Bomber now has a custom built-in version without regen.
  • All vessels now gain the "0-Flux Boost" until 5% flux. Changing Tier 3 Helmsmanship to allow up to 35% flux before boost cuts off.
  • Hermes cargo capacity reduced to be more in line with other freighters.
  • Hornet SRM is now renamed to Vespid SRM (id is same for modders).
  • Added new descriptions to some key faction colonies to better improve immersion.
  • Reduced the rarity of a couple flux- weapons.
[close]


Ok it's updating now. I'd give it ~ an hr or so before attempting a download.  ;)

EDIT - Forgot to add those things.

EDIT2 - Further forgotten changes.
Title: Re: [0.8.1a] Total Conv: "Archean Order" - RP/Adventure/Combat (v1.1a) (Update 1/18)
Post by: AuzzieOprix on January 18, 2018, 09:31:37 PM
I had the same issue. You just need to start one unmodded game to fix it.
Far out thank you :D
Title: Re: [0.8.1a] Total Conv: "Archean Order" - RP/Adventure/Combat (v1.1a) (Update 1/18)
Post by: Morrokain on January 18, 2018, 10:14:10 PM
Hotfix**

Quickly fixed a couple things after a bit of further testing.

 - Railguns (Light, Dual and Heavy) now generate a small amount of flux to compensate for their range with the new flux changes.

 - Fighters have description shortcuts as intended. (Wasn't showing up before)

Shouldn't break saves.
Title: Re: [0.8.1a] Total Conv: "Archean Order" - RP/Adventure/Combat (v1.1a) (Update 1/18)
Post by: Morrokain on February 02, 2018, 10:24:01 AM
Hey just wanted to quickly say sorry the update is going to be later than planned. Might be a few more days  ::) but a lot more weapons, a couple ships, some balance changes and weapon design improvements and new illustrations and faction colonies are on the horizon!

Going to update the notes under patch info.
Title: Re: [0.8.1a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.2) (Update 2/10)
Post by: Morrokain on February 10, 2018, 11:38:30 AM
Update is out!  ;D

Some considerable balance changes and a ton of new content. See the below list for details and some screens and gifs. Updated the main webpage with new content screens and gifs and improved the installation picture under Download Instructions to more accurately reflect that the player no longer needs utility mods.

Also a really super big thank you to Andreas Rocha for allowing me to use some of his artwork for illustrations! Seriously check out some of his stuff on the linked website under Credits and Thanks. I find his work to be really inspiring and the ones I've included really set the mood for the factions well, imo.  :)

http://www.andreasrocha.com/info.htm (http://www.andreasrocha.com/info.htm)

So, here are the notes:

Spoiler

Content Additions
  • Archean Order and Adamantine Consortium have new systems near the Core Worlds containing their respective capitals and main strongholds.
  • Many new faction colonies now have custom illustrations and all new colonies have custom descriptions.
  • New Independent and Sci-Corps colonies - Penelopes Star is now a part of the Core Worlds (this should make a couple early game bounties slightly less risky and weapons/ships from those factions more accessible).
  • Made the "Random Battle" Mission have a much wider selection of variants to randomly pull from. -a great way to test out max battles and get a feel of the new combat without investing too heavily into the campaign.
  • 5 New low tier energy strike/fire support weapons.
  • 3 New low tier ballistic strike/fire support weapons.
  • 1 New high tier missile strike weapon.
  • 2 New low tech frigates with medium energy mounts found easily early on.
  • 1 New mid tech destroyer with medium hybrid mounts in Lions Guard and Trader Guilds patrols/markets.
Balance Changes
  • Harpoon MRM and its large variant has more missiles per salvo, and higher regen. To balance this change they deal less damage per shot and have less armor penetration. This small rebalance makes them a lot more reliable to use, and the AI will use them more liberally as well. Two direct hits will still destroy most frigates- if caught unshielded.
  • The Graviton Beam and Graviton Lance are now proper assault weapons, as classified. They will also now autofire and target fighters if no other combat ships are in range. Reduced turn rate, beam speed, and burst mechanics for the weapon and buffed its damage. Persean League was suffering in most fights due to its lackluster performance. It penetrates armor slightly better, but is still poor at it overall.
  • Hegemony XIVth vessels now have an increased deployment cost in association with their armor and ordinance point buffs. This better balances these powerful vessels and slightly nerfs the overwhelming campaign power of the Hegemony (They could beat any faction (except maybe the highest tier ones) too easily in pitched battles before).
  • Adjusted most starting variants to support new weapons and spread them out over multiple factions. They should now be found in most early markets.
  • Added new variants and edited existing ones - the aim of this was to both reduce weapon redundancy and give a platform to acquire the new strike/fire support weapons more easily.
  • The Hound's composite hardpoint is now universal - allows the use of small, low tier energy strike weapons in pirate and independent fleet compositions.
  • The Eagle now has a few small hybrid turrets to better support its intended Jack-Of-All-Trades combat role. Variants adjusted accordingly.
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Showcase screens/gifs of the new features:

**Warning**These may contain light lore spoilers:

Gifs
Spoiler
(https://i.imgur.com/2q9UdAQ.gif)
(https://i.imgur.com/FCZUj3D.gif)
(https://i.imgur.com/jliDecM.gif)
(https://i.imgur.com/ORuoS3f.gif)
(https://i.imgur.com/51YHsNW.gif)
(https://i.imgur.com/rxxFAdZ.gif)
(https://i.imgur.com/jGkhAhv.gif)
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Screenshots
Spoiler
(https://i.imgur.com/mvx0AJe.png)
(https://i.imgur.com/Oy7ChhX.png)
(https://i.imgur.com/qFMQ5g3.png)
(https://i.imgur.com/r66ljgv.png)
(https://i.imgur.com/MqAXN0r.png)
(https://i.imgur.com/lKSiKMX.png)
(https://i.imgur.com/CYjUCPu.png)
(https://i.imgur.com/7vHlJ6J.png)
(https://i.imgur.com/BUK0wxt.png)
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Title: Re: [0.8.1a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.2) (Update 2/10)
Post by: Igncom1 on February 11, 2018, 12:04:58 PM
Seems pretty cool. Interesting to get my head around a new style of combat.

I've got a few low tech frigates and a mule freighter but I'm not too sure what to do against enemy fighter swarms. Any suggestions?

I've been finding it difficult to keep some of my frigates alive in the face of enemy cruisers/destroyers al though the same can be said of the vanilla game.

I find that my ships flux out in seconds which does make it challenging when facing enemies with medium sized weapons.

The lasher frigates seem kinda bad in my opinion, they get overloaded and caught almost instantly in battle but this might be due to them not being hegemonic auxiliary or 14th fleet ships. When compared to the wolf frigates/kites/rhinos that I have picked up they seem really lacking.

Looking forward to getting into the bigger battles with proper destroyers!
Title: Re: [0.8.1a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.2) (Update 2/10)
Post by: Ranakastrasz on February 11, 2018, 12:59:10 PM
Bring more pd and intercepters. Fighters are nasty. Ships that are mostly PD are actually useful.

Anti-fighter missiles are surprisingly effective. I try to get a medium missile slot asap purelyto fit a locust(I Think) because of how quickly it breaks fighters. Last game i has a ship with 3 of them and missile rack to deal with heavy gunships. Highly effective. And that work on normal ships too, if not as well.

Cant be sure exactly what you need witgout more data.


Flux is easier to deal with if you have enough vents. Or better yet stabalized shields. If you use non-assault weapons it spends your shields way more than vanilla.
Flux capaciters ARE worthwhile here far more than vanilla.

Flux works differently than vanilla. Shields prevent all dissipation not from vents.so add vents and stabelized shield to get combat dissipation. Capaciters help if you want to use flux hungry strike or support weapons.

Stabalized shields are almost manditory if you use shields and strike weapons at the same time.

Read the manual/guide on the op as well.
Title: Re: [0.8.1a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.2) (Update 2/10)
Post by: Ranakastrasz on February 11, 2018, 02:25:36 PM
Gah. Just ran into a mudskipper 2. Had reaper torpedos, which is normal. Dodged the first one. Second one took half my shield down (using a rhino class)
Next two managed to hit, tore my shield down, and took 90% of my hull.

After the shield went down, I was like, Oh crap. Then the next one came out, and I was like, OH S**T. Then, a fifth one came out, and killed me..... I did not see that coming. I thought it would be only 4 at best. Ouch.......

Fun times.
Title: Re: [0.8.1a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.2) (Update 2/10)
Post by: Igncom1 on February 11, 2018, 02:41:49 PM
I have a reaper on my mule. Easily the most powerful ship in my fleet so far.
Title: Re: [0.8.1a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.2) (Update 2/10)
Post by: Ranakastrasz on February 11, 2018, 03:02:21 PM
I have a reaper on my mule. Easily the most powerful ship in my fleet so far.
Indeed. Reapers always hurt. A lot. I just didn't expect 5 of them at once. I expected 2 of them.
Ouch.

I knew I could eat two reapers safely, even though I would overload. It was a mudskipper, and hence only a threat via it's missiles.
-----

Whats with the "Stabilized Drive Conduit" mod? What specifically makes a ship have that mod?
Title: Re: [0.8.1a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.2) (Update 2/10)
Post by: A Random Jolteon on February 11, 2018, 03:45:28 PM
Gah. Just ran into a mudskipper 2. Had reaper torpedos, which is normal. Dodged the first one. Second one took half my shield down (using a rhino class)
Next two managed to hit, tore my shield down, and took 90% of my hull.

After the shield went down, I was like, Oh crap. Then the next one came out, and I was like, OH S**T. Then, a fifth one came out, and killed me..... I did not see that coming. I thought it would be only 4 at best. Ouch.......

Fun times.
Mudskipper is no longer a meh ship.

Mudskipper is now a ship to fear.
Title: Re: [0.8.1a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.2) (Update 2/10)
Post by: Ranakastrasz on February 11, 2018, 04:19:57 PM
Gah. Just ran into a mudskipper 2. Had reaper torpedos, which is normal. Dodged the first one. Second one took half my shield down (using a rhino class)
Next two managed to hit, tore my shield down, and took 90% of my hull.

After the shield went down, I was like, Oh crap. Then the next one came out, and I was like, OH S**T. Then, a fifth one came out, and killed me..... I did not see that coming. I thought it would be only 4 at best. Ouch.......

Fun times.
Mudskipper is no longer a meh ship.

Mudskipper is now a ship to fear.
Indeed. Their ability to wield heavy-duty missiles, which now regenerate make them actually a sort-of sane ship design. Still fragile as h**l, but they now actually have enough firepower to make up for it.
Title: Re: [0.8.1a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.2) (Update 2/10)
Post by: A Random Jolteon on February 11, 2018, 04:23:38 PM
Gah. Just ran into a mudskipper 2. Had reaper torpedos, which is normal. Dodged the first one. Second one took half my shield down (using a rhino class)
Next two managed to hit, tore my shield down, and took 90% of my hull.

After the shield went down, I was like, Oh crap. Then the next one came out, and I was like, OH S**T. Then, a fifth one came out, and killed me..... I did not see that coming. I thought it would be only 4 at best. Ouch.......

Fun times.
Mudskipper is no longer a meh ship.

Mudskipper is now a ship to fear.
Indeed. Their ability to wield heavy-duty missiles, which now regenerate make them actually a sort-of sane ship design. Still fragile as h**l, but they now actually have enough firepower to make up for it.
You make me want to spawn 20 and fit them all with Reaper launchers just to kill an Onslaught. :)
Title: Re: [0.8.1a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.2) (Update 2/10)
Post by: Ranakastrasz on February 11, 2018, 04:34:09 PM

You make me want to spawn 20 and fit them all with Reaper launchers just to kill an Onslaught. :)
That sounds fun. Just hope the Onslaught doesn't have Heavy PD and a decent escort.
In this mod, It kinda hurts.

Still probably quite fun.
Title: Re: [0.8.1a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.2) (Update 2/10)
Post by: Morrokain on February 11, 2018, 07:19:48 PM
Seems pretty cool. Interesting to get my head around a new style of combat.

I've got a few low tech frigates and a mule freighter but I'm not too sure what to do against enemy fighter swarms. Any suggestions?

I've been finding it difficult to keep some of my frigates alive in the face of enemy cruisers/destroyers al though the same can be said of the vanilla game.

I find that my ships flux out in seconds which does make it challenging when facing enemies with medium sized weapons.

The lasher frigates seem kinda bad in my opinion, they get overloaded and caught almost instantly in battle but this might be due to them not being hegemonic auxiliary or 14th fleet ships. When compared to the wolf frigates/kites/rhinos that I have picked up they seem really lacking.

Looking forward to getting into the bigger battles with proper destroyers!

Keeping your feedback in mind, thank you! I am definitely thinking along the same lines as you on the lasher. I think it needs slightly more flux and dissipation, but slightly less shield efficiency. It's not so much that I want it's shields to perform better under fire compared to, say, the wolf, but the difference between it and the wolf's ability to use strike weapons is a little too drastic right now. It doesn't help that the stock variant comes with several flux-hungry strike weapons to start, either. The Iridium Cannon in particular is tricky to use. If it's hitting anything other than shields with its burst, it's actually hurting your own defenses in flux build up more than the enemy's. That's why it has such high damage for only 4 OP.

On fighters and destroyers/cruisers, what Ranakastrasz says is solid advice, and I would avoid trying to tackle heavier vessels with frigates (try to negotiate a cease-fire with enemy commanders if you see a destroyer and are facing similar numbers), if at all possible, until you either have enough frigates to attack from multiple directions (pick off it's faster escorts first, if you can) or have a solid tactical wolfpack.

What I mean by this: 1-2 Assault oriented vessels to "hold the line", 1-2 full PD-oriented frigates, or your own interceptors to provide point defense against enemy fighters, missiles and bombers AND 1-2 support or strike oriented vessels with heavy strike weapons, long range weapons, assault fighters, gunships or bombers to support your front line assault vessels.

Then
, once it's escorts are removed, coordinate a strike (right click to assign eliminate) with your wolfpack. The heavier weapons should seem less daunting since your frigates will distribute the fire.

In this mod, tactics are slightly more emphasized over ship control. I'm hoping this more like an RTS than vanilla. The combination of multiple ship specializations working together are designed to have exponentially increasing effectiveness. (if you disagree that this is the case, please let me know! I am very interested in this sort of feedback, and why, if possible  :) )


An increase in hull-size generally gives a higher payoff in direct confrontational power than vanilla. This will continue to be the case for destroyers->cruisers and cruisers->capitals. I was playing the other day, and was surprised at how difficult it was to just take down a pirate buffalo mkII with 3 frigates. It has enough hull to take a serious beating by frigate weapons, and it's bola srms can leave you suddenly without any mobility, under heavy fire by its weapons and pd drones.

But, I managed to take it down with one assault heg wolf using forward mounted micro repeaters, a mass driver and two assault autocannons to constantly press the attack. My other heg wolf had trebuchet lrms, a light ion cannon and 5 pd weapons. My kite had two swarmers and a mass driver, its stock loadout from the campaign start. Lost the Kite, but the trebuchets took their toll until a choice ion cannon shot hit its engines. My assault wolf closed, hit it with the micro repeaters while two more trebuchets found their target. Fight over, if by the skin of my teeth.

I had, quite ironically, lost my lasher to a reaper-armed mudskipper mkII in an earlier battle  ::) Those little guys sneak up on me at the worst of times, I swear.
---------------------------------

@ Ranakastrasz: It actually does only have 4, but that variant also has expanded missile racks. So, it means pirate markets have that hullmod, and it will drop off pirate fleets, too. But, the trade-off is that a reaper armed mudskipper, or if I'm honest, even a Pilum-armed one can become a big problem long term. They are usually priority targets for me since they lack shields, but can be so devastating if ignored.

Whats with the "Stabilized Drive Conduit" mod? What specifically makes a ship have that mod?

All ships should, I'm pretty sure. (The Rhino and Bull don't in the current build - working on a hotfix for that, soon!)

It is so that raising shields and sending fighters out to attack or defend targets won't remove the flux speed boost. The A.I is too bad at determining when to do that, otherwise. The relevant skills that used to do that now increase the tolerance for loosing the boost very substantially. I think like 30-35%.
Title: Re: [0.8.1a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.2) (Update 2/10)
Post by: Morrokain on February 11, 2018, 07:26:35 PM
So, how would everyone feel about a slight increase in base soft flux dissipation (like 10-15% with shields raised over the current 0%) and a slight reduction in the effectiveness of the Stabilized Shields hullmod? I felt that it was too good before, and as time goes on I am feeling more certain of it.
Title: Re: [0.8.1a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.2) (Update 2/10)
Post by: Ranakastrasz on February 12, 2018, 07:25:44 AM
So, how would everyone feel about a slight increase in base soft flux dissipation (like 10-15% with shields raised over the current 0%) and a slight reduction in the effectiveness of the Stabilized Shields hullmod? I felt that it was too good before, and as time goes on I am feeling more certain of it.
Yes. That would be sensible. 10% innate and +20-30% from stabilized. Or make stabilized give hard flux dissipation? Actually no, Given the flux polorization, hard and soft flux aren't as differentiated as they are in vanilla
So yea, 90% shield cost of innate dissipation, with it dropping to 60 or 70% with stabilized shield.
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Doublecheck the frontal shield emitter. Given its supposed to be a crap-tier shield(Or did you change that?), it should, by default, be equal to dissipation, but currently isn't that way for all ships.

---

Why not modify the 14th Battlefleet hullmod to add the core-strain effect? It currently says "No downsides", but you can change that to point out the strain on the core.
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I could have sworn there was a way to make all ships innately have that zero-flux bonus without a hull-mod. I might be mistaken however.

----
Most mods which give weapons with no flux cost don't apply that to most ships. I think Vacuum is the only example I can think of that also does this.

It is possible to setup a ship without flux usage. This has the nice effect of giving the zero-flux boost at all times.
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The larger variety of weapon of various types helps a lot. Laser and projectile small energy PD weapons, many, many Strike and support varients. Its far better fleshed out and I have a lot more choices on how to optimize.
I've tried out quite a few other small missiles. The wide range of roles helps design ships to use missiles.

The larger number of hybrid slots helps too.
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Heavy Mortor (I think, its a medium balistic) still says it is strike, but the classification is support (1300 range?)
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Bolo missiles are nasty. Spin out of control. Quite lethal, and almost always worth giving one to any destroyer just to pin down frigates. And yet another way this TC focuses on PD vs Fighter/Missile focus.
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Some of the vanilla fighters still don't have that tooltip giving a quick description.
Some also don't have the Figher Systems hullmod.
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Had some luck with the Rhino frigate. Keep losing it, but it's my new go-to flagship early game, given it's medium energy slot. Phase beam or mining laser work pretty well.
Mining laser lacks Alpha, but works on fighters and just keeps the pressure up.

It's got highly flexable PD turret slots, and a single small missile slot too. Generally I use the forward-left slot for a railgun, use the Main slot for it's strike power, and the missile for a trebuchet to make up for it's somewhat slow speed. The four corner slots get PD or some kind.
Works great, although it's not as mobile as the wolf. I can act as PD support, harrass from a distance, and have a heavy strike weapon. Works for my general role as Assasin without too much worry about DEATH FROM BEES. Vanilla, fighters can be ignored half the time. Here, If I don't use PD I can't dive. The phase beam tears through a single unshielded frigate without too much issue, but can't quite deal with destroyers. The PD lets me cover opponents, and the LR missile lets me slow a fleeing enemy so allies can catch up.

Not the perfect ship I've wanted, and the manuverability leaves a bit to be desired. Burn drive isn't AS reliable as an escape method and all
But, then, the manual did say I had to make tradeoffs if I wanted someone able to do everything. I have a strike, PD, and LR harrass, and traded the +speed and manuverability and +survability, and it doesn't excel at any of those.
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Still trying to find a good interceptor Frigate to interdict those fast frigates. Maybe a Kite?
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The Gemini is a terrifyingly effective PD weapon at the current Frigate-Destroyer phase I am in. Two flak, and 3 Locust anti-figher missiles. Fighters that get close tend to get shredded.
I've also tried giving it LRM instead like vanilla tends to (sabots) but it isn't as impressive that way.
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Since you've shuffled around all those weapon slots, I've been trying out many other ships that I didn't in vanilla, generally searching for medium slots of various types.
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MUDSKIPPERS!!!!!!! ARGH.
Glass cannons of horrid death. Urgh.
Stupid expanded missile racks.
Title: Re: [0.8.1a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.2) (Update 2/10)
Post by: Morrokain on February 12, 2018, 04:27:18 PM
A nice take on things, thanks.  :)  Got some patch notes incoming taking your feedback into account. It's pretty close to what you and Igncom1 suggested:

 - Buffed Lasher's ability to use strike weapons. Base flux and dissipation increased. Shield efficiency lowered.

 - Buffed Lancer's ability to use it's missiles and ship system. Base flux and dissipation increased. Shield efficiency lowered.

 - All ships now have 10%/15%/20% base soft flux dissipation when shields are raised (up from 0%), depending on if the hull is considered lowtech/midline/hitech.

 - Reduced the benefit of Stabilized Shields hullmod by 15% (Now +35%).

 - Changed Heavy Mortar description to better describe its intended role.

 - Short role description added to the Interdictor Drone.

 - Fighter-Class Systems hullmod is now present on all fighter wings.

This is a pretty significant reduction in the Borer Drones effectiveness, something that was probably necessary considering how many you get and that they are supposed to be worse than anything else, combat-wise. I'll play around and see if anything else was significantly affected.



For an interdictor frigate, trying putting just a couple assault and low OP PD weapons on a wolf, hound or lasher and then also try and get safety overrides and unstable injector on it. That speed can catch just about anything short of the fastest Pathers, and burndriving gets you a lot farther.
Title: Re: [0.8.1a] Total Conv: "Archean Order" - RP/Adventure/Combat (v1.1) (Update 1/10)
Post by: Morrokain on February 13, 2018, 11:17:12 AM
The second is the description for the D-mod Faulty Power Grid reads "flux capacity and flux dissipation rate reduced by ONE THIRD". Does this mean the rank 3 of safety procedures doesn't reduce by 50% the negative effects of that D-mod like the others? (from what i could see on some of my ships, it didn't, but i'd like to know whether it is working as intended or not).

I wanted to give an update on my findings here. For one, the tooltip calculation was actually a bug in the first place. It incorrectly stated it reduced those stats by 1/3, when in reality it is only a 25% reduction. Corrected that tooltip for the next release.

As to Safety Procedures Rank 3, I took a look at the code and it was an older implementation of the Faulty Powergrid D-Mod that was the culprit. Fixed for the next release. The skill should properly reduce it's effects now.

Thanks again for the helpful bug catching and improving the mod!
Title: Re: [0.8.1a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.2.1) (Update 2/19)
Post by: Morrokain on February 19, 2018, 11:59:22 AM
New update, mainly a pretty large balance pass and round of bug fixing, but some content worked its way in there too. The goal is to flesh out the doctrinal differences between combat styles of the Sci-Corps and Tri-Tachyon corporation. Enjoy!

Current Patch Changes: Update v1.2.1 2/19/2018


Content Additions

Balance Changes

Bug Fixes
Title: Re: [0.8.1a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.2.1) (Update 2/19)
Post by: Igncom1 on February 19, 2018, 12:03:08 PM
Will this break save files?
Title: Re: [0.8.1a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.2.1) (Update 2/19)
Post by: Morrokain on February 19, 2018, 12:07:57 PM
Will this break save files?

I don't believe so. Can't be 100 percent certain, but off the top of my head I don't think I've changed anything that would break them since there aren't any new markets or campaign objects added.

You probably won't see new stuff for an in-game month or two though, since the fleet/economy managers will only replace things with the new stuff once old things disappear.
Title: Re: [0.8.1a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.2.1) (Update 2/19)
Post by: Ranakastrasz on February 19, 2018, 02:54:39 PM
The Brawler(T)'s tooltip still states that it has manuvering jets while it was replaced with High Energy focus.

Might be a vanilla issue admittedly.
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I've finally got a Cruiser up and running. Given I still am trying to keep a relatively fast fleet, I am using tugs and Augmented Drive fields.
I looted a wrecked Falcon class Cruiser (which still had full engine power) and gave it plenty of anti-shield assault weapons. Tried a few combos before I ended up using a heavy annihilation launcher to deal with armor. Also gave it Injector for speed.
It is quite nasty. Despite having 3 damage mods, Its extremely effective, and can take a decient amount of fire comapared to destroyers. The fighters help too.
Title: Re: [0.8.1a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.2.1) (Update 2/19)
Post by: Morrokain on February 20, 2018, 10:47:39 AM
The Brawler(T)'s tooltip still states that it has manuvering jets while it was replaced with High Energy focus.

Added a blurb to the hull skin description describing that fact, as well as one to the the Pather version of the hull, which uses an ammofeeder. If I have time, I will do a full check of the skin files for this sort of discrepancy.

I've finally got a Cruiser up and running. Given I still am trying to keep a relatively fast fleet, I am using tugs and Augmented Drive fields.
I looted a wrecked Falcon class Cruiser (which still had full engine power) and gave it plenty of anti-shield assault weapons. Tried a few combos before I ended up using a heavy annihilation launcher to deal with armor. Also gave it Injector for speed.
It is quite nasty. Despite having 3 damage mods, Its extremely effective, and can take a decient amount of fire comapared to destroyers. The fighters help too.

Glad to see someone getting deeper into the campaign  :)
Touching on one of your earlier suggestions:

Why not modify the 14th Battlefleet hullmod to add the core-strain effect? It currently says "No downsides", but you can change that to point out the strain on the core.

I did change the description to reflect that there are downsides for the next small release, but I'm fairly sure combining the hullmods into a single one would break saves for anybody with hegemony ships in their fleet or nearby (so most people, I would assume  :P ). I'm not sure that would be worth it, but maybe for the next major content release- like the tutorial or something that would likely break saves anyway- I may look into it then.
---------------------------

Some inquiries, if anyone feels like giving some targeted feedback:

- So I am hoping the new balance changes and weapons/fighters make the early game more exciting and accessible during frigate combat. I would call my implementation a "light balance" pass though due to time limitations, so let me know if anything seems overly broken. I have a model I follow, so nothing should be too crazy, but things still may need adjustments here and there.

- Also, I haven't really heard anything on this so I assume it hasn't been too much of an issue, but how is supply and fuel management in the mod? Is it more accessible? Less? Are people running out often or constantly oversupplied? I lowered the payout for bounty fleets and increased the payout for general bounties, so attempting to ensure bounty-hunting is still profitable.

- Similarly, do people feel that using the fuel/supply request feature for NPC fleets is mandatory for effective play? Is is too farmable? Are the downsides not potent enough to discourage that, too potent? Etc.

--------
Assuming the combat system is in a pretty decent spot at this point, and most of the pet peeves are eliminated, I am going to start work on the tutorial again, and finally get around to polishing and adding to the Intimidation and Bribery systems since they are far behind the Commodity Request feature in complexity and nuance.
Title: Re: [0.8.1a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.2.1) (Update 2/19)
Post by: Ranakastrasz on February 20, 2018, 12:28:01 PM
Quote
I did change the description to reflect that there are downsides for the next small release, but I'm fairly sure combining the hullmods into a single one would break saves for anybody with hegemony ships in their fleet or nearby (so most people, I would assume  Tongue ). I'm not sure that would be worth it, but maybe for the next major content release- like the tutorial or something that would likely break saves anyway- I may look into it then.

Really? You added hull mods to existing ships, and they changed. Does it break only when removing them?

And honestly, given the game doesn't care if you change OP costs and it goes over, I don't see how this would happen.

Test it anyhow.

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Added a blurb to the hull skin description describing that fact, as well as one to the the Pather version of the hull, which uses an ammofeeder. If I have time, I will do a full check of the skin files for this sort of discrepancy.

I'll Report any other cases I see.

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- Also, I haven't really heard anything on this so I assume it hasn't been too much of an issue, but how is supply and fuel management in the mod? Is it more accessible? Less? Are people running out often or constantly oversupplied? I lowered the payout for bounty fleets and increased the payout for general bounties, so attempting to ensure bounty-hunting is still profitable.
I appreciate the general bounty-hunting boost. I haven't had any serious supply issues yet, but my fleet is growing pretty quickly so it might happen soonish.

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- Similarly, do people feel that using the fuel/supply request feature for NPC fleets is mandatory for effective play? Is is too farmable? Are the downsides not potent enough to discourage that, too potent? Etc.
I have yet to have to use it. Generally I keep my supplies healthy, and if it gets bad, I drop ships off at Corvus and downsize until I feel I can expand again.
(I probably expand too aggressively, honestly)

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Assuming the combat system is in a pretty decent spot at this point, and most of the pet peeves are eliminated, I am going to start work on the tutorial again, and finally get around to polishing and adding to the Intimidation and Bribery systems since they are far behind the Commodity Request feature in complexity and nuance.

Combat seems great currently. Only complaint I have is that I can't install the Automous Ships (http://fractalsoftworks.com/forum/index.php?topic=13199.0) mod which would help a lot. Not sure exactly why.
Title: Re: [0.8.1a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.2.1) (Update 2/19)
Post by: Morrokain on February 20, 2018, 04:55:12 PM
Really? You added hull mods to existing ships, and they changed. Does it break only when removing them?

And honestly, given the game doesn't care if you change OP costs and it goes over, I don't see how this would happen.

Test it anyhow.

Yeah good point. I assumed, perhaps incorrectly, that because new ids being read on load would be different from missing ids that were supposed to have been there and are absent (causing save incompatibility), but that is making some assumptions based on older builds of the game that are irrelevant now anyway. I will test and get back to you. I have a save file I can use. :)

I appreciate the general bounty-hunting boost. I haven't had any serious supply issues yet, but my fleet is growing pretty quickly so it might happen soonish.

Good to know it's been smooth so far for you.

I have yet to have to use it. Generally I keep my supplies healthy, and if it gets bad, I drop ships off at Corvus and downsize until I feel I can expand again.
(I probably expand too aggressively, honestly)

This is a good sign, it is not meant to be mandatory, but optional when in an otherwise difficult situation away from markets or low on credits.

A couple things that may or may not prove helpful:

 - with high rep, getting help is mostly successful for mainstream factions, so don't be shy if you find yourself low on funds and have some allies nearby. They will remind you if you ask too much.

 - it can sometimes be easier to at least attempt the request over a re-load if a bounty goes awry or a distress beacon leads to a pirate ambush and you can't escape with everything. I guess it depends on how often you save.

Combat seems great currently. Only complaint I have is that I can't install the Automous Ships (http://fractalsoftworks.com/forum/index.php?topic=13199.0) mod which would help a lot. Not sure exactly why.

The mod_info file specifically overrides the hullmods.csv which I assume that mod uses. Not sure if it HAS to, though, if I just did it as a safeguard. I'll test and see. If not, then I don't see why this mod wouldn't work as long as its set as a utility mod.
Title: Re: [0.8.1a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.2.1) (Update 2/19)
Post by: Morrokain on February 22, 2018, 08:41:16 AM
Yeah good point. I assumed, perhaps incorrectly, that because new ids being read on load would be different from missing ids that were supposed to have been there and are absent (causing save incompatibility), but that is making some assumptions based on older builds of the game that are irrelevant now anyway. I will test and get back to you. I have a save file I can use. :)

Confirmed it does break saves. Holding off on that change until a major content release.

The mod_info file specifically overrides the hullmods.csv which I assume that mod uses. Not sure if it HAS to, though, if I just did it as a safeguard. I'll test and see. If not, then I don't see why this mod wouldn't work as long as its set as a utility mod.

I have changed the mod_info file to no longer override hullmods.csv and the mod you referenced appears to work fine. You will, however, have to change your own mod_info file to not consider the archean order mod a total conversion in order to run the autonomous ships mod simultaneously.

I'll release an update with the changes in a couple of days if I have time.
Title: Re: [0.8.1a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.2.1) (Update 2/19)
Post by: Ranakastrasz on February 24, 2018, 02:26:13 PM
I think the cruicible missile destroyer is a bit too powerful.
The whole, 18 reapers in 12 seconds thing. Just a little..... Yea..... Its almost a constant stream of reaper missile, one per second sustained (not sure exactly the cooldown on reloading)

Its kinda fun, but I think that's a few too many reaper missiles from one destroyer.

As in, I fed around 20 of them to an Afflictor Frigate (Phase frigate) and eventually one of them connected. Being able to throw reapers at a Phase frigate until it fails to dodge is a little bit silly.

The only downside is the serious cost in CR, but taking out cruisers with almost trivial ease, well....
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Oh, wait, I had it on no-repair. There isn't a large CR cost either.

I think you put the wrong name on the ability. The function is the missile autoforge or whatever it was, while the name is the one that resets the cooldown on missiles so you can fire another volly instantly. Admittedly given how the missile mechanics work in this mod they aren't quite as disimilar, but still.
Unlike the mudskipper 2, It doesn't have a downside (fragile, minimal defenses, slow-ish, flux problems) to go with the extreme strike capacity.


If this IS intentionall, I suggest nerfing it, making it so that it gives a +30-60 seconds of full regen, instead of full 100% regen.
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I just  noticed that many ships don't have a peak performance anymore. Afflictor at least has it still, and I would expect anything else extremely agile. Hyperion perhaps. Any particular reason?

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Do the Adamantian Consortium not pay out bounties? I am not an enemy of them, but there is no message after killing Pirates there. Are they allied with pirates or something?
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Huh, apprently they have No relationship with Pirates. There isn't even an entry between the two. Bug maybe?

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Got myself a proper Sunder. It WAS a wrecked version with ill-advised modifications (meaning it loses one of the three medium weapons as soon as it tries to fire) But I repaired it (kinda pricy).
After that, I fed it 3 Phase beams. deals terrible, terrible damage to whatever it catches up to. Overloads shields without too much trouble, And whatever is left tends to melt as well. Very strike destroyer build.

Shame I haven't found any advanced optic mods yet. Would be awesome (even if it would cost 40% more flux, a sensible tradeoff IMO)
Also shame it's shield is now omni and not exactly large....
After the 3 phase beams it's OP is a bit limited, especially if I want it to hold onto some flux for shielding.
Title: Re: [0.8.1a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.2.1) (Update 2/19)
Post by: Morrokain on February 24, 2018, 05:34:20 PM
I think the cruicible missile destroyer is a bit too powerful.
The whole, 18 reapers in 12 seconds thing. Just a little..... Yea..... Its almost a constant stream of reaper missile, one per second sustained (not sure exactly the cooldown on reloading)

Its kinda fun, but I think that's a few too many reaper missiles from one destroyer.

As in, I fed around 20 of them to an Afflictor Frigate (Phase frigate) and eventually one of them connected. Being able to throw reapers at a Phase frigate until it fails to dodge is a little bit silly.

The only downside is the serious cost in CR, but taking out cruisers with almost trivial ease, well....
--
Oh, wait, I had it on no-repair. There isn't a large CR cost either.

I think you put the wrong name on the ability. The function is the missile autoforge or whatever it was, while the name is the one that resets the cooldown on missiles so you can fire another volly instantly. Admittedly given how the missile mechanics work in this mod they aren't quite as disimilar, but still.
Unlike the mudskipper 2, It doesn't have a downside (fragile, minimal defenses, slow-ish, flux problems) to go with the extreme strike capacity.


If this IS intentionall, I suggest nerfing it, making it so that it gives a +30-60 seconds of full regen, instead of full 100% regen.

Hmm, yeah that was designed when reapers cost flux and were weaker in pd health. Practically infinite is too much DPS. I'll implement a charge based cd, as well, to decrease the amount of times a player can use the system. That shouldn't hurt the use of other missiles, either.

I just  noticed that many ships don't have a peak performance anymore. Afflictor at least has it still, and I would expect anything else extremely agile. Hyperion perhaps. Any particular reason?

I, personally, dislike the peak performance system. It is useful for the ships you mentioned, and I think the Hyperion also has it. I'll double check because it really should. As a whole, I felt that the increased speed and utilization of fighters (especially among all slow capitals) solve most of the "infinite kiting" problems that peak performance was designed to solve. So instead I generally limit that mechanic to phase ships and extremely agile ones. I should probably implement that mechanic to ships who equip Safety Overrides, too, if possible, since that can also stack with Unstable Injector.

Do the Adamantian Consortium not pay out bounties? I am not an enemy of them, but there is no message after killing Pirates there. Are they allied with pirates or something?
--
Huh, apprently they have No relationship with Pirates. There isn't even an entry between the two. Bug maybe?

It isn't explicitly mentioned (except through exploration of the faction's colonies in a way I won't spoil), but, yes the Adamantine Consortium is pretty indifferent to pirates. Bounties are most likely for Sci-Corps patrols- who frequently attack Consortium holds because of the barons' reputation for cruelty. (It should pay out if you attack a Sci-Corps patrol)

Got myself a proper Sunder. It WAS a wrecked version with ill-advised modifications (meaning it loses one of the three medium weapons as soon as it tries to fire) But I repaired it (kinda pricy).
After that, I fed it 3 Phase beams. deals terrible, terrible damage to whatever it catches up to. Overloads shields without too much trouble, And whatever is left tends to melt as well. Very strike destroyer build.

Shame I haven't found any advanced optic mods yet. Would be awesome (even if it would cost 40% more flux, a sensible tradeoff IMO)
Also shame it's shield is now omni and not exactly large....
After the 3 phase beams it's OP is a bit limited, especially if I want it to hold onto some flux for shielding.

Nice, I would check Tri-Tachyon and Sci-Corps markets for that hullmod. Their ships frequently use it, and I've seen it there more often.

---------------------------

Updated notes for the next patch. (Not yet available for download, though)

Next Patch Changes: v1.2.1a

Content Additions

Balance Changes

Bug Fixes

Title: Re: [0.8.1a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.2.1) (Update 2/19)
Post by: Ranakastrasz on February 24, 2018, 06:18:30 PM

Hmm, yeah that was designed when reapers cost flux and were weaker in pd health. Practically infinite is too much DPS. I'll implement a charge based cd, as well, to decrease the amount of times a player can use the system. That shouldn't hurt the use of other missiles, either.

Not infinite, silly, its more like 6k DPS. Not infinite at all, just massive for a destroyer :P

Which system was it based on anyway? missile autoforge or fast racks? I do think they should be merged for this mod tho.
Vanilla had it have 1 charge and that was it I think at one point.
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I, personally, dislike the peak performance system. It is useful for the ships you mentioned, and I think the Hyperion also has it. I'll double check because it really should. As a whole, I felt that the increased speed and utilization of fighters (especially among all slow capitals) solve most of the "infinite kiting" problems that peak performance was designed to solve. So instead I generally limit that mechanic to phase ships and extremely agile ones. I should probably implement that mechanic to ships who equip Safety Overrides, too, if possible, since that can also stack with Unstable Injector.
Makes sense. I didn't like it when it was added, but it did help with some serious issues.

Delicate Machinery I think should be the mod that implements it. Implies that both it is harder to maintain, but also that it doesn't last as long during combat as normal ships.

Its critical for phase frigates to have it because they are just never going to die otherwise. 3x faster than other ships and so on.

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It isn't explicitly mentioned (except through exploration of the faction's colonies in a way I won't spoil), but, yes the Adamantine Consortium is pretty indifferent to pirates. Bounties are most likely for Sci-Corps patrols- who frequently attack Consortium holds because of the barons' reputation for cruelty. (It should pay out if you attack a Sci-Corps patrol)
I still think they shouldn't have an undefined relationship though. Its entirely missing....
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Nice, I would check Tri-Tachyon and Sci-Corps markets for that hullmod. Their ships frequently use it, and I've seen it there more often.

Saw the hullmod in, I think, a Persian League commission shop. But I have been chasing bounties mainly and haven't hit those systems enough yet.
Thanks for advise.
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---------------------------

Updated notes for the next patch. (Not yet available for download, though)
NOOOOOOOOOOOO (http://www.nooooooooooooooo.com/)
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Next Patch Changes: v1.2.1a

Content Additions
  • New factions now have custom dialogue when you hire their officers.
  • You can now "Rescue" Officers from the Adamantine Consortium if you cannot afford to pay a "hiring" bribe. This will make the barons less than pleased, of course.
  • New variant for the Osprey-class light carrier that features Mining Drones - added to independent and scavenger fleets.

Balance Changes
  • Tempest-class frigate now has a "small" version of the Wasp interceptor wing wing built-in. This wing has 4 max interceptors instead of 6.
  • Acolyte-class heavy frigate now has a "small" version of the Spectre interceptor wing built-in. This wing has 4 max interceptors instead of 6.
Hmm. interesting. Any specific reason for the downgrades?
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  • Removed built-in Talon wing for the Atlas superfreighter. Now has two open flight decks instead of one, but not enough Ordinance to carry much heavy strike craft. Standard variant adjusted.
Quite nice. Maybe I will get one eventually. No capitals yet.
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  • The Mining Drone wing now has a combat assault range similar to other gunships, and Assault AI. Ordinance cost increased to 2 (from 0).
I find it amusing how this mod took the junk mining weapons and stuff and made them inefficient, but potent weapons.
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  • Built-in Mining Drone wing on the Venture-class combat freighter has been modified to retain its short range support role, as intended.
Meaning limited to a smaller radius around the ship, right?
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  • Redacted heavy fighter primary weapon replaced with something stronger. Was too weak for its number/OP cost.
  • Redacted interceptor has had its secondary weapon removed. Was too strong for its number/OP cost.
Vanilla Redacted, right? Not one of the two new factions?
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Bug Fixes
  • You can now hire new faction mercenary officers as intended. A bug in Rules.csv prevented the dialogue option to hire them from appearing.
  • Removed override of hullmods.csv file to allow power user opt-in of Autonomous Ships mod. (Must still set totalConversion to "false" in the mod_info.json file)
  • Fighter wings should no longer disappear from inventory after visiting the refit screen if hulls with built-in versions of the same type exist within your fleet.
  • Corrected name error in Mining Drone wing tooltip.
  • Redacted heavy bomber will now correctly use its primary weapon.



Apperently splitting a quote across lists break formatting, who knew :P
Title: Re: [0.8.1a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.2.1) (Update 2/19)
Post by: Death_Silence_66 on February 24, 2018, 08:26:02 PM
The sound effects of the repeater and the iridium cannon are a bit too loud. It makes using them annoying and the fighters armed with them are deafening.
Title: Re: [0.8.1a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.2.1) (Update 2/19)
Post by: Morrokain on February 24, 2018, 08:37:28 PM
Not infinite, silly, its more like 6k DPS. Not infinite at all, just massive for a destroyer :P

Which system was it based on anyway? missile autoforge or fast racks? I do think they should be merged for this mod tho.
Vanilla had it have 1 charge and that was it I think at one point.

It's the code of autoforge (mostly, had to change AI), but called fast missile racks because that is the function it plays with new missiles.

Right now, I'm thinking two charges, relatively fast basic cd but very long recharge per charge.

I still think they shouldn't have an undefined relationship though. Its entirely missing....

It's actually set to favorable for Consortium->Pirates, but Suspicious Pirates->Consortium, so that's why it doesn't show up under "ally" or "enemy", since they are technically neither. But its's not undefined. Do you mean you want it to show up?

Saw the hullmod in, I think, a Persian League commission shop. But I have been chasing bounties mainly and haven't hit those systems enough yet.
Thanks for advise.

No problem!  :)

NOOOOOOOOOOOO (http://www.nooooooooooooooo.com/)

Haha, soon, soon!

Hmm. interesting. Any specific reason for the downgrades?

Those frigates were slightly too powerful compared to similar ones due to having full wings of advanced interceptors. Also, I needed to change the ids anyway due to a bug that removes any wings of built in fighters present in the player's inventory when visiting the refit screen if they share an id.

Meaning limited to a smaller radius around the ship, right?

Vanilla Redacted, right? Not one of the two new factions?

Yes, and yes.

Title: Re: [0.8.1a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.2.1) (Update 2/19)
Post by: Morrokain on February 24, 2018, 08:40:22 PM
The sound effects of the repeater and the iridium cannon are a bit too loud. It makes using them annoying and the fighters armed with them are deafening.

Thanks, made a note! Sorry about that!
Title: Re: [0.8.1a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.2.1) (Update 2/19)
Post by: Ranakastrasz on February 24, 2018, 08:55:18 PM

It's actually set to favorable for Consortium->Pirates, but Suspicious Pirates->Consortium, so that's why it doesn't show up under "ally" or "enemy", since they are technically neither. But its's not undefined. Do you mean you want it to show up?


I mean it doesn't show up in the Faction menu as a relationship. Every other faction has a link to every other faction (I think)

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The Condor has a similar issue with it's fast racks. Missiles use a LOT of flux in general, (and their tooltips base flux cost on recharge rate, not max fire rate)
I can either try to use it for missiles, or else get good fighters. Either way, its not exactly good.


Harpoons use 2k Flux/second, not the 150 I previously expected. Kinda a vanilla issue, but still. If that is intended, I think that needs to be more clearly stated in tooltips for missiles.
Title: Re: [0.8.1a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.2.1) (Update 2/19)
Post by: Morrokain on February 24, 2018, 09:26:40 PM
I mean it doesn't show up in the Faction menu as a relationship. Every other faction has a link to every other faction (I think)

Not that I can see on my end, just that factions allies and enemies. Pirates just happen to be enemies with just about everyone  :)

The Condor has a similar issue with it's fast racks. Missiles use a LOT of flux in general, (and their tooltips base flux cost on recharge rate, not max fire rate)
I can either try to use it for missiles, or else get good fighters. Either way, its not exactly good.

It uses less flux once it has charges (reduced by 33% over the current build) so hopefully that will help with that.

Harpoons use 2k Flux/second, not the 150 I previously expected. Kinda a vanilla issue, but still. If that is intended, I think that needs to be more clearly stated in tooltips for missiles.

I don't think I can do anything about the way its weighted, but what would you suggest for tooltip info? Just that it has a very large flux cost per salvo? Or higher than the tooltip?
Title: Re: [0.8.1a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.2.1) (Update 2/19)
Post by: Ranakastrasz on February 25, 2018, 06:51:29 AM

Not that I can see on my end, just that factions allies and enemies. Pirates just happen to be enemies with just about everyone  :)
Ah, nevermind. I see
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It uses less flux once it has charges (reduced by 33% over the current build) so hopefully that will help with that.
Rephrase that? Not specific enough, not sure what you are talking about
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I don't think I can do anything about the way its weighted, but what would you suggest for tooltip info? Just that it has a very large flux cost per salvo? Or higher than the tooltip?
Uhm, I think it costs way too much flux, at least for the kind of ships it can fit on, and the tooltip should probably state that it costs 2k flux given vanilla tooltip parts don't tell you that.

Its pretty obvious that fast-missile racks are a bit of a problem atm.
Harpoon missile flux costs are actually pretty reasonable given other Medium strike-type weapons, looking at them. I think its mainly the whole fast missile racks that throws it all off.

Any strike/Support weapon with a ROF less than 10/minute (As Clip regen as well as normal cooldown) probable needs a "Flux Impulse" in it's tooltip, stating how much flux it generates in an instant. I spent a long time having useless weapons on some ships that I didn't realize didn't actually have enough flux storage to fire it. This isn't nearly as common as vanilla so it isn't a huge deal there, but here it kinda is.

The math is somewhat simple, but it is still annoying. Especially as it tends to involve parts of 60 AND fractions.
Title: Re: [0.8.1a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.2.1) (Update 2/19)
Post by: Morrokain on February 25, 2018, 11:09:06 AM
Rephrase that? Not specific enough, not sure what you are talking about

Sorry I was typing that response too quickly and didn't proofread enough. It was pretty vague.  

What I meant was: Fast Missile Racks in the current build generates 15% of the base flux of the ship per use (not including capacitors, concentrated shields, etc). I have changed that in the next build to only generate 10% base flux per use, a 33% reduction in its cost. It keeps its small cooldown between uses (10 secs) and now only has 2 charges. Charges will take significantly longer to regenerate than the cd (every 100 secs I think).

The charge-based ship system is quickly becoming a necessary theme.   :P

Uhm, I think it costs way too much flux, at least for the kind of ships it can fit on, and the tooltip should probably state that it costs 2k flux given vanilla tooltip parts don't tell you that.

Its pretty obvious that fast-missile racks are a bit of a problem atm.
Harpoon missile flux costs are actually pretty reasonable given other Medium strike-type weapons, looking at them. I think its mainly the whole fast missile racks that throws it all off.

Trying to make sure I completely understand what you mean or would like to see: So you think Harpoons cost too much flux? Or they cost too much flux when used with Fast Missile Racks? Or is it more the issue that I will respond to below, as well, regarding misleading tooltip info?

Also, just so I have a frame of reference for your experience, is this mostly through equipping them on condors, or have you also tried them out on any higher tech ships, if you have them? I can understand what you mean about the condor's lack of flux if you are equipping advanced missiles like the Harpoon or Hunter. Because of its nature as a conversion warship from a freighter, I tried to somewhat limit its combat capabilities in accordance with lore. It's cheaper, and easier to maintain and deploy compared to full combat destroyers, and provides decent fighter support without sacrificing every last drop of combat ability like the Anchorage does- the other low tech destroyer-sized carrier in this category.

Fast Missile Racks being present is also misleading when outfitting the condor for the AIs use. Since that system will likely be entirely wasted- even in the next build, if you are using advanced missiles that generate more flux than the condor can handle. So you are right in this case that builds for this carrier will likely revolve around: Do I lean more on its combat ability (luddic church, hegemony and pirates typically take this route) or do I give it some heavy-duty fighters, bombers or gunships and use fast missile racks for things like swarmers, trebuchets, bolas and salamanders. Combining the ship system with lighter costing missiles or a combination of heavy flux missiles like the trebuchet and flux free ones like the salamander can really let you see the system shine even on the condor.

Maybe that ship needs a little more in its description to let players know its missile limitations. Your thoughts? Any counter arguments?

**Edit: Also, the Harpoon(single) or Sabot(single) version works a lot better on the condor with its system, and saves some ordinance points as well.
  
Any strike/Support weapon with a ROF less than 10/minute (As Clip regen as well as normal cooldown) probable needs a "Flux Impulse" in it's tooltip, stating how much flux it generates in an instant. I spent a long time having useless weapons on some ships that I didn't realize didn't actually have enough flux storage to fire it. This isn't nearly as common as vanilla so it isn't a huge deal there, but here it kinda is.

The math is somewhat simple, but it is still annoying. Especially as it tends to involve parts of 60 AND fractions.

I agree that tooltips describing "flux per shot/salvo/burst" are needed. Unfortunately, unless things have changed since I last checked, the U.I is off limits to mods. Otherwise I would add both of those entries below "flux per second."

If it has indeed changed, an API file path to the file that handles the weapon tooltips would be very helpful in this case.

On your suggestion: By tooltip do you mean the description in the tooltip? That, I can edit at least. I can try and add that information, but it will kind of look weird and out of place. Guess its better than not having it though, and so likely necessary, especially considering ships just wont be able to use certain weapons, like you said. Still, it will take a little time to get all that information into the descriptions. There are quite a few weapons that fall into that category.  :)
Title: Re: [0.8.1a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.2.1) (Update 2/19)
Post by: Ranakastrasz on February 25, 2018, 12:07:04 PM


Sorry I was typing that response too quickly and didn't proofread enough. It was pretty vague.  

What I meant was: Fast Missile Racks in the current build generates 15% of the base flux of the ship per use (not including capacitors, concentrated shields, etc). I have changed that in the next build to only generate 10% base flux per use, a 33% reduction in its cost. It keeps its small cooldown between uses (10 secs) and now only has 2 charges. Charges will take significantly longer to regenerate than the cd (every 100 secs I think).

The charge-based ship system is quickly becoming a necessary theme.   :P

Heh, true enough. I think that sounds reasonable.
Wasn't it a x cost per missile slotted before? Or am I recalling that wrongly?
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Trying to make sure I completely understand what you mean or would like to see: So you think Harpoons cost too much flux? Or they cost too much flux when used with Fast Missile Racks? Or is it more the issue that I will respond to below, as well, regarding misleading tooltip info?
The second mainly. Using them with Fast Missile racks. Hence the changes should help with them, Reapers, and so on.

Most missiles cost a lot more flux, and there are not a lot of "Assault" variants. (As in, low-no flux cost) Mainly there are those PD missiles. Which excluding assault mostly makes sense, It is hard to find a reasonable missile to use.
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Also, just so I have a frame of reference for your experience, is this mostly through equipping them on condors, or have you also tried them out on any higher tech ships, if you have them? I can understand what you mean about the condor's lack of flux if you are equipping advanced missiles like the Harpoon or Hunter. Because of its nature as a conversion warship from a freighter, I tried to somewhat limit its combat capabilities in accordance with lore. It's cheaper, and easier to maintain and deploy compared to full combat destroyers, and provides decent fighter support without sacrificing every last drop of combat ability like the Anchorage does- the other low tech destroyer-sized carrier in this category.
Ah yes. In vanilla, it is far easier to use all the slots without horrible flux costs. The problem is that there aren't many missiles which aren't flux hungry, and ships like the Condor and Crucible, and honestly most missile-heavy ships tend to have to either use Reapers, anti-fighter missiles, or suffer massive flux costs. There aren't many lighter-weight missiles around. Will try the smaller racks though.
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Fast Missile Racks being present is also misleading when outfitting the condor for the AIs use. Since that system will likely be entirely wasted- even in the next build, if you are using advanced missiles that generate more flux than the condor can handle. So you are right in this case that builds for this carrier will likely revolve around: Do I lean more on its combat ability (luddic church, hegemony and pirates typically take this route) or do I give it some heavy-duty fighters, bombers or gunships and use fast missile racks for things like swarmers, trebuchets, bolas and salamanders. Combining the ship system with lighter costing missiles or a combination of heavy flux missiles like the trebuchet and flux free ones like the salamander can really let you see the system shine even on the condor.
Yea, it has too few reasonable builds, and it's ability really doesn't fit it since it still doesn't have enough flux to run it all, or even close.
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Maybe that ship needs a little more in its description to let players know its missile limitations. Your thoughts? Any counter arguments?

**Edit: Also, the Harpoon(single) or Sabot(single) version works a lot better on the condor with its system, and saves some ordinance points as well.

I agree that tooltips describing "flux per shot/salvo/burst" are needed. Unfortunately, unless things have changed since I last checked, the U.I is off limits to mods. Otherwise I would add both of those entries below "flux per second."

If it has indeed changed, an API file path to the file that handles the weapon tooltips would be very helpful in this case.

On your suggestion: By tooltip do you mean the description in the tooltip? That, I can edit at least. I can try and add that information, but it will kind of look weird and out of place. Guess its better than not having it though, and so likely necessary, especially considering ships just wont be able to use certain weapons, like you said. Still, it will take a little time to get all that information into the descriptions. There are quite a few weapons that fall into that category.  :)
I know you can't touch the built-in tooltip, something I asked for as a suggestion a while ago. Would be really useful for a lot of modders.
I mean the description, like how you did for fighters. (Something that got lost from vanilla when they became weapons and you couldn't read it's stats anymore)
Just something like: 2,000 Flux/shot, and 2,000 Flux/sec for 3 seconds would do it. It says 60 shots a second peak, and you got 3 ammo? Easy to calculate by brain.
That just says 2k minimum flux storage, and 6k or 8k to unload all the missiles.

I wonder... Can you hack the cooldown on those missiles, such that after firing it sets the cooldown to 1 second? Or for, like, any strike type weapon?
I mean, being able to unleash 3 missiles in seconds which do terrible, terrible damage is one of the perks of a Harpoon, and even with the flux cost that is the purpose. Just that 450 flux is not quite 6k flux.

The big problem though, is that I looked at the missile, saw 150 flux/second, and said, Yes, I can equip that. I have 200 or so flux dissipation, so it will be a bit tight, but no issue. However, once I try to actually use it, the serious flux impulse shows that is not really the case.


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Concentrated Shield Emmiter's tooltip says it reduces shield damage taken by 25. you forgot the % there.
Title: Re: [0.8.1a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.2.1) (Update 2/19)
Post by: Morrokain on February 25, 2018, 01:19:50 PM
Heh, true enough. I think that sounds reasonable.
Wasn't it a x cost per missile slotted before? Or am I recalling that wrongly?

I think so, yes. It may still be, to be honest. That part of the code is not public (or I can't find it, at least). I built the AI for the system off the fast missile racks AI, only tracking current ammo instead of weapon cd, but keeping the same weights on size and safeguards for max flux so the AI doesn't overuse it.

That's just the AI though. I'm hoping using the system doesn't add any flux past the .csv entry, at least.

The second mainly. Using them with Fast Missile racks. Hence the changes should help with them, Reapers, and so on.

Most missiles cost a lot more flux, and there are not a lot of "Assault" variants. (As in, low-no flux cost) Mainly there are those PD missiles. Which excluding assault mostly makes sense, It is hard to find a reasonable missile to use.

Ok yeah we will see how the changes go for that system.

On missiles, I can see what you mean here. But some may seem to cost more than they really do. Part of that may be just because the condor's flux capabilities are quite weak. I am buffing its flux while nerfing its shields (similar to the lasher in the last update). There are the two torpedoes, the two anti-fighter missiles, annihilator rockets, frag bombs, bolas and swarmers that should all be very condor friendly. Even more so after the next buff.

I'll continue to monitor this though and if this doesn't help let me know.

I know you can't touch the built-in tooltip, something I asked for as a suggestion a while ago. Would be really useful for a lot of modders.
I mean the description, like how you did for fighters. (Something that got lost from vanilla when they became weapons and you couldn't read it's stats anymore)
Just something like: 2,000 Flux/shot, and 2,000 Flux/sec for 3 seconds would do it. It says 60 shots a second peak, and you got 3 ammo? Easy to calculate by brain.
That just says 2k minimum flux storage, and 6k or 8k to unload all the missiles.

Ok, that should be fairly easy to handle in the description.

I wonder... Can you hack the cooldown on those missiles, such that after firing it sets the cooldown to 1 second? Or for, like, any strike type weapon?
I mean, being able to unleash 3 missiles in seconds which do terrible, terrible damage is one of the perks of a Harpoon, and even with the flux cost that is the purpose. Just that 450 flux is not quite 6k flux.

The big problem though, is that I looked at the missile, saw 150 flux/second, and said, Yes, I can equip that. I have 200 or so flux dissipation, so it will be a bit tight, but no issue. However, once I try to actually use it, the serious flux impulse shows that is not really the case.

Hm, sorry not sure what you mean by this. The cooldowns, themselves are too long? Or trying to fool the tooltip calculation by an everyframe script?

If the second, not really worth the memory, imo, when I can just add the relevant info into the description. I'm not 100% sure that would even work, though that's only an early presumption.

Concentrated Shield Emmiter's tooltip says it reduces shield damage taken by 25. you forgot the % there.

Thanks, I'll correct.
Title: Re: [0.8.1a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.2.1) (Update 2/19)
Post by: Ranakastrasz on February 25, 2018, 02:08:30 PM

Ok yeah we will see how the changes go for that system.

On missiles, I can see what you mean here. But some may seem to cost more than they really do. Part of that may be just because the condor's flux capabilities are quite weak. I am buffing its flux while nerfing its shields (similar to the lasher in the last update). There are the two torpedoes, the two anti-fighter missiles, annihilator rockets, frag bombs, bolas and swarmers that should all be very condor friendly. Even more so after the next buff.

I'll continue to monitor this though and if this doesn't help let me know.
Its more that the LRM or other stronger missiles use so much flux that ships that have one of them have trouble running it, regardless if military or not. Most ships with one or two small missile slots can run a pair of hunters, but only if they don't use the flux for anything else. It just seems a little TOO much flux is spent on those larger missiles compared to the size, if not effect.
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Hm, sorry not sure what you mean by this. The cooldowns, themselves are too long? Or trying to fool the tooltip calculation by an everyframe script?

If the second, not really worth the memory, imo, when I can just add the relevant info into the description. I'm not 100% sure that would even work, though that's only an early presumption.

Probably worth it admittedly. Just a thought anyhow.
Better to just add the extra bit to the description.
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Concentrated Shield Emmiter's tooltip says it reduces shield damage taken by 25. you forgot the % there.

Thanks, I'll correct.
Title: Re: [0.8.1a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.2.1) (Update 2/19)
Post by: Ranakastrasz on February 25, 2018, 06:07:21 PM
Wow. I just got a Dominator XIV, and gave it two Mark IX Cannons and two heavy railguns (among other lesser weapons)

The amount of firepower that brings is horrifying. Tears apart lesser cruisers in seconds. I suppose that is to be expected from an actual military cruiser.

I mean wow.. The range and damage on that....

I can't wait till Capital ships are inside my price range :D

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Salvaged a Pillager Class capital ship from a pirate bounty. Even more nasty. Shame it has wrecked armor and hull, but it's ability to focus 3-4 large cannons on a target is scary. Plus it can take quite a bit of punishment. Never got close to losing it, although cruisers do tend to take quite a bit more fire.

The idea of Cruisers being a huge force multiplier is clearly accurate from what I've seen. While They can and do get taken down, they take a lot of damage and have massive levels of firepower, thanks to those medium and large slots.

I am clearly having a lot more fun than vanilla Starsector. I haven't previously gotten this far before. I think I might have gotten an Onslaught a while back, but that was many Starsector Versions ago.


That said, I think the part when I went after a bounty, saw two fleets, paused, and realized that the second one had a pair of Paragons was the point I realized that A, I should run away, and B, I need more firepower before I am confidant in my having "Won" the game.
I do not want to face a Paragon quite yet....

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Did you change any of the missions? Sinking the Bismar has a different set of ships that I remember. It might be vanilla, but it might be this mod.
Title: Re: [0.8.1a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.2.1) (Update 2/19)
Post by: A Random Jolteon on February 26, 2018, 02:35:51 PM
Wow. I just got a Dominator XIV, and gave it two Mark IX Cannons and two heavy railguns (among other lesser weapons)

The amount of firepower that brings is horrifying. Tears apart lesser cruisers in seconds. I suppose that is to be expected from an actual military cruiser.

I mean wow.. The range and damage on that....

I can't wait till Capital ships are inside my price range :D

----

Salvaged a Pillager Class capital ship from a pirate bounty. Even more nasty. Shame it has wrecked armor and hull, but it's ability to focus 3-4 large cannons on a target is scary. Plus it can take quite a bit of punishment. Never got close to losing it, although cruisers do tend to take quite a bit more fire.

The idea of Cruisers being a huge force multiplier is clearly accurate from what I've seen. While They can and do get taken down, they take a lot of damage and have massive levels of firepower, thanks to those medium and large slots.

I am clearly having a lot more fun than vanilla Starsector. I haven't previously gotten this far before. I think I might have gotten an Onslaught a while back, but that was many Starsector Versions ago.


That said, I think the part when I went after a bounty, saw two fleets, paused, and realized that the second one had a pair of Paragons was the point I realized that A, I should run away, and B, I need more firepower before I am confidant in my having "Won" the game.
I do not want to face a Paragon quite yet....

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Did you change any of the missions? Sinking the Bismar has a different set of ships that I remember. It might be vanilla, but it might be this mod.
From a realistic standpoint, Cruisers are faster and easier to maintain than a Capital ship (Carrier, Battlecruiser, Battleship). However, they pack more fire power than a destroyer and can take a bigger beating. So it WOULD make sense that they would be the main "killing force" of any good sized fleet. I'd say 1 cap ship for every 5-7 cruisers is a good center force.


As for the Paragon's: Good choice. I never fought against or alongside a Paragon in this mod, but in Sim it was still a very strong ship. 2 Paragons are almost a fleet on their own.
Title: Re: [0.8.1a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.2.1) (Update 2/19)
Post by: Morrokain on February 26, 2018, 04:08:01 PM
Its more that the LRM or other stronger missiles use so much flux that ships that have one of them have trouble running it, regardless if military or not. Most ships with one or two small missile slots can run a pair of hunters, but only if they don't use the flux for anything else. It just seems a little TOO much flux is spent on those larger missiles compared to the size, if not effect.

It is really important for small LRMs to generate a ton of flux, or they can become a huge problem when massed on every ship. That's why they are only supportable in smaller numbers than other weapons. That being said, I'll keep this feedback in mind. They may indeed be tuned too high. Once I have done some more testing I'll get back to you.

Wow. I just got a Dominator XIV, and gave it two Mark IX Cannons and two heavy railguns (among other lesser weapons)

The amount of firepower that brings is horrifying. Tears apart lesser cruisers in seconds. I suppose that is to be expected from an actual military cruiser.

I mean wow.. The range and damage on that....

I can't wait till Capital ships are inside my price range :D

----

Salvaged a Pillager Class capital ship from a pirate bounty. Even more nasty. Shame it has wrecked armor and hull, but it's ability to focus 3-4 large cannons on a target is scary. Plus it can take quite a bit of punishment. Never got close to losing it, although cruisers do tend to take quite a bit more fire.

The idea of Cruisers being a huge force multiplier is clearly accurate from what I've seen. While They can and do get taken down, they take a lot of damage and have massive levels of firepower, thanks to those medium and large slots.

I am clearly having a lot more fun than vanilla Starsector. I haven't previously gotten this far before. I think I might have gotten an Onslaught a while back, but that was many Starsector Versions ago.


That said, I think the part when I went after a bounty, saw two fleets, paused, and realized that the second one had a pair of Paragons was the point I realized that A, I should run away, and B, I need more firepower before I am confidant in my having "Won" the game.
I do not want to face a Paragon quite yet....

From a realistic standpoint, Cruisers are faster and easier to maintain than a Capital ship (Carrier, Battlecruiser, Battleship). However, they pack more fire power than a destroyer and can take a bigger beating. So it WOULD make sense that they would be the main "killing force" of any good sized fleet. I'd say 1 cap ship for every 5-7 cruisers is a good center force.


As for the Paragon's: Good choice. I never fought against or alongside a Paragon in this mod, but in Sim it was still a very strong ship. 2 Paragons are almost a fleet on their own.

:D That made my day, thank you!

On dominator, they have huge forward concentrated firepower that is just barely shy of most capitals, but they are very, very easily flanked.  ;) Tried to stay true to vanilla, there.

On paragons, yes any of the stronger factions' capitals will be a difficult fight, especially if facing more than one. I actually have a harder time deciding which is most difficult to take down. Astrals, in particular, are significantly harder to deal with in anything less than a well-equipped heavy cruiser or capital. Give the Predator or Prey mission a try to see what I mean.

That's not even including monsters like the Megalith or Tyrant. And well, the greatest threat (vanilla redacted top-end enemy)... it destroys max fleets full of capitals and cruisers by itself. You will need several waves of fleets, from what I can see in the simulator.


Did you change any of the missions? Sinking the Bismar has a different set of ships that I remember. It might be vanilla, but it might be this mod.

All of them have been reworked to be balanced for the mod, yes. Some to a higher degree than others. Random Battle has a HUGE number of variants to pull from, and can give a sense of how strong capitals are in comparison to everything else.
Title: Re: [0.8.1a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.2.1a) Update 2/27
Post by: Morrokain on February 27, 2018, 04:07:13 PM
New update. Mostly polish.

The next small update will deal with improving some of the current features.

Content Additions

Balance Changes

Bug Fixes

** May break saves if near vanilla Redacted in the campaign.
Title: Re: [0.8.1a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.2.1a) Update 2/27
Post by: Ranakastrasz on March 04, 2018, 03:06:58 PM
Very nice. I now have respect for exactly how much power those strike weapons take. Its a lot more than I previously assumed (until I did the math manually)

Explains exactly why Hunters cost so much flux, and other stuff.

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What are the exact values on fast missile racks?

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Just ran some tests with a Dominator. The spread out reapers make it sometimes feasible to box in a frigate and get at least one hit of the 3.
Title: Re: [0.8.1a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.2.1a) Update 2/27
Post by: Morrokain on March 04, 2018, 04:16:01 PM
What are the exact values on fast missile racks?

2 Charges - 10 second cd - 0.01/s charge regen - 10% base flux per use (doesn't include capacitors added or hullmods)

Effect: Completely restores missile ammo in all missile weapons on the ship- allows immediate secondary salvo of all missiles (up to two additional times over standard vessels)

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Very nice. I now have respect for exactly how much power those strike weapons take. Its a lot more than I previously assumed (until I did the math manually)

Explains exactly why Hunters cost so much flux, and other stuff.

Great, hopefully outfitting effective strike ships should be much easier now.
Title: Re: [0.8.1a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.2.1a) Update 2/27
Post by: Ranakastrasz on March 04, 2018, 05:22:23 PM
Yea. Getting an idea of exactly how flux hungry a weapon is in the short term matters a lot.

The flux costs are around 10x or so what i initially thought, honestly.

And just reinforces my initial thought that capacity is similarly, or even more important than dissipation in many cases.

Title: Re: [0.8.1a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.2.1a) Update 2/27
Post by: Morrokain on March 04, 2018, 06:21:36 PM
Is it clear that "Flux per Salvo" means all possible ammunition? (not including expanded mags of course)
Title: Re: [0.8.1a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.2.1a) Update 2/27
Post by: Ranakastrasz on March 04, 2018, 06:44:00 PM
Is it clear that "Flux per Salvo" means all possible ammunition? (not including expanded mags of course)

After a few seconds of thought yea. Its how much flux you have to spend to flush it's entire ammo stock out. As such, to use it effectively you generally want at least that much flux capacity available, and that is how much your shields will be taxed if you try to fire it.

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I like a lot of the turret slot changes, especially the addition of tons of multi-type slots.
The downscaling or replacement of some slots is annoying, especially with weapons being scaled up, but makes sense. More smaller weapons and medium/large weapons are a serious upgrade in power. Plus some get replaced by additional fighter slots.(sometimes causing loss of symmetry)

That was rather incoherent. I must have been tired.

You converted or replaced quite a few medium slots with smaller slots, which while annoying initially seems reasonable.
You also replaced some slots with fighter bays, which makes a lot of sense here.
Also, you in general added quite a few extra smaller slots (and larger slots too)
As a bonus, the larger weapons seem proportionally more powerful than vanilla (but I might be wrong. I generally find that range is the greater focus in vanilla half the time)

Overall its a..... Change

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Why did the hammerhead have its missiles and ballistic slots swapped? It just looks sooooo wrong..... I don't know why it bugs me soooo much.

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I much preferred the original "Sinking the Bismar" mission. Mainly because it let you try out the Hyperion without actually finding one. Expensive, fragile (1k health?), high upkeep, and horrifyingly good at flanking and strikes, as well as the fastest ship in the game. It is probably still quite a bit faster than fighters too.

More importantly in this mod, at drastically higher risk from fighters, such that new tactics may be required, and heavier point defence mounted.
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Made some suggestions on your manual.

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There don't seem to be many/any assault medium/large flux weapons. The mining laser at least should qualify imo.
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Some weapon niches are harder to find.
Is there a small energy strike weapon similar to the Antimatter blaster in vanilla? Long cooldown and high impulse damage?

Medium ballistic assault like Assault chaingun (current version is very burst fire instead of the constant stream gattling cannon I like)

Where is the vulcan cannon? is it Small or medium now?

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I've started using armored weapon mounts and engine insulation, and might try advanced repairs. Fighters and bola missiles justify it.
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The sheer size of fighter furballs in larger battles is insane. Especially amsuing how well those swarms block beams. (fighter disrupts the beam, explodes, and it has to re-extend)
My interdiction frigates are more tuned to Assault/PD and work reasonably well here, both as escorts and outriders.

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Its vanilla, but the effect of U.I. and S.O. has an interesting effect. Range or speed? S.O. gives 100% constant flux venting in effect, and speed too (and you plan to make that give them a peak performance limit?)

Like a number of other mechanics, the effects are exaggerated here. With speeds being far more normalized, and fighters outrunning most everything, frigates aren't nearly as fast as I was used to. Trying to use those speed boosters is important, but the crippled range causes them to be VERY specialized.
that said, U.I. and S.O. make for rather potent assault ships, able to dance in and out of combat, (although they have to be exposed to more danger than normal)
And, naturally, as said before, that is how you get interdiction ships.


In vanilla, I tend towards heavily hybridized ships, with most ships being assault/strike, and carriers as LR support missile-boats, and general PD coverage.

Here, I've messed with pure assault, strike, which had to have PD support (although constant fighters certainly help), support, assault/strike, and assault/support ships.

Supports are harder to build, because its generally not feasible to get enough flux to fill out all main turrets with LR support weapons. If it goes to near flux-overflow and can sustain it with minimal venting, its great, but... yea.... And missiles like Harpoons are full-fledged Strike-Support weapon hybrids, with the missile trait. Homing and support-level range, and hits like a proper strike weapon, but it's flux cost is intense. its not a finisher like vanilla, or rather it is, but the flux cost makes it a serious strike weapon.


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Fighter-wise, I mostly go with shielded variants. Mainly because they seem more resilient.

Cruisers, I usually give an interdictor and a PD/intercepter. (2 slots)

Carriers, generally bombers and intercepters, although I am planning to try out some serious gunships soon.
Having frigate-carriers helps a lot, but you won't get too many fighters on the field.

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The makeshift carrier deck hullmod seems unnessesary in this mod. Almost every you might consider using it on already has fighter slots. Maybe make it an "expanded Fighter Deck" hullmod, which gives +1-2 extra fighter slots (at the cost of even less OP to spend on anything else)


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The civilian star-liner ship has a tooltip from vanilla claiming it lacks a fighter deck. this is no longer the case.


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I just reread the manual, and you stated that armor is tougher. I suppose that is why armor-based ships seem feasible to use again.
Being able to take some hits and not be massively concerned about it isn't something I tend to experience in vanilla. Armor breaks very fast unless it is shrugging off low-grade kinetic damage. Here, it can take quite a few solid hits to break through armor. That said, I frequently face Gatling laser equipped frigates, and similar, so yea...

Also Reapers are scary.

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I would note that the other half of Peak performance was to balance shield and armor-based ships. Shield ships tended to have far lower performance, so neither armor nor shield based ships could last forever. Shielded ships would malfunction, so their theoretical infinite damage resistance doesn't really apply.
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           - >   Fighters are smaller, faster, more numerous, and can deal extra damage to ships' weapons and engines.
How much exactly? double damage? How is it done? EMP? some kind of damage modifier effect?

Either way, the effects are obvious.

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Though the weapons they carry are the same ones (visually/sound/lore) as the ship-based versions equipped on combat vessels, all fighters have a built-in hullmod (visible by title only in the in-game codex) called Fighter Systems that Reduces missile ammo by 50%, Beam range by 50%, Energy Weapon Damage by 33% and Energy Charges(if Strike) by 66%. This is so fighters can be more numerous without making carriers/cruisers/capitals overwhelmingly powerful. As it is, they are very strong.

What were the justifications for the fighter hull mod's changes.

-less Ammo - Forces them to reload more often, reduces the burst size. Same with strike. Why exclude Ballistic? Even if there are no Balistic strike weapons,
-Beam range - force fighters to get closer. Why not the same for missiles/Ballistic
-Missile regen - Forces fighters to reload. - Should this include all strike weapon's regen in general? A fighter is small and might not fit a proper autoloader XD
-Energy weapon damage - Why?

It might be outdated, but as stated seems wrong.

Should be, Replace all strike/missiles with non-regen versions.
-50-66% ammo on all weapons
-33% or something damage on all weapons
-50% range on all weapons

At least thats the thought I am running on.
Title: Re: [0.8.1a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.2.1a) Update 2/27
Post by: Morrokain on March 06, 2018, 01:29:26 PM
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Some weapon niches are harder to find.
Is there a small energy strike weapon similar to the Antimatter blaster in vanilla? Long cooldown and high impulse damage?

Yes, the Heavy Blaster, but similar to the medium-sized Antimatter blaster it is pretty rare. Notable factions that use/may sell it are Tri-Tachyon, Adamantine Consortium and possibly Sci-Corps. It can also be found in any black market. I've seen it a couple times in my games. It's a pretty nice find if you get one.

As a side note, if you are curious as to why those two weapons had their sizes reversed, it was because I wanted to keep the Antimatter Blaster weapon's graphic, and it was obviously too big to keep as a small weapon in this mod.

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Medium ballistic assault like Assault chaingun (current version is very burst fire instead of the constant stream gattling cannon I like)

Closest thing to that would be the Bolter, but it's burst-oriented like you said. The Heavy Assault Cannon is a constant stream of fire and fulfills that combat role, but it's not as fast firing as the Assault Chaingun- that's for sure.

Similar to small weapons, the mod could use a few additions to the medium and large categories to add some more depth to weapon choices. While I am aware of this, it may be a few weeks before I can truly dedicate the dev time to it. :( Weapons, in particular, require a fair bit of effort to implement because they require a lot of file additions, often new sound effects, balance work, and then implementation into the campaign through variant additions/edits and then adding those variants intelligently into their respective factions' doctrine.


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Where is the vulcan cannon? is it Small or medium now?

It was removed in this mod, mainly because its role overlapped too much with the Machine Gun, which is now fragmentation instead of kinetic damage. The addition of the PD Cannon filled the role of a mid-level anti-fighter/missile weapon. The Shredder was removed for similar reasons, though I could possible see a weapon at least similar to that returning, eventually, with the success of the Scythe Cannon.

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Why did the hammerhead have its missiles and ballistic slots swapped? It just looks sooooo wrong..... I don't know why it bugs me soooo much.

Ha, I actually kind of like the way it looks now :P but to each their own.

I changed it for a more practical reason: Its medium weapons were often difficult to focus fire on faster targets like frigates. Especially beams. Missiles often have tracking, and even still, equipping two Heavy Annihilators often confuses the AI and so it refuses to fire on frigates because it won't decide which one to use when it can't hit with both.


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I much preferred the original "Sinking the Bismar" mission. Mainly because it let you try out the Hyperion without actually finding one. Expensive, fragile (1k health?), high upkeep, and horrifyingly good at flanking and strikes, as well as the fastest ship in the game. It is probably still quite a bit faster than fighters too.

More importantly in this mod, at drastically higher risk from fighters, such that new tactics may be required, and heavier point defence mounted.

The Hyperion can't beat an Onslaught. It just really don't think it can be done in this mod. Well, at least, certainly not by me. Not even close, hehe.

I can definitely add a mission that is beatable with the Hyperion though!

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S.O. gives 100% constant flux venting in effect, and speed too (and you plan to make that give them a peak performance limit?)

Yes, that is the plan.

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Supports are harder to build, because its generally not feasible to get enough flux to fill out all main turrets with LR support weapons. If it goes to near flux-overflow and can sustain it with minimal venting, its great, but... yea.... And missiles like Harpoons are full-fledged Strike-Support weapon hybrids, with the missile trait. Homing and support-level range, and hits like a proper strike weapon, but it's flux cost is intense. its not a finisher like vanilla, or rather it is, but the flux cost makes it a serious strike weapon.

My strategy for support vessels is to generally focus on a single damage type, maybe two on more capable ships, and emphasize that until at peak flux efficiency, then fill out the rest with cheap PD since fighters tend to focus on support ships more anyway. Then synergize my assault vessels to emphasize the complementary damage type.

There was a build, at one time, that had cheaper fire support costs. Support ships were, hands down, the best ships in that build. They could kite almost infinitely with their dissipation giving them speed boosts faster, or at least as fast, as the assault ships under fire. So the assault ships would never close the distance. They would eventually reach critical flux levels from fire, and begin retreating- completely wasting the entire charge in the first place. Overwhelming numbers were required, and even then if you had enough support ships focus fire ensured there would still be heavy losses from the assault.

I also tried increasing the time it took to fully vent flux to counter the first problem, and combat became sluggish and dull. Half of the time, a player would be waiting for flux to vent so they could catch things. The AI was also noticeably worse at deciding when it was a good time to do this.

I will continue to monitor this for potential improvements, however, and thank you as always for the feedback!

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The makeshift carrier deck hullmod seems unnessesary in this mod. Almost every you might consider using it on already has fighter slots. Maybe make it an "expanded Fighter Deck" hullmod, which gives +1-2 extra fighter slots (at the cost of even less OP to spend on anything else)

A nice suggestion, and I will see what I can do!

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The civilian star-liner ship has a tooltip from vanilla claiming it lacks a fighter deck. this is no longer the case.

Thanks, fixed!

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What were the justifications for the fighter hull mod's changes.

Balance was the largest factor here.

It is not as noticeable in this build of Starsector because fighters generally spend less time fighting each other, rather than ships, than they used to, but making that hullmod universally effect all weapons severely weakens ballistic-equipped fighters like the Talon, Marauder, Gladius, Vanguard and Broadsword. But, without the hullmod, the Claw, Trident, Liberator, and especially the phase fighters used by the Consortium and Archean Order would be supremely powerful.

It is definitely messy because now much of a fighter's stats are hidden, unfortunately, but I lack an elegant solution to the above problem.  :-[

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I would note that the other half of Peak performance was to balance shield and armor-based ships. Shield ships tended to have far lower performance, so neither armor nor shield based ships could last forever. Shielded ships would malfunction, so their theoretical infinite damage resistance doesn't really apply.

So, you mean without peak performance, shielded ships have too much of an advantage since they can kite and vent more easily?

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How much exactly? double damage? How is it done? EMP? some kind of damage modifier effect?

Coded into the hullmod to deal more damage to turrets and engines specifically- not EMP, since I didn't want hullmods reducing the effect.
Good to know it's noticeable though!

Actually, I double checked and it is EMP, after all. 33% more damage from Talons, 100% more from Gladius and Broadsword. I had made a note to convert it to the hullmod for a base 50% increase, instead, and thought I had. Whoops, I'll see about correcting that! It may be that I ended up not being able to do that with the API and just don't remember.
Title: Re: [0.8.1a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.2.1a) Update 2/27
Post by: Morrokain on March 06, 2018, 02:00:18 PM
Oh, also meant to say that the manual is now a little outdated with the changes since the mod's release and honestly since .8 (I wrote that manual before the fighter update was live and fighters were sub-optimal in vanilla)
Title: Re: [0.8.1a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.2.1a) Update 2/27
Post by: Ranakastrasz on March 06, 2018, 02:25:47 PM

My strategy for support vessels is to generally focus on a single damage type, maybe two on more capable ships, and emphasize that until at peak flux efficiency, then fill out the rest with cheap PD since fighters tend to focus on support ships more anyway. Then synergize my assault vessels to emphasize the complementary damage type.

There was a build, at one time, that had cheaper fire support costs. Support ships were, hands down, the best ships in that build. They could kite almost infinitely with their dissipation giving them speed boosts faster, or at least as fast, as the assault ships under fire. So the assault ships would never close the distance. They would eventually reach critical flux levels from fire, and begin retreating- completely wasting the entire charge in the first place. Overwhelming numbers were required, and even then if you had enough support ships focus fire ensured there would still be heavy losses from the assault.

I also tried increasing the time it took to fully vent flux to counter the first problem, and combat became sluggish and dull. Half of the time, a player would be waiting for flux to vent so they could catch things. The AI was also noticeably worse at deciding when it was a good time to do this.

I will continue to monitor this for potential improvements, however, and thank you as always for the feedback!
Makes sense. Frustrating, but I will just have to figure out a way to handle it. That was also what the whole peak performance was about.
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So, you mean without peak performance, shielded ships have too much of an advantage since they can kite and vent more easily?
Sort of, yea. High-tech ships tend to have lower CR time than low-tech, and I feel that is partly to balance the armor-vs-shield equation. Shields regenerate. Armor doesn't. The CR means that if it comes down to attrition, instead of shields always winning, armor based ships will keep their peak performance longer.

Its not exact or anything, but that seemed like a factor. Armor vs Shield and kiting/speed. Plus, naturally, if a battle goes for more than 5 minutes something probably went wrong.
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Coded into the hullmod to deal more damage to turrets and engines specifically- not EMP, since I didn't want hullmods reducing the effect.
Good to know it's noticeable though!

Actually, I double checked and it is EMP, after all. 33% more damage from Talons, 100% more from Gladius and Broadsword. I had made a note to convert it to the hullmod for a base 50% increase, instead, and thought I had. Whoops, I'll see about correcting that! It may be that I ended up not being able to do that with the API and just don't remember.

Hmm. So flux venting thinggy would resist it. Why the different values for different ship types? Seems like something to just make linear. Does the talon weapon have more raw damage because fragmentation, so a lower value is needed? If it is a hullmod, do the different fighters have different versions?

Oh, also meant to say that the manual is now a little outdated with the changes since the mod's release and honestly since .8 (I wrote that manual before the fighter update was live and fighters were sub-optimal in vanilla)

Ah, well, may want to put an OUTDATED warning on it. Its the main reason I tried the mod out honestly.

-----

Is collision damage modified, or is it normal to have ramming damage tear away 20k armor and half of a pillagers health on impact? I never really had burn-drive capable ships in vanilla.
Title: Re: [0.8.1a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.2.1a) Update 2/27
Post by: Morrokain on March 06, 2018, 05:13:58 PM
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Makes sense. Frustrating, but I will just have to figure out a way to handle it. That was also what the whole peak performance was about.

Well, peak performance wouldn't really help here since the issue is that assault ships basically become obsolete. Besides, if the only way to deal with support ships was to tank their damage until they malfunctioned, would it really be all that fun anyway?

Is it certain ships you really feel are underwhelming in this role?

Also, it may be useful to go off of existing variants, when possible, for support builds to start. They don't seem to suffer from ineffectiveness on my end (so far, at least), and can give you a sense of how to outfit them successfully. The difference between having a couple of Bulls with Artillery Blasters or a Wolf with a LRM or two can be significant, from what I've found. Increasingly so when equipping larger ships. The elite Astral, for instance, can maintain fire of several separate Missile Batteries, projecting enough firepower to outright eliminate most vessels below a cruiser in a single volley.

If the issue is that you, yourself, are trying to pilot a support ship, remember that by design you need assault ships as a defense screen. Using the escort command can be key to this tactic. Otherwise assault ships will eventually close into combat range and you will be very vulnerable and unable to even strike back due to your high flux levels.

Fire Support weapons compliment well with PD, or, in certain cases, a longer range assault weapon or utility missile.

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Hmm. So flux venting thinggy would resist it. Why the different values for different ship types? Seems like something to just make linear. Does the talon weapon have more raw damage because fragmentation, so a lower value is needed? If it is a hullmod, do the different fighters have different versions?

It was originally based on the number per wing and the effectiveness in combat trials, but yes, the idea of the hullmod is to make it linear at 50% for simplicity. That kind of nuance is no longer needed, and I did not want any emp-reducing hullmods or skills to factor in- only armored weapon mounts and automated repair.

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Ah, well, may want to put an OUTDATED warning on it. Its the main reason I tried the mod out honestly.

Going to update it with the next release. Also, thanks for your notes. They catch many of the changes already.  :)

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Is collision damage modified, or is it normal to have ramming damage tear away 20k armor and half of a pillagers health on impact? I never really had burn-drive capable ships in vanilla.

 :o What did you hit??

Could be based on mass, but nothing should be out of the ordinary there.
Title: Re: [0.8.1a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.2.1a) Update 2/27
Post by: Ranakastrasz on March 06, 2018, 05:56:00 PM

Well, peak performance wouldn't really help here since the issue is that assault ships basically become obsolete. Besides, if the only way to deal with support ships was to tank their damage until they malfunctioned, would it really be all that fun anyway?

Is it certain ships you really feel are underwhelming in this role?

Also, it may be useful to go off of existing variants, when possible, for support builds to start. They don't seem to suffer from ineffectiveness on my end (so far, at least), and can give you a sense of how to outfit them successfully. The difference between having a couple of Bulls with Artillery Blasters or a Wolf with a LRM or two can be significant, from what I've found. Increasingly so when equipping larger ships. The elite Astral, for instance, can maintain fire of several separate Missile Batteries, projecting enough firepower to outright eliminate most vessels below a cruiser in a single volley.

If the issue is that you, yourself, are trying to pilot a support ship, remember that by design you need assault ships as a defense screen. Using the escort command can be key to this tactic. Otherwise assault ships will eventually close into combat range and you will be very vulnerable and unable to even strike back due to your high flux levels.

Fire Support weapons compliment well with PD, or, in certain cases, a longer range assault weapon or utility missile.
Yea. I never said Peak Performance was a good fix, more of a patch. It just feels like it kinda sorta balances out Shields, Kiting, and long range support. It doesn't do a good job, and since you found another way to do it, its great, but..... That just happens to be the way that I feel about it. What do you think?

As for my personal experience, Its pretty much, I build a LR support ship by putting as many LR missiles on it as will fit, and the rest is PD. When a ship can't handle that, it feels wrong.

I haven't really bothered piloting a support ship, because assault and strike ships are more fun, and it feels like it adds more to my combat potential.

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It was originally based on the number per wing and the effectiveness in combat trials, but yes, the idea of the hullmod is to make it linear at 50% for simplicity. That kind of nuance is no longer needed, and I did not want any emp-reducing hullmods or skills to factor in- only armored weapon mounts and automated repair.
Don't forget Insulated Engine Assembly :p
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Going to update it with the next release. Also, thanks for your notes. They catch many of the changes already.  :)
Heh. Nice. I just had an hour and felt like complaining. Its always nice to be able to complain constructively.
And again, that manual heavily implied to me that you put a lot of thought into the TC, hence why I Tried it out. Making it better can only help, surely?
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 :o What did you hit??

Could be based on mass, but nothing should be out of the ordinary there.
Huh. Rammed my pillager into one of those... Uhm.... Archean Order Cruisers (I think)..... I would suspect it was the death explosion, but still...
And just because my armor and hull were reduced shouldn't have caused that, although admittedly i DID ram a cruiser. However, it was a high tech cruiser. You would think low-tech pillager, with ramming drive would be built for that.

In vanilla it rarely did much even to armor, although I never scaled up to cruisers, let alone capital ships. Given it was a lethal ramming, intended mainly to force the shield to overload and hopefully put a hole in the armor, I am not sure what happened.

Title: Re: [0.8.1a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.2.1a) Update 2/27
Post by: Morrokain on March 07, 2018, 05:26:01 PM
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Yea. I never said Peak Performance was a good fix, more of a patch. It just feels like it kinda sorta balances out Shields, Kiting, and long range support. It doesn't do a good job, and since you found another way to do it, its great, but..... That just happens to be the way that I feel about it. What do you think?

As for my personal experience, Its pretty much, I build a LR support ship by putting as many LR missiles on it as will fit, and the rest is PD. When a ship can't handle that, it feels wrong.

I haven't really bothered piloting a support ship, because assault and strike ships are more fun, and it feels like it adds more to my combat potential.

Hmm. Well, I'm willing to give it a try and add it back in with a higher timer, especially now knowing the mod is compatible with Autonomous Ships. The main reason I dislike the mechanic is because I can't avoid taking additional CR damage in any prolonged fights without serious micromanagement. The global warnings are insufficient for me, or I miss them completely in the heat of battle. I may also see if the combat chatter mod is compatible. That may help things as well.

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Don't forget Insulated Engine Assembly :p

Ah, true!

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Heh. Nice. I just had an hour and felt like complaining. Its always nice to be able to complain constructively.
And again, that manual heavily implied to me that you put a lot of thought into the TC, hence why I Tried it out. Making it better can only help, surely?

Absolutely! I really appreciate constructive feedback, irregardless if I happen to agree with the proposed change. In this case, I certainly think its important to have the manual up to date for new players or those still adjusting to the combat changes. The input so far has already greatly improved the mod experience, imo, so keep it coming whenever you feel like it! :)

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Huh. Rammed my pillager into one of those... Uhm.... Archean Order Cruisers (I think)..... I would suspect it was the death explosion, but still...
And just because my armor and hull were reduced shouldn't have caused that, although admittedly i DID ram a cruiser. However, it was a high tech cruiser. You would think low-tech pillager, with ramming drive would be built for that.

In vanilla it rarely did much even to armor, although I never scaled up to cruisers, let alone capital ships. Given it was a lethal ramming, intended mainly to force the shield to overload and hopefully put a hole in the armor, I am not sure what happened.

Hmm, could be the ramming weakened the armor and the explosion caused the hull damage. The larger the ship and the higher the speed the more damage collisions deal, as far as I can tell.  Also, you battle rammed an Archean heavy cruiser? A bold move, indeed.  ;)
Title: Re: [0.8.1a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.2.1a) Update 2/27
Post by: A Random Jolteon on March 07, 2018, 05:28:31 PM

Well, peak performance wouldn't really help here since the issue is that assault ships basically become obsolete. Besides, if the only way to deal with support ships was to tank their damage until they malfunctioned, would it really be all that fun anyway?

Is it certain ships you really feel are underwhelming in this role?

Also, it may be useful to go off of existing variants, when possible, for support builds to start. They don't seem to suffer from ineffectiveness on my end (so far, at least), and can give you a sense of how to outfit them successfully. The difference between having a couple of Bulls with Artillery Blasters or a Wolf with a LRM or two can be significant, from what I've found. Increasingly so when equipping larger ships. The elite Astral, for instance, can maintain fire of several separate Missile Batteries, projecting enough firepower to outright eliminate most vessels below a cruiser in a single volley.

If the issue is that you, yourself, are trying to pilot a support ship, remember that by design you need assault ships as a defense screen. Using the escort command can be key to this tactic. Otherwise assault ships will eventually close into combat range and you will be very vulnerable and unable to even strike back due to your high flux levels.

Fire Support weapons compliment well with PD, or, in certain cases, a longer range assault weapon or utility missile.
Yea. I never said Peak Performance was a good fix, more of a patch. It just feels like it kinda sorta balances out Shields, Kiting, and long range support. It doesn't do a good job, and since you found another way to do it, its great, but..... That just happens to be the way that I feel about it. What do you think?

As for my personal experience, Its pretty much, I build a LR support ship by putting as many LR missiles on it as will fit, and the rest is PD. When a ship can't handle that, it feels wrong.

I haven't really bothered piloting a support ship, because assault and strike ships are more fun, and it feels like it adds more to my combat potential.

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It was originally based on the number per wing and the effectiveness in combat trials, but yes, the idea of the hullmod is to make it linear at 50% for simplicity. That kind of nuance is no longer needed, and I did not want any emp-reducing hullmods or skills to factor in- only armored weapon mounts and automated repair.
Don't forget Insulated Engine Assembly :p
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Going to update it with the next release. Also, thanks for your notes. They catch many of the changes already.  :)
Heh. Nice. I just had an hour and felt like complaining. Its always nice to be able to complain constructively.
And again, that manual heavily implied to me that you put a lot of thought into the TC, hence why I Tried it out. Making it better can only help, surely?
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 :o What did you hit??

Could be based on mass, but nothing should be out of the ordinary there.
Huh. Rammed my pillager into one of those... Uhm.... Archean Order Cruisers (I think)..... I would suspect it was the death explosion, but still...
And just because my armor and hull were reduced shouldn't have caused that, although admittedly i DID ram a cruiser. However, it was a high tech cruiser. You would think low-tech pillager, with ramming drive would be built for that.

In vanilla it rarely did much even to armor, although I never scaled up to cruisers, let alone capital ships. Given it was a lethal ramming, intended mainly to force the shield to overload and hopefully put a hole in the armor, I am not sure what happened.


The Gods of Ram may have given you extra power. I heard it happens from time to time.

Edit: Hmm...is it possible to get a start with a closer relation to the newer factions, or maybe with the vanilla ones? Not saying to start me out with a bloody cruiser like in Nex, but it would be nice to have a head start going into one of the factions.
Title: Re: [0.8.1a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.2.1a) Update 2/27
Post by: Morrokain on March 07, 2018, 10:50:46 PM
Edit: Hmm...is it possible to get a start with a closer relation to the newer factions, or maybe with the vanilla ones? Not saying to start me out with a bloody cruiser like in Nex, but it would be nice to have a head start going into one of the factions.

If you start as a Mercenary Captain you will have some starting rep with the Trader Guilds as well as a small fleet under your command, though you will be suspicious with some other factions.

I can add more starting options pretty easily, however, which faction did you have in mind, or what sort of scenario?
Title: Re: [0.8.1a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.2.1a) Update 2/27
Post by: Ranakastrasz on March 08, 2018, 06:02:45 AM


Hmm. Well, I'm willing to give it a try and add it back in with a higher timer, especially now knowing the mod is compatible with Autonomous Ships. The main reason I dislike the mechanic is because I can't avoid taking additional CR damage in any prolonged fights without serious micromanagement. The global warnings are insufficient for me, or I miss them completely in the heat of battle. I may also see if the combat chatter mod is compatible. That may help things as well.
It works fine. Been using it since I started this mod.

You could take roughly vanilla times and increase them by 5x or so. It would still only apply in rare cases, but you could them use that for the hullmods, like SO and High Maintenance and Phase Field which cut it down to a more vanilla level.
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Absolutely! I really appreciate constructive feedback, irregardless if I happen to agree with the proposed change. In this case, I certainly think its important to have the manual up to date for new players or those still adjusting to the combat changes. The input so far has already greatly improved the mod experience, imo, so keep it coming whenever you feel like it! :)

As a programmer and game modder (Factorio, Warcraft III) I get into the habit of finding things that need improvement or that I don't like, recording them, and fixing them.
Its only a small step from there to sending suggestions to the actual developer, or suggesting to the people who wrote the game.

Its highly satisfying when my suggestions or reports are responded to.
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Hmm, could be the ramming weakened the armor and the explosion caused the hull damage. The larger the ship and the higher the speed the more damage collisions deal, as far as I can tell.  Also, you battle rammed an Archean heavy cruiser? A bold move, indeed.  ;)

Heh. Yea, How much of a bang do death bangs actually deal? I have wonderful memories of using a wolf with 4 reapers (expanded missile skill), ramming other frigates or destroyers, unloading death, raising shield, and being overloaded for like 15 seconds. Sadly reapers now have an arming time so they aren't functional in that situation anymore. Which is probably a good thing, given how silly powerful that combo was.

If I didn't raise the shield, I tended to take heavy damage or explode.....

Stupid reapers now just bounce off at melee range.

MELEE NUKES! BRING THEM BACK.

Ahem...

Presumably the death bang is the problem. Mainly I use it to close the distance or get into broadside range.
Pillager's main turrets spread a large arc, and there isn't a point where it gets full coverage, If you get the angle right you can get 4 cannons running however. Kinda reminding me of the Fatboy from Supreme Commander.

------

Oh god, the BEES
Title: Re: [0.8.1a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.2.1a) Update 2/27
Post by: A Random Jolteon on March 08, 2018, 06:27:49 AM
Edit: Hmm...is it possible to get a start with a closer relation to the newer factions, or maybe with the vanilla ones? Not saying to start me out with a bloody cruiser like in Nex, but it would be nice to have a head start going into one of the factions.

If you start as a Mercenary Captain you will have some starting rep with the Trader Guilds as well as a small fleet under your command, though you will be suspicious with some other factions.

I can add more starting options pretty easily, however, which faction did you have in mind, or what sort of scenario?
I was actually thinking having a start that was similar to that, but all the other new factions. It doesn't need to be like that with the vanilla factions as there would be less new stuff with them, and they are more familiar to players.

With the scenario's: I can't actually think of many, but maybe a raiding party for the Consortium (Frigates and a destroyer with a freighter), Science related fleet for the Sci-Corps (couple frigates, destroyer, freighter or tanker), and a combat fleet (couple destroyers and either a few carriers or frigates) for the Archeus?

Title: Re: [0.8.1a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.2.1a) Update 2/27
Post by: Morrokain on March 09, 2018, 02:18:11 PM
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You could take roughly vanilla times and increase them by 5x or so. It would still only apply in rare cases, but you could them use that for the hullmods, like SO and High Maintenance and Phase Field which cut it down to a more vanilla level.

Yeah this is what I was thinking. Something along those lines.


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As a programmer and game modder (Factorio, Warcraft III) I get into the habit of finding things that need improvement or that I don't like, recording them, and fixing them.
Its only a small step from there to sending suggestions to the actual developer, or suggesting to the people who wrote the game.

Its highly satisfying when my suggestions or reports are responded to.

Agreed. ;D It's one of the reasons I have followed this game for so long throughout its development.


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Heh. Yea, How much of a bang do death bangs actually deal? I have wonderful memories of using a wolf with 4 reapers (expanded missile skill), ramming other frigates or destroyers, unloading death, raising shield, and being overloaded for like 15 seconds. Sadly reapers now have an arming time so they aren't functional in that situation anymore. Which is probably a good thing, given how silly powerful that combo was.

I'm not completely sure, but it has destroyed my flagship in the past so it must be pretty significant. I remember that reaper strategy, ha, gave a kind of jousting feel to fighting destroyers in a frigate.


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Pillager's main turrets spread a large arc, and there isn't a point where it gets full coverage, If you get the angle right you can get 4 cannons running however. Kinda reminding me of the Fatboy from Supreme Commander.

My favorite experimental  8)

This is going a ways back in the design phase of development, but I'm pretty sure a lot of ships were designed to have sweet spots like this. It's actually for two reasons: Besides the fun aspect of combat tactics, it helps give the AI a clear preferred attack angle to reduce its tendency to rotate shots off its armor. That is important because generally reduced turn rates in assault weapons cause significant loss of accuracy on constantly moving ships.


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Oh god, the BEES

Haha, which fighters/bombers/gunships do you find the most difficult to handle?


I was actually thinking having a start that was similar to that, but all the other new factions. It doesn't need to be like that with the vanilla factions as there would be less new stuff with them, and they are more familiar to players.

With the scenario's: I can't actually think of many, but maybe a raiding party for the Consortium (Frigates and a destroyer with a freighter), Science related fleet for the Sci-Corps (couple frigates, destroyer, freighter or tanker), and a combat fleet (couple destroyers and either a few carriers or frigates) for the Archeus?

Sure, that sounds fun!

I will try and get that into a release soon.


Title: Re: [0.8.1a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.2.1a) Update 2/27
Post by: A Random Jolteon on March 10, 2018, 05:14:40 PM
I may also see if the combat chatter mod is compatible. That may help things as well.
I am about to do some testing on that for you, but I can confirm that Combat chatter does NOT cause any crashes or problems at the very least.

Edit: I did some testing, and Combat Chatter works perfectly fine! I have noticed no difference when I use this mod and when I use other mods, so it's definitely safe.
Title: Re: [0.8.1a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.2.1a) Update 2/27
Post by: Ranakastrasz on March 10, 2018, 05:21:04 PM
I may also see if the combat chatter mod is compatible. That may help things as well.
I am about to do some testing on that for you, but I can confirm that Combat chatter does NOT cause any crashes or problems at the very least.

Currently I am using Autonomous ships, Autosave, Combat Chatter, Common Radar, Leading Pip, and Upgraded Rotary Weapons (which I have no idea if it does anything here)
Title: Re: [0.8.1a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.2.1a) Update 2/27
Post by: Morrokain on March 11, 2018, 10:49:50 PM
Currently I am using Autonomous ships, Autosave, Combat Chatter, Common Radar, Leading Pip, and Upgraded Rotary Weapons (which I have no idea if it does anything here)

I am about to do some testing on that for you, but I can confirm that Combat chatter does NOT cause any crashes or problems at the very least.

Edit: I did some testing, and Combat Chatter works perfectly fine! I have noticed no difference when I use this mod and when I use other mods, so it's definitely safe.

Thanks for the confirmation! Much appreciated!
Title: Re: [0.8.1a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.2.1a) Update 2/27
Post by: A Random Jolteon on March 12, 2018, 08:02:48 AM
Currently I am using Autonomous ships, Autosave, Combat Chatter, Common Radar, Leading Pip, and Upgraded Rotary Weapons (which I have no idea if it does anything here)

I am about to do some testing on that for you, but I can confirm that Combat chatter does NOT cause any crashes or problems at the very least.

Edit: I did some testing, and Combat Chatter works perfectly fine! I have noticed no difference when I use this mod and when I use other mods, so it's definitely safe.

Thanks for the confirmation! Much appreciated!
No problem. The only thing I have noticed through more testing is that there is no random chatter like "Engaging hostiles" or "Could use some help here!". So far they have only been "Overloading", "X% hull left", and stuff like that.

Still extremely useful and all you actually NEED to know, but still worth mentioning considering that is a part of the mod.
Title: Re: [0.8.1a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.2.1a) Update 2/27
Post by: Ranakastrasz on March 13, 2018, 06:20:20 AM

No problem. The only thing I have noticed through more testing is that there is no random chatter like "Engaging hostiles" or "Could use some help here!". So far they have only been "Overloading", "X% hull left", and stuff like that.

Still extremely useful and all you actually NEED to know, but still worth mentioning considering that is a part of the mod.

Are you sure that's enabled? I seem to recall some of the stuff being disabled by default. Although its been a while.
Title: Re: [0.8.1a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.2.1a) Update 2/27
Post by: A Random Jolteon on March 13, 2018, 07:31:54 AM

No problem. The only thing I have noticed through more testing is that there is no random chatter like "Engaging hostiles" or "Could use some help here!". So far they have only been "Overloading", "X% hull left", and stuff like that.

Still extremely useful and all you actually NEED to know, but still worth mentioning considering that is a part of the mod.

Are you sure that's enabled? I seem to recall some of the stuff being disabled by default. Although its been a while.
I have not messed with it at all, and I get them when I don't have this mod running.

If it's my fault that those are not showing them I take back what I said, but I don't think it is.
Title: Re: [0.8.1a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.2.1a) Update 2/27
Post by: Morrokain on March 13, 2018, 12:25:30 PM

No problem. The only thing I have noticed through more testing is that there is no random chatter like "Engaging hostiles" or "Could use some help here!". So far they have only been "Overloading", "X% hull left", and stuff like that.

Still extremely useful and all you actually NEED to know, but still worth mentioning considering that is a part of the mod.

Are you sure that's enabled? I seem to recall some of the stuff being disabled by default. Although its been a while.
I have not messed with it at all, and I get them when I don't have this mod running.

If it's my fault that those are not showing them I take back what I said, but I don't think it is.

I haven't had a ton of time to work on the mod lately, but I am in the process of accumulating the last several batches of feedback into a schedule or at least a priority list. I will include investigating this as a part of that.
Title: Re: [0.8.1a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.2.1a) Update 2/27
Post by: Morrokain on March 28, 2018, 01:05:03 PM
Alrighty, so I have an update to current dev progress. As stated before, I've slowed down development a bit, in preparation for a new professional position, but I'm still working on cool things!  :)

Specifically, improving the fleet encounter dialogue mechanics takes a lot of trial and error. The scripts have random components that are supposed to generate a certain subjective "feel" and that can take a while to get right.

I really wanted to make bribes more mainstream if the player wants to avoid a battle, even if heavily outnumbered (or sometimes, specifically in that case). Currently in the available build, bribes only occur when prompted by the enemy commander. This just doesn't feel complete to me, so I am in the process of adding upfront bribes, and increasing the volatility of the results between the various factions.

This, of course, also presents a fair workload in dialogue- faction specific responses, etc. But I think it will feel much more natural and provide some interesting choices for the player in the end.

I've also worked on another small balance pass, and added in previously requested content: new missions, start scenarios and the reintroduction of a peak performance time.

Here's a summary of current progress. Asterisks* indicate W.I.P status:

Content Additions

 - *Improved Bribery mechanic: Now also allows for bribery upfront- greatly increases the chances of a successful ceasefire negotiation.

      - Can include several increments of bribes(with varying levels of cultual implications per faction) to increases chances of success- the highest bribe almost guarantees success with certain factions.
      - Should the player choose not to bribe upfront and the negotations fail, the player will have a second opportunity to bribe the enemy commander at a higher cost.

 - Improved Cease-Fire mechanic: Now can successfully negotiate a ceasefire with Vengeful rep Pirates (was guaranteed to fail before) and new bribery mechanics allow for more controllable, consistent results for the player, should they really want to avoid a battle.

 - 2 new missions featuring the Hyperion-class Experimental Frigate as a flagship.

 - Added 3 new starting options for new factions- now consolidated with the former two additions under "Advanced Start".

 - Consolidated "Normal Start" options (containing the basic start options and separating the destroyer-sized starts more clearly)


Balance Changes

 - Peak Performance mechanic implemented back into all vessels. Timers greatly increased for all but phase ships, and ships with High Maintenance from their experimental nature, such as the Sunder, Hyperion etc.

 - Safety Overrides' Peak Performance reduction now greatly limits prolonged combat performance as a downside to balance out its benefits. OP to install reduced by 33% as a result. This will also make Pathers less annoying to fight in prolonged engagements where the player doesn't happen to have any pursuit or interdiction vessels.

 - Reduced Flux per Salvo of Trebuchet LRM by 33%, missile speed reduced by ~20% (This should make the missile less of an issue when massed and allow it to be more easily added to load-outs. It was also too powerful/useful for its tier and in comarison to the advanced Hunter LRM).

 - Nova Cannon damage increased by 25% to compensate for loss of EMP component. It should now properly take its place as a top tier PD option with a secondary assault role.

 - Added the Refit Time effect of Damaged Flightdeck to Civgrade Hullmod.

 - Op Cost of Operations Center hullmod reduced by 33%.

 - Converted Hangar hullmod now increases the number flight decks on existing carriers by +1/+1/+2 on destroyers/cruisers/capitals in addition to its normal effects. This hullmod can now also be installed on existing carriers.

 - Significant buffs to Hyperion and now has medium universal hardpoints at each wing. Increased cost and supplies to maintain/deploy.

 - Reduced flux use of Phase Teleporter by 15% and increased its range.

 - Decreased Tyrant-class Battleship's turn rate by 60%. It was too inaccurate with beams otherwise.

 - Liberator Heavy Fighter has had one of its Icer Guns removed, and Limited Range Finders hullmod is now built-in.

 - Ion Torpedo projectile hitpoints reduced by 40%.

 - Changed starting variant load-out for Medusa.


Bug Fixes

 - Fixed description for civilian Star-Liner to include its built-in, yet poorly operating fighter bay.

 - Correctly implemented extra damage to weapons/engines from fighters- normalized this stat to 50% extra damage in order to reduce combat layer complexity. Removed EMP component from all small PD weapons.

 - *Updated and corrected Tactics Manual to reflect changes since release.

 - *Fixed bug with Adamantine Consortium Comm-Relay encounter not taking priority over Tribute requests.

 - *Added story text to "The Great Restructuring" mission.
Title: Re: [0.8.1a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.2.1a) Update 2/27
Post by: Ranakastrasz on March 28, 2018, 03:16:02 PM
Alrighty, so I have an update to current dev progress. As stated before, I've slowed down development a bit, in preparation for a new professional position, but I'm still working on cool things!  :)

Specifically, improving the fleet encounter dialogue mechanics takes a lot of trial and error. The scripts have random components that are supposed to generate a certain subjective "feel" and that can take a while to get right.

I really wanted to make bribes more mainstream if the player wants to avoid a battle, even if heavily outnumbered (or sometimes, specifically in that case). Currently in the available build, bribes only occur when prompted by the enemy commander. This just doesn't feel complete to me, so I am in the process of adding upfront bribes, and increasing the volatility of the results between the various factions.

This, of course, also presents a fair workload in dialogue- faction specific responses, etc. But I think it will feel much more natural and provide some interesting choices for the player in the end.

Yea, I don't do Dialog much, and my ability to "Feel" is really lacking. So I can't really have an opinion there at all.

The Vengeful part of reputation level, I do think that a different approach to reputation might be sane.
http://fractalsoftworks.com/forum/index.php?topic=9786.0
Old suggestion, and might not be quite correct, but a tiered reputation system might be sane given your intention of an RPG-like system.
Essentially, each level of reputation is harder to get, like vanilla, but much more clear cut. Allied/Vengful specifically would take serious, deliberate effort to obtain, via Quest/Killing capital fleets.

Quote
I've also worked on another small balance pass, and added in previously requested content: new missions, start scenarios and the reintroduction of a peak performance time.

Here's a summary of current progress. Asterisks* indicate W.I.P status:

Content Additions

 - *Improved Bribery mechanic: Now also allows for bribery upfront- greatly increases the chances of a successful ceasefire negotiation.

      - Can include several increments of bribes(with varying levels of cultual implications per faction) to increases chances of success- the highest bribe almost guarantees success with certain factions.
      - Should the player choose not to bribe upfront and the negotations fail, the player will have a second opportunity to bribe the enemy commander at a higher cost.

 - Improved Cease-Fire mechanic: Now can successfully negotiate a ceasefire with Vengeful rep Pirates (was guaranteed to fail before) and new bribery mechanics allow for more controllable, consistent results for the player, should they really want to avoid a battle.

No Comment
Quote
- 2 new missions featuring the Hyperion-class Experimental Frigate as a flagship.
Yay. Can't wait. Hyperion is always fun :D
Quote
- Added 3 new starting options for new factions- now consolidated with the former two additions under "Advanced Start".

 - Consolidated "Normal Start" options (containing the basic start options and separating the destroyer-sized starts more clearly)
Well, that could be nice, although I don't start new games often.
Quote

Balance Changes

 - Peak Performance mechanic implemented back into all vessels. Timers greatly increased for all but phase ships, and ships with High Maintenance from their experimental nature, such as the Sunder, Hyperion etc.

 - Safety Overrides' Peak Performance reduction now greatly limits prolonged combat performance as a downside to balance out its benefits. OP to install reduced by 33% as a result. This will also make Pathers less annoying to fight in prolonged engagements where the player doesn't happen to have any pursuit or interdiction vessels.
Good. Make sure tooltips on those hullmods explain exactly why they cut the PP so much.
Quote
- Reduced Flux per Salvo of Trebuchet LRM by 33%, missile speed reduced by ~20% (This should make the missile less of an issue when massed and allow it to be more easily added to load-outs. It was also too powerful/useful for its tier and in comarison to the advanced Hunter LRM).
Could make it more usable. Flux costs on those hurt, xd. Those Low-tier LR missiles, honestly, I could go for them having that kind of change overall, maybe except for the single Hunter varient (which is powerful for it's size)
Quote
- Nova Cannon damage increased by 25% to compensate for loss of EMP component. It should now properly take its place as a top tier PD option with a secondary assault role.
Hmm. I missed Nova cannon losing EMP damage. What does EMP damage do to missiles anyway? If anything at all?
Quote
- Added the Refit Time effect of Damaged Flightdeck to Civgrade Hullmod.

Sensible enough. Hmm..

As an idea, let Civ Hullmod be removed somehow, similar to removing D-Mods (but seperate). Make sure Civ has an upside, like +Fuel eco or -Maintenance, in addition to the downsides if that is the case.
Quote
- Op Cost of Operations Center hullmod reduced by 33%.
That makes it way more usable.
Quote
- Converted Hangar hullmod now increases the number flight decks on existing carriers by +1/+1/+2 on destroyers/cruisers/capitals in addition to its normal effects. This hullmod can now also be installed on existing carriers.

 - Significant buffs to Hyperion and now has medium universal hardpoints at each wing. Increased cost and supplies to maintain/deploy.
Oh, so you downgunned it before, and made it medium again? And isn't it's Maintance harsh enough? :p
Quote
- Reduced flux use of Phase Teleporter by 15% and increased its range.
Would prefer a lower cooldown personally, or maybe a 3-charge system with cooldown on recharge.
Quote
- Decreased Tyrant-class Battleship's turn rate by 60%. It was too inaccurate with beams otherwise.

 - Liberator Heavy Fighter has had one of its Icer Guns removed, and Limited Range Finders hullmod is now built-in.

 - Ion Torpedo projectile hitpoints reduced by 40%.

 - Changed starting variant load-out for Medusa.

No Comments
Quote

Bug Fixes

 - Fixed description for civilian Star-Liner to include its built-in, yet poorly operating fighter bay.
Heh, awesome
Quote
- Correctly implemented extra damage to weapons/engines from fighters- normalized this stat to 50% extra damage in order to reduce combat layer complexity. Removed EMP component from all small PD weapons.
Hmm. What effect does removing EMP do anyway?
Quote
- *Updated and corrected Tactics Manual to reflect changes since release.
Is that deployed on the front page? Want to READ!
Quote
- *Fixed bug with Adamantine Consortium Comm-Relay encounter not taking priority over Tribute requests.

 - *Added story text to "The Great Restructuring" mission.
No Comment, yet.
Title: Re: [0.8.1a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.2.1a) Update 2/27
Post by: A Random Jolteon on March 28, 2018, 05:11:35 PM
Quote
- Correctly implemented extra damage to weapons/engines from fighters- normalized this stat to 50% extra damage in order to reduce combat layer complexity. Removed EMP component from all small PD weapons.
Hmm. What effect does removing EMP do anyway?
EMP against Missiles will cause them to flame out. They can still detonate, but they can't maneuver...Best used against missiles that actually have the ability to turn.
Title: Re: [0.8.1a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.2.1a) Update 2/27
Post by: Morrokain on March 28, 2018, 07:40:08 PM
Quote
The Vengeful part of reputation level, I do think that a different approach to reputation might be sane.
http://fractalsoftworks.com/forum/index.php?topic=9786.0
Old suggestion, and might not be quite correct, but a tiered reputation system might be sane given your intention of an RPG-like system.
Essentially, each level of reputation is harder to get, like vanilla, but much more clear cut. Allied/Vengful specifically would take serious, deliberate effort to obtain, via Quest/Killing capital fleets.

I took a look at this, and yes I have something... well, similar, in mind when the time comes. I don't know about just a timer decay, but there will be ways that you can lose reputation besides smuggling and betraying friendly fleets.

Quote
Hmm. I missed Nova cannon losing EMP damage. What does EMP damage do to missiles anyway? If anything at all?

This is just since the fighter systems hullmod now makes all fighter weapons deal extra damage to weapons and engines, so it wasn't necessary anymore. Since that nerfs its assault role for ship (its emp component actually played a larger role there) I increased its damage and made it more specialized as a superior pd weapon over the electron cannon.

Quote
Oh, so you downgunned it before, and made it medium again? And isn't it's Maintance harsh enough? :p

No, it was just only missile weapons before, so I mostly just made it more flexible. I also made its shields at a cruiser level, and its now the fastest frigate by a large margin. The extra maintenance is necessary, trust me.  ;)

Quote
Is that deployed on the front page? Want to READ!

Not yet, when this update is finished and live the changes will be visible there as well. I'm actually focusing on those the second I'm finished with the Rules.csv entries for the bribery mechanics. Already finished the rule command script for it and it's best to do all that while the memory of all the variable names is fresh.
Title: Re: [0.8.1a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.2.1a) Update 2/27
Post by: A Random Jolteon on March 28, 2018, 08:22:44 PM
Please snip the quote down to the part you are replying to.
Sorry, got distracted IRL and forgot to do that.  :-\
Title: Re: [0.8.1a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.2.1a) Update 2/27
Post by: Dal on March 28, 2018, 09:36:09 PM
I'm sure this has been asked before, but what is the author's philosophy on having the features and content aspects of this mod separate? I've now played several hours of the mod, and I enjoy its features, but between using it and playing the base game and all its addons, vanilla and other mods win out. I would love to include this mod's campaign features alongside the version of the game that I play. Not to mention Nexerelin... :)
Title: Re: [0.8.1a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.2.1a) Update 2/27
Post by: Ranakastrasz on March 29, 2018, 05:59:16 AM
I'm sure this has been asked before, but what is the author's philosophy on having the features and content aspects of this mod separate? I've now played several hours of the mod, and I enjoy its features, but between using it and playing the base game and all its addons, vanilla and other mods win out. I would love to include this mod's campaign features alongside the version of the game that I play. Not to mention Nexerelin... :)

Combat wise, Unless things have changed, there is no easy way, short of manually modifying every single ship and weapon in another mod, to have another mod work with this one. There needs to be a script that allows you to integrate arbitrary weapons and Ships, and modify them via script. Otherwise, the whole thing requires you to manually integrate them.

If you mean the campaign layer, I have no idea :D
Title: Re: [0.8.1a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.2.1a) Update 2/27
Post by: A Random Jolteon on March 29, 2018, 07:32:08 AM
I'm sure this has been asked before, but what is the author's philosophy on having the features and content aspects of this mod separate? I've now played several hours of the mod, and I enjoy its features, but between using it and playing the base game and all its addons, vanilla and other mods win out. I would love to include this mod's campaign features alongside the version of the game that I play. Not to mention Nexerelin... :)
TBH, I'd be able to play this mod forever if Nex was compatible. As of now, I end up needing breaks because I am use to the weapon ship and style variety that comes from having multiple mods, and the stuff that Nex provides.
Title: Re: [0.8.1a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.2.1a) Update 2/27
Post by: Morrokain on March 29, 2018, 08:59:03 AM
I'm sure this has been asked before, but what is the author's philosophy on having the features and content aspects of this mod separate? I've now played several hours of the mod, and I enjoy its features, but between using it and playing the base game and all its addons, vanilla and other mods win out. I would love to include this mod's campaign features alongside the version of the game that I play. Not to mention Nexerelin... :)

Hey thanks for trying out the mod and I can understand what you mean, haha. It's pretty hard to surpass the collective mastery and efforts of the mod community as one person working on a TC, but hopefully over time and updates that gap will lessen and become less noticeable as more mechanics and extra content is added in. I have no illusion that a TC is quite hard to maintain and keep competitive alongside all the faction, quality of life and utility mods, though!

If Histidine doesn't mind, in the future I will look into adding Nex-like features into this TC. Similarly, my scripts are all open source, and if someone wants to use my campaign features I have no problems with that. I've had a constructive conversation with Alex in the past about including some of the fleet dialogue/request features in Vanilla. He likes the system, but is holding off until the core features are done (roof last, and all that) and then will, perhaps, investigate something similar.

On my ToDo list there is "Making Tutorials on Rules.csv and advanced scripting" which will hopefully help modders better able to understand how I do things.

On keeping the two layers separate, I had originally hoped to do just that. Depending on what you mean by campaign layer, however, it is very difficult to separate the two. It would require me to build and maintain an additional mod of just campaign features (there isn't a way to make the new mod compatible with the TC, I would just have to do double work, so to speak), and then make it Nex compatible. That would probably be beyond my time scope, and .9 may make some of those features redundant.

That being said, if you have time, do you mind breaking it down for me a little? When you say campaign features do you mean everything- the factions, strongholds, and new dialogue options? What, specifically, about the  stuff in other mods wins out? More variety, stronger design principles, etc? Anything I can do to improve your experience? That sort of thing.  :)

TBH, I'd be able to play this mod forever if Nex was compatible. As of now, I end up needing breaks because I am use to the weapon ship and style variety that comes from having multiple mods, and the stuff that Nex provides.

Thanks and noted! :) I definitely don't plan on stopping content additions at the moment (Got a couple ideas for some new frigates as we speak type). Also, if anyone is interested, I can give details on faction conversion for the mod. That way other modders' factions can be included if they wish.

Quote
- Reduced flux use of Phase Teleporter by 15% and increased its range.
Would prefer a lower cooldown personally, or maybe a 3-charge system with cooldown on recharge.

Almost forgot to say that I am thinking this will end up being the case. It's simply more fun to manage charges over just a cooldown.
Title: Re: [0.8.1a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.2.1a) Update 2/27
Post by: Dal on March 29, 2018, 08:30:32 PM
Quote
That being said, if you have time, do you mind breaking it down for me a little?

Sure, let me expand a bit. When I said content I meant to refer to the new things (ships, factions, stat changes), when I said features I meant new actions (bribing, intimidating, etc). The big draw your mod has over others is in characterization. You've got lots of flavor in your lore, lots of consistency in your ships, and lots of interaction with your characters. These, and in particular the last one, are very hard to find in regular Starsector. There's obviously only so much you can change outside of a TC, but I still long for a middle ground where you could bribe and extort other fleets and so forth in the base game (only using more generic dialog out of necessity).

Unfortunately it goes both ways; you've clearly put a lot of thought into your work, and it's really distinct... but it's really distinct. I don't have any major suggestions for you because you seem to be following a vision of the game very closely and very well. There are little things, like how Archean ships are in a whole different class of speed compared to everything else, but that's barely a blip.
Title: Re: [0.8.1a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.2.1a) Update 2/27
Post by: A Random Jolteon on March 29, 2018, 08:37:27 PM
It's pretty hard to surpass the collective mastery and efforts of the mod community as one person working on a TC

If Histidine doesn't mind, in the future I will look into adding Nex-like features into this TC
Considering how you are one person, I think you are 80-90% matched in the awesomeness.


As for Nex: The only thing I think would be a problem is the Asgard Station. Even then, it's just the weapons that are the problem...Although it wou-I am going to stop there so I don't ramble on possibilities.

Either way, I don't think Nex would be hard to make compatible. Not like you are trying to get Blackrock or Dassault-Mikoyan compatible. Nex doesn't add weapons or ships.
Title: Re: [0.8.1a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.2.1a) Update 2/27
Post by: Ranakastrasz on March 29, 2018, 08:48:49 PM
It's pretty hard to surpass the collective mastery and efforts of the mod community as one person working on a TC

If Histidine doesn't mind, in the future I will look into adding Nex-like features into this TC
Considering how you are one person, I think you are 80-90% matched in the awesomeness.
True that.
Quote
Either way, I don't think Nex would be hard to make compatible. Not like you are trying to get Blackrock or Dassault-Mikoyan compatible. Nex doesn't add weapons or ships.

The difficulty is that this mod doesnt just add stuff, it changes everything to do with game balance. While yea, you could probably easily integrate it with nex, it would be extremely imbalanced. Bring fighters from another mod here? No idea of op or not. Slow, but way more firepower, so probably act like cheap gunships.
All vanilla and Order ships have heavier armor and tougher shields, zero flux boost. Most of these weapons cost no flux. Missile spam. Etc, etc. You could do it, but i suspect balance would be difficult.
Title: Re: [0.8.1a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.2.1a) Update 2/27
Post by: Morrokain on March 30, 2018, 08:59:33 AM
Sure, let me expand a bit. When I said content I meant to refer to the new things (ships, factions, stat changes), when I said features I meant new actions (bribing, intimidating, etc). The big draw your mod has over others is in characterization. You've got lots of flavor in your lore, lots of consistency in your ships, and lots of interaction with your characters. These, and in particular the last one, are very hard to find in regular Starsector. There's obviously only so much you can change outside of a TC, but I still long for a middle ground where you could bribe and extort other fleets and so forth in the base game (only using more generic dialog out of necessity).

Unfortunately it goes both ways; you've clearly put a lot of thought into your work, and it's really distinct... but it's really distinct. I don't have any major suggestions for you because you seem to be following a vision of the game very closely and very well. There are little things, like how Archean ships are in a whole different class of speed compared to everything else, but that's barely a blip.

Thanks for the breakdown, I appreciate the feedback! I have been thinking about it, and it may be possible to separate that portion of the mod(fleet dialogue features) into a mini-mod that could work outside of a TC. Like you said, it would probably only be the "base case" since most of the alternate flavor dialogue is for the new factions, but it would be something! I also have been meaning to get some more dialogue into Vanilla factions, so when I do that I can separate the two out. I will see what I can do once this next update is done.  :)

Considering how you are one person, I think you are 80-90% matched in the awesomeness.
True that.

Aw shucks, thanks! :) I just have a lot of passion for both coding and this game, and I myself have dreamed of some of these features from before the campaign was even available! I am pretty confident at this point that I will continue development for a long while, assuming .9 doesn't break too much. Can never be sure there, but I'm hopeful.

As for Nex: The only thing I think would be a problem is the Asgard Station. Even then, it's just the weapons that are the problem...Although it wou-I am going to stop there so I don't ramble on possibilities.

Either way, I don't think Nex would be hard to make compatible. Not like you are trying to get Blackrock or Dassault-Mikoyan compatible. Nex doesn't add weapons or ships.

I spent some time going over Nex's source code, and the biggest obstacle will probably be in the way it generates new games. It's completely rebuilt from Vanilla, so I would have to integrate my own starts into that new system, once I understand it better. Still, it doesn't seem insurmountable.

(As a side note, Nex is AWESOME. Truly a lot of work went into the features, and should I effectively implement them here... wow... it will be more than I ever thought possible)

The difficulty is that this mod doesnt just add stuff, it changes everything to do with game balance. While yea, you could probably easily integrate it with nex, it would be extremely imbalanced. Bring fighters from another mod here? No idea of op or not. Slow, but way more firepower, so probably act like cheap gunships.
All vanilla and Order ships have heavier armor and tougher shields, zero flux boost. Most of these weapons cost no flux. Missile spam. Etc, etc. You could do it, but i suspect balance would be difficult.

Well, from what I can tell I don't think those ships are actually included, just the option to include those mods. So I just need to be sure I understand and can implement the code for the features- stuff like colony-capturing, diplomacy, invasions, mining, etc.

Since I hand place many of my factions' strongholds, I would also have to build in safeguards that check for Corvus Mode, or not include the completely random map as part of the features.

Even if those ships were included, I could probably balance other faction mods' content for this TC, however, given enough time. I have a system that seems to work pretty well at this point. The 13 or so small weapons I added in last month have only needed some minor tweaks from their initial balance because I plugged them directly into established and "proven" stat ranges. Time is the main factor here, per usual.
Title: Re: [0.8.1a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.2.1b) Update 4/8
Post by: Morrokain on April 08, 2018, 11:35:08 AM
Patch is up.

Phew, that was a lot of work to re-update the manual and document the dialogue mechanics. :) It took way longer than expected.

This is a pretty big balance pass, as well, and the update version is a little misleading as there is actually quite a bit of new and revised content for such a tiny update in the version id lol.

I also spent a good amount of time refactoring older scripts and improving existing features. I'm especially excited for bribery to be more fleshed out. The faction specific responses haven't been implemented yet, but I wan't to make sure the "base case" is working as intended before going down that rabbit hole.

Current Patch Changes: Update v1.2.1b 4/8/2018
Spoiler
Content Additions
  • Improved Bribery mechanic: Now also allows for bribery upfront- greatly increases the chances of a successful ceasefire negotiation.

          - Can include several increments of bribes(with varying levels of cultural implications per faction) to increases chances of success- the highest bribe almost guarantees success with certain factions.
          - Should the player choose not to bribe upfront and the negotations fail, the player will have a second opportunity to bribe the enemy commander at a higher cost.

  • Improved Cease-Fire mechanic: Now can successfully negotiate a ceasefire with Vengeful rep Pirates (was guaranteed to fail before) and new bribery mechanics allow for more controllable, consistent results for the player, should they really want to avoid a battle.
  • 2 new missions featuring the Hyperion-class Experimental Frigate as a flagship.
  • Added 3 new starting options for new factions- now consolidated with the former two additions under "Advanced Start".
  • Consolidated "Normal Start" options (containing the basic start options and separating the destroyer-sized starts more clearly).
  • New skin and variants for Archean Order's Wolf-class frigate.

Balance Changes
  • Peak Performance mechanic implemented back into all vessels. Timers greatly increased for all but phase ships, and ships with High Maintenance from their experimental nature, such as the Sunder, Hyperion etc.
  • Safety Overrides' Peak Performance reduction now greatly limits prolonged combat performance as a downside to balance out its benefits. OP to install reduced by 33% as a result. This will also make Pathers less annoying to fight in prolonged engagements where the player doesn't happen to have any pursuit or interdiction vessels.
  • Reduced Flux per Salvo of Trebuchet LRM by 33%, missile speed reduced by ~20% (This should make the missile less of an issue when massed and allow it to be more easily added to load-outs. It was also too powerful/useful for its tier and in comparison to the advanced Hunter LRM).
  • Nova Cannon damage increased by 25% to compensate for loss of EMP component. It should now properly take its place as a top tier PD option with a secondary assault role.
  • Added the Refit Time effect of Damaged Flightdeck to Civgrade Hullmod.
  • Op Cost of Operations Center hullmod reduced by 33%.
  • Converted Hangar hullmod now increases the number flight decks on existing carriers by +1/+1/+2 on destroyers/cruisers/capitals in addition to its normal effects. This hullmod can now also be installed on existing carriers.
  • Significant buffs to Hyperion: now has medium universal hardpoints at each wing. Increased cost and supplies to maintain/deploy. Variants adjusted accordinly.
  • Reduced flux use of Phase Teleporter by 15% and increased its range significantly.
  • Decreased Tyrant-class Battleship's turn rate by 60%. It was too inaccurate with beams otherwise.
  • Liberator Heavy Fighter has had one of its Icer Guns removed, and Limited Range Finders hullmod is now built-in.
  • Ion Torpedo projectile hitpoints reduced by 40%.
  • Changed starting variant load-out for Medusa.
  • Redistributed success rates for some dialogue features- now that bribery is a more mainsteam feature.
  • Minor tweaks to deployment costs across all ships (couple exceptions of "minor", like Scarab, that were pseudo bugs), Fleet Points in ships and across skins now properly correlates to deployment cost for calculations in some scripts.

Bug Fixes
  • Fixed description for civilian Star-Liner to include its built-in, yet poorly operating fighter bay.
  • Correctly implemented extra damage to weapons/engines from fighters- normalized this stat to 50% extra damage in order to reduce combat layer complexity. Removed EMP component from all small PD weapons.
  • Updated and corrected Tactics Manual to reflect changes since release. Also greatly expanded the manual, including non-technical documentation of dialogue features and mechanics as well as tips for tactics against certain factions for new players.
  • Fixed bug with Adamantine Consortium Comm-Relay encounter not taking priority over Tribute requests.
  • Added story text to "The Great Restructuring" mission.
  • Corrected a few scripts that had incorrect IDs for the Tri-Tachyon corporation.
  • Bribe calculation in Cease Fire requests now stems from enemy fleet strength, as intended, rather than player fleet strength.
  • Corrected fleet strength calculations in Cease-Fire and Commodity request features. It was too punishing when severely outnumbered (almost never happened).
  • Refactored code of several scripts to run more efficiently and have less redundancy.

[close]

Next up, planning on looking into Nex-like feature implementation, if possible.
Title: Re: [0.8.1a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.2.1b) Update 4/8
Post by: Death_Silence_66 on April 08, 2018, 05:41:59 PM
One minor issue, the pulse laser costs too much OP for what it does. It is about as effective as the machine gun is an anti-fighter weapon and outclassed by the pulse beam against missiles. For an example of this, load up the first Condor (P) in the simulator.

The burst PD laser has the same problem, being slightly better than the pulse beam against fighters and larger missiles, only decisively superior against rocket barrages and swarms of light fighters.


If the intent was to make energy based PD worse, than the pulse beam is in need of a nerf, probably to range. If not, the pulse beam and burst PD laser are in need of re-balancing.

Edit: The void driver seems to have this issue as well, but is a passable ship-to-ship weapon. I would suggest reducing its OP cost to 5. (also, its desc. mentions losing burst damage rapidly but the stats don't reflect this.)
Title: Re: [0.8.1a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.2.1b) Update 4/8
Post by: Death_Silence_66 on April 08, 2018, 06:20:38 PM
The iridium cannon, Icer gun, and micro repeater have issues with their sound. They are louder than other weapons and their sound effects seem to drown out other effects.

Sorry for all the nitpicking, I like this mod and want to help make it better.
Title: Re: [0.8.1a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.2.1b) Update 4/8
Post by: Death_Silence_66 on April 08, 2018, 06:52:27 PM
More balance issues, The Graviton Beam is only slightly better than the Burst Siege Beam. It has ~50% higher sustained dps, ~100 higher damage per burst, and slightly less flux per sedond. The Burst Siege Beam has 200(!) more range, and has the ability to store charges as well has costing less than half as much. reducing the Siege Beam's range down to 800 or lowering its charge reloading rate would be a good fix.

The balance issues of the Siege Beam are most apparent on bigger ships, like the Aurora and Paragon, where they can be assembled in batteries. An Aurora with 6 Siege Beams and expanded mags obliterates everything short of capital ships.
Title: Re: [0.8.1a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.2.1b) Update 4/8
Post by: Morrokain on April 08, 2018, 07:55:36 PM
The iridium cannon, Icer gun, and micro repeater have issues with their sound. They are louder than other weapons and their sound effects seem to drown out other effects.

Sorry for all the nitpicking, I like this mod and want to help make it better.
One minor issue, the pulse laser costs too much OP for what it does. It is about as effective as the machine gun is an anti-fighter weapon and outclassed by the pulse beam against missiles. For an example of this, load up the first Condor (P) in the simulator.

The burst PD laser has the same problem, being slightly better than the pulse beam against fighters and larger missiles, only decisively superior against rocket barrages and swarms of light fighters.


If the intent was to make energy based PD worse, than the pulse beam is in need of a nerf, probably to range. If not, the pulse beam and burst PD laser are in need of re-balancing.

Edit: The void driver seems to have this issue as well, but is a passable ship-to-ship weapon. I would suggest reducing its OP cost to 5. (also, its desc. mentions losing burst damage rapidly but the stats don't reflect this.)
One minor issue, the pulse laser costs too much OP for what it does. It is about as effective as the machine gun is an anti-fighter weapon and outclassed by the pulse beam against missiles. For an example of this, load up the first Condor (P) in the simulator.

The burst PD laser has the same problem, being slightly better than the pulse beam against fighters and larger missiles, only decisively superior against rocket barrages and swarms of light fighters.


If the intent was to make energy based PD worse, than the pulse beam is in need of a nerf, probably to range. If not, the pulse beam and burst PD laser are in need of re-balancing.

Edit: The void driver seems to have this issue as well, but is a passable ship-to-ship weapon. I would suggest reducing its OP cost to 5. (also, its desc. mentions losing burst damage rapidly but the stats don't reflect this.)

Thanks for the balance feedback! Working on looking at what you said and may release a very minor hotfix build tonight addressing the sound issues and looking at various weapons' balance.  :) (I like nitpicking btw, so no worries there!)

I'm hoping to not have to reduce or raise an Ordinance costs, since that will effect variants and require far more work. So I will try other balance levers. If it ends up seeming like the only way, however, I will certainly do it if necessary.

I'll give some more detailed responses in a bit after taking a closer look at things.
Title: Re: [0.8.1a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.2.1b) Update 4/8
Post by: Death_Silence_66 on April 08, 2018, 08:15:54 PM
One bug I found, adding the converted hanger seems to add thousands to the skeleton crew requirement.
Title: Re: [0.8.1a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.2.1b) Update 4/8
Post by: Morrokain on April 08, 2018, 08:58:52 PM
One bug I found, adding the converted hanger seems to add thousands to the skeleton crew requirement.

What ship did you equip it on, for reference?

Edit: nvm, it's an improper calculation. Fixed for hotfix, which I will upload shortly.
Title: Re: [0.8.1a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.2.1c) Hotfix 4/9
Post by: Morrokain on April 08, 2018, 09:46:04 PM
Hotfix uploading now.

I'd give it another hour or two according to dropbox.

Balance Changes

Bug Fixes
Title: Re: [0.8.1a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.2.1c) Hotfix 4/9
Post by: Death_Silence_66 on April 09, 2018, 03:00:34 PM
The Hegemony Auxiliary Condor has 20 less OP than the standard Condor. Bug?
Title: Re: [0.8.1a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.2.1c) Hotfix 4/9
Post by: Morrokain on April 09, 2018, 03:29:27 PM
The Hegemony Auxiliary Condor has 20 less OP than the standard Condor. Bug?

Yup! Old stat in the skin files. Same with the Luddic Church variant. Fixed. That actually partially explains some of the issues I had with their balance in the earlier iteration. They may be tuned too high now, though we will see.
Title: Re: [0.8.1a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.2.1c) Hotfix 4/9
Post by: Death_Silence_66 on April 09, 2018, 04:43:17 PM
The Hellcat fighter doesn't seem to require crew, and its description doesn't say it's a drone. Is this a bug?
Title: Re: [0.8.1a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.2.1c) Hotfix 4/9
Post by: Morrokain on April 09, 2018, 05:15:07 PM
The Hellcat fighter doesn't seem to require crew, and its description doesn't say it's a drone. Is this a bug?

Yes! Corrected min crew requirements of Hellcat, Cyclops, Liberator, Renegade and Hydra fighter.

Looking close to another hotfix tonight at this rate.  :P
Title: Re: [0.8.1a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.2.1c) Hotfix 4/9
Post by: Death_Silence_66 on April 10, 2018, 04:02:53 PM
It seems the converted hanger hullmod only adds 1 flight deck to the Atlas despite it being a capital ship. Is this because it is also a civilian ship or actually counted as a cruiser?
Title: Re: [0.8.1a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.2.1c) Hotfix 4/9
Post by: Morrokain on April 10, 2018, 04:57:47 PM
It seems the converted hanger hullmod only adds 1 flight deck to the Atlas despite it being a capital ship. Is this because it is also a civilian ship or actually counted as a cruiser?


Another good catch, yes, it was set as a cruiser in it's ship file. Fixed! Going to add a little more before another release, but next patch notes currently at this point:

Balance Changes

 - Reduced upcharge, increased recharge of Iridium Cannon. -This will allow Hellcats to combat interceptors a little better. Before they could almost never effectively target them. They are still inaccurate at it, just less so.

 - Replaced one of the Drover-class Light PD Carrier's Hydra Gunship wings with a Hercules Gunship wing to give it a fair amount of assault potential for an insignifcant loss in overall PD strength.


Bug Fixes

 - Fixed min crew requirements of Hydra, Renegade, Liberator, Cyclops and Hellcat fighter-craft.

 - Fixed OP of Hegemony, Pirate and Luddic Church Condor skins. Variants adjusted accordingly.

 - Atlas now correctly read as a capital ship, so Converted Hangar hullmod will add 2 fighter bays, as intended.
Title: Re: [0.8.1a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.2.1c) Hotfix 4/9
Post by: Death_Silence_66 on April 10, 2018, 06:15:59 PM
I just finished all the missions with 100%. The balance is pretty good. They are hard, but not impossible. The only one that I have an issue with is The Captain's Gambit. It's fairly easy if you outfit all the ships with sparks, xyphos, renegades, and daggers. The issue is getting all the carriers to actually engage the tyrant. After killing all the other ships, they just kited away from it. Only the fighter only carriers sent their wings against it, doing almost nothing. I had to run the tyrant out of CR and then switch to a carrier to bomb it.
Title: Re: [0.8.1a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.2.1c) Hotfix 4/9
Post by: Morrokain on April 10, 2018, 07:44:54 PM
I just finished all the missions with 100%. The balance is pretty good. They are hard, but not impossible. The only one that I have an issue with is The Captain's Gambit. It's fairly easy if you outfit all the ships with sparks, xyphos, renegades, and daggers. The issue is getting all the carriers to actually engage the tyrant. After killing all the other ships, they just kited away from it. Only the fighter only carriers sent their wings against it, doing almost nothing. I had to run the tyrant out of CR and then switch to a carrier to bomb it.

Ah nice! Hope you had fun with those!  :)

Hm, as far as the carriers in The Captain's Gambit, did you keep the stock loadouts on weapons?

AI wise - The Epiphany is a pure carrier, and won't engage directly without Full Assault + Eliminate command and may even need a reckless officer if facing a capital with the firepower of the Tyrant.

**Edit** You probably know this already, but just in case: a combat carrier or carrier defaults to the "Fighter Strike" command when mass selecting ships and right clicking enemies on the tactical map. If you want the carriers to follow an "Eliminate" command on the Tyrant, select the Tyrant itself and then select "Eliminate" under the available commands for that ship and then mass select your carriers and right click the Tyrant to assign that specific command to them.

The Apogee, on the other hand, is a combat carrier, so it should be more willing to directly engage things. That said, they are default equipped for long range missile strikes, and so would be pretty unwilling to engage things directly no matter what orders you gave them. Their Twin Tactical Beam is just a deterrent for the stray destroyer or frigate that gets too close.

The direct engagement vessel in this scenario is the Hyperion. Though, that ship will struggle against the Tyrant: A single volley from its main battery is enough to one shot you, in most cases. You are supposed to whittle it down and distract it with coordinated fighter strikes as your carriers flee, and let it burn its ship system so it can't turn fast enough to get you within a full batteries' arc.

Even then, one of the harder missions to do the upfront way. The running it out of CR solution is not the most fun of scenarios... may look into that.  ;)
Title: Re: [0.8.1a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.2.1c) Hotfix 4/9
Post by: Death_Silence_66 on April 10, 2018, 08:23:45 PM
The issue was that I was using fighter strike, but the epiphanys were not sending their xyphos and bombers to engage. Even when I put the whole fleet on an eliminate order they still fled without using their bombers.

These were the ship loadouts I was using.

Spoiler
(https://i.imgur.com/ouVP32j.png)
[close]

Spoiler
(https://i.imgur.com/TxwGBGr.png)
[close]
Title: Re: [0.8.1a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.2.1c) Hotfix 4/9
Post by: Morrokain on April 10, 2018, 08:31:56 PM
The only thing I can think of at first thought is the effective range difference between the two classes somehow confusing the AI.

Gunships have about half the effective range of bombers and interceptors, as a generalization. There are exceptions, but I don't believe the Xyphos is one of them.

Try one carrier full bombers, one full gunships, and see if that solves the issue.
Title: Re: [0.8.1a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.2.1c) Hotfix 4/9
Post by: Death_Silence_66 on April 10, 2018, 09:47:51 PM
I was flying around Askonia and saw this...

Spoiler
The gate's orbit might need to be extended a bit :P(https://i.imgur.com/FeDToOr.png)
[close]

Title: Re: [0.8.1a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.2.1c) Hotfix 4/9
Post by: Death_Silence_66 on April 10, 2018, 11:28:37 PM
You might want to change Hybrasil a bit, at the moment the Tri-Tachyon-Archean Order fighting continually creates debris fields and high tech derelicts. It can make the early game easy if you snag an Aurora or Doom.
Title: Re: [0.8.1a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.2.1c) Hotfix 4/9
Post by: Morrokain on April 11, 2018, 03:21:23 PM
I was flying around Askonia and saw this...

Spoiler
The gate's orbit might need to be extended a bit :P(https://i.imgur.com/FeDToOr.png)
[close]



Ha, yeah never considered that such a close orbit might put the Archean Outpost within the gas giant at points during its orbit. I'll expand the orbit radius of the gate, though it will take a new game to see the effects.

You might want to change Hybrasil a bit, at the moment the Tri-Tachyon-Archean Order fighting continually creates debris fields and high tech derelicts. It can make the early game easy if you snag an Aurora or Doom.

Yeah I see what you mean. Those are powerful cruisers and they would make many smaller factions' much easier to defeat.

However, their war is the centerpiece of the ToBe story, and part of the difficulty behind the Archean Order start scenario. So, completely removing their clashes would be a bit hit to the continuity of the lore and the "feel" of the sector.

I'm wondering if there is any way to make a reasonable middle ground. It is kind of a difficult scenario to tackle without an EveryFrameScript removing the most potent derelicts...

Or... hmm... maybe, just maybe this may work:

So, if I understand it correctly, derelicts and board-able vessels rely on the those ships not breaking apart during combat. At the very least, it greatly reduces the chances they will be recoverable, right?

If I set the majority of hi-tech vessels that are too powerful for such a new start character to always break apart, then that should render them purchase-able, but difficult to obtain otherwise. I think I am ok with this, but if others disagree feel free to respond!
Title: Re: [0.8.1a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.2.1c) Hotfix 4/9
Post by: Ranakastrasz on April 11, 2018, 03:39:35 PM
Hmm. A hullmod, probably that delicate machinery one. Gives a 90% chance of breaking up. :p
Title: Re: [0.8.1a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.2.1c) Hotfix 4/9
Post by: Death_Silence_66 on April 11, 2018, 05:31:59 PM
If the conflict is intended, you should buff up the spawnrate of TT fleets. Whenever I show up in the system 2-8 huge Templar fleets with multiple megaliths swarm Eochu Bres.
Title: Re: [0.8.1a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.2.1c) Hotfix 4/9
Post by: Morrokain on April 11, 2018, 05:46:55 PM
Hmm. A hullmod, probably that delicate machinery one. Gives a 90% chance of breaking up. :p

Yeah, that could work, and would be descriptive to the player as to why they rarely find the ships. Originally I was thinking of just putting in the stat under ship_data.csv, but I like this idea better.

If the conflict is intended, you should buff up the spawnrate of TT fleets. Whenever I show up in the system 2-8 huge Templar fleets with multiple megaliths swarm Eochu Bres.

For reference, how late are you in the campaign, typically? I have noticed it tends to go back and forth. They kind of take turns overrunning each other with bigger and bigger fleets over time.

Since I'm already editing the campaign layer for Askonia, I may as well test a couple tweaks. Maybe putting the colonies a little farther apart would help things a bit.
Title: Re: [0.8.1a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.2.1c) Hotfix 4/9
Post by: Death_Silence_66 on April 11, 2018, 09:25:17 PM
Quite late, got a fleet of 2 paragons and a few Auroras.
Title: Re: [0.8.1a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.2.1c) Hotfix 4/9
Post by: Death_Silence_66 on April 11, 2018, 09:35:33 PM
Penembrous and Eochu Bres get pretty damn close.

Spoiler
(https://i.imgur.com/UmaFCLg.png)
[close]
Title: Re: [0.8.1a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.2.1c) Hotfix 4/9
Post by: Morrokain on April 11, 2018, 09:47:42 PM
Penembrous and Eochu Bres get pretty damn close.

Spoiler
(https://i.imgur.com/UmaFCLg.png)
[close]
Quite late, got a fleet of 2 paragons and a few Auroras.

Great! Thanks for the info! I haven't tested that late in the campaign in a while and this is really good data to help adjust strongholds for those very reasons. If you happen to find anything else amiss while on that save let me know and I'll incorporate more stronghold adjustments, if needed, in hopefully one or two updates. I don't want to keep breaking everyone's saves, if possible, as that's already inevitable enough as it is.  :)

I may try and get to those built-in hullmod consolidations for some factions while I'm at it.
Title: Re: [0.8.1a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.2.1c) Hotfix 4/9
Post by: Ranakastrasz on April 13, 2018, 06:28:19 PM
Ran into an issue. Tried to start a game. Got 3 shipping orders to another system, took them. Got to the stations, the person requesting them wasn't there. Maybe he went out for a smoke break?

Hyperion doesn't seem to have delicate machinery hullmod. Not sure why.
Title: Re: [0.8.1a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.2.1c) Hotfix 4/9
Post by: Morrokain on April 13, 2018, 06:36:35 PM
Ran into an issue. Tried to start a game. Got 3 shipping orders to another system, took them. Got to the stations, the person requesting them wasn't there. Maybe he went out for a smoke break?

Hyperion doesn't seem to have delicate machinery hullmod. Not sure why.

What stations were they? Did you ping the map from the mission log and did those planets/stations flash?

Edit** Trying to get a sense of where the potential bug would be. I'm seeing if these planets are in any way modified by my code, as a start. Or if its specific to stations, etc.
Title: Re: [0.8.1a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.2.1c) Hotfix 4/9
Post by: Ranakastrasz on April 14, 2018, 07:25:23 AM
Weapon shipments, 3x 10 each. From Jangala in the Corvus system to Sphinx and Tigra City in the Samarra System. Sphinx shipment worked fine. Tigra gave me the route (autopilot to the dock) but once I docked, couldn't complete as the person wasn't there. Quartermaster had a different name. Also, no yellow excelmation point indicating it.

Spelling might be wrong, XD
Title: Re: [0.8.1a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.2.1c) Hotfix 4/9
Post by: Morrokain on April 14, 2018, 09:11:07 AM
Weapon shipments, 3x 10 each. From Jangala in the Corvus system to Sphinx and Tigra City in the Samarra System. Sphinx shipment worked fine. Tigra gave me the route (autopilot to the dock) but once I docked, couldn't complete as the person wasn't there. Quartermaster had a different name. Also, no yellow excelmation point indicating it.

Spelling might be wrong, XD

Hmm. That is strange. It might be a vanilla bug.

As far as I know, I haven't done anything that modifies that mission class, and the only planet that is modified in any way in that scenario is Jangala's commander from the tutorial ending. It shouldn't affect anything regarding other NPCs or missions.

If you could see the NPC, and there was a yellow exclamation point, but the dialogue to drop the ship was replaced with a generic greeting, that would be a Rules.csv issue. But not being there at all? Strange.

Let me know if it keeps happening. I'll look into it, but I'm honestly not sure where to start.
Title: Re: [0.8.1a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.2.1c) Hotfix 4/9
Post by: Morrokain on April 14, 2018, 12:01:49 PM
Hyperion doesn't seem to have delicate machinery hullmod. Not sure why.

Fixed.
Title: Re: [0.8.1a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.2.1c) Hotfix 4/9
Post by: Morrokain on April 14, 2018, 11:15:35 PM
New update available by morning. A couple notes on a couple requested features.

I decided against implementing Delicate Machinery across all hi-tech hulls, for now, and instead have hopefully corrected the loot and balance issues in the Hybrasil system of the campaign layer. If this is not enough, I will investigate further.

I have also decided not to consolidate faction hullmods of the Hegemony, because they are actually purposefully kept separate to accommodate both the Heg Auxiliary buff and the XIV Legion buff, which are different in what stats they give, but the balancing effect remains the same, if that makes sense.

As usual, squeezed in a little new content as well.  :)

Here are the notes:

Current Patch Changes: Update v1.2.1d 4/15/2018
Spoiler

Content Additions
  • Two new frigates, the Neophyte and Exile, have been added to the Archean Order fleets in order to better diversify their tactics and ships from the Adamantine Consortium.
  • Added new skins\variants for the Condor-class Light Carrier and Scarab-class Drone Carrier found in Adamantine Consortium dreadlord fleets.

Balance Changes
  • Reduced upcharge, increased recharge of Iridium Cannon. -This will allow Hellcats to combat interceptors a little better. Before they could almost never effectively target them. They are still inaccurate at it, just less so.
  • Replaced one of the Drover-class Light PD Carrier's Hydra Gunship wings with a Hercules Gunship wing to give it a fair amount of assault potential for an insiginifcant loss in overall PD strength.
  • Increased Peak Operating Time of Megalith and Tyrant.
  • All Interceptors/Fighters/Bombers/Gunships of the same tech level will have the same combat range. (Should solve AI issues with carriers and allow for more diverse fighter-type combinations).

Bug Fixes
  • Fixed min crew requirements of Hydra, Renegade, Liberator, Cyclops and Hellcat fighter-craft.
  • Fixed OP of Hegemony, Pirate and Luddic Church Condor skins. Variants adjusted accordingly.
  • Atlas now correctly read as a capital ship, so Converted Hangar hullmod will add 2 fighter bays, as intended.
  • Corrected Askonia Gate orbit to match nearby entities' orbit speed (now they shouldn't collide in the late campaign).
  • Corrected late-game campaign issues with Archean Order and Tri-Tachyon in Hybrasil. Archean Order strongholds are much, much farther away from the system's star. (There should be less hi-tech debris and the markets should hopefully be a little more stable.)
  • Hyperion-class frigate now has Delicate Machinery hullmod built-in.
  • Slight re-work of Wolf (Arc) skin sprite.
[close]
Title: Re: [0.8.1a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.2.1d) Update 4/15
Post by: Morrokain on April 20, 2018, 03:44:13 PM
I now have permission for Nex features.  :)

I'm going to start implementing those fairly soon, but moving this weekend so work won't start immediately.
Title: Re: [0.8.1a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.2.1b) Update 4/8
Post by: Ranakastrasz on June 12, 2018, 10:48:17 AM

Reduced upcharge, increased recharge of Iridium Cannon. -This will allow Hellcats to combat interceptors a little better. Before they could almost never effectively target them. They are still inaccurate at it, just less so.[/li][/list]
Upcharge is the spool-up time, how long between deciding and firing, and actually firing. So less delay and fires faster?
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Replaced one of the Drover-class Light PD Carrier's Hydra Gunship wings with a Hercules Gunship wing to give it a fair amount of assault potential for an insiginifcant loss in overall PD strength.
Increased Peak Operating Time of Megalith and Tyrant.
No comment
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All Interceptors/Fighters/Bombers/Gunships of the same tech level will have the same combat range. (Should solve AI issues with carriers and allow for more diverse fighter-type combinations).
Good. AI issues always a pain, at least if they are on your side.
Now we just need them to send fighter escorts to the correct person....
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Fixed min crew requirements of Hydra, Renegade, Liberator, Cyclops and Hellcat fighter-craft.
Fixed OP of Hegemony, Pirate and Luddic Church Condor skins. Variants adjusted accordingly.
Difference skins had different Stats too? I mean, quality might say different stats, but did not expect that.
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Atlas now correctly read as a capital ship, so Converted Hangar hullmod will add 2 fighter bays, as intended.
Heh. Oops
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Corrected Askonia Gate orbit to match nearby entities' orbit speed (now they shouldn't collide in the late campaign).
Don't worry Warp gates are all equipped with phase shift drive coil thingies, so they can go through planets with no ill effects XD
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Corrected late-game campaign issues with Archean Order and Tri-Tachyon in Hybrasil. Archean Order strongholds are much, much farther away from the system's star. (There should be less hi-tech debris and the markets should hopefully be a little more stable.)
Heh. In those systems, there is only war.
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Hyperion-class frigate now has Delicate Machinery hullmod built-in.
Heh. I would note that Hyperions have an above average chance to be vaporized due to their low health already.
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Slight re-work of Wolf (Arc) skin sprite.
No comment
Patch is up.

Phew, that was a lot of work to re-update the manual and document the dialogue mechanics. :) It took way longer than expected.
I guess I will review and add more complaintsFeedback to it. After I play some more anyway.
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This is a pretty big balance pass, as well, and the update version is a little misleading as there is actually quite a bit of new and revised content for such a tiny update in the version id lol.

I also spent a good amount of time refactoring older scripts and improving existing features. I'm especially excited for bribery to be more fleshed out. The faction specific responses haven't been implemented yet, but I wan't to make sure the "base case" is working as intended before going down that rabbit hole.


Improved Bribery mechanic: Now also allows for bribery upfront- greatly increases the chances of a successful ceasefire negotiation.

      - Can include several increments of bribes(with varying levels of cultural implications per faction) to increases chances of success- the highest bribe almost guarantees success with certain factions.
      - Should the player choose not to bribe upfront and the negotations fail, the player will have a second opportunity to bribe the enemy commander at a higher cost.

Hmm. Can't say much yet. I don't bribe as a matter of course, only when I am certain it is better than trying to fight.
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Improved Cease-Fire mechanic: Now can successfully negotiate a ceasefire with Vengeful rep Pirates (was guaranteed to fail before) and new bribery mechanics allow for more controllable, consistent results for the player, should they really want to avoid a battle.
2 new missions featuring the Hyperion-class Experimental Frigate as a flagship.
Added 3 new starting options for new factions- now consolidated with the former two additions under "Advanced Start".
Consolidated "Normal Start" options (containing the basic start options and separating the destroyer-sized starts more clearly).
New skin and variants for Archean Order's Wolf-class frigate.

Good. Although I would far prefer my idea of the Rep system, that is a good stopgap. The whole, Vengeful requires you to be an existential threat to the faction, and/or become well known for breaking your word (They surrender, you accept, get loot, and then you kill them anyway)
New missions? YAY

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Peak Performance mechanic implemented back into all vessels. Timers greatly increased for all but phase ships, and ships with High Maintenance from their experimental nature, such as the Sunder, Hyperion etc.
Do those ships also have the new higher timers, which are cut by the hullmod? If not, adding/removing that hullmod later would require extra work.
Also, Yay!
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Safety Overrides' Peak Performance reduction now greatly limits prolonged combat performance as a downside to balance out its benefits. OP to install reduced by 33% as a result. This will also make Pathers less annoying to fight in prolonged engagements where the player doesn't happen to have any pursuit or interdiction vessels.
Good. Is the range modifier adjusted in any way from vanilla?

What is Pather anyway? Obviously slang for something.
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Reduced Flux per Salvo of Trebuchet LRM by 33%, missile speed reduced by ~20% (This should make the missile less of an issue when massed and allow it to be more easily added to load-outs. It was also too powerful/useful for its tier and in comparison to the advanced Hunter LRM).
Awesome. Those two missiles were too similar imo, this gives a less powerful and more useable LRM.
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Nova Cannon damage increased by 25% to compensate for loss of EMP component. It should now properly take its place as a top tier PD option with a secondary assault role.
No comment, not Familiar enough with said weapon. Still, a PD/Assault hybrid is cool.
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Added the Refit Time effect of Damaged Flightdeck to Civgrade Hullmod.
Cool. I will have to note the effect that has on those civilian carriers that were treated as dedicated carriers/Freighters. Can't recall which ones those are atm, but yea.
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Op Cost of Operations Center hullmod reduced by 33%.
Yay. More Command points... In most cases.
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Converted Hangar hullmod now increases the number flight decks on existing carriers by +1/+1/+2 on destroyers/cruisers/capitals in addition to its normal effects. This hullmod can now also be installed on existing carriers.
Nice. Does it stack with expanded flight decks?
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Significant buffs to Hyperion: now has medium universal hardpoints at each wing. Increased cost and supplies to maintain/deploy. Variants adjusted accordinly.
Such a legendary ship, now with more customization... And upkeep.
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Reduced flux use of Phase Teleporter by 15% and increased its range significantly.
Which one was Phase teleporter again?
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Decreased Tyrant-class Battleship's turn rate by 60%. It was too inaccurate with beams otherwise.
Huh. What if you had given it built in turret Gyros instead :P
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Liberator Heavy Fighter has had one of its Icer Guns removed, and Limited Range Finders hullmod is now built-in.
As a fighter hullmod, I have no idea what that does. Sounds like a double nerf, but I can't be certain.
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Ion Torpedo projectile hitpoints reduced by 40%.
Don't Ion torpedos work through shields (direct impact, either way dumps flux into the buffer?)
If so, yea, I approve. Otherwise unsure.
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Changed starting variant load-out for Medusa.
Can't say much, aside from Medusa no longer being the Wolf II from vanilla I recall, and this doesn't change that
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Redistributed success rates for some dialogue features- now that bribery is a more mainsteam feature.
No details, only vague understanding of mechanic, so no comment.
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Minor tweaks to deployment costs across all ships (couple exceptions of "minor", like Scarab, that were pseudo bugs), Fleet Points in ships and across skins now properly correlates to deployment cost for calculations in some scripts.
Fixes are always good.
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Fixed description for civilian Star-Liner to include its built-in, yet poorly operating fighter bay.
But we can still go for joyrides, right?
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Correctly implemented extra damage to weapons/engines from fighters- normalized this stat to 50% extra damage in order to reduce combat layer complexity. Removed EMP component from all small PD weapons.
Good. Although, wasn't that EMP on small PD weapons mainly to overload fighters? Not complaining, but yea.
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Updated and corrected Tactics Manual to reflect changes since release. Also greatly expanded the manual, including non-technical documentation of dialogue features and mechanics as well as tips for tactics against certain factions for new players.
Will be around to complainReview when I get the time.
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Fixed bug with Adamantine Consortium Comm-Relay encounter not taking priority over Tribute requests.
Huh. So you refuse Tribute AND are trying to hack their Comm-Relay. I guess they ought to just try and kill you?
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Added story text to "The Great Restructuring" mission.
Fluff! Yay!
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Corrected a few scripts that had incorrect IDs for the Tri-Tachyon corporation.
What kind of scripts? Code scripts, Dialog Scripts, or what?
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Bribe calculation in Cease Fire requests now stems from enemy fleet strength, as intended, rather than player fleet strength.
Wait, so was it looking at ratio between your fleet and your fleet, instead of their fleet and your fleet?
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Corrected fleet strength calculations in Cease-Fire and Commodity request features. It was too punishing when severely outnumbered (almost never happened).
Refactored code of several scripts to run more efficiently and have less redundancy.
Well, If you are seriously outnumbered, attempting to Surrender (with a bribe) should be an option, but just a cease fire (to conserve resources on both sides) should be reasonable.
As for requesting stuff, well, Allies should be more willing if you are weak, enemies if you are strong. Maybe.
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Next up, planning on looking into Nex-like feature implementation, if possible.
Cool. I still think Reputation system is more important :P
Title: Re: [0.8.1a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.2.1d) Update 4/15
Post by: Ranakastrasz on June 12, 2018, 02:12:06 PM
I figured out the mod that caused the missions issue. Naturally, it was the one I wrote.

I have no idea WHY it does that however, I don't think I overwrote anything I shouldn't have.

Edit: Went and did a Notepad++ Dif, and commented out every line I didn't change, and the problem went away. So I clearly overwrote SOMETHING.

[attachment deleted by admin]
Title: Re: [0.8.1a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.2.1d) Update 4/15
Post by: Morrokain on June 13, 2018, 09:15:03 PM
Hey thanks for the feedback! :) Rest assured I am responding but that's a lot to go through so it may take a day or two to get to everything.

Edit: I do want to respond to this, first, though.
Sorry I've been away for a while. I didn't want you to think I had forgotten about this.

Oh no worries I too take breaks from things I play but thanks I always appreciate it!  :D

I have been slacking a little on development after the move, but still working on things slowly.  I will probably pick up speed again soon once things at work settle a bit.
Title: Re: [0.8.1a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.2.1d) Update 4/15
Post by: Ranakastrasz on June 14, 2018, 06:32:35 AM
Hey thanks for the feedback! :) Rest assured I am responding but that's a lot to go through so it may take a day or two to get to everything.

Edit: I do want to respond to this, first, though.
Sorry I've been away for a while. I didn't want you to think I had forgotten about this.

Oh no worries I too take breaks from things I play but thanks I always appreciate it!  :D

I have been slacking a little on development after the move, but still working on things slowly.  I will probably pick up speed again soon once things at work settle a bit.
No problem. I've been busy, College and Internship, so, like, less free time.
Take your time, no hurry, Real life is real and hence somehow more important, etc.
Title: Re: [0.8.1a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.2.1d) Update 4/15
Post by: Ranakastrasz on June 15, 2018, 09:19:01 AM
Overall comparison between vanilla and this total conversion. Things that are different, and things that are very different

The conversion has four main focuses.

Increasing importance and usability of Fighters and Missiles (and point defense in reaction)
Overhauling Flux mechanics.
Exaggerating differences between weapon types and Ship Types.
Reduced effect of kiting and "Outlasting"

Spoiler
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Fighters are smaller, faster, more numerous, and far more dangerous. They still get hard-countered without too much difficulty, but have a dramatic effect.
The majority of ships have fighters of some kind, And fighters have a drastically increased role in the combat meta.

Missiles are something of a combination of Strike and Support weapons (Below) and have limited ammo capacity and use non-trivial amounts of flux. The ammo regenerates over time.


Basic scheme with vanilla examples.

Point Defense - Short range, anti-fighter/Missile. Low damage, often fragmentation. Uses no flux.
-Machine gun, Burst Laser, Flak, Guardian PD laser.
-Deals with Fighters and missiles, and can somewhat damage frigates/stripped armor
Assault - Shorter ranged, common weapon type. Uses no flux.
-Assault gun, Autocannon, Pulse Laser.
-Short range guns, goes with SO and UI well. Large versions often have a flux cost, but generally you can fire freely. Makes fast and High DPS ships.

Strike - Shorter range, stronger weapon with heavy alpha strike. Significant flux cost, limited ammo. The kind of thing that tears through shield or armor in a single shot. Some missiles use this as a subtype.
-Antimatter Blaster, Phase Lance, Plasma Cannon. Rocket Pods, Harpoon(Ish), Reaper, Hammer.
-Assasin/Duelist ships. Focuses on large alpha strikes. Should it fail, massive flux costs can be lethal, so often requires assault ships to assist. Horrific vs smaller scale ships.

Support - Longer range, Normal damage, uses significant flux. Often has limited ammo. Allows engagement from out of normal range, but costs flux (and costs speed boost) as a result. Not good on it's own, but can interdict or support other ships from a distance. Missiles tend to be of this type.
-Needler, Mauler, Hypervelocity Driver, Tachyon Lance, Pilum, Mirv, Locust, Sqall.
-Artillery/Missile ships. Uses large amounts of flux to get high range. Damage is subpar, but supports other ships from a longer distance.

Many weapons and ships have changed loadouts, and some even have different roles.
Medusa is now a high-tech carrier, instead of a teleporter, and the Hound lost it's medium weapon slot for point defence drones.

Weapons as well. Many weapons have been bumped up an extra size. Harpoons are considered medium or large, and Heavy mauler is large. A lot of new small weapons were added (or are left as is, like the machine gun) Some weapons changed roles (Swarmer missile is more anti-frigate than anti-fighter, and the Locust/Hornet/Stinger family takes it's place) Salamander is a medium missile, with a smaller Bolo missile replacing it.
As such, read descriptions before buying.

As a consequence, Many ships will have far lower tier weapons, (but more of them) and as ships get larger, they will be decidedly scarier. (Especially because of the range advantage with size)

Most ships have fighter wings. Frigates have them a bit more often, destroyers often have at least one. Cruisers almost always have at least 2 wings, and Capitals have at least 4.
Some are hardcoded(DRM broke civilization, so it isn't too surprising), so you can't swap PD drones out for bombers, but many more let you customize.


Flux mechanics are quite different from normal.
Hard and soft flux are less distinguished in general.
Shield upkeep is massive, 70-90% of default flux. As such, simply raising shields will cut flux disipation by a massive amount.
Strike and support weapons, especially missiles, use large chunks of flux up instantly, or at least per volly, ranging from trivial 50 to 5k flux instantly.
So, make sure that you have enough flux to cover the cost of firing AND enough vents to maintain constant fire. If you don't have much give, expect shields to not help you much.
As such, in addition to flux vents, capacity is extremely important, just to let you fire powerful weapons.
Magazines and Missile racks give a +50% to capacity, which corresponds to a 50% increase in instant flux used. (But not sustained, since it doesn't effect regeneration)


Zero-flux bonus is a 5% bonus, so ships with shields up or only using PD/Assault weapons will always get a significant boost to speed. Correspondingly, Support and strike ships will suffer in speed, in exchange for their alpha-strike/Range advantage. As such, Assassins and Sniper/Kite builds will be more difficult or impractical (At least without support)


So, you can make an assassin (Strike, Speed, but fragile and may strain flux. Or use torpedos, which recharge very slowly but use no flux)
Assault Brawler (Assault focus, maybe with a but of strike/support) which is fast, short range, and has plenty of flux for shields.
Assault/Striker (Unloads strike, but sticks around, relying on armor and assault weapons to win, or uses assault weapons and then strike to overload the target.)
Support (Long ranged weapons/Missiles. Flux heavy, so will need to be covered with fighters/Assault ships to protect it) Is likely to spend most of it's flux on periodic vollies, and it's speed and shield suffers as a result.
Carrier - Many ships of many types count as carriers, although their OP budget can suffer.
PD - Carriers lots of PD weapons to ward off fighters, and/or plenty of intercepters/PD drones. Surprisingly useful, given that just covering most angles with 1-2 PD guns tends to be insufficient. Intercepter missiles are especially effective.
Can seriously wreck swarms of fighters or the heavier, but still agile fighters.


Outlasting ships by just kiting them until their CR runs out is far less practical.
Assault ships tend to be fast but short lived, so it doesn't take long, but they will catch any ship that tries to kite, or fail rather quickly.
Support/Long ranged ships tend to suffer from a lack of zero-flux, so cannot run effectively. Both speed boosting mods (Injector and SO) cut range drastically, so they can't really use them.
Fighters are faster than you, and love to damage your weapons and Engines (Built in EMP) so fleets will generally have intercepters/Interdictors around. (Forcing you to take at least 5% shield damage or breaking your engines)
As such, avoiding combat is much harder. Even the Tempest itself will have trouble.
[close]
Title: Re: [0.8.1a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.2.1b) Update 4/8
Post by: Morrokain on June 16, 2018, 03:25:56 PM
Upcharge is the spool-up time, how long between deciding and firing, and actually firing. So less delay and fires faster?
Yes, the spool-up time was long enough that by the time the weapon would actually fire its first shot the targeted interceptor had moved out of the firing arc and so the AI stops charging the weapon until a new  target is found... and rinse and repeat. It made it rare to even see them fire in some cases. Its much more visually accurate from a fighter dogfight perspective now, and the heavy fighters can at least somewhat combat interceptors without being able to hit an interceptor with a full salvo of their weapon.

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Now we just need them to send fighter escorts to the correct person....
I think I saw somewhere that has been suggested and fixed for the next update? Not 100% sure.

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Difference skins had different Stats too? I mean, quality might say different stats, but did not expect that.
Yup! At least 70% or more of the skins come with stat modifiers. Faction skins, especially, tune the ship towards that faction's doctrine, weapons, built-in hullmods and ship systems.

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Don't worry Warp gates are all equipped with phase shift drive coil thingies, so they can go through planets with no ill effects XD
This issue was you couldn't click on the base when it was encompassed by the planet, so you couldn't dock there for a time. It also looked quite messy. :P

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Heh. In those systems, there is only war.
*Sad face* Well, more extreme measures may have to be taken and a script to remove cruisers and up from wrecks may be necessary. I thought distance mattered more. Oh well.

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Heh. I would note that Hyperions have an above average chance to be vaporized due to their low health already.
Cruiser sized shields though! If you don't have major flux using weapons slotted it can take a serious beating when its shields are up.

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Good. Although I would far prefer my idea of the Rep system, that is a good stopgap. The whole, Vengeful requires you to be an existential threat to the faction, and/or become well known for breaking your word (They surrender, you accept, get loot, and then you kill them anyway)
I would actually like to redo the rep system at some point, but it may already be happening in the next update since so much is changing on the campaign layer with faction colonies and blueprints. Since there are other equally cool and pressing things to do, such as Nex features, Tutorial (there is some really cool stuff there being backlogged by a single encounter not working as intended), more customize-able officers through mercenary recruitment centers, and talking to your officers on the campaign level for advice on engagements and nearby points of interest, I am taking a "wait and see" stance for now. I feel the same way about the current dialogue system implementing escorts from friendly factions and assaults on strongholds. Why take the time to build that when I will likely get a working (and probably better designed :D ) version of it when .9 comes out? If not, well, then I'll tackle that with the likely new API I'll have access to at that point.

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New missions? YAY
:)

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Do those ships also have the new higher timers, which are cut by the hullmod? If not, adding/removing that hullmod later would require extra work.
Also, Yay!
I think they were boosted, but I can't remember to be honest. I know at the time I had a certain balance in mind. You should never be able to always outlast CR in one of those ships compared to one with normal timers. I think I was factoring in skill boosts and hullmod boosts to that stat, so phase ship timers are probably pretty low, and ships like the Sunder and Hyperion. If not, those ships would be pretty broken since they can either move around unhindered due to speed, or attack from a seriously long range.

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Good. Is the range modifier adjusted in any way from vanilla?

What is Pather anyway? Obviously slang for something.
I think its either 400 or 600 (plus 25% original weapon range, so weapons like the trebuchet actually still have a bit of range to them)

Ha, "Pather" is slang for Luddic Path. I think I saw it used in a blog post somewhere once upon a time. David maybe? You know I'm not sure at this point, I've been following this game for so long... maybe I made that up?? :P

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Nice. Does it stack with expanded flight decks?
I don't see that hullmod. I know I renamed the original hullmod this is based on, so maybe that is what you are thinking of?

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Such a legendary ship, now with more customization... And upkeep.
It's pretty darn fun to fly now, imo. :D

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Which one was Phase teleporter again?
The ship system the Hyperion uses. Long range teleport.

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Huh. What if you had given it built in turret Gyros instead :P
It's accelleration was pretty high considering you also have phase acceleration and the time warp ship system to increase. It kind of needed it, and the AI is much scarier with that ship now. Much, much, scarier.

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As a fighter hullmod, I have no idea what that does. Sounds like a double nerf, but I can't be certain.
It is, and it was needed. Massing them was way too optimal against almost everything. Having the ability to keep many ships at high flux from long range is a big deal.


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Don't Ion torpedos work through shields (direct impact, either way dumps flux into the buffer?)
If so, yea, I approve. Otherwise unsure.
They do equal damage to all defense types, but they don't penetrate shields. I nerfed their hit points because massing Renegade fighter-bombers could kill almost anything regardless of point defense. They feel adequately strong now.

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No details, only vague understanding of mechanic, so no comment.
Essentially, I reworked NPCs to ask for bribes less often, and only when a player has not offered a bribe themselves. I also made it harder to negotiate a cease-fire without a bribe, but the bribe tiers give a lot of customization to how much you are willing to invest to end hostilities and avoid a fight. It's not fully fleshed out yet, but there is also some political ramifications to certain bribes for certain factions, but I'm not telling there... ;)

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But we can still go for joyrides, right?
Always!

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Good. Although, wasn't that EMP on small PD weapons mainly to overload fighters? Not complaining, but yea.
It was so fighters would do more damage to weapon and engine hardpoints. It had the side effect of making PD better against fighters, but that was unintended and actually caused me to have to build in the anti-emp hullmod in a few cases of the higher-tech fighters and bombers that don't have shields.

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Huh. So you refuse Tribute AND are trying to hack their Comm-Relay. I guess they ought to just try and kill you?
Have you tried it? I believe that is likely how that would end, haha. They are far less forgiving than any other faction.

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Fluff! Yay!
:) more of that in the future for sure!

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What kind of scripts? Code scripts, Dialog Scripts, or what?
Code scripts. Technical explanation: some of my nested loops in certain calculations were redundant and could be reduced to a single loop higher up in the script. It causes the script to run and load a bit faster. Probably not noticeable for most, but optimization is always good.

*As a side note for those technically inclined, my code in this mod is purposefully not isolated in classes so that players new to coding can find everything that's manipulated in a single script. I find it amusing that when I started out it was easier to read "bad" code. I could more clearly see how the data was manipulated downstream in the code's workflow since it was contained in a single file and not passed into new classes all the time. I obviously won't go too crazy with that for readability, but for those that were wondering that's the reason.

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Wait, so was it looking at ratio between your fleet and your fleet, instead of their fleet and your fleet?
No, but your own fleet size played too large a role in how much of a bribe was required, rather than how many enemies you would theoretically be paying off. This just feels more intuitive.

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Well, If you are seriously outnumbered, attempting to Surrender (with a bribe) should be an option, but just a cease fire (to conserve resources on both sides) should be reasonable.
As for requesting stuff, well, Allies should be more willing if you are weak, enemies if you are strong. Maybe.
Try it out. I think you will find bribing while outnumbered is possible if you are willing to pay a large amount to do so. Cease-fires without a bribe would be pretty rare unless dealing with a nice faction and a generous commander. As for requesting things, its actually pretty complicated. Allies typically are more willing to help in general, but there are a lot of variables. Commanders who are more aggressive are less likely, and not every faction treats fleet strength the same way. Warlike factions are swayed by strength far more (almost 4 times more influenced if I remember) and greedy factions will often agree only if you pay an exorbitant amount for the goods. There are definitely many patterns and trends to discover in how different cultures will react to things, but I wouldn't expect or rely on the same result in the same circumstance each time. Its meant to be as unpredictable as real people would be.

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Cool. I still think Reputation system is more important :P
Noted. :)  See above explanation for why I am not tackling that just yet.
Title: Re: [0.8.1a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.2.1b) Update 4/8
Post by: Ranakastrasz on June 16, 2018, 04:19:41 PM

Yes, the spool-up time was long enough that by the time the weapon would actually fire its first shot the targeted interceptor had moved out of the firing arc and so the AI stops charging the weapon until a new  target is found... and rinse and repeat. It made it rare to even see them fire in some cases. Its much more visually accurate from a fighter dogfight perspective now, and the heavy fighters can at least somewhat combat interceptors without being able to hit an interceptor with a full salvo of their weapon.
Ah, the whole, Open fire, they are out of range, then the projectile is released. Yea, that ruins accuracy. Do guns track while spooling up? And do their turn speed slow down when spooling up? Either way, I can see the issue.
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I think I saw somewhere that has been suggested and fixed for the next update? Not 100% sure.
Hmm. In the command screen, there isn't a distinction between telling the carrier to escort and fighters to escort. Mainly because fighters are missiles now. Or something.
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Yup! At least 70% or more of the skins come with stat modifiers. Faction skins, especially, tune the ship towards that faction's doctrine, weapons, built-in hullmods and ship systems.
Like Pirates, which always fight. Is it possible to make that a hullmod you can remove?
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This issue was you couldn't click on the base when it was encompassed by the planet, so you couldn't dock there for a time. It also looked quite messy. :P
Ah, selection box issues. Yep. I remember that from Warcraft III.
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*Sad face* Well, more extreme measures may have to be taken and a script to remove cruisers and up from wrecks may be necessary. I thought distance mattered more. Oh well.
Haven't seen a full on battle there yet, although I AM trying to provoke one.
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Cruiser sized shields though! If you don't have major flux using weapons slotted it can take a serious beating when its shields are up.
I meant that if you break through the shields, the Hyperion doesn't have much health behind it, so it highly likely to be overkilled enough it would just disinitigate into fragments instead of being potentially recoverable.
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I would actually like to redo the rep system at some point, but it may already be happening in the next update since so much is changing on the campaign layer with faction colonies and blueprints. Since there are other equally cool and pressing things to do, such as Nex features, Tutorial (there is some really cool stuff there being backlogged by a single encounter not working as intended), more customize-able officers through mercenary recruitment centers, and talking to your officers on the campaign level for advice on engagements and nearby points of interest, I am taking a "wait and see" stance for now. I feel the same way about the current dialogue system implementing escorts from friendly factions and assaults on strongholds. Why take the time to build that when I will likely get a working (and probably better designed :D ) version of it when .9 comes out? If not, well, then I'll tackle that with the likely new API I'll have access to at that point.
True that. Wait and see, given we have upcoming patch notes.
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I think they were boosted, but I can't remember to be honest. I know at the time I had a certain balance in mind. You should never be able to always outlast CR in one of those ships compared to one with normal timers. I think I was factoring in skill boosts and hullmod boosts to that stat, so phase ship timers are probably pretty low, and ships like the Sunder and Hyperion. If not, those ships would be pretty broken since they can either move around unhindered due to speed, or attack from a seriously long range.
Eh, not a huge deal either way. Will report if any actual issues are visible.
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I think its either 400 or 600 (plus 25% original weapon range, so weapons like the trebuchet actually still have a bit of range to them)

Ha, "Pather" is slang for Luddic Path. I think I saw it used in a blog post somewhere once upon a time. David maybe? You know I'm not sure at this point, I've been following this game for so long... maybe I made that up?? :P
Ah. Right. Makes sense. Using that from now on.
I saw the code for it at one point. I think it is 450, but was asking if the equation or mechanic was changed or not.
And missiles don't really get effected, aside from autofire range.
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I don't see that hullmod. I know I renamed the original hullmod this is based on, so maybe that is what you are thinking of?
There are two hullmods in vanilla. One that gives better flight deck stats (faster rearming and respawning) and one that adds flight decks to ships without them.
I actually can't recall exactly what you did with them.
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It's pretty darn fun to fly now, imo. :D
Oh yes. Its so clearly a hero's customized super-frigate that you might expect from an RPG. But it still hates fighters, and isn't THAT durable.
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The ship system the Hyperion uses. Long range teleport.
Theres Phase teleporter, whatever the wolf has in vanilla, whatever it has in this TC, (Phase skimmer and something else) and possibly a few others. I can never get them straight.

Shame the Hyperion has a teleport cooldown lol. But, well, it does make it about as fast as a fighter instead of way faster, so yea.
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It's accelleration was pretty high considering you also have phase acceleration and the time warp ship system to increase. It kind of needed it, and the AI is much scarier with that ship now. Much, much, scarier.
Yep. Just pointing out that Gyros also could resolve that problem. Faster turret turning speed and all.
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It is, and it was needed. Massing them was way too optimal against almost everything. Having the ability to keep many ships at high flux from long range is a big deal.
Uhm, I was asking what it does. What all the fighter hullmods do while I'm at it, since you can't exactly view them ingame.... Should be part of the codex imo.
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They do equal damage to all defense types, but they don't penetrate shields. I nerfed their hit points because massing Renegade fighter-bombers could kill almost anything regardless of point defense. They feel adequately strong now.
Energy damage missiles eh? Huh. Might have been a different mod that had Ion torpedos that on impact added flux to the target directly.
That... Is a scary thought.
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Essentially, I reworked NPCs to ask for bribes less often, and only when a player has not offered a bribe themselves. I also made it harder to negotiate a cease-fire without a bribe, but the bribe tiers give a lot of customization to how much you are willing to invest to end hostilities and avoid a fight. It's not fully fleshed out yet, but there is also some political ramifications to certain bribes for certain factions, but I'm not telling there... ;)
Yep. I haven't had to mess with bribes for a bit, but the flexability might well help.
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Always!
XD
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It was so fighters would do more damage to weapon and engine hardpoints. It had the side effect of making PD better against fighters, but that was unintended and actually caused me to have to build in the anti-emp hullmod in a few cases of the higher-tech fighters and bombers that don't have shields.
Yea. I suppose that makes sense.
Do fighter weapons still deal EMP, and as such the EMP resist hullmod effects it? If not, how does it work again?
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Have you tried it? I believe that is likely how that would end, haha. They are far less forgiving than any other faction.
Naw. Com relays are basically useless atm. Sure, it tells you the prices, sometimes, but you can't find planets with resources you need for a mission, or anything useful.. Maybe with the intel revamp they will be useful though.
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:) more of that in the future for sure!

Code scripts. Technical explanation: some of my nested loops in certain calculations were redundant and could be reduced to a single loop higher up in the script. It causes the script to run and load a bit faster. Probably not noticeable for most, but optimization is always good.

*As a side note for those technically inclined, my code in this mod is purposefully not isolated in classes so that players new to coding can find everything that's manipulated in a single script. I find it amusing that when I started out it was easier to read "bad" code. I could more clearly see how the data was manipulated downstream in the code's workflow since it was contained in a single file and not passed into new classes all the time. I obviously won't go too crazy with that for readability, but for those that were wondering that's the reason.
Am a programmer, and I prefer being able to trace where the code goes. Usually you can goto the definition of a function easily, but notepad++ or w.e. can't do that. I guess if I was serious about Starsector modding, I might try to setup a proper environment.
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No, but your own fleet size played too large a role in how much of a bribe was required, rather than how many enemies you would theoretically be paying off. This just feels more intuitive.
Ah. So the larger your fleet, the more of a bribe it cost, when it really ought to be kinda the opposite. to an extent. Maybe.
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Try it out. I think you will find bribing while outnumbered is possible if you are willing to pay a large amount to do so. Cease-fires without a bribe would be pretty rare unless dealing with a nice faction and a generous commander. As for requesting things, its actually pretty complicated. Allies typically are more willing to help in general, but there are a lot of variables. Commanders who are more aggressive are less likely, and not every faction treats fleet strength the same way. Warlike factions are swayed by strength far more (almost 4 times more influenced if I remember) and greedy factions will often agree only if you pay an exorbitant amount for the goods. There are definitely many patterns and trends to discover in how different cultures will react to things, but I wouldn't expect or rely on the same result in the same circumstance each time. Its meant to be as unpredictable as real people would be.
I haven't been caught in a bad spot in my current game, but I will certainly attempt it if needed.
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Noted. :)  See above explanation for why I am not tackling that just yet.
Indeed.
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I might have mangled the quote a bit.
Title: Re: [0.8.1a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.2.1d) Update 4/15
Post by: Garsad on June 19, 2018, 09:21:14 AM
Awesome mod! I can't sleep -_-
Title: Re: [0.8.1a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.2.1d) Update 4/15
Post by: MesoTroniK on June 19, 2018, 05:29:40 PM
At first this mod was not flagged as a totalConversion in the mod_info file, then some folks commented on it and then it was flagged as such.

But now it appears the latest version is again not flagged as a TC when it really should be.
Title: Re: [0.8.1a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.2.1d) Update 4/15
Post by: Ranakastrasz on June 19, 2018, 06:08:22 PM
At first this mod was not flagged as a totalConversion in the mod_info file, then some folks commented on it and then it was flagged as such.

But now it appears the latest version is again not flagged as a TC when it really should be.

That was also at request amusingly enough. Some mods were fully compatable but were prevented because TC flag.

I don't have strong opinions either way. I am a modder, ao am already the kind of person to modify those settings myself.
Title: Re: [0.8.1a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.2.1d) Update 4/15
Post by: MesoTroniK on June 19, 2018, 06:50:33 PM
Well, trying to run it along side pretty much all mods will break said mods brutally. This is a headache for other modders, resulting in a nearly infinite number of both obvious and anomalous issues.

Archean Order *is* a TC, and not flagging it as one is illogical to say the least.
Title: Re: [0.8.1a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.2.1d) Update 4/15
Post by: A Random Jolteon on June 19, 2018, 07:23:34 PM
Well, trying to run it along side pretty much all mods will break said mods brutally. This is a headache for other modders, resulting in a nearly infinite number of both obvious and anomalous issues.

Archean Order *is* a TC, and not flagging it as one is illogical to say the least.
I'm pretty sure some mods may not be affected. Mods like Music mods, Combat chatter, Combat Radar, etc etc should be fine. (Been months since I last played with this mod, so I forget which mods I tried, and which ones worked and which ones didn't)
Title: Re: [0.8.1a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.2.1d) Update 4/15
Post by: MesoTroniK on June 19, 2018, 07:30:01 PM
Right the problem is *far* more mods will explode on it than ones that will not.

And just because those in the know, and will be able to pick the scant few mods will that will work with it actually means nothing in the grand scheme of things. The *vast* majority of end users will not be so careful, and will turn on Archean Order along side mods it will not work with.

Running Archean Order alongside other mods, should be a power user opt-in. Making it not require an opt in via modifying one line in its mod_info is guaranteed to cause problems and the problems will be with those other mods not Archean Order while the source of the issues would be not those other mods.
Title: Re: [0.8.1a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.2.1d) Update 4/15
Post by: Midnight Kitsune on June 19, 2018, 07:34:38 PM
We don't want a repeat of a previous situation where a modder had a mod that was breaking other mods and causing crashes and it created tons of bug reports and yet the modder did not fix the simple issue (had a built in mod that was from another mod) for several months
Title: Re: [0.8.1a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.2.1d) Update 4/15
Post by: Ranakastrasz on June 19, 2018, 07:39:48 PM
Makes sense. Wish the built in mod manager has a manual override.
Title: Re: [0.8.1a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.2.1d) Update 4/15
Post by: Histidine on June 20, 2018, 04:52:24 AM
FYI: mods designated as "utility" will already work with TCs and will not be deactivated in the mod menu when a TC is selected or vice-versa.

There may be some mods that don't do this when perhaps they should (Audio Plus is one, perhaps because it modifies some vanilla sounds).
Title: Re: [0.8.1a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.2.1d) Update 4/15
Post by: Morrokain on June 20, 2018, 03:53:53 PM
Awesome mod! I can't sleep -_-

Thank you! I'm glad you are enjoying it! Definitely more to come. :)

At first this mod was not flagged as a totalConversion in the mod_info file, then some folks commented on it and then it was flagged as such.

But now it appears the latest version is again not flagged as a TC when it really should be.

Hey sorry about that! I actually already caught that bug and fixed it for next release... though time is an issue so not 100% sure when that will be. Could be days could be weeks. If it's sincerely worth a hotfix I can make that happen too. It was caused because I had deflagged it at one point to try out Combat Chatter, Targeting pip and a couple others and then completely forgot to reflag it back before I released my last update.  :-[

@Ranakastrasz
Will reply soon to feedback! Maybe later tonight if time.

Title: Re: [0.8.1a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.2.1d) Update 4/15
Post by: Ranakastrasz on June 20, 2018, 06:17:55 PM
Yea, don't recall which one, but I use all three of those mods, and quite a few others, and it works fine. I wouldn't object to having to manually change the version.

After all, my perspective is quite skewed.

For a user-friendly thing, could make two copies, or have a readme explaining how to change it, or something.

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Title: Re: [0.8.1a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.2.1d) Update 4/15
Post by: Ranakastrasz on June 25, 2018, 04:20:01 PM
The "Heavy Shockstorm Launcher" appears to have a massive knockback in some situations. Not sure exact condutions, but....

Saw this in the "Ambush" Mission.

Is this intended? if so, the tooltip should reflect it.

It doesn't seem to be the enemy's ship system or anything, so yea.
Title: Re: [0.8.1a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.2.1b) Update 4/8
Post by: Morrokain on June 26, 2018, 03:48:24 PM
Ah, the whole, Open fire, they are out of range, then the projectile is released. Yea, that ruins accuracy. Do guns track while spooling up? And do their turn speed slow down when spooling up? Either way, I can see the issue.
Yes to both.

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Hmm. In the command screen, there isn't a distinction between telling the carrier to escort and fighters to escort. Mainly because fighters are missiles now. Or something.
Yeah, you as the captain can do that by clicking an ally and pressing "z" to send fighters to escort, but the A.I is autowired in how it handles fighters other than explicit "send fighters to attack this ship" command. I think its called Fighter Strike. The AI is pretty good most of the time, but in the largest battles I do feel it often has the tendency to start a giant fighter furball that marauders across the battlespace like the loony toons' Tazmanian Devil. XD

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Like Pirates, which always fight. Is it possible to make that a hullmod you can remove?
Probably? I'm actually not 100% sure if I can edit that attribute with a hullmod instead of a skin file. I'll look into it.

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I meant that if you break through the shields, the Hyperion doesn't have much health behind it, so it highly likely to be overkilled enough it would just disinitigate into fragments instead of being potentially recoverable.
Oh! Yes that is very true. That prototype may be difficult to obtain until blueprints. Even then, if I have it my way it will take an epic quest chain and access to a crazy amount of resources to get that blueprint and manufacture one. :)

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And missiles don't really get effected, aside from autofire range.
A.I won't fire them until "within range" so it effects allies more profoundly than it does the player.

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There are two hullmods in vanilla. One that gives better flight deck stats (faster rearming and respawning) and one that adds flight decks to ships without them.
I actually can't recall exactly what you did with them.
The first one(deck stats) is unchanged. The second one now adds one flight deck to all ships regardless if they already have one. The exceptions are frigates and phase ships of course, but it adds 2 flight decks to capital ships!

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Yep. Just pointing out that Gyros also could resolve that problem. Faster turret turning speed and all.
Oh right yeah. I just don't want to over-saturate built in hullmods for something like that. If it affected the vessel's ability to effectively engage smaller, faster targets too much then I would reconsider that approach, but so far it doesn't appear to be the case. To be honest, I often die in The Captain's Gambit from losing track of the Tyrant then suddenly getting hit with concentrated Atronarch Beams after it uses its ship system to zoom up and close to firing range. I'm certainly no pro pilot or anything, though, so I don't know how much that counts for.  ::)

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Uhm, I was asking what it does. What all the fighter hullmods do while I'm at it, since you can't exactly view them ingame.... Should be part of the codex imo.
Agreed on the codex part, but then they are equipable in the refit screen in missions, I'm pretty sure. Can't have that.

Fighter-class Systems reduces energy weapon charges by 40%, lowers energy weapon damage by 66% and beams by 50%, and increases the fighter's damage to weapon and engine hardpoints by 50%
Warp Field prevents the engines from ever flaming out
Limited Range Finders reduces all weapons to 50% range past a 400 range threshold (similar to overdriven ships)

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Energy damage missiles eh? Huh. Might have been a different mod that had Ion torpedos that on impact added flux to the target directly.
That... Is a scary thought.
I haven't dug into weapon scripts just yet, but they certainly aren't off the table!

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Do fighter weapons still deal EMP, and as such the EMP resist hullmod effects it? If not, how does it work again?
The ship system makes all fighter weapons deal an extra 50% damage to engines and weapons built-in. Most weapons that had an EMP component for that sake have had it removed. If the weapon still has an EMP component, however, the fighters who have that weapon will still also cause EMP damage on top of the extra 50% (so gunships like Xyphos (has an Ion Pulser) are pretty nasty).

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Am a programmer, and I prefer being able to trace where the code goes. Usually you can goto the definition of a function easily, but notepad++ or w.e. can't do that. I guess if I was serious about Starsector modding, I might try to setup a proper environment.
Me too at this point, but I am more speaking to the higher percentage of casual modders who only want to get as technical as editing text files and maybe a spreadsheet here and there. That was how I started, and I stuck to those waters for a couple years, even when already coding C++ in VS. That in no way means an IDE like IntelliJ is not waaaaaay better because it is! But, "setup" is the key element here. You can't just install IntelliJ, open starsector with it somehow and get to work. It can take a fair amount of configuring and even then the IDE is just a finicky beast sometimes. Looking at you, Maven Dependencies.  :P

I guess my point is that there are tons of creative people out there who never cross that threshold even when it would inevitably make their modding lives a lot easier. I'm doing my best to accommodate both perspectives, but maybe I'm fooling myself. Rules.csv is powerful but also pretty confusing, and almost anything you would use my scripts for would also use that file.

For a user-friendly thing, could make two copies, or have a readme explaining how to change it, or something.
Yeah I think a readme would be a good idea while not causing problems for the rest of the modding community. I'll probably take that approach.

The "Heavy Shockstorm Launcher" appears to have a massive knockback in some situations. Not sure exact condutions, but....

Saw this in the "Ambush" Mission.

Is this intended? if so, the tooltip should reflect it.

It doesn't seem to be the enemy's ship system or anything, so yea.
I think it may be the high speed and a high impact? It also has to do with flameouts, but I'm unclear on the specifics. It's not completely intended, but makes sense with the weapon as a high end kinetic rocket. I'll add a blurb to the description.
Title: Re: [0.8.1a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.2.1b) Update 4/8
Post by: Ranakastrasz on June 26, 2018, 04:44:12 PM


Yeah, you as the captain can do that by clicking an ally and pressing "z" to send fighters to escort, but the A.I is autowired in how it handles fighters other than explicit "send fighters to attack this ship" command. I think its called Fighter Strike. The AI is pretty good most of the time, but in the largest battles I do feel it often has the tendency to start a giant fighter furball that marauders across the battlespace like the loony toons' Tazmanian Devil. XD
Huh. I've seen said furballs myself, but it tends to just be between the two fleets, and acts as a projectile shield... Well more of an Anti-beam shield actually. Beams get stuck on fighters constantly.
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Oh! Yes that is very true. That prototype may be difficult to obtain until blueprints. Even then, if I have it my way it will take an epic quest chain and access to a crazy amount of resources to get that blueprint and manufacture one. :)
Dear god why.
Yes, Quests and other stuff like that would be awesome.
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Agreed on the codex part, but then they are equipable in the refit screen in missions, I'm pretty sure. Can't have that.

Fighter-class Systems reduces energy weapon charges by 40%, lowers energy weapon damage by 66% and beams by 50%, and increases the fighter's damage to weapon and engine hardpoints by 50%
Warp Field prevents the engines from ever flaming out
Limited Range Finders reduces all weapons to 50% range past a 400 range threshold (similar to overdriven ships)
That clears things up. If you ever add hullmods to fighters, it has to be documented somewhere, because it ain't in the codex, and it ain't available ingame anywhere.

Warp field. Huh. Does that work by adding like 100000% more health or is there an actual invulnerability flag?
Rangefinders. That makes sense. Cuts half of the range past 400 range, but a 450 range will go to 425, not 225, right?
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I haven't dug into weapon scripts just yet, but they certainly aren't off the table!

I just recall an "Ion Torpedo" that did that. Don't recall what mod that was though.
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The ship system makes all fighter weapons deal an extra 50% damage to engines and weapons built-in. Most weapons that had an EMP component for that sake have had it removed. If the weapon still has an EMP component, however, the fighters who have that weapon will still also cause EMP damage on top of the extra 50% (so gunships like Xyphos (has an Ion Pulser) are pretty nasty).
Huh. So you can just add damage to weapons/engines without EMP trait, and you removed the usage of EMP for that.
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I think it may be the high speed and a high impact? It also has to do with flameouts, but I'm unclear on the specifics. It's not completely intended, but makes sense with the weapon as a high end kinetic rocket. I'll add a blurb to the description.

Hmm. Do projectiles have a Mass? Admittedly the physics simulation is weird anyway, or at least engines make a lot of it be partly ignored.
Kinetic damage is not kinetic energy, so yea.
I will try and see if a flameout was involved.
Title: Re: [0.8.1a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.2.1b) Update 4/8
Post by: Morrokain on June 27, 2018, 03:58:53 PM
Huh. I've seen said furballs myself, but it tends to just be between the two fleets, and acts as a projectile shield... Well more of an Anti-beam shield actually. Beams get stuck on fighters constantly.
Once upon a time, I fiddled with piercing beams (through fighters) because of that issue in larger fights. It didn't go well. Either it simply didn't work, or it created an error that I couldn't solve. I may revisit it to see if it's now possible at some point.

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Dear god why.
Yes, Quests and other stuff like that would be awesome.
A few of those are actually already in the tutorial (an more extended and story-based version of the stock tutorial with defined characters and player choices leading to different outcomes). But I need to better learn the battle context before I can lay the finishing touches to things. In my knowledge, I don't think it's been done quite like this in a mod before, and I'm really exited to release it.

That being said, the method I used to implement said mission arcs is ~90% for sure to change in .9, so that is something to factor in when considering anything past the tutorial for now.

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That clears things up. If you ever add hullmods to fighters, it has to be documented somewhere, because it ain't in the codex, and it ain't available ingame anywhere.

Warp field. Huh. Does that work by adding like 100000% more health or is there an actual invulnerability flag?
Rangefinders. That makes sense. Cuts half of the range past 400 range, but a 450 range will go to 425, not 225, right?
It's 500x the health and 90% damage reduction. I've never seen a claw flame out. Destroyed in one hit maybe...

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Huh. So you can just add damage to weapons/engines without EMP trait, and you removed the usage of EMP for that.
With a built in hullmod for fighters, yes. EMP implementation was weapon-specific, which made it necessary to give balance trade offs that weren't strictly necessary without the EMP component. A hullmod allowed me to separate those two dependencies.

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Hmm. Do projectiles have a Mass? Admittedly the physics simulation is weird anyway, or at least engines make a lot of it be partly ignored.
Kinetic damage is not kinetic energy, so yea.
I will try and see if a flameout was involved.

I don't know for sure, but flamed out missiles and ships/fighters are a different "hit class", so that may be why the collision behavior is different than what you would normally expect.
Title: Re: [0.8.1a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.2.1b) Update 4/8
Post by: Ranakastrasz on June 27, 2018, 05:51:09 PM

Once upon a time, I fiddled with piercing beams (through fighters) because of that issue in larger fights. It didn't go well. Either it simply didn't work, or it created an error that I couldn't solve. I may revisit it to see if it's now possible at some point.
Huh. According to the wiki (https://starsector.wikia.com/wiki/Tactical_Laser) The tactical beam penetrates missiles without being disrupted.
It is an interesting problem, and I have no idea how it might be resolved.
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It's 500x the health and 90% damage reduction. I've never seen a claw flame out. Destroyed in one hit maybe...
Well, you clearly haven't fired enough ION blasts at one.
You can't give it 100% damage reduction? Do some things ignore 100% resistance?
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I don't know for sure, but flamed out missiles and ships/fighters are a different "hit class", so that may be why the collision behavior is different than what you would normally expect.
Yea, The simulation is complex, and I don't really know the rules.
I recall a beam weapon that caused fighters to flame out and spin in circles. No idea what mod it was though, and I have no idea how it happened.
Title: Re: [0.8.1a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.2.1d) Update 4/15
Post by: Ranakastrasz on June 28, 2018, 05:46:44 PM
The Template A class appears to have the Phase field hullmod, but uses shields instead.
Title: Re: [0.8.1a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.2.1d) Update 4/15
Post by: Death_Silence_66 on August 01, 2018, 05:52:19 PM
The Template A class appears to have the Phase field hullmod, but uses shields instead.
The Eagle A also has the hullmod and is clearly not a phase ship. The hullmod only states the ship is capable of running a low grade phase field not fully phase cloaking.
Title: Re: [0.8.1a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.2.1d) Update 4/15
Post by: Death_Silence_66 on August 07, 2018, 10:52:37 PM
The XIV wolf might need some addressing. It's shield has a Flux/Damage ratio of 1.83.
Title: Re: [0.8.1a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.2.1d) Update 4/15
Post by: Death_Silence_66 on August 10, 2018, 02:48:04 AM
The terminator drones have crew, despite being drones.
Title: Re: [0.8.1a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.2.1d) Update 4/15
Post by: ciago92 on November 19, 2018, 07:29:47 AM
Bit of a necro here (sorry to everyone excited thinking it's been updated) but I wanted to ask if there were plans to update this for .9, as it was one of my favorite mods recently. Thanks!
Title: Re: [0.8.1a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.2.1d) Update 4/15
Post by: Ranakastrasz on November 19, 2018, 09:16:59 AM
Given op has been offline for a while, it will likely be a while. I too cant wait.
Title: Re: [0.8.1a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.2.1d) Update 4/15
Post by: Morrokain on November 22, 2018, 10:27:46 AM
Bit of a necro here (sorry to everyone excited thinking it's been updated) but I wanted to ask if there were plans to update this for .9, as it was one of my favorite mods recently. Thanks!

Given op has been offline for a while, it will likely be a while. I too cant wait.

No worries everyone!  ;) I am still planning on supporting this mod and getting it ready for .9 - hopefully alongside the addition of some Nex features assuming those play nice-ish with the update.

Haven't had time until recently and to be honest I've also been doing some research on the side. What does that mean, you ask:


I've been very outspoken about the need for immersion and a feel of a living sector where your choices matter and fleet interaction is heavily nuanced and fun. The biggest example in recent gaming history is bioware's npc interaction system found in games like Dragon Age and Mass Effect.

Since I want to introduce something like that with Starsector's officer system (anyone who has dug into my source code probably sees the areas I've developed story characters that can be saved and called from the game's local memory) and have messed around with story characters and branching story arc's with multiple endings in the tutorial I thought it would be prudent to refresh myself on past successes and how they handle certain situations.

So I am currently replaying Dragon Age Origins and taking some notes. I also played Mass Effect (1+2) and have been reviewing things to include in story content.

This may take some time, but I am still pretty excited to get started on it. I wanted to give everyone an update here to let you all know I haven't forgotten about this mod and plan to continue its support with more updates in the near future!

Title: Re: [0.8.1a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.2.1d) Update 4/15
Post by: Morrokain on November 24, 2018, 05:20:12 PM
Dev Update Future Plans Vol 2

I've taken a bit of time to test out the new update to see how much some things have changed and also spent some time in dev mode.

I think an update to 0.9a won't be too hard to manage and I have a few additions to put in as well for new content. It will essentially come down to fortress encounters and getting new ships/variants set up with balanced loadouts after all the weapon changes Archean Order needs to remain balanced. This will also include new ship systems, hullmods, skills, etc.

To really polish things I'm sure I will also have to spend some campaign time looking for ways in which the existing scripts are broken, but the good news is that I did not yet implement the way in which Nex generates sectors or deals with faction aggression. That code likely has to be rewritten before it will work with the update.

I'll keep everyone updated with progress periodically, but early estimates are the mod could be 0.9a ready in a couple months with some new content additions on top of what was added to the update.
Title: Re: [0.8.1a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.2.1d) Update 4/15
Post by: Ranakastrasz on November 24, 2018, 05:55:34 PM
I would honestly prefer a quick and dirty update followed by a few months of polish. But if you prefer to delay for good content, not gonna blame you
Title: Re: [0.8.1a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.2.1d) Update 4/15
Post by: Embercloud on November 26, 2018, 11:36:16 PM
Wow, just found this and it looks amazing, I love the rich story you have created. Looking forward to seeing it in 0.9.

I also kind agree with Ranakastrasz. A compatability patch should be the priority.
Title: Re: [0.8.1a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.2.1d) Update 4/15
Post by: Morrokain on November 27, 2018, 06:03:00 PM
I would honestly prefer a quick and dirty update followed by a few months of polish. But if you prefer to delay for good content, not gonna blame you

Wow, just found this and it looks amazing, I love the rich story you have created. Looking forward to seeing it in 0.9.

I also kind agree with Ranakastrasz. A compatability patch should be the priority.

I hear you. :)

Unfortunately not much quick and easy about a compatibility release either haha but I'll release a 0.9 update before I release new features.

I do want to correct a few of the reported bugs for quality's sake, though.


My original thought had been to implement a custom officer recruitment system that loaded each officer into local memory like my script does.

It lays the foundation for a lot of the story and officer-based content later to come. I will hold off on that for the time being, however. Just remember each new update will likely break saves. So I was trying to get officers into memory as a priority since so much of the following content relies on that.
Title: Re: [0.8.1a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.2.1d) Update 4/15
Post by: CookieJarvisz on November 30, 2018, 02:45:37 AM
Just found this mod, I'm sad I can't play it yet! Looks amazing!
Title: Re: [0.8.1a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.2.1d) Update 4/15
Post by: Morrokain on December 06, 2018, 08:15:04 PM
Thanks for the support :)

Dev Update 3


I officially have the game running with the mod.

There is a lot of work to be done yet, however. The variants are messed up for some reason like the game is reading vanilla variants and mod variants at the same time. So thats confusing..

And then there is polish like filling in weapon tags and things to accommodate faction colonies and station battles.

So a large hurdle is over and gone at least.

I'll keep everyone posted on progress as I feel anything important happens.
Title: Re: [0.8.1a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.2.1d) Update 4/15
Post by: Morrokain on December 09, 2018, 11:53:11 AM
Dev Update 4

I solved the variant issue most likely. Thank you Alex for the quick support! :)

Now just working on updating the mod for the new features for .9 -- mainly stations, blueprints and colony-related industries, so shouldn't be too terribly long now.
Title: Re: [0.8.1a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.2.1d) Update 4/15
Post by: Morrokain on January 06, 2019, 10:32:40 PM
Dev Update 5

Looking for a .9 compatible build to be available by the end of next weekend assuming nothing unexpected happens.

The new variants have been updated and station balance seems good.

It has taken more time to implement the blueprint system than expected, however, as fine tuning the balance faction by faction will require some effort. Most blueprints should currently be available to the player in my current dev build, though, so that should at least ensure that will be a feature of the next release.
Title: Re: [0.8.1a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.2.1d) Update 4/15
Post by: Death_Silence_66 on January 07, 2019, 04:51:43 AM
 ;D
Title: Re: [0.8.1a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.2.1d) Update 4/15
Post by: Morrokain on January 15, 2019, 07:59:57 PM
Sorry about the extended wait, it will be a couple more days.  :-[

It'll be the difference between procgen spawning ships with no weapons on occasion and broken capitals without large guns vs some pretty cool variance among factions, though.

I really, really like the new faction file formats, but they require a fair bit of suffering thought, trial and error to get the right fleets generated and I think the extra polish time will definitely be worth it for the update. It's necessary to maintain the .8 version's experience.

Still, apologies.
Title: Re: [0.8.1a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.2.1d) Update 4/15
Post by: Death_Silence_66 on January 15, 2019, 10:04:29 PM
Take as long as you need.
Title: Re: [0.9a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.3.0) Update 1/19
Post by: Morrokain on January 19, 2019, 12:01:18 PM
Disclaimer: I haven't been able to play test the late game as much as I would have liked, but I want to get an update out there and faction fleets, markets and everything related to the original dialogue scripts look pretty good. There is still plenty of polish left, but this should be a good start. Feedback welcome. I'll also post what I will focus on in the next update a little later, but a general idea is already listed under "Patch Notes and Features" on the first page.

Download
Main Mod Directory
https://www.dropbox.com/sh/tp24gdke0i7dzpl/AACU8gAw7fGjMuWi-cLcZMiXa?dl=0 (https://www.dropbox.com/sh/tp24gdke0i7dzpl/AACU8gAw7fGjMuWi-cLcZMiXa?dl=0)

Current Patch Changes: Update v1.3.0 1/19/2019
Spoiler

Content Additions

Updated for Starsector 0.9a features

New Ships
  • Shrike
  • Gremlin
  • Guardian
  • Radiant

New Ships
  • Cobra
  • Perdition

Station Battles
  • Stations come in 3 tiers, like the base Starsector original design.
  • All factions now have stations guarding their primary strongholds, with station strength varying depending on the colony's importance.
  • New station types for a couple of the new factions and updated existing faction's stations designed around Archean Order's balance.
  • Increased strength difference between tiers such that upgrades have more impact.
  • Third tier stations can single handedly combat multiple fleet deployment waves.
  • Lowered station deployment cost to allow for more escorting fleet ships.
  • Third tier stations can single handedly combat multiple fleet deployment waves.
  • Station upgrades typically impact at least 3 of 4 general areas. See description text for details. General upgrade areas listed below
  • Long range strike capability.
  • Fighter wing additions/fighter defense capability.
  • Defenses, either stronger existing ones or additional layers of defense.

Blueprint System
  • Complete rework of blueprint spawn rates to balance for Archean Order's tiered weapon balance.
  • Base blueprints are much smaller in number, but blueprint unlocks are more varied and slightly more common in the case of packages.
  • Blueprint packages spawn in three tiers for each tech type with increasing drop rarity as tier strength increases.
  • New ultra rare blueprints and packages give access to the most powerful weapons, hulls and fighters available.
  • Blueprint lines available for most factions, to increase replay-ability and give a bit more randomness to loot.
  • Each blueprint line unlocks multiple sets of blueprints based on the factions preferences similar to tech tiered packages.
  • Blueprint package lines based on factions spawn at varying rates depending on the strength of the blueprints unlocked.

Procgen Autofit System
  • I tried to do my best to playtest enough to treat this on a case by case basis where possible. As it currently stands:
  • Most high tech capitals or higher end variants of cruisers or destroyers relying on large weapons for balance will not autofit.
  • Most vessels below the cruiser level will autofit based on faction weapon doctrine.
  • Hopefully the above changes will provide a stable, balanced experience with factions yet greatly increase overall npc fleet variance.


Balance Changes
  • Merged a few of the new factions' minor colonies with their nearby stations to further improve campaign performance. See below for details.
  • Description text remains to separate the two entities (like Jangala), but their markets are now shared.
  • Merged markets will be displayed without the station in the starmap.
  • Increased Interceptor and Fighter refit time across the board.
  • Built-in drones, such as those found on the Acolyte or Tempest, are now generally replaced less quickly than standard Drone LPCs.
  • Increased hit strength of graviton beam line of weapons by ~25%.
  • Increased defenses of midline capitals substantially to better align their combat capability with other tiered tech counterparts.

Bug Fixes
  • Corrected attack run ranges of a few bombers that led to them not releasing their payloads fast enough when engaging a targeted enemy.
  • Corrected falcon_d skin's weapon changes so that its large weapon is now a medium weapon as intended. A wrong id was causing it to change one of its missile slots.
[close]
Title: Re: [0.9a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.3.0) Update 1/19
Post by: d12ddd on January 19, 2019, 01:47:31 PM
I only registered to thank you for making this mod. This is truly an overhaul that makes the game much more fun and challenging. Starsector is a great game but the battles are way too dynamic for me and the way you rebalanced everything made me love the game once more. I stopped playing the game quite a lot of time ago and didn't play it until the huge colonisation update came out, but I just couldn't get into it because I didn't like the combat without AO. Now that the mod is finally updated my soul can rest in peace I can finally play the crap out of this game once more. ;D
Title: Re: [0.9a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.3.0) Update 1/19
Post by: Morrokain on January 19, 2019, 02:59:35 PM
^
Thank you very much for your kind words! I hope to continue to bring such content in the future, and it is because I love this game and the modding support it has received. :)
Title: Re: [0.9a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.3.0) Update 1/19
Post by: A Random Jolteon on January 19, 2019, 07:18:14 PM
Yes it's been updated!!!...Sadly I'll be doing stuff for a tournament so I won't be playing as long as I'd like, but I'll still be playing each day!
Title: Re: [0.9a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.3.0) Update 1/19
Post by: Morrokain on January 19, 2019, 09:30:23 PM
Thanks for the support! Let me know if anything seems weird. I haven't been able to fully test autofit in every scenario yet so I'm sure adjustments will be needed in some cases.
Title: Re: [0.9a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.3.0) Update 1/19
Post by: Bishi on January 28, 2019, 07:05:41 AM
I finally got around to trying your mod.
I seem to have run into an issue early on though, I accepted a delivery mission (350 domestic goods) at the second station I visited and proceeded to fly to the destination (Sci Corps Directorship HQ), the problem is they don't seem to want to receive the goods. I've double checked the mission and its definitely this location.
Am I missing something obvious? I've played vanilla starsector lots so im used to the trading
Title: Re: [0.9a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.3.0) Update 1/19
Post by: Morrokain on January 28, 2019, 11:31:40 AM
I finally got around to trying your mod.
I seem to have run into an issue early on though, I accepted a delivery mission (350 domestic goods) at the second station I visited and proceeded to fly to the destination (Sci Corps Directorship HQ), the problem is they don't seem to want to receive the goods. I've double checked the mission and its definitely this location.
Am I missing something obvious? I've played vanilla starsector lots so im used to the trading

Hmm, I haven't checked missions yet for new factions in this build. It could be the Rules for those have changed, and so it is not picking up the mission return rule in the dialogue. If you have a second, more information would be great. Do you at least see the person you are supposed to drop the goods off to? Is the issue that you talk to them and they don't give you the correct dialogue to finish the mission, or absolutely no contact and the market just looks normal?

And is this happening with all missions or just that particular one?

Thanks for bringing this to my attention. I will investigate.
Title: Re: [0.9a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.3.0) Update 1/19
Post by: DatonKallandor on January 28, 2019, 03:24:07 PM
The heavy shocklauncher missile probably has too much mass - if they hit something between flameout and fadeout whatever they hit gets launched away at ludicrous speeds. This might also be true for other missiles, but the shocklauncher one is where I noticed it (because of the starting sunder).
Title: Re: [0.9a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.3.0) Update 1/19
Post by: Morrokain on January 28, 2019, 03:39:11 PM
The heavy shocklauncher missile probably has too much mass - if they hit something between flameout and fadeout whatever they hit gets launched away at ludicrous speeds. This might also be true for other missiles, but the shocklauncher one is where I noticed it (because of the starting sunder).

Yeah I think a couple people pointed that out before and it was on a to-do list before development had to stop. Non-pd Beams piercing through missiles was another item there.

Is mass what does that? I had thought it was possibly a very high launch speed, and reworked all rockets for the next release because of that and I haven't seen it happen since. I was able to reproduce it a couple times before those changes, so I'm hoping the next release fixes it.  That should be pretty soon I think, depending on what bugs are found and how much I decide to tackle content wise.

Speaking of that, may as well update the patch notes I've documented:

**RELEASE DOWNLOAD NOT YET AVAILABLE THIS IS JUST DOCUMENTATION**

Content Additions

 -- New Ships:
    -


 -- New Strike Craft:
    - Mauler (Heavy Interceptor)
    - Barbarian (Base Gunship)
    - Warrior (Lowtech Gunship)
    - Talon (Hegemony)
    - Talon (Luddic)
    - Talon (Tri-Tachyon)
    - Vanguard (Hegemony)
    - Vanguard (Luddic)
    - Warthog (Hegemony)
    - Warthog (Luddic)


 -- New Weapons:
    -

 -- Campaign:
    - New/replaced stations for many major factions strongholds. Now there should be a lot more tactical diversity even among tech tiers.


 -- Station Battles:
    - Balanced most factions' station style to match their respective technological access and doctrine.
    - Upgraded the tier of some stations, and added some where none existed. The purpose was better faction balance.
    - Unique station looks and loadouts for:
       - Hegemony
       - Pirates

 -- Blueprint System:
    - Further separation of tech tiers with more base strike craft available at the start.
    - Higher tier versions of some base strike craft bp available as single drops or in the various tech/faction bp packages.



Balance Changes

 - Hegemony now has slightly better strike craft with a tactical focus on anti-ship weaponry. They no longer use bombers very often.
 - Luddic Church and Luddic Path have new strike craft skins with unique loadouts.
 - Higher tier strike craft has increased the Luddic factions' military potency by a noticeable degree. Not to the degree of the highest tier military powers, however.
 - Slightly adjusted sprite for Perdition to match its role as a Luddic heavy bomber. Now has two side-turret Machine Guns to support against interceptors.
 - Tri-Tachyon Corporation now has a heavy interceptor to support their advanced interceptor drones.
 - Hercules-class Heavy Gunship has had its primary turreted weapon upgraded to a dual cannon, and has an updated sprite.
 - Hydra-class Gunship has an updated sprite.
 - Added shield modules to the sides of Trader Guilds' battlestations. They were slightly weaker -defensively- than intended.
 - Changed rocket launch behavior. Only a minor adjustment in overall functionality, but a different start-up to full speed. (Reduced launch speed but greatly increased proj acceleration).
 - Marauder, Warthog, and Gauntlet are now base bps.
 - Vanguard is now a low_tech bp (tier 1).
 - Rebalanced Luddic Church Condor variants.


Bug Fixes

 - Hopefully corrected issues with rockets sending flamed-out ships launching away at large speeds.
Title: Re: [0.9a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.3.0) Update 1/19
Post by: eidolad on January 28, 2019, 06:42:44 PM
first five minute impressions:

1.  Whoa tech base is way different...laughs as I inadvertently phase-collide, um, I mean, phase jump my frigate right into an enemy ship, and we both die to end the battle.  Didn't salvage the frigate. 

2.  Stopped to read the faction descriptions...there's some seriously tasty sci-fi lore in here. 

3.  This pirate group sure has a lot of...fighters who just ate my face.  Because I was too busy watching my Condor screaming around fighting like an Enforcer on intravenous Red Bull.

Gonna be in this for awhile...think I'll join the sci dudes for awhile and see what happens.
Title: Re: [0.9a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.3.0) Update 1/19
Post by: Morrokain on January 28, 2019, 07:52:16 PM
Thanks for the impressions. :)

I highly recommend glancing through the Tactics Manual if you find yourself stuck or wanting some additional information on the combat system. It details some of the tech changes and basic strategies. I haven't added station tactics there yet but the majority of the early game is covered.

-----

I also wanted to let everyone playing know that I am aware of the current inability to hire new faction officers, though I think traditional markets will be fine. This is also likely a rules issue so I am going to need to go through that file. I'll update the upcoming patch notes as I go.

Title: Re: [0.9a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.3.0) Update 1/19
Post by: Bishi on January 29, 2019, 07:07:08 AM
I finally got around to trying your mod.
I seem to have run into an issue early on though, I accepted a delivery mission (350 domestic goods) at the second station I visited and proceeded to fly to the destination (Sci Corps Directorship HQ), the problem is they don't seem to want to receive the goods. I've double checked the mission and its definitely this location.
Am I missing something obvious? I've played vanilla starsector lots so im used to the trading

Hmm, I haven't checked missions yet for new factions in this build. It could be the Rules for those have changed, and so it is not picking up the mission return rule in the dialogue. If you have a second, more information would be great. Do you at least see the person you are supposed to drop the goods off to? Is the issue that you talk to them and they don't give you the correct dialogue to finish the mission, or absolutely no contact and the market just looks normal?

And is this happening with all missions or just that particular one?

Thanks for bringing this to my attention. I will investigate.

Images of issue: https://pasteboard.co/HYHFFjf.jpg https://pasteboard.co/HYHFLMs.jpg
Save game: http://www.filedropper.com/savenasty8109031963081034761

No idea if it happens with other missions as I'd only just started a new game and played for 15 minutes and I haven't played since I encountered the issue :)

Btw you should ask them to update the mod sticky as it still says your mod is not 0.9 compatible.
Title: Re: [0.9a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.3.0) Update 1/19
Post by: Noomsy on January 29, 2019, 01:57:24 PM
Fun mod, nice change of pace.

A few bugs/issues Ive seen:

Wolf seems imbalanced, I started with 80 of 50 op....also it feels like it has too many mounts given its OP.

I bought a hammerhead and it had ghost mounts ballistic/hybrid, and i could add a weapon to one mount and it "teleported" to another spot? Weird...

I seem to be getting negative faction hits alot from just carting around normal pirate drops. (from bounty hunting)
Title: Re: [0.9a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.3.0) Update 1/19
Post by: Morrokain on January 29, 2019, 04:56:53 PM
No idea if it happens with other missions as I'd only just started a new game and played for 15 minutes and I haven't played since I encountered the issue :)

Hah I can't say I blame you there. :) I'm truly sorry the first experience was an immediate bug. That is the risk one takes when they do a compatibility update without multiple polish/test iterations. :-X


Thanks the picture helped, and unfortunately, more may be at play here. It doesn't look like the mission character is even there, though it could be it works differently from the last update, with which I am more familiar at the moment.

I tried to reproduce your delivery bug last night and couldn't get a delivery mission to spawn despite having two freighters and plenty of credits  ::)

Minor campaign content spoilers below:
Spoiler
I did, however, confirm that you can still give station commanders A.I cores and accept commissions like before, and finally did a test run against a derelict to test blueprint spawning. The loot seemed decent for a first run.
[close]

Quote
Btw you should ask them to update the mod sticky as it still says your mod is not 0.9 compatible.

Oh, thanks no I didn't realize. If the topic is still open I'll ask but to be honest with the bugs reported... I may wait until the next update.

This has been kind of a trial run update, anyway, due to time constraints.

Fun mod, nice change of pace.

Thanks! :)

Quote
A few bugs/issues Ive seen:

Wolf seems imbalanced, I started with 80 of 50 op....also it feels like it has too many mounts given its OP.

I bought a hammerhead and it had ghost mounts ballistic/hybrid, and i could add a weapon to one mount and it "teleported" to another spot? Weird...

What operating system are you using? These sound like file merging issues with mod_info.json's replace array.

If you aren't on Windows, maybe even specifically Windows 10 (what I test on), that may be a base Starsector bug that is going to be corrected in the next official update. I will double check on my end to be sure, however. There are.. a lot.. of files to replace and it is very possible I missed some.

If time, what start did you choose? The standard bounty hunter? Or was it a wolf variant in one of the faction start's fleets? This will help me narrow it down and confirm if it works on my end or not.

Quote
I seem to be getting negative faction hits alot from just carting around normal pirate drops. (from bounty hunting)

Hm, weird, any chance for more info? What faction/factions, and in what context? You are getting chased down for contraband, or the campaign engine is just giving you rep hits like you are smuggling and they find out after the fact?

Even better would be a screenshot of your cargo so I can see if there is anything there that would cause that to happen.
Title: Re: [0.9a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.3.0) Update 1/19
Post by: Morrokain on January 29, 2019, 10:02:42 PM
I wanted to post a follow up to the missions issue.

It looks like Rules has changed how missions are turned in from markets to be planet level instead of commboard level.

I know it will affect a lot of missions, so sorry about that. The campaign may be limited to mostly bounties and derelicts for now.

I need to do some serious Rules work to get that sorted out, because it will have to be corrected for each faction too. To do this, I will go ahead and bite the bullet and format it so it can be read by the new tool and make things easier in the long run.
Title: Re: [0.9a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.3.0) Update 1/19
Post by: Bishi on January 30, 2019, 05:33:59 AM
Ah thanks for the update, i'll wait until this is fixed then. Good luck! :)
Title: Re: [0.9a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.3.0) Update 1/19
Post by: Noomsy on January 30, 2019, 09:59:47 AM
Quote
What operating system are you using? These sound like file merging issues with mod_info.json's replace array.

If you aren't on Windows, maybe even specifically Windows 10 (what I test on), that may be a base Starsector bug that is going to be corrected in the next official update. I will double check on my end to be sure, however. There are.. a lot.. of files to replace and it is very possible I missed some.


Hmmm I noticed these on my Macbook Pro so OSX. I haven't used those ships on my desktop (Win 10) so that sounds pretty likely.

Quote
If time, what start did you choose? The standard bounty hunter? Or was it a wolf variant in one of the faction start's fleets? This will help me narrow it down and confirm if it works on my end or not.

Standard bounty hunter start. But maybe it's related to the above merge issue.

I'll have to play some more to see if I can get better repro steps on the faction hits. It just stuck out to me because I had no illegal cargo and less then 150 units of space, so i was barely carrying anything. (lotta small weapons i guess, not sure how that system works))

Title: Re: [0.9a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.3.0) Update 1/19
Post by: Morrokain on January 30, 2019, 09:54:53 PM
Ah thanks for the update, i'll wait until this is fixed then. Good luck! :)

Np!, and hopefully fairly soon, but I want the next update to feel a little more polished. :)

Hmmm I noticed these on my Macbook Pro so OSX. I haven't used those ships on my desktop (Win 10) so that sounds pretty likely.

Standard bounty hunter start. But maybe it's related to the above merge issue.

I'll have to play some more to see if I can get better repro steps on the faction hits. It just stuck out to me because I had no illegal cargo and less then 150 units of space, so i was barely carrying anything. (lotta small weapons i guess, not sure how that system works))

Ok that helps, and just to be safe, I'll check, but yeah likely the said issue. It hopefully won't be an issue for long.

On the faction hits-- there are some less tolerant factions in the sector in this mod, for instance, who are very easily provoked, so I was wondering if that was the case. I'll keep a look out for that behavior and see if it is expected or not as I test play! :)
Title: Re: [0.9a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.3.0) Update 1/19
Post by: Noomsy on January 31, 2019, 11:40:06 AM
So looking at the mod_info.json...

I looked at replace and noticed \\ was being used as a separator for file paths.
I replaced them all with / and it appears to work fine now. (Weapon slots match the .ship info)

Not really sure what that means....something is probably horribly broken somewhere....
Title: Re: [0.9a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.3.0) Update 1/19
Post by: Morrokain on January 31, 2019, 04:16:59 PM
So looking at the mod_info.json...

I looked at replace and noticed \\ was being used as a separator for file paths.
I replaced them all with / and it appears to work fine now. (Weapon slots match the .ship info)

Not really sure what that means....something is probably horribly broken somewhere....

Oh good, glad that worked for you!

Its just that your operating system has different escape characters that the game recognizes that is different from windows.

For instance:           "data\\campaign\\econ/askonia.json",

does't work unless that specific path format is used.

          "data\\campaign\\econ\\askonia.json",
or
          "data/campaign/econ/askonia.json",

won't replace the file. No crashes, but those weird glitches you saw happen.
Title: Re: [0.9a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.3.0) Update 1/19
Post by: Morbo513 on February 02, 2019, 05:35:54 AM
Ed: Ignore, did a fresh install and it's all good


I get a crash on trying to start a new game. AO is the only mod running.

Code
75435 [Thread-4] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/particlealpha32sq.png (using cast)
75466 [Thread-10] INFO  sound.public  - Creating streaming player for music with id [MainTheme01.ogg]
75467 [Thread-10] INFO  sound.H  - Playing music with id [MainTheme01.ogg]
79774 [Thread-4] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Reading save data from [..\saves\save_OsirisLee_8077689570174871142\descriptor.xml]
81265 [Thread-8] INFO  sound.public  - Cleaning up music with id [MainTheme01.ogg]
81475 [Thread-10] INFO  sound.public  - Creating streaming player for music with id [MainTheme01.ogg]
81475 [Thread-10] INFO  sound.H  - Playing music with id [MainTheme01.ogg]
81635 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.Object.int.o00000(Unknown Source)
at com.fs.starfarer.combat.ai.missile.MirvAI.checkSplit(Unknown Source)
at com.fs.starfarer.combat.ai.missile.MirvAI.advance(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.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)

I'm re-downloading the game though, I'm not sure if I'm on a slightly older version of 0.9
Title: Re: [0.9a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.3.0) Update 1/19
Post by: Morrokain on February 02, 2019, 10:26:56 AM
Ed: Ignore, did a fresh install and it's all good

Glad that did it. :)

------------------------------

So quick question for anyone who has been playing this mod for a while in .8, did anyone happen to find and read the secret story text back in the starting zone? Please! No spoilers here! Just a simple "I found it" or "yes" will do. :D

I ask because it may be relevant to the next update. I would kind of be surprised if anyone did, as it is about as far out of the way and hidden as it gets. Hints on how to find it in the spoiler below:

Spoiler

It won't happen if you "Advanced Start" the campaign, and you have to wait ~30 in-game days before it will trigger something back in the starting zone. Another hint in spoiler:

Spoiler

If you know about the memorial and who wrote it then you've found it.
[close]

[close]
Title: Re: [0.9a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.3.0) Update 1/19
Post by: Morbo513 on February 03, 2019, 03:30:58 PM
Alright, couple real issues this time.
In attempting to speak to a mercenary officer on Ilys, the only option I get is "A former Templar of the Archean Order? Interesting...". I cannot exit the dialogue, and it says IndexOutOfBoundsException: Index: 1, Size: 1 three times. I am running with Common Radar, Leading Pip and LazyLib (All latest versions).

Another issue I had earlier was in accepting a bar quest to deliver food to the same planet, I get no option to deliver the goods on reaching the destination. Job was to deliver 80, it gave me 80.
Not sue if it's anything to do with the planet or what.
Title: Re: [0.9a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.3.0) Update 1/19
Post by: Morrokain on February 03, 2019, 04:01:29 PM
Alright, couple real issues this time.
In attempting to speak to a mercenary officer on Ilys, the only option I get is "A former Templar of the Archean Order? Interesting...". I cannot exit the dialogue, and it says IndexOutOfBoundsException: Index: 1, Size: 1 three times. I am running with Common Radar, Leading Pip and LazyLib (All latest versions).

Another issue I had earlier was in accepting a bar quest to deliver food to the same planet, I get no option to deliver the goods on reaching the destination. Job was to deliver 80, it gave me 80.
Not sue if it's anything to do with the planet or what.

Sorry about that, both of those are known issues being currently resolved. It is because the way Rules handles those events has been changed and I didn't catch it for the last update.

You will only be able to do bounties/commissions and derelict runs to get colonies/faction rep up this update. Trading and bar missions and mercs from new factions won't work this update.

You can still turn in cores to base commanders (verified) and should be able to hire officers and administrators from the base factions colonies though.

As a status update on that, btw, I have officially formatted the file for SafariJohn's Rule Tool. So that should make things quite a bit easier, putting it lightly.
Title: Re: [0.9a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.3.0) Update 1/19
Post by: Morbo513 on February 03, 2019, 05:18:38 PM
Awesome, glad to hear it.

I will say I find the early-game very difficult to enjoy in this mod. The only real reason being how fighter-heavy it is even small-scale, and I've never liked how fighers worked in SS to begin with, especially with how AI responds to them. I really like the diversity in weapons and the general pace of things though. One of the bigger factors in that is how rare PD weapons seem to be (I imagine this is also something to do with 0.9 migration), compared to how essential they are in mitigating fighter attacks. With the number of ships able to launch fighters, it might be interesting to give most ships (particularly those without fighter bays) some built-in token anti-fighter PD. That way, ships that are meant for picking on someone their own size (or larger) are more than practically defenceless, but they would still need to sacrifice weapon slots and flux generation to be effective against fighters.
I think greater diversity in PD/anti-fighter weaponry would help too. I'm not sure how feasible it'd be but I'd like to see a swarm-missile launcher that specifically has its missiles attack different targets to one another as an example.
Title: Re: [0.9a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.3.0) Update 1/19
Post by: Morrokain on February 03, 2019, 07:46:12 PM
^
Thank you I really appreciate this sort of feedback, and I believe it is the second of that kind lately, so that will definitely require some followup investigation.

Unfortunately, since Archean Order doesn't currently do much to add weapons or fighters to markets, and relies on the base game code to do that, changes in updates like this can have unintended consequences.

I think the changes to fighters take some getting used to even without an unintended problem like that. They are more numerous across ship hulls and are present in most, if not all battles, so having adequate defense against them is priority, especially early on, like you said. They are the most punishing of all the weapons at the AI's disposal in the beginning since they have the farthest effective range and can be massed on single targets.

This will actually get worse in the next update too, because I will have added ~10 additional wing types to better differentiate faction fighters... so yeah, that is definitely a problem.

Would you mind clarifying a few points so I know I am on the same page as you in what you are experiencing?

What faction start or starts have you tried, and what would you define as early game? -Anything before a cruiser, for instance, or anything before high faction rep/commission, etc. That will tell me how widespread this is and whether the above solutions would be sufficient.

If it is just a matter of getting the player off the ground, so to speak, then that is one thing. If it is a deeper problem before colonies, that will require more effort and a different solution implementation.

------
I am hesitant to go the built in PD route because it forces certain play-styles or bullet effects too much and I want to try and keep that as customize-able as possible.

Maybe I am picky, but I absolutely hate it when I'm partially forced down a style path. If I want all my bullets green, or blue, or white, or any combination of above, I should be able to do so in the majority of circumstances. So in respect of that I want to at least try alternatives first.

I definitely like the missile idea, and that would be a great change for a couple of the existing ones too.

I can also think of a few things that may help as well:

1) Finally getting the tutorial finished so the player starts fighting pirates with a decent fleet and with a stockpile of weapons. This also includes adding more to the basic start's cargo if a player chooses to skip the tutorial.

2) Include a small stockpile of weapons and lowtech fighters in each campaign start. Here you run into the problem of having to tell the player about them, so it would require some tutorial-like scripting for each start, but that wouldn't be terrible.

3) Including a couple light carriers of some kind in each start to ensure a small and weak, yet present, fighter screen is available right away.

4) In addition to the above, more effective examples and strategies in the Tactics Manual to better prepare new players for fighter assaults and harassment. Specifically, knowing what you can and cannot take on early, and how to prepare for what you realistically can fight.

Part of the problem, though certainly not all of it, may be that in comparison to vanilla, some players may be inadvertently tricked into thinking they can handle more pirates than would typically be safe in the fleet they are commanding (not saying that is the case here, but that it may the case for others who never got to the point where they would post about it).

Pirates actually aren't the lowest tier enemy and aren't even necessarily what I designed to be a Player's easiest first target. Small frigate/single destroyer fleets maybe, but those are mostly only found in the starting zones.

Derelicts are actually the intended lowest-tier easy pickings, and they never have fighters. Pirates are just above that, but they are designed to be dangerous and scary to a new player when outnumbering them, which is one of the reasons why I introduced a feature to help avoid combat sometimes (bribery/cease-fire).

In my bias as creator and balancer, I instinctively know what I can deal with, but it can be hard to effectively translate what is safe and not safe in general descriptions and the manual's tips.

Another tip while I am thinking about it:
One of the things I notice, myself, is that when you try to fly a fleet without any fighters of your own to counter/defend enemy fighter strikes, it can be really rough going in the beginning. Once you get higher tier PD it becomes more feasible, but even a single wing or two to distract long enough for flux to vent can be the difference between winning and losing. The Hound and Cerberus are a good early choices specifically for their built-in Light PD Drones to provide a bit of cover. But they are extremely fragile, so having a Talon wing or two to support is ideal.
Title: Re: [0.9a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.3.0) Update 1/19
Post by: Morbo513 on February 04, 2019, 08:20:32 AM
Quote
What faction start or starts have you tried, and what would you define as early game? -Anything before a cruiser, for instance, or anything before high faction rep/commission, etc. That will tell me how widespread this is and whether the above solutions would be sufficient.
I'd define early-game as the period before the player's able to sustain at least one cruiser and a handful of destroyers - which usually necessitates either a colony or a commission.
As for faction starts, I've not tried any. I've only done the basic start that begins with you orbiting Jangala.



But the biggest issue I have overall, is it seems to make battles much more about the comparative size of your and your opponent's fleets and how many ships are able to field fighters; they severely limit how much the player's decision-making within a battle can influence its outcome. In other words, the threat of ships being mobbed by fighters is much greater than the firepower of any one ship alone. So it becomes more about countering that threat with PD or matching/exceeding it with your own fighters, than out-maneuvering or isolating parts of the enemy fleet.

Typically the player finds themself fighting fleets larger than their own, so more often than not you'll be fighting battles where the enemy has more fighter wings than you have ships and fighter wings, more or less incapacitating your fleet; they're either equipped well enough to counter the swarms in which case they won't stand up well to the enemy's non-carrier ships, or vice-versa. So the only optimal solution there is to ensure you have many more fighters than your enemy can deal with.

To sum it up even further, compared to vanilla it's much less likely you can win (without cheesing) against a numerically superior enemy, or lose against a numerically inferior enemy, simply because of the effectiveness of fighters per-OP compared to any other weapon, and how prevalent they are in this mod.

The idea behind built-in PD was a bad one really, like you say it'd probably end up railroading those ships into anti-fighter roles. So instead; A point-defence hullmod. For ~8OP (Frigate), the ship's hull is fitted with several small-calibre PD weapons (less effective than any given weapon-mount PD turret) at the expense of increased crew requirements. There could be several different variants of this - Beam (Energy) weapons with high accuracy and good damage, but weak ROF and flux generation; Ballistic weapons with area-of-effect, but a long reload time between magazines (Flak); Smaller ballistic weapons with weak damage and middling accuracy, but high sustained ROF (CIWS); EMP weapons with high flux generaion and weak damage, but a decent ROF and accuracy.
Another idea is a weapon-mount PD that's an "active" countermeasure; It spits out explosives (or an EMP variant) in a 360deg arc and detonates them after they reach some distance from the ship.
Something else is the fact that fighters are able to shoot down most missiles. Again not sure as to the feasibility of this, but rendering them only able to destroy (Not just target, but actually hit) torpedos would help balance them out.
Title: Re: [0.9a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.3.0) Update 1/19
Post by: verlonxx on February 05, 2019, 05:01:09 AM
Quote
What faction start or starts have you tried, and what would you define as early game? -Anything before a cruiser, for instance, or anything before high faction rep/commission, etc. That will tell me how widespread this is and whether the above solutions would be sufficient.
I'd define early-game as the period before the player's able to sustain at least one cruiser and a handful of destroyers - which usually necessitates either a colony or a commission.
As for faction starts, I've not tried any. I've only done the basic start that begins with you orbiting Jangala.



But the biggest issue I have overall, is it seems to make battles much more about the comparative size of your and your opponent's fleets and how many ships are able to field fighters; they severely limit how much the player's decision-making within a battle can influence its outcome. In other words, the threat of ships being mobbed by fighters is much greater than the firepower of any one ship alone. So it becomes more about countering that threat with PD or matching/exceeding it with your own fighters, than out-maneuvering or isolating parts of the enemy fleet.

Typically the player finds themself fighting fleets larger than their own, so more often than not you'll be fighting battles where the enemy has more fighter wings than you have ships and fighter wings, more or less incapacitating your fleet; they're either equipped well enough to counter the swarms in which case they won't stand up well to the enemy's non-carrier ships, or vice-versa. So the only optimal solution there is to ensure you have many more fighters than your enemy can deal with.

To sum it up even further, compared to vanilla it's much less likely you can win (without cheesing) against a numerically superior enemy, or lose against a numerically inferior enemy, simply because of the effectiveness of fighters per-OP compared to any other weapon, and how prevalent they are in this mod.

The idea behind built-in PD was a bad one really, like you say it'd probably end up railroading those ships into anti-fighter roles. So instead; A point-defence hullmod. For ~8OP (Frigate), the ship's hull is fitted with several small-calibre PD weapons (less effective than any given weapon-mount PD turret) at the expense of increased crew requirements. There could be several different variants of this - Beam (Energy) weapons with high accuracy and good damage, but weak ROF and flux generation; Ballistic weapons with area-of-effect, but a long reload time between magazines (Flak); Smaller ballistic weapons with weak damage and middling accuracy, but high sustained ROF (CIWS); EMP weapons with high flux generaion and weak damage, but a decent ROF and accuracy.
Another idea is a weapon-mount PD that's an "active" countermeasure; It spits out explosives (or an EMP variant) in a 360deg arc and detonates them after they reach some distance from the ship.
Something else is the fact that fighters are able to shoot down most missiles. Again not sure as to the feasibility of this, but rendering them only able to destroy (Not just target, but actually hit) torpedos would help balance them out.

i can agree with this i just played this mod its hard to get income as well during the start. the pirate bounties are really tough with all those fighters. I was hoping a bit like the starfarer days where ships gain exp.
Title: Re: [0.9a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.3.0) Update 1/19
Post by: Morrokain on February 05, 2019, 08:42:23 AM
I'd define early-game as the period before the player's able to sustain at least one cruiser and a handful of destroyers - which usually necessitates either a colony or a commission.
As for faction starts, I've not tried any. I've only done the basic start that begins with you orbiting Jangala.



But the biggest issue I have overall, is it seems to make battles much more about the comparative size of your and your opponent's fleets and how many ships are able to field fighters; they severely limit how much the player's decision-making within a battle can influence its outcome. In other words, the threat of ships being mobbed by fighters is much greater than the firepower of any one ship alone. So it becomes more about countering that threat with PD or matching/exceeding it with your own fighters, than out-maneuvering or isolating parts of the enemy fleet.

Typically the player finds themself fighting fleets larger than their own, so more often than not you'll be fighting battles where the enemy has more fighter wings than you have ships and fighter wings, more or less incapacitating your fleet; they're either equipped well enough to counter the swarms in which case they won't stand up well to the enemy's non-carrier ships, or vice-versa. So the only optimal solution there is to ensure you have many more fighters than your enemy can deal with.

To sum it up even further, compared to vanilla it's much less likely you can win (without cheesing) against a numerically superior enemy, or lose against a numerically inferior enemy, simply because of the effectiveness of fighters per-OP compared to any other weapon, and how prevalent they are in this mod.

The idea behind built-in PD was a bad one really, like you say it'd probably end up railroading those ships into anti-fighter roles. So instead; A point-defence hullmod. For ~8OP (Frigate), the ship's hull is fitted with several small-calibre PD weapons (less effective than any given weapon-mount PD turret) at the expense of increased crew requirements. There could be several different variants of this - Beam (Energy) weapons with high accuracy and good damage, but weak ROF and flux generation; Ballistic weapons with area-of-effect, but a long reload time between magazines (Flak); Smaller ballistic weapons with weak damage and middling accuracy, but high sustained ROF (CIWS); EMP weapons with high flux generaion and weak damage, but a decent ROF and accuracy.
Another idea is a weapon-mount PD that's an "active" countermeasure; It spits out explosives (or an EMP variant) in a 360deg arc and detonates them after they reach some distance from the ship.
Something else is the fact that fighters are able to shoot down most missiles. Again not sure as to the feasibility of this, but rendering them only able to destroy (Not just target, but actually hit) torpedos would help balance them out.

Ah ok I see, thank you for taking the time to reply in detail.  :)  Response below.

i can agree with this i just played this mod its hard to get income as well during the start. the pirate bounties are really tough with all those fighters. I was hoping a bit like the starfarer days where ships gain exp.

I miss that too! I'm not sure if I can re-implement it though. It was unsupported quite a long time ago and I'm not sure the plugs into the campaign would be sufficient anymore.

For income, did you happen to try derelicts? They should be easier and more profitable in the beginning than bounties. Bounties would be considered tier 2 early game. If that is not your playstyle, though, no worries. I have a few things I may try listed below to make pirates a little easier.

---------

So the issue is two-fold. The first part is the lack of counters to fighters early on, because there just isn't enough available pd to the player.  The second, and more interesting problem to solve, is the ability for fighters to mass attack targets more effectively than ships with weapons ever could, so you are saying fighter strength is the number one factor in any given battle and you feel that ship load-outs almost exclusively revolve around that layer of combat. Does that about sum it up, or am I off somewhere?


I can certainly agree with your analysis on numerical superiority, and actually that is by design. Personally, I feel that vanilla Starsector is too easy, and the only challenging part is, in fact, the beginning where you are mostly outnumbered and outgunned by everyone. I'm not sure I completely agree on the player's inability to influence the battle, though. I think a player controlled ship is still a far more serious threat than an AI controlled one, at least in my experience, but you are right that it will only be noticeable when fighter strength between the two fleets is at least close enough that one fleet won't have complete free reign of the battlespace over the other.

There are numerous posts about the reverse difficulty curve and how it is a problem, and each update Alex adds more to address it, but I can empathize with how difficult it is to get that to feel just right. This is only compounded on by differing view points on what is difficult and what is not- based on player skill and experience with the game as a whole.

So when I intended to solve the endgame difficulty issues through all these balance changes, the trade off is that the early game is of course also more difficult because you still have very little tools and your enemies are tougher.

All of that being said, I would love to get a discussion going because I do feel like there are a few lighter touch solutions that would really help in this area. Feel free to disagree or add. :)

On the hullmod idea: That may work, and I certainly don't dislike it as a solution, conceptually, but there is a considerable problem there. Something like that would require me to add built in weapon mounts to every ship, and then the hullmods that add weapons to those mounts, which would mean that the weapon mount ids would have to be universal. I am not even sure it is possible to equip built-in weapons with hullmods, but even if it was it would be a huge amount of work to get it implemented, and even more to balance it properly. Then I have to somehow communicate to the player that those hullmods are almost required until you get your own pd. Wouldn't ensuring the player simply has access to a proper amount of standard pd weapons be more appealing?

Speaking of hulldmods, though, what about balancing pirates, and by association, independents, through changes to D-Mods? So, there is already a D-Mod that reduces fighter replacement rate, and I'm not sure if that is on every pirate carrier. That could be a start, though.

Then, I could add an additional D-Mod that reduces fighter stats by some amount, and also make sure that is included on pirate carriers ( really anything pirates have that use fighters). So a double whammy to pirate fighter strength that does nothing to modify the endgame difficulty of fighting high tier military factions, and doesn't require me to re-invent the wheel on fighter/PD balance.

Combine both of those with higher pd and fighter accessibility for the player, and that may be enough to at least reduce the difficulty of the early pirate bounties. All of this will require some ample playtesting, of course.

Thoughts?

Title: Re: [0.9a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.3.0) Update 1/19
Post by: Morbo513 on February 05, 2019, 01:28:16 PM
Quote
you are saying fighter strength is the number one factor in any given battle and you feel that ship load-outs almost exclusively revolve around that layer of combat
Yep, that's the long-and-short of it. Re: PD, in many cases I don't feel as though they're effectie/efficient enough either.


To me the fundemental issue with fighters/carriers, vanilla or otherwise and at any stage of the game, is that their combat effectiveness will in practice pretty much always out-last the battle (Provided the carrier isn't destroyed). You lose or retreat eg a destroyer, it's gone for the entirety of the battle. It could've destroyed 100 fighters, but the impact that has only goes so far as the immediate damage prevented - the fighters still exist as a threat. In other words, it doesn't feel like you achieve anything in eliminating swathes of fighters.

I don't know how this could be changed mechanically while still sitting right with the AI (especially since I don't fully understand the current fighter mechanics), or otherwise not being a huge amount of work. But to brainstorm it:


General reduction of replacement rate

CR for fighters (ie "Fuel") - Regardless of damage/casualties/ammo expenditure, they only have X seconds' combat time before pulling back to their carrier

Limited ammo for all fighter weapons

Destruction of all fighters in a wing either eliminates that wing from the battle, or incurs a very long delay before they start to be replaced


Title: Re: [0.9a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.3.0) Update 1/19
Post by: Morrokain on February 05, 2019, 02:08:07 PM
^

I have messed with replacement rate before, and the current system sort of has an invisible pendulum at play there. It doesn't mean that isn't an option, but I have to be careful.

Too fast of reinforcements and the replacement rate never decreases, but too slow of reinforcements and carriers tend to quickly drain and permanently stay at 30% replacement rate for the entirety of the battle after the first minute. This is because the thing that determines replacement rate either increasing or decreasing is the wing percentage of active fighters. So, naturally ones that replace faster are less effected by replacement rate as a whole because they tend to get past that threshold a lot easier than a bomber wing with 2 fighters and 30 second replacement rate each.


I thought I had found a good balance here where I see a gradual decline in reinforcement fighters as a battle wears on, but I can see if I can get some improvements out of it among the interceptor and fighter lines. Those are likely the ones that are the issue in the first place.

-----
I really, really like the limited ammo suggestion. That would be fairly simple to implement too, because most fighters at this point have built-in lower quality versions of the weapons they use anyway.

It would also make carriers like the Astral that use the fighter warp ship system less railroaded into bomber builds... hmm.

-----
The other two would probably be difficult to implement because I don't think that code is exposed to modders. I could be wrong, but likely that is the case. I could maybe write a script to override the replacement rate or something, but that would be a bit hit to performance.
Title: Re: [0.9a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.3.0) Update 1/19
Post by: atgc on February 05, 2019, 05:36:39 PM
I played the mod for a few hours, got my first colony up and running recently. Here are my 2 cents :

Title: Re: [0.9a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.3.0) Update 1/19
Post by: Morrokain on February 05, 2019, 08:43:53 PM
^

Thanks for the impressions. :)

I won't be able to respond to everything in detail just yet, but in general I took a look and yes there is indeed a large difference between .8 and .9's markets as far as, oddly enough, pd weapons in particular.

For some reason, the new markets tend to mostly spawn strike weapons and missiles, assault weapons rarely, and almost never pd weapons. That is probably why you feel like all weapons are burst fire, because most strike weapons are, and have limited ammo in their magazines.

It is a little bizarre to me as to what would cause that. Well, there is a greater variety of fighter LPCs for some reason, so that's something.

In .8, there was almost always 6-10 Light Machine Guns in any given market, but now I can't really find any pd other than proximity mines and, decent enough if you have a medium missile slot: Locust SRM Launchers.

----
For next update, I plan on implementation of:

-- larger starting fleets in all starting options to make early pirates less of a pain.
-- storage nearby with a stockpile of weapons OR a tanker and an assortment of weapons right in your starting fleet.

I'm intrigued by the limited ammo idea, but I don't think that will make next update because that is a huge change and I want a lot of time to test that out to make sure it doesn't break the feel of combat. Definitely going to experiment with the idea, though.

Title: Re: [0.9a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.3.0) Update 1/19
Post by: verlonxx on February 08, 2019, 03:18:47 AM
when recruiting new officers it get error message null with three lines. i don't have any other mods on.
Title: Re: [0.9a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.3.0) Update 1/19
Post by: Morrokain on February 08, 2019, 10:25:01 AM
when recruiting new officers it get error message null with three lines. i don't have any other mods on.

Known issue I'm working on and don't quite have a fix for yet. I originally thought Rules had changed, but that upon looking at it that isn't the reason. Still working on figuring out what changed to cause that issue from .8 to .9

It should only affect faction officers at faction markets however, I'm pretty sure the "normal" officers at places like Jangala should be fine. Let me know if not, because that points to deeper issues than I thought, which is quickly looking to be the case anyway.. :(
Title: Re: [0.9a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.3.0) Update 1/19
Post by: verlonxx on February 08, 2019, 12:22:11 PM
i see there was a defector girl she seemed to have a nice backstory sadly i crashed without saving lol.... a bit annoyed haha
Title: Re: [0.9a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.3.0) Update 1/19
Post by: Morrokain on February 08, 2019, 06:09:14 PM
i see there was a defector girl she seemed to have a nice backstory sadly i crashed without saving lol.... a bit annoyed haha

Doh! Sorry :(
Title: Re: [0.9a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.3.0) Update 1/19
Post by: Ranakastrasz on February 15, 2019, 02:53:48 PM
Been trying the Missions. They differ from vanilla quite a bit, so it is interesting.
The "Forlorn hope" mission is currently not something I can handle with the base ship. If I refit it as I want the mission is pretty much trivial.
Essentially you have an assault/pd/Missile strike Paragon vs "Everything".
Thus far, I haven't managed to kill any of the three Cruiser/Capital ships that are involved.

You have a ton of assault blaster type weapons, some minor PD, and two Guardians. Also 3 ion blasters. This deals with most missiles and fighters, and tends to discourage any frigates getting close.

Missile wise, you have 4x12 Hunters, 2x10 Squalls and 2x2 Thunderbolts. This is where most of the firepower comes from.
I can flush all the squalls and thunderbolts for ~2/3rds of my flux, and the hunters for ~90% of flux.
Squalls don't seem to do anything. They either have the worst targeting ever, or are trying for engine hits. Either way, they almost never connect.
Thunderbolts are pretty effective since they fission into 10 missiles each.
And the Hunters use all of your flux, and easily eat all your flux regeneration, but are fully capable of obliterating frigates and destroyers with a full volly, should a large fraction connect.

You also have two wings of Wasps (Pd/intercepter) and two wings of Xyphos (Shield hybrid gunship)

One thing I am trying to figure out is whether or not Energy Weapon Focus effects hunter missiles (They deal energy damage) And whether it is determined when you fire or when they impact. If it works, this is probably key to taking down the cruisers and capitals.

I spend most of the battle kiting, flushing hunters and thunderbolts to deal with the frigates and destroyers as they get too close. This is pretty effective, but I end up spending a ton of flux doing this.

The two cruisers have potent assault weapons that mean I have to keep kiting, (Since I can't kill them) and will break my armor/shield. They also have 3 reapers each, which if I don't PD down or shield from (Forward shield means I can't trivially react to them) I pretty much lose right there (Armor gone, weapons offline in that arc)

I mostly leave fighters on defense, but I send them to attack destroyers when they get out of position. Problem is that if I leave them out too long they all die, and then half my PD is gone.

Tough as my shields are, they can't withstand two dominators and an Onslaught. I just can't find a way to get through.

Any suggestions?

-----

Campaign wise, I haven't seen any PD weapons thus far in any of the 3 shops I've checked. I am pretty sure I should have seen at least 1.
Title: Re: [0.9a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.3.0) Update 1/19
Post by: Morrokain on February 15, 2019, 08:29:15 PM
^ (Edit* Was too much of a wall of text when the quote is right above lol)

Hmm, I wonder when I changed the variant of the Paragon from the Elite to the Raider variant? Yes, it would be immensely difficult to use a Fire Support outfitted vessel to take down Assault outfitted vessels of the same class, let alone when outnumbered. Fire Support shines when surrounded by Assault-oriented allies, similar to the concept of using archers to support cavalry and infantry. In that mission you have no allies, so that doesn't make sense. The Elite variant may be too specialized for fleet combat too, though, so I'll change it to the Escort variant. That would probably be the best suited for the mission. :)

On the pd weapon shortage, that is a known issue of .9 that Alex has told me he is going to look at for the next official release. That being said, his balance is different so that doesn't necessarily mean it will be 100% effective in dealing with the problem. To help a little extra, I've done a couple things that have already been implemented for the next update.

1) All starting fleets under Normal and Advanced Start are, in general, larger. Secondary fleet choices have also been upgraded. This well help with starting bounties and pirates considerably. I think I may buff derelicts to match pirates since this will be the case. I intended derelicts to be easier "first encounter" enemies, but that doesn't make sense from an RP perspective since some players don't want to be an explorer/salvage expert right at the start, or even at all.

2) All starts include a cargo freighter so that I can populate the player's cargo with a stockpile of basic PD weapons to help with losses from destroyed ships and help re-arm recovered or bought ships. Hopefully, this stockpile will be large enough to get you through to a commission to open up a regular supply of weapons or until you can build your own.

3) Advanced Start has been renamed Faction Start to better reflect what it actually is now that Normal Start options have been expanded and fleet size is roughly the same in most cases.

I'm still working on the bugs for officers and the faction procurement missions. There is some definite weirdness there.
Title: Re: [0.9a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.3.0) Update 1/19
Post by: Ranakastrasz on February 18, 2019, 06:11:31 AM
Lore wise, Isn't the Paragon cut off from support and has to hold the line, heroically? Despite being set for support fire?

----
I don't know if the Tachyon lance is just OP (May well be) or if missiles are underpowered, but I find the sheer power and range of the Lance compared to the flux compares exceptionally favorably to any missiles with similar range, if purely from the reliability.

One thing I have always found problematic in this mod is the sheer flux cost of missiles. Yea, they are horrifically powerful, about as much as vanilla, and the regeneration is balanced by massive flux costs, but given how counterable they are, I don't think the massive flux costs are quite appropriate. Admittedly, you see this in a lot of other strike weapons, and yes, there is absolutely a line that needs to not be crossed, but...

Ships with epic flux stats, like the paragon can't fire off full volleys of some missiles, certainly can't keep up with regeneration with their flux stats, and I just have to ask if the level of flux cost on those weapons is intended to be so high as to eat a ship's entire flux budget on it's own.

Also they compare unfavorably to fighters, which have similar power, but cost much less flux (OP cost vs vents + upkeep while on hunt mode)

A rough -50% or so flux cost reduction of strike/support weapons on average might be sane enough honestly.
----

If it didn't require probably crippling script support, I would think that having you fire missiles for ~10% flux, and then spend the other 90% over the regeneration cycle would be sensible. It is very much that the sheer impulse cost is crippling.

----
On PD spawning, could you try messing with the rarity/level of weapons to see what shows up in shops maybe? Admittedly I have little idea how it used to work, nor how it works now, but presumably there isn't anything special about PD weapons that makes them not show up.
Title: Re: [0.9a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.3.0) Update 1/19
Post by: Death_Silence_66 on February 18, 2019, 04:12:06 PM
I agree with the missile flux cost, particularly with the hunter missile. The incredible cost makes them unfavorable as they lack in both burst and sustained damage.
Title: Re: [0.8.1a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.2.1b) Update 4/8
Post by: Morrokain on February 18, 2019, 11:28:59 PM
Beams get stuck on fighters constantly.

This should be solved for the next update. :) 

All non-pd beams will pierce fighters. However, some balance changes had to be made in order for that to not cripple fighters after the new replacement rate changes. As an aside, those feel pretty good so far. The AI sends fighter attack waves much more strategically in .9 and tends to be more present of its fighter losses and let its replacement rate recover. That way fighters don't suddenly disappear forever if they are destroyed in large numbers, but they still have a significant enough delay before respawning that taking out a whole wing feels more impactful to the defender. This may have to be looked at again after limited ammo is introduced in order to not render fighters obsolete since they will have to continuously rearm, but for now it should help reduce the feeling that eliminating fighters is pointless.

Fighters will now have 60% beam damage reduction included in their built-in hullmod (The one that adds 50% extra damage from their weapons to weapon and engine hardpoints. Other effects of that hullmod may be removed in the future when limited ammo is introduced to fighters).

Because of the crippling effect that reduced damage will have on pd beams, their damage has been increased considerably. However, because the Advanced Optics hullmod gives too large a range increase to beams for that kind of damage output to be sensible, it has been changed to only increase PD beams by 200su. OP cost remains the same.
--------------------------------------
@Ranakastrasz
@Death_Silence_66
I'll respond to your two posts on missile flux costs a little later on when I have a more thought-out reply. I've been thinking about that a bit and have some opinions/details to share, but I agree that some changes are likely in order. More details to come!
--------------------------------------

For now, I wanted to update the patch notes. Still not downloadable as I want this next release to be bug free if I can help it. :)

Content Additions
-------------
 -- New Ships:
    - Malevolent (Capital-class Dreadcarrier)

 -- New Strike Craft:
    - Mauler (Heavy Interceptor)
    - Mauler (Pirates)
    - Barbarian (Base Gunship)
    - Warrior (Lowtech Gunship)
    - Talon (Hegemony)
    - Talon (Luddic)
    - Talon (Tri-Tachyon)
    - Talon (Pirates)
    - Vanguard (Hegemony)
    - Vanguard (Luddic)
    - Warthog (Hegemony)
    - Warthog (Luddic)
    - Broadsword (Pirates)
    - Broadsword (Adamantine)

 -- New Weapons:
    -

 -- Campaign Changes/Additions:
    - New/replaced stations for many major factions strongholds. Now there should be a lot more tactical diversity even among tech tiers.
    - Adamantine Consortium has a capital-class carrier and a unique heavy fighter(skin) added to their fleets.
    - Nightmare-class heavy fighter is now unique to the Archean Order's fleets.
    - Pirates have unique fighter(skins) added to their fleets.
    - Increased Adamantine Consortium aggression, reduced Archean Order and Trader Guilds aggression.
    - If not already present in the last patch, added Adamantine Consortium strongholds to the list of player colony threats.
    - Derelicts have increased in difficulty to match pirates. Pirates have had their fighter numbers considerably weakened.
    - Increased the starting player fleets for any new game start to roughly match early pirate bounties in size.
    - The two changes listed above should make either salvage or bounty hunting a good starting option for any new game.
    - Added most of the new game starts available to the base game from .9 to the Normal Start option list.
    - All new starts now contain a cargo freighter of some kind and a small supply of pd weapons.
    - Pirates now have unique fighter craft. These are considerably weaker than standard fighter craft, but can be deployed more easily

 -- Station Battles:
    - Balanced most factions' station style to match their respective technological access and doctrine.
    - Upgraded the tier of some stations, and added some where none existed. The purpose was better faction balance.
    - Unique station looks and loadouts for:
       - Hegemony
       - Pirates

 -- Blueprint System:
    - Further separation of tech tiers with more base strike craft available at the start.
    - Higher tier versions of some base strike craft bp available as single drops or in the various tech/faction bp packages.


Combat Balance/Content Changes
-------------
 - Increased OP cost of Talon to 2 from 0. Its combat effectiveness remains unchanged. Pirate version has 0 OP requirement.
 - Hegemony now has slightly better fighter craft with a tactical focus on anti-ship weaponry. They no longer use bombers very often.
 - Luddic Church and Luddic Path have new fighter craft skins with unique loadouts.
 - Higher tier fighter craft has increased the Luddic factions' military potency by a noticeable degree. Not to the degree of the highest tier military powers, however.
 - Slightly adjusted sprite for Perdition to match its role as a Luddic heavy bomber. Now has two side-turret Machine Guns to support against interceptors.
 - Tri-Tachyon Corporation now has a heavy interceptor to support their advanced interceptor drones.
 - Hercules-class Heavy Gunship has had its primary turreted weapon upgraded to a dual cannon, and has an updated sprite.
 - Hydra-class Gunship has an updated sprite.
 - Added shield modules to the sides of Trader Guilds' battlestations. They were slightly weaker -defensively- than intended.
 - Changed rocket launch behavior. Only a minor adjustment in overall functionality, but a different start-up to full speed. (Reduced launch speed but greatly increased proj acceleration).
 - Marauder, Warthog, and Gauntlet are now base bps.
 - Vanguard is now a low_tech bp (tier 1).
 - Rebalanced Luddic Church Condor variants.
 - Increased Paragon's max flux by 8000, flux dissipation by 300, and armor by 300. It was slightly too weak compared to similar tiered vessels and sometimes couldn't make use of all its weapons when surrounded.
 - Reduced fighter replacement rates across the board. I put an extra special emphasis on drones and interceptors that seemed to spawn continuously, and tended to only slightly increase bomber deployment rates.
 - Increaed PD Beam damage by ~40%-70% accross the board. This won't interfere with missile effectiveness (other than make them better against torps which is their intended purpose).
 - Changed Advanced Optics hullmod to only increase PD beam weapons by 200su (down from 500su) to balance the large damage increase for those weapons.
 - Reduced the range bonus on PD weapons on ships equipping Super Computer hullmod by 10%.
 - Reduced the range bonus on PD weapons on ships equipping Advanced Targeting Core hullmod by 20%.

Bug Fixes
-------------
 - Hopefully corrected issues with rockets sending flamed-out ships launching away at large speeds.
 - All assault and strike beams now pierce fighters. Fighters now take 60% less damage(40% of total damage) from beams.
 - Fixed Templar Strike variant's weapon groups.
 - Corrected Hegemony ship size in fleet doctrine.
 - Corrected Adamantine ship size in fleet doctrine.
 - Forlorn Hope mission's flagship is now the Escort("Fleet" in-game) variant of the Paragon instead of the Raider variant.
 - Corrected OP of Condor(A) variants.
Title: Re: [0.9a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.3.0) Update 1/19
Post by: Morrokain on February 20, 2019, 11:21:45 PM
when recruiting new officers it get error message null with three lines. i don't have any other mods on.

I found the cause for this and it will be fixed in the next update. I didn't catch it at first, but there was a new parameter added to a couple of the Rule scripts that needed to be included.

This will also include custom faction text for admins and likely expanded text on that encounter as a whole. (Thanks SafariJohn's Rule Tool!)

Lore wise, Isn't the Paragon cut off from support and has to hold the line, heroically? Despite being set for support fire?

Hold the line heroically? Yes. But equipped specifically as Fire Support? Less clear to me based on the mission description. It could be possible even now to use that variant with the general Paragon buff though. It's pretty substantial.
-----------------------------------------
On Missile Flux:

The reason that most missile flux costs are high in the case of long range missiles like the the Hunter was originally because ships can mass equip and focus fire those weapons even over allied ships guarding them. Ballistic or energy strike weapons, by contrast, must have a direct line of sight to the target or they will cause friendly fire, so more allies in front to guard have diminishing returns. Those weapons also still cause a lot of flux build up too, but yes the impulse is generally lower that full missile salvos.

Fighters also accomplish massed strikes, however, and they are more effective in their strikes since they stick around and keep firing. Limited ammo will help a little bit, but missiles do seem a little weak in comparison. Consider though that missile slots are far more common than fighter bays (It may not seem that way but it is true. :P) and so they can be massed more easily and don't have a built-in limiting mechanic like fighters other than flux and regen.

There are some other reasons, too, like ensuring long range missiles generate a lot of flux to avoid too much kiting from full salvo bursting then 0-flux boosting until you can do so again. In large fleet encounters this is less effective because there are so many fighters to screen against missiles, but in small engagements missiles become overwhelming and cheap when used this way.

That being said, the Hunter and a few other missiles could use a re-evaluation after the power creep of fighters when trying to diversify their weapon loadouts. Vessels firing them should still find themselves vulnerable, but maybe not defenseless as is the case sometimes.
Title: Re: [0.9a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.3.0) Update 1/19
Post by: Ranakastrasz on February 21, 2019, 06:32:40 AM

Hold the line heroically? Yes. But equipped specifically as Fire Support? Less clear to me based on the mission description. It could be possible even now to use that variant with the general Paragon buff though. It's pretty substantial.
True enough. Also, I can't see any reason to use missiles over tachyon lances, given their sheer efficiency. Seriously, the missile is pretty easy if you replace pretty much any of the large slots (except maybe the rear ones) with a tachyon lance. They are just so powerful. And un-dodgeable. Seriously, cores a frigate in one shot, when a full volly from two squalls can't match that (Admittedly EMP, so w.e.) or you have to flush at least 3 of the medium hunter launcher thinggies. The lance has all the advantages of missiles, and none of the counters. The only downside is it requires Line of sight, but, well, that isn't nearly enough of a downside.
Quote
-----------------------------------------
On Missile Flux:

The reason that most missile flux costs are high in the case of long range missiles like the the Hunter was originally because ships can mass equip and focus fire those weapons even over allied ships guarding them. Ballistic or energy strike weapons, by contrast, must have a direct line of sight to the target or they will cause friendly fire, so more allies in front to guard have diminishing returns. Those weapons also still cause a lot of flux build up too, but yes the impulse is generally lower that full missile salvos.
True enough. But you can't really build missile-boats, or even get close to them. The flux costs are just too extreme, and you end up at the point where you can't keep up constant fire even with venting after each volly. And it gets worse for those ships with Missile autoload, since that also makes flux.
Strike and support weapons have a similar problem, but nowhere near as extreme.
Quote
Fighters also accomplish massed strikes, however, and they are more effective in their strikes since they stick around and keep firing. Limited ammo will help a little bit, but missiles do seem a little weak in comparison. Consider though that missile slots are far more common than fighter bays (It may not seem that way but it is true. :P) and so they can be massed more easily and don't have a built-in limiting mechanic like fighters other than flux and regen.
Missile slots are more common, yes, but the flux to run them isn't.
Also, hanger conversion, plus they relaunch without flux (Although fighter replacement tweaks might make the decay more notable)
Quote
There are some other reasons, too, like ensuring long range missiles generate a lot of flux to avoid too much kiting from full salvo bursting then 0-flux boosting until you can do so again. In large fleet encounters this is less effective because there are so many fighters to screen against missiles, but in small engagements missiles become overwhelming and cheap when used this way.
True enough, but, well, its more extreme than is needed. I mean, a frigate, except maybe the Hyperion, can't launch a hunter missile without losing it's zero-flux bonus. A destroyer, maybe, a Cruiser, almost always, and a Capital absolutely. But, well, It doesn't need to be that extreme.
If you can only throw one hunter, then shields/pd can probably handle it, even on a frigate.
The volleys are what matters.

Yes, Having lots of frigates shooting one missile while kiting is a problem. But, the flux cost is such that you can't safely even shoot a volly from a single frigate without nearing overload. It doesn't need to be that extreme to avoid hitting the kiting point. Also, as a ship gets larger, the issues with kiting should be smaller, so they don't need massive flux costs either, and probably shouldn't have to slow down to shoot a few small missiles.
Quote
That being said, the Hunter and a few other missiles could use a re-evaluation after the power creep of fighters when trying to diversify their weapon loadouts. Vessels firing them should still find themselves vulnerable, but maybe not defenseless as is the case sometimes.
Yea. A hunter ought to eat 10-30% of the flux budget, maybe. Not 50-200%.

But I need to look at the math and figure out what I think should happen to get good answers. After you fix the PD thing ofc.
Title: Re: [0.9a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.3.0) Update 1/19
Post by: Morrokain on February 21, 2019, 06:05:29 PM
True enough. Also, I can't see any reason to use missiles over tachyon lances, given their sheer efficiency. Seriously, the missile is pretty easy if you replace pretty much any of the large slots (except maybe the rear ones) with a tachyon lance. They are just so powerful. And un-dodgeable. Seriously, cores a frigate in one shot, when a full volly from two squalls can't match that (Admittedly EMP, so w.e.) or you have to flush at least 3 of the medium hunter launcher thinggies. The lance has all the advantages of missiles, and none of the counters. The only downside is it requires Line of sight, but, well, that isn't nearly enough of a downside.

The Tachyon Lance admittedly is a bit of a special case. It is one of the rarest and highest tiered weapons in the mod, and so it can definitely be used to great effect. The Apocalypse Cannon is another example of an extremely potent weapon. Other more common strike weapons are far more limiting. If you want a missile example, though, try out the Hivemind. Would that roughly compare in strength?

Quote
True enough. But you can't really build missile-boats, or even get close to them. The flux costs are just too extreme, and you end up at the point where you can't keep up constant fire even with venting after each volly. And it gets worse for those ships with Missile autoload, since that also makes flux.
Strike and support weapons have a similar problem, but nowhere near as extreme.

Yeah definitely agreed. I will make some adjustments for the worst offenders that were mentioned and see how that plays out.

Quote
Missile slots are more common, yes, but the flux to run them isn't.
Also, hanger conversion, plus they relaunch without flux (Although fighter replacement tweaks might make the decay more notable)

Hopefully, and also the Converted Hangars hullmod I'm pretty sure also further reduces replacement rate so that should add to that balance change. It was definitely a bit too strong before.

Quote
True enough, but, well, its more extreme than is needed. I mean, a frigate, except maybe the Hyperion, can't launch a hunter missile without losing it's zero-flux bonus. A destroyer, maybe, a Cruiser, almost always, and a Capital absolutely. But, well, It doesn't need to be that extreme.
If you can only throw one hunter, then shields/pd can probably handle it, even on a frigate.
The volleys are what matters.

Yes, Having lots of frigates shooting one missile while kiting is a problem. But, the flux cost is such that you can't safely even shoot a volly from a single frigate without nearing overload. It doesn't need to be that extreme to avoid hitting the kiting point. Also, as a ship gets larger, the issues with kiting should be smaller, so they don't need massive flux costs either, and probably shouldn't have to slow down to shoot a few small missiles.

Yea. A hunter ought to eat 10-30% of the flux budget, maybe. Not 50-200%.

But I need to look at the math and figure out what I think should happen to get good answers. After you fix the PD thing ofc.

Well, a single missile, like you said, isn't actually a big deal with pd being what it is. The issue is when an entire volley can be fired and a retreat is still mostly a viable option. Then the support vessels last the entire battle without any real pressure.

So, the idea was to always have assault oriented vessels available to screen against enemy assault vessels coming to kill your own support. Would you say that this is too limiting to missiles as a whole, since they can also be effectively countered by strong pd or overwhelming numbers?
Title: Re: [0.9a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.3.0) Update 1/19
Post by: verlonxx on February 22, 2019, 11:37:54 PM
is there going to any update soon >.< im wanna start playing the mod again but the hero crash is stopping me lol. Also there no need to rush it as well.
Title: Re: [0.9a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.3.0) Update 1/19
Post by: Morrokain on February 23, 2019, 01:13:15 AM
^ I think soon, maybe even this weekend. I just really want to fix that procurement mission bug first. It only happens under certain circumstances and I haven't quite tracked down its source yet. So it will likely depend upon how hard that turns out to be.

(I had also wanted to get the Luddic Church stations in, ideally, but if an update is possible this weekend and I can't get to it I'll push that to the next update after this one).
Title: Re: [0.9a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.3.0) Update 1/19
Post by: didntnoagoodname on February 24, 2019, 07:50:18 PM
Buggy Mercenary Officer Hiring?
Cant seem to hire mercinaries of any of the new factions
Every time i talk to one i just have the 1st option that would be (in vanilla) "interesting, what are your skills" to press over and over
on the bottom of the test it says "IndexOutOfBoundsException: Index: 1,Size 1"
Tried reinstalling and turning all of the mods off, it didnt help
Cant seem to find anyone mentioning this bug in the replies
Am i the only one with this problem? Am i missing something?
Title: Re: [0.9a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.3.0) Update 1/19
Post by: Morrokain on February 25, 2019, 08:45:20 AM
Buggy Mercenary Officer Hiring?
Cant seem to hire mercinaries of any of the new factions
Every time i talk to one i just have the 1st option that would be (in vanilla) "interesting, what are your skills" to press over and over
on the bottom of the test it says "IndexOutOfBoundsException: Index: 1,Size 1"
Tried reinstalling and turning all of the mods off, it didnt help
Cant seem to find anyone mentioning this bug in the replies
Am i the only one with this problem? Am i missing something?

Hey there, welcome to the forums!

Yes that is a known bug that is already fixed for the next update, sorry!

I have something I am going to try to solve the other known bug (some market procurement missions aren't able to be turned in) and if that works I may update later today. I've been fighting a severe illness the last two days and that has slowed me down considerably.
Title: Re: [0.9a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.3.0) Update 1/19
Post by: verlonxx on February 25, 2019, 12:52:13 PM
sickness thats sad please get well
Title: Re: [0.9a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.3.0) Update 1/19
Post by: didntnoagoodname on February 25, 2019, 05:06:37 PM
Buggy Mercenary Officer Hiring?
Cant seem to hire mercinaries of any of the new factions
Every time i talk to one i just have the 1st option that would be (in vanilla) "interesting, what are your skills" to press over and over
on the bottom of the test it says "IndexOutOfBoundsException: Index: 1,Size 1"
Tried reinstalling and turning all of the mods off, it didnt help
Cant seem to find anyone mentioning this bug in the replies
Am i the only one with this problem? Am i missing something?

Hey there, welcome to the forums!

Yes that is a known bug that is already fixed for the next update, sorry!

I have something I am going to try to solve the other known bug (some market procurement missions aren't able to be turned in) and if that works I may update later today. I've been fighting a severe illness the last two days and that has slowed me down considerably.
Thanks so much for a fast reply, glad to know its not just me
Hope you get well soon and good luck in your future work
Title: Re: [0.9a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.3.0) Update 1/19
Post by: FeudalWulf on February 26, 2019, 11:53:47 AM
I've read around a bit, are you planning on adding the rest of the blueprint later? I got an Archean phase-tech blueprint with nothing on it, wondering if it's either a bug or something not yet added.
Title: Re: [0.9a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.3.0) Update 1/19
Post by: Morrokain on February 26, 2019, 07:23:57 PM
I've read around a bit, are you planning on adding the rest of the blueprint later? I got an Archean phase-tech blueprint with nothing on it, wondering if it's either a bug or something not yet added.

Hm, what tier does it say? You are talking about a blueprint package? It is likely supposed to have some weapons and ships attached, unless you happened to have found single blueprints for them all already, which I would think is unlikely. So probably a bug, but could be inadvertently fixed in the upcoming update.

sickness thats sad please get well

Thanks so much for a fast reply, glad to know its not just me
Hope you get well soon and good luck in your future work

Thank to you both, I am finally starting to feel much better. :)
Title: Re: [0.9a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.3.0) Update 1/19
Post by: Morrokain on February 27, 2019, 10:50:29 AM
The update is ready, but I am waiting on a modding question to be answered that will determine if I need to make a couple very quick changes to special_items.csv before I release it- to solve the potential blueprint package bug.

*Edit (I may be able to do some tests with Console Commands to verify otherwise but I'm not sure on that yet.)
Title: Re: [0.9a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.3.0) Update 1/19
Post by: Hiroyuchi on February 27, 2019, 10:23:54 PM
A few others have mentioned this bug in here, but I might as well mention it too. I've run into a bug with delivery missions where occasionally after arriving at the destination it will not turn in. I have confirmed it is the correct location and that I have the required number of resources and that there is no specific NPC I need to contact. This particular mission was to deliver Ore to a Sci-corps station, and I know that I have had the same problem when delivering to an Archean Order world. It does not happen with every delivery mission, but both times it has happened have been with ones where you only need to dock at the location, but not every mission where you need to dock is bugged like this.
Title: Re: [0.9a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.3.0) Update 1/19
Post by: Morrokain on February 27, 2019, 10:29:33 PM
A few others have mentioned this bug in here, but I might as well mention it too. I've run into a bug with delivery missions where occasionally after arriving at the destination it will not turn in. I have confirmed it is the correct location and that I have the required number of resources and that there is no specific NPC I need to contact. This particular mission was to deliver Ore to a Sci-corps station, and I know that I have had the same problem when delivering to an Archean Order world. It does not happen with every delivery mission, but both times it has happened have been with ones where you only need to dock at the location, but not every mission where you need to dock is bugged like this.

Sorry! That is solved for the next update. It was an issue with the order of triggers from Rules.csv inadvertently skipping the turn in scripts. That, at least, wouldn't require a new game. (Though many of the next update's features would, so might be worthwhile to start one anyway)
Title: Re: [0.9a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.3.0) Update 1/19
Post by: Morrokain on February 28, 2019, 12:42:17 AM
This update should fix most if not all the reported bugs and provide a pretty large amount of new content.

I also fixed blueprint spawning issues with packages, and tried to better level out the tech tier system as a whole when balanced against faction specific blueprint packages. Faction based blueprints also include an assortment of weapons those factions typically utilize.

The early game pd issues should be helped now that the player starts with larger starting fleets and stockpiles of light pd weapons at the start of a new game.

Enjoy and let me know if I missed any bugs. :)

Download
Main Mod Directory
https://www.dropbox.com/sh/nmfif5xc3xkrckm/AAB-fheNqMFLzy-g8FA3Rheja?dl=0 (https://www.dropbox.com/sh/nmfif5xc3xkrckm/AAB-fheNqMFLzy-g8FA3Rheja?dl=0)

Current Patch Changes: Update v1.3.1 2/28/2019
Spoiler

Content Additions

New Ships
  • Malevolent (Capital-class Dreadcarrier)

New Strike Craft
  • Mauler (Heavy Interceptor)
  • Mauler (Pirates)
  • Barbarian (Base Gunship)
  • Warrior (Lowtech Gunship)
  • Talon (Hegemony)
  • Talon (Luddic)
  • Talon (Tri-Tachyon)
  • Talon (Pirates)
  • Vanguard (Hegemony)
  • Vanguard (Luddic)
  • Warthog (Hegemony)
  • Warthog (Luddic)
  • Broadsword (Pirates)
  • Broadsword (Adamantine)

Campaign Changes/Additions
  • New/replaced stations for many major factions strongholds. Now there should be a lot more tactical diversity even among tech tiers.
  • Adamantine Consortium has a capital-class carrier and a unique heavy fighter(skin) added to their fleets.
  • Nightmare-class heavy fighter is now unique to the Archean Order's fleets.
  • Pirates have unique fighter(skins) added to their fleets.
  • Increased Adamantine Consortium aggression, reduced Archean Order and Trader Guilds aggression.
  • If not already present in the last patch, added Adamantine Consortium strongholds to the list of player colony threats.
  • Derelicts have increased in difficulty to match pirates. Pirates have had their fighter numbers considerably weakened.
  • Increased the starting player fleets for any new game start to roughly match early pirate bounties in size.
  • The two changes listed above should make either salvage or bounty hunting a good starting option for any new game.
  • Added most of the new game starts available to the base game from .9 to the Normal Start option list.
  • All new starts now contain a cargo freighter of some kind and a small supply of pd weapons.
  • Pirates now have unique fighter craft. These are considerably weaker than standard fighter craft, but can be deployed more easily.

Station Battles
  • Balanced most factions' station style to match their respective technological access and doctrine.
  • Upgraded the tier of some stations, and added some where none existed. The purpose was better faction balance.
  • Unique station looks and/or loadouts for Hegemony, Pirates, Sci-Corps and Luddic factions

Blueprint System
  • Added Blueprint Packages for Adamantine Consortium, Trader Guilds, Persean League, Sci-Corps and Tri-Tachyon Corporation.
  • Further separation of tech tiers with more base strike craft available at the start.
  • Higher tier versions of some base strike craft bp available as single drops or in the various tech/faction bp packages.
  • Added icons to all blueprint packages.
  • New legendary blueprint packages.


Balance Changes
  • Increased OP cost of Talon to 2 from 0. Its combat effectiveness remains unchanged. Pirate version has 0 OP requirement.
  • Hegemony now has slightly better fighter craft with a tactical focus on anti-ship weaponry. They no longer use bombers very often.
  • Luddic Church and Luddic Path have new fighter craft skins with unique loadouts.
  • Higher tier fighter craft has increased the Luddic factions' military potency by a noticeable degree. Not to the degree of the highest tier military powers, however.
  • Slightly adjusted sprite for Perdition to match its role as a Luddic heavy bomber. Now has two side-turret Machine Guns to support against interceptors.
  • Tri-Tachyon Corporation now has a heavy interceptor to support their advanced interceptor drones.
  • Hercules-class Heavy Gunship has had its primary turreted weapon upgraded to a dual cannon, and has an updated sprite.
  • Hydra-class Gunship has an updated sprite.
  • Added shield modules to the sides of Trader Guilds' battlestations. They were slightly weaker -defensively- than intended.
  • Changed rocket launch behavior. Only a minor adjustment in overall functionality, but a different start-up to full speed. (Reduced launch speed but greatly increased proj acceleration).
  • Marauder, Warthog, and Gauntlet are now base bps.
  • Vanguard is now a low_tech bp (tier 1).
  • Rebalanced Luddic Church Condor variants.
  • Increased Paragon's max flux by 8000, flux dissipation by 300, and armor by 300. It was slightly too weak compared to similar tiered vessels and sometimes couldn't make use of all its weapons when surrounded.
  • Reduced fighter replacement rates across the board. I put an extra special emphasis on drones and interceptors that seemed to spawn continuously, and tended to only slightly increase bomber deployment rates.
  • Increaed PD Beam damage by ~40%-70% accross the board. This won't interfere with missile effectiveness (other than make them better against torps which is their intended purpose).
  • Changed Advanced Optics hullmod to only increase PD beam weapons by 200su (down from 500su) to balance the large damage increase for those weapons.
  • Reduced the range bonus on PD weapons on ships equipping Super Computer hullmod by 10%.
  • Reduced the range bonus on PD weapons on ships equipping Advanced Targeting Core hullmod by 20%.
  • Reduced the flux cost of all Fire Support Missiles by ~50%.

Bug Fixes
  • Corrected issues with rockets sending flamed-out ships launching away at large speeds.
  • All assault and strike beams now pierce fighters. Fighters now take 60% less damage from beams.
  • Fixed Templar Strike variant's weapon groups.
  • Corrected Hegemony and Adamantine Consortium ship size in fleet doctrine.
  • Forlorn Hope mission's flagship is now the Escort variant of the Paragon instead of the Raider variant.
  • Corrected OP of Condor(A) variants.
  • Fixed bug when hiring faction officers, added text for faction administrators.
  • Fixed bug with procurement missions not able to be turned in.
  • Fixed bug with some bar missions not able to be turned in.
  • Fixed bug where your crew would not leave even if you owed them considerable debt.
  • Corrected issue with Tri-Tachyon blueprint package adding Persean League ships, fighters and weapons.
  • Fixed bug where blueprints of higher tiers were empty of hulls, weapons or wings.
[close]
Title: Re: [0.9a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.3.1) Update 2/28
Post by: Hiroyuchi on February 28, 2019, 12:55:04 AM
Sounds good! I haven't noticed any other bugs in my playthrough after about 20 cycles.
Title: Re: [0.9a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.3.1) Update 2/28
Post by: Morrokain on February 28, 2019, 01:14:42 AM
Sounds good! I haven't noticed any other bugs in my playthrough after about 20 cycles.

Nice! Hope the update makes that zero bugs but we'll see ;)
Title: Re: [0.9a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.3.0) Update 1/19
Post by: Ranakastrasz on February 28, 2019, 06:54:58 AM

Campaign Changes/Additions
  • New/replaced stations for many major factions strongholds. Now there should be a lot more tactical diversity even among tech tiers.
  • Adamantine Consortium has a capital-class carrier and a unique heavy fighter(skin) added to their fleets.
  • Nightmare-class heavy fighter is now unique to the Archean Order's fleets.
  • Pirates have unique fighter(skins) added to their fleets.
More specilized fighters, and crappy pirate fighters are good.
Quote
  • Increased Adamantine Consortium aggression, reduced Archean Order and Trader Guilds aggression.
  • If not already present in the last patch, added Adamantine Consortium strongholds to the list of player colony threats.
Well, trader guilds are notorious for aggressive :P
Colony integration is always good
Quote
  • Derelicts have increased in difficulty to match pirates. Pirates have had their fighter numbers considerably weakened.
Good. Pirates should be newbie's first target. Derelicts second. Everything else third. I thin?
Quote
  • Increased the starting player fleets for any new game start to roughly match early pirate bounties in size.
  • The two changes listed above should make either salvage or bounty hunting a good starting option for any new game.
  • Added most of the new game starts available to the base game from .9 to the Normal Start option list.
Sounds good
Quote
  • All new starts now contain a cargo freighter of some kind and a small supply of pd weapons.
Still can't fix the PD issue? Does tweaking rarity/tier not help? Maybe it has to do with OP cost?
Quote
  • Pirates now have unique fighter craft. These are considerably weaker than standard fighter craft, but can be deployed more easily.
Die pirates die. Less overwhelming fighters will help.
Quote

Station Battles
  • Balanced most factions' station style to match their respective technological access and doctrine.
  • Upgraded the tier of some stations, and added some where none existed. The purpose was better faction balance.
  • Unique station looks and/or loadouts for Hegemony, Pirates, Sci-Corps and Luddic factions

Blueprint System
  • Added Blueprint Packages for Adamantine Consortium, Trader Guilds, Persean League, Sci-Corps and Tri-Tachyon Corporation.
  • Further separation of tech tiers with more base strike craft available at the start.
  • Higher tier versions of some base strike craft bp available as single drops or in the various tech/faction bp packages.
  • Added icons to all blueprint packages.
  • New legendary blueprint packages.


Balance Changes

  • Increased OP cost of Talon to 2 from 0. Its combat effectiveness remains unchanged. Pirate version has 0 OP requirement.
How is pirate version nerfed?
Quote
  • Hegemony now has slightly better fighter craft with a tactical focus on anti-ship weaponry. They no longer use bombers very often.
  • Luddic Church and Luddic Path have new fighter craft skins with unique loadouts.
  • Higher tier fighter craft has increased the Luddic factions' military potency by a noticeable degree. Not to the degree of the highest tier military powers, however.
  • Slightly adjusted sprite for Perdition to match its role as a Luddic heavy bomber. Now has two side-turret Machine Guns to support against interceptors.
  • Tri-Tachyon Corporation now has a heavy interceptor to support their advanced interceptor drones.
  • Hercules-class Heavy Gunship has had its primary turreted weapon upgraded to a dual cannon, and has an updated sprite.
  • Hydra-class Gunship has an updated sprite.
General fighter specialization and rebalancing.
Quote
  • Added shield modules to the sides of Trader Guilds' battlestations. They were slightly weaker -defensively- than intended.
  • Changed rocket launch behavior. Only a minor adjustment in overall functionality, but a different start-up to full speed. (Reduced launch speed but greatly increased proj acceleration).
Rocket Launch? is there a generic rocket launcher weapon, or is this for all dumbfire missiles, or what?
Quote
  • Marauder, Warthog, and Gauntlet are now base bps.
  • Vanguard is now a low_tech bp (tier 1).
Not sure exactly how blueprints work, so yea....
Quote
  • Rebalanced Luddic Church Condor variants.
  • Increased Paragon's max flux by 8000, flux dissipation by 300, and armor by 300. It was slightly too weak compared to similar tiered vessels and sometimes couldn't make use of all its weapons when surrounded.
Can't wait to try.
Quote
  • Reduced fighter replacement rates across the board. I put an extra special emphasis on drones and interceptors that seemed to spawn continuously, and tended to only slightly increase bomber deployment rates.
Less fighters, so use them smarter.
Quote
  • Increaed PD Beam damage by ~40%-70% accross the board. This won't interfere with missile effectiveness (other than make them better against torps which is their intended purpose).
  • Changed Advanced Optics hullmod to only increase PD beam weapons by 200su (down from 500su) to balance the large damage increase for those weapons.
  • Reduced the range bonus on PD weapons on ships equipping Super Computer hullmod by 10%.
  • Reduced the range bonus on PD weapons on ships equipping Advanced Targeting Core hullmod by 20%.
Yea, beams vs missiles as opposed to beams vs shields. Or hull honestly. Makes sense to not get as much out of PD. Linear range boosts are massive on short ranged weapons.
Quote
  • Reduced the flux cost of all Fire Support Missiles by ~50%.
Awesome. Lets see if this makes them too powerful now.
Quote

Bug Fixes
  • Corrected issues with rockets sending flamed-out ships launching away at large speeds.
Snerk. How did this happen anyway?
Quote
  • All assault and strike beams now pierce fighters. Fighters now take 60% less damage from beams.
This is why you increased PD beam damage I assume.
Quote
  • Fixed Templar Strike variant's weapon groups.
  • Corrected Hegemony and Adamantine Consortium ship size in fleet doctrine.
Can't say much here.
Quote
  • Forlorn Hope mission's flagship is now the Escort variant of the Paragon instead of the Raider variant.
Is it possible to enable the raider/escort variants as default loadouts so I can try the Raider variant again?
Quote
  • Corrected OP of Condor(A) variants.

Quote
  • Fixed bug when hiring faction officers, added text for faction administrators.
  • Fixed bug with procurement missions not able to be turned in.
  • Fixed bug with some bar missions not able to be turned in.
Hurray! No more out to lunch persons.
Quote
  • Fixed bug where your crew would not leave even if you owed them considerable debt.
Wages? Ha. You are a slave now. Get back to work! Mutiny? What do you mean? ARGHHH NOT THE AIRLOCK! AGGH><...... *Sufficates*
Quote
  • Corrected issue with Tri-Tachyon blueprint package adding Persean League ships, fighters and weapons.
  • Fixed bug where blueprints of higher tiers were empty of hulls, weapons or wings.
Well, more blueprint stuff I haven't gotten into.
Title: Re: [0.9a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.3.0) Update 1/19
Post by: Morrokain on February 28, 2019, 09:01:00 AM
Good. Pirates should be newbie's first target. Derelicts second. Everything else third. I thin?

I would say major military factions like the Hegemony, Tri-Tachyon, Adamantine Consortium, etc, and REDACTED- would probably be considered fourth in the line of enemies. 3rd would be factions like Luddic Church, Independents, Luddic Path, Trader Guilds if enemies with them, or Deserter Pirates if you've done a lot of bounties.

Jumping straight from derelicts to fighting the Adamantine Consortium would be a bit of leap difficulty-wise. Especially after this update. (Just realized I forgot to implement the Malevolent's ships system.. ugh!)

Quote
Still can't fix the PD issue? Does tweaking rarity/tier not help? Maybe it has to do with OP cost?

It's internal to unmodded Starsector and the workaround is essentially custom modifying that whole system and I wasn't in a place to do that for this release. Alex has said looking at weapon spawn rates was on his todo list for the next official Starsector update so I'm hoping that helps considerably, but if not then I will consider the alternative in future updates. I'm not completely opposed to it as a whole, it is just lower in priority when it could be fixed later when I could be implementing systems I've been meaning to for a while now, like Marine-oriented campaign mechanics and a some more encounter nuance while exploring the Core Worlds. (Don't want to spoil anything)

Quote
How is pirate version nerfed?

It only has 3 max fighters per wing instead of 4, and replaces slightly slower as well, so over 25% reduced effectiveness overall.

Quote
Rocket Launch? is there a generic rocket launcher weapon, or is this for all dumbfire missiles, or what?

All rockets in the mod had a high stat in the weapon_data.csv file that caused:

Quote
Snerk. How did this happen anyway?

I changed the launch speed stat (different than the max speed, acceleration and travel speed) of rockets and increased to others. This has the same relative look and feel in the mod, but solves the issues with flameouts causing ships to be cast away at large speeds when hit with rockets.

Quote
This is why you increased PD beam damage I assume.

Yep. :)

Quote
Is it possible to enable the raider/escort variants as default loadouts so I can try the Raider variant again?

Yes, I can probably hot-fix that in.

Quote
Wages? Ha. You are a slave now. Get back to work! Mutiny? What do you mean? ARGHHH NOT THE AIRLOCK! AGGH><...... *Sufficates*

XD

Quote
Well, more blueprint stuff I haven't gotten into.

They were pretty broken in the last update anyway. They feel like they are in a good spot now and will hopefully make salvaging a lot more rewarding.
Title: Re: [0.9a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.3.1) Update 2/28
Post by: Morrokain on February 28, 2019, 09:15:35 AM
Wow. The RNG gods were quite kind to me that first 30 seconds into a new start as Archean Order... too bad it was for testing  >:(

Spoiler
(https://i.imgur.com/tqi81Sy.png)
(https://i.imgur.com/RR2GVTE.png)

Mine, mine, mine... *mothballs and furiously burns away from the numerous Tachyon detachments en route*

(https://i.imgur.com/MRQyLcp.png)
[close]
Title: Re: [0.9a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.3.1) Update 2/28
Post by: pringdew on March 01, 2019, 01:12:36 AM
too funny...killed myself saving for one of those...
Title: Re: [0.9a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.3.1) Update 2/28
Post by: Morrokain on March 02, 2019, 01:05:39 PM
too funny...killed myself saving for one of those...

lol I bet. They are pretty hard to acquire in the average game, and wow are you lucky if you get the blueprint. Legendary blueprints like the Megalith and Tachyon Lance have ~ 5% spawn chance on the best of loot rolls.

I've never even had enough time to save for one in the campaign, myself. New features require me to start new games too often and the drop rate on that hull is pretty low as far as wrecks go-- so this was a very, very lucky find. (It was already high before at 60%, but in the next update the Megalith will now have an 85% chance of breaking apart due to its size. I think that outright prevents it from being a wreck. Even if it succeeds on that roll, wrecks are not guaranteed to be recoverable, etc.)
-------------
Starting balance:
I think I am going to substantially increase the payout for fleet bounties. They are much stronger than past versions at level 0, and the derelict payout is a lot higher for often a far less demanding threat.

I'm not sure why derelict probes only spawn three frigate-class defenders, but lv 0 pirate bounties often include multiple destroyers, but I need to at least make adjustments so that either are a good choice for a new starting fleet, at least financially.
Title: Re: [0.9a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.3.1) Update 2/28
Post by: Morrokain on March 02, 2019, 08:19:16 PM
Found a pretty big bug with the latest release that I will patch by the end of the weekend. Sorry for everyone who just started new campaigns but the Sci-Corps stations will not spawn correctly because their variants were not defined correctly in the industries data. It will take a new start upon release to see the stations. Ugh, thought I had fixed everything again I apologize for the oversight and not checking new content more thoroughly. :(
Title: Re: [0.9a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.3.1) Update 2/28
Post by: Morrokain on March 03, 2019, 11:15:36 PM
A bit more additional content and the another round of bug fixes and campaign polish (including the Sci-Corps stations). Will require new games unfortunately.

I also got the ship system in that I had originally intended for the Malevolent.

Download
Main Mod Directory
https://www.dropbox.com/sh/ovkgvk4qsdl4g81/AAC7DAaUJcqTKIdnZsjZ45zta?dl=0 (https://www.dropbox.com/sh/ovkgvk4qsdl4g81/AAC7DAaUJcqTKIdnZsjZ45zta?dl=0)

Current Patch Changes: Update v1.3.2 3/4/2019
Spoiler
Content Additions
-------------
 -- New Shipsystem:
    - Phase Shell Projector (Malevolent-class Dreadcarrier).
        - 20 Second activated buff.
        - Reduces damage taken by the carriers fighters by 90% for the duration.

 -- New Strike Craft:
    - Sabertooth Gunship. (Heavy Strike)

 -- New Weapons:
    - Hailstone Rocket Launcher (Small).
    - Fury Rocket System (Large).

 -- Campaign Changes/Additions:
    - Increased base payout for starting fleet bounties (pirates) and the payout per level of higher tiered bounties (deserters).
    - Due to performance improvements in the last official Starsector release, increased default total battlesize to 200, and max total battlesize to 400.
    - Independents and Scavengers are now much less likely to use Luddic Church, Luddic Path, Pirate, or Hegemony fighters, ships and weapons.



Combat Balance/Content Changes
-------------
 - Autofit now has more variants available as goal variants than the last release for many hulls. I think this may help increase variety while still maintaining core combat effectiveness.
 - More variety in strike craft and weapons for the Lions Guard and Trader Guilds.

Bug Fixes
-------------
 - Sci-Corps Stations will now correctly appear in the campaign map.
 - Updated Fire Support missile weapon descriptions to accurately reflect the 50% flux per salvo reduction.
[close]
Title: Re: [0.9a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.3.2) Update 3/4
Post by: Death_Silence_66 on March 07, 2019, 08:31:49 PM
The high resolution sensors hullmod says it increases "sensor strength by null for capital ships".
Title: Re: [0.9a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.3.2) Update 3/4
Post by: Morrokain on March 07, 2019, 11:55:23 PM
The high resolution sensors hullmod says it increases "sensor strength by null for capital ships".

Hotfix v1.3.2a 3/8/2019
https://www.dropbox.com/sh/ovkgvk4qsdl4g81/AAC7DAaUJcqTKIdnZsjZ45zta?dl=0 (https://www.dropbox.com/sh/ovkgvk4qsdl4g81/AAC7DAaUJcqTKIdnZsjZ45zta?dl=0)

-- Corrected High Resolution hullmod tooltip and it will now correctly increase capital ship's sensor range by an extra amount.
-- Corrected the implementation for a couple campaign logistics hullmods to be current with Starsector release 0.9a.
   - Solar Shielding
   - Augmented Drive Field
   - Salvage Equipment
   - Blast Doors
-- Fixed bug with Civilian-grade Hull not correctly reducing fighter deployment rates as indicated in the tooltip.

To apply the fixes, just re-download the original link and replace the mod directory (delete and replace is safer than merging in my experience).

Shouldn't break saves.
Title: Re: [0.9a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.3.2a) Hotfix 3/8
Post by: Death_Silence_66 on March 09, 2019, 08:33:26 PM
I encountered an odd bug. The echo proximity mines given to the player at the start of the game don't appear when refitting ships.
Title: Re: [0.9a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.3.2a) Hotfix 3/8
Post by: Morrokain on March 09, 2019, 11:03:26 PM
I encountered an odd bug. The echo proximity mines given to the player at the start of the game don't appear when refitting ships.

Thanks it got tagged as a system. I checked and I can change that without breaking saves.

Hotfix v1.3.2b 3/10/2019
https://www.dropbox.com/sh/ovkgvk4qsdl4g81/AAC7DAaUJcqTKIdnZsjZ45zta?dl=0 (https://www.dropbox.com/sh/ovkgvk4qsdl4g81/AAC7DAaUJcqTKIdnZsjZ45zta?dl=0)

-- Can now refit small missile mounts with the tier 0 proximity mines as intended.

(I normally wouldn't hotfix immediately for a single bug, but this one is pretty substantial for early game.)
Title: Re: [0.9a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.3.2b) Hotfix 3/10
Post by: verlonxx on March 11, 2019, 07:09:17 PM
....lol i brought 2 weapons in black market i get scanned by templar and they instanly attack lol.
Title: Re: [0.9a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.3.2b) Hotfix 3/10
Post by: Morrokain on March 11, 2019, 07:49:11 PM
....lol i brought 2 weapons in black market i get scanned by templar and they instanly attack lol.

They really don't like you stealing their stuff, yeah :) Not all factions will tolerate smuggling or black market activity in the same way. In .8 Archean black markets had some very high tier weapons on average, but that has been toned down a bit in .9. Even still, it shouldn't be very trivial to get phase orb launchers or phase cannons, and general black market penalties are not enough.

I do get that it is frustrating to not know that a little more upfront however. I plan on implementing more dialogue options on general encounters that will give even more detailed faction behavior descriptions, and probably introduce that concept through story arcs as well further down the development line.

*Edit* Also as some follow up advice, I'd have to double check but I'm fairly sure after a certain reputation with them they will no longer instantly attack, just incur a reputation penalty. Also, carrying AI cores will distract them from attacking if you turn them over. Even a single core I'm pretty sure can bait them away from your actual cargo like stolen weapons.
Title: Re: [0.9a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.3.2b) Hotfix 3/10
Post by: Morrokain on April 11, 2019, 03:42:15 PM
Finally got around to updating my notes, but it will likely be a few more weeks before a release is available. There is a lot of testing to be done in order to balance out all the changes to the fighter combat layer. I've also tried to add more PD options in general. Input welcome.

I will probably also add a few more ships, maybe expand the dialogue further, and finally get the Adamantine Consortium stations to have a unique look and loadout. (Its a huge effort to edit stations and balance them, so this could very likely get pushed to a later release)

Next Patch Changes: Rough ETA: A few weeks
Spoiler

Campaign Content Additions and Balance Changes
-------------
 -- New Ships:
    -

 -- New Fighters:
    - Banshee-class Heavy Interceptor

 -- New Weapons:
    - Shattercell Cannon (Small PD/Assault energy weapon)
    - Heavy Shattercell Cannon (Medium PD/Assault energy weapon)
    - Smokescreen Rocket Launcher (Small Anti-Fighter rocket weapon)
    - Heavy Smokescreen Rocket Launcher (Medium Anti-Fighter rocket weapon)
    - Twin Shockwave Launcher (Medium Strike Rockets)
    - Triple Shockwave Launcher (Medium Strike Rockets)
    - Rupture Shockwave System (Large Strike Rocket System)


 -- Market Changes:
    - Bomb Bay is no longer an available weapon in markets. It was mostly useless and was taking up valuable weapon choices when it spawned. (Now bomber only)
    - Removed slight rarity modifier of PD Cannon spawning in markets.
    - Reduced rarity modifier of Burst PD Laser spawning in markets.

 -- Faction Balance Changes:
    - Another round of dialogue polish. (Meaning as I catch things)
    - Replaced Piranha bombers from pirate Enforcer-class destroyers with pirate Mauler heavy interceptors.
    - Adamantine Consortium will no longer deploy many Spectre interceptor drones, and will favor Banshee heavy interceptors instead.
    - Osprey-class Light Carrier no longer autofits. Variants for each factions have been expanded to compensate. (Too many empty fighter bays in campaign fleets)
    - Zero chance for non-standard fighters (faction-equipped variants) to be found in Independent fleets and a very, very low chance in Scavenger fleets.
    - Reduced chance for Exile-class Light Carriers to spawn in Archean Order fleets.
    - Separated out Doom variants between Adamantine Consortium and Tri-Tachyon Corporation. (Tri-Tachyons shouldn't be using phasetech weapons)
    - Changed some factions so that when they pursue the player for smuggling or black market activity that they actively pursue the fleet instead of sometimes merely harrassing.
    - Changed some factions so that under certain varying circumstances when pursuing players for black market activity or contraband high rep will:
        - prevent contraband from being confiscated.
        - cause a negative impact to reputation rather than an outright attack.

 -- Blueprint Changes:
    - Pirate Talon is now a pirate blueprint unlock instead of a base blueprint.
    - Luddic and Pirate blueprints are no longer unlocked by tiered tech blueprint sets (lowtech in particular).
    - Bomb bay is no longer a blueprint.
    - Spectre-class interceptor drones are no longer unlocked by the Admantine Consortium blueprint package.
    - Added Cobra heavy bomber and Banshee heavy interceptor to the Admantine Consortium blueprint package.

 -- Feature Enhancements/Additions:

   Cease Fire Enhancements:
     - Adamantine Consortium fleets can be more successfully negotiated with if you hire one of their officers and so know their politics.
     - New description, dialogue and possible results when negotiating Cease Fires for:
              - Archean Order
              - Adamantine Consortium
              - Pirates
              - Luddic Path
     - Bribes
      - Bribe results and descriptions are more faction specific for some factions to shed more light on how effective bribery will be for that faction's commanders.
                - Increased base chance for bribe requests over outright refusals when attempting a bribe-free Cease-Fire.
                - Pirates will have an even greater chance to ask for credits rather than fight when attempting bribe-free Cease-Fires.
      - Pirates will accept bribes and ask for bribes over fighting even when vengeful to the Player's faction.
      - Less lawful factions like the Luddic Path, Adamantine Consortium and Pirates will now give a reputation boost for successful bribes up to a certain reputation level.

-----


Combat Balance Changes
-------------
 - Slightly increased deployment cost of Legion, Megalith, Malevolent, Tyrant, Astral, and Paragon.
 - Increased range of Rapier SRMs. (From 900 to 1000)
 - Slightly lowered max charges for Micro Repeater and reduced the amount of charges returned each recharge cycle.
 - Nova Cannon proximity blast radius is doubled, and the fuse range is doubled, but the fuse will now only trigger on missiles.
 - Increased Nova Cannon damage by 20%.
 - Increased Machine Gun damage by 25%.
 - Increased Electron Cannon damage by 33% and increased range to 450. (Up from 400)
 - Increased Pulse Laser Damage by 50% and increased range to 450. (Up from 400)
 - Increased Assault Beam damage by ~15%.
 - Increased PD Beam damage by ~40% and increased range to 350, up from 300.
 - Increased Squall SRM hitpoints by 200%, missile speed and turn rate by ~50%, and range by 200. (Was very underwhelming in larger battles)
 - Reduced Atropos Torpedo turn rate by 40%. (I'm hoping this reduces the chances of the AI wasting it against slower fighters like gunships)
 - Changed Ion Cannon and Heavy Ion Cannon to now have regenerating charges, but they also deal more burst damage either through faster firing or damage per shot.
 - Fissure Cannon (formerly Sunder Cannon) has increased range (500 to 600). The fighter variant range remains 500.
 - Iridium Cannon has increased range (500 to 700). The fighter variant range remains 500.
 - Scythe Cannon has decreased range. (600 to 500)
 - Assault Autocannon has increased range. (600 to 650)
 - Icer Gun has increased range. (600 to 700)
 - Lowered projectile velocity of Phalanx Cannon and Hypervelocity Driver. (They were a little too powerful and hopefully this will balance them out a bit)
 - Increased turn rate of Strike beams to help prevent the A.I from wasting them while maneuvering to evenly distribute armor damage.

 -- Overhauled flux costs of the entire rocket line of weapons:
     - Reduced flux cost of Shockstorm rockets per salvo by 50%, increased max rockets for medium variant, and increased rocket speed and range slightly. (Large buff overall)
     - Increased flux cost of Annihilator rockets (small variant) by 25%, but flux costs for medium variant reduced to match flux per rocket of the small variant.
     - Annihilator rockets (small variant) now gets 4 rockets back on reload (was 2) though reload time per rocket (DPS) remains roughly the same.
     - Reduced flux cost of Javelin rockets by 25%, and reduced their flight speed.
     - Reduced flux cost of Fury Rocket System and Hailstone rockets by 33%.

 -- Overhauled Fighter Combat Layer --    
 -- Not all of the individual changes will be documented. Here are some general points:
     - Now over 60 different fighter wings.
     - All fighters now have limited ammunition which gives them a specific combat time before some kind of rearmament is required.
     - Rearmament design-wise is intended to give ships a window of recovery between strikes and reduce fighter swarming in favor of assault wave behavior.
     - Rearmament stats are unique to each individual fighter weapon, though some general rules apply:
     - Magazines of fighter weapons only last around 5 seconds of active combat time.
          - Non-missile weapons will reload their magazines in a set amount of time, typically 12-20 seconds depending on the the fighter role. (AI can't handle finite ammo)
     - Missile weapons almost always require redocking with the carrier, and often have even more limited ammunition than non-missile fighter weapons.
     - Fighters, gunhsips and interceptors that use finite missiles will usually redock with the carrier immediately, or soon after they have used them all.
     - Mostly removed the use of flares in midtech and low tech fighters, gunships and bombers. Only the highest tiered craft will use them.
     - Fighters now deal 200% additional damage to other fighters, making interceptors and anti-fighter roles a serious threat to unescorted bombers and gunships.
     - Fighters now deal 200% additional damage to ship hardpoints (weapons and engines), up from 150%.
     - Balance pass on most fighter replacement rates. Some have increased rates, some have decreased rates depending on balance adjustments. As a soft rule, however:
          - Bombers have increased replacement times. (They also tend to have the highest strike impulse)
          - Gunships have been moved to closely match Bombers in their replacement times. (They also tend to have the longest active combat times and largest magazines)
          - Fighters have slightly reduced replacement times. (They have various specialized roles)
          - Interceptors have moderately reduced replacement times. (They are powerful bomber/gunship killers, and important escorts for your own fighter/bomber/gunship strike groups)
     - Removed Fighter Systems hullmod's effect on weapons in favor of fighter-specialized weapons. Fighter weapons are now less effective against ships.
     - Though still present for descriptive flavor, Limited Range Finders hullmod on fighters doesn't actually do anything. Range is handled through fighter weapons.
     - Reduced health and shields of high tech gunships and bombers and some midline and low tech gunships and bombers.
     - Reduced general health of the higher tiered fighters, and any fighters that use shields have much lower flux dissipation to make PD beams more effective against them.
     - Rebalanced OP cost around new fighter craft additions that were added in some of the more recent updates.
     - Reduced OP cost and efficiency of some pirate fighters even further, while balancing other weaker ones to make them useful to the player in some circumstances.
     - Many low tech fighters, bombers, gunships and interceptors now have proper OP costs considering their combat effectiveness.
     - OP to Power ratio when scrolling up and down the "equip fighter wheel" on the refit screen should now make more intuitive sense.
-----


Bug Fixes
-------------
 - Corrected issue with Cease Fire requests not working on patrols who are attacking you from smuggling or black market activity.
 - Fixed issue with overspawning faction-specific fighters in Independent and Scavenger fleets.
 - Corrected Pirate Talon bug with base blueprints.
 - Devastator Cannon should now properly hit ships along certain angles of fire that caused the proximity fuse behavior to trigger early.
 - The Nova Cannon should now effectively hit ships at all times, making it more in line with the intended dual assault/pd role.
 - Removed accidental chance for Fighter-class Light Pulse Laser to spawn in campaign markets or loot.
 - Added a description to the Archean Order station's heavy anti-capital weapon in the codex.
 - Hopefully resolved issues with Hailstone Rockets and Fury Rocket System sometimes causing the flameout slingshot behavior on ships.
 - Corrected the Adamantine Consortium Condor skin to no longer change its medium missile mount to energy.
-----


Misc
-------------
 - Due to storage space, versions lower than v1.2.1b are no longer downloadable, though their patch notes will remain documented.
 - Sunder Cannon has been renamed to Fissure Cannon to avoid confusion with the Sunder-class destroyer. XD Must have been in a hurry on that one lol.
-----

[close]
Title: Re: [0.9a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.3.2b) Hotfix 3/10
Post by: ciago92 on April 19, 2019, 12:39:17 PM
Running into the following crash after a second or two at the main menu. Doesn't happen in vanilla, no other mods installed. Let me know if I can do anything to help reproduce/test fixes

Spoiler
30455 [Thread-10] INFO  sound.H  - Playing music with id [MainTheme01.ogg]
35912 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.Object.int.o00000(Unknown Source)
   at com.fs.starfarer.combat.ai.missile.MirvAI.checkSplit(Unknown Source)
   at com.fs.starfarer.combat.ai.missile.MirvAI.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.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: [0.9a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.3.2b) Hotfix 3/10
Post by: Morrokain on April 19, 2019, 03:51:57 PM
Running into the following crash after a second or two at the main menu. Doesn't happen in vanilla, no other mods installed. Let me know if I can do anything to help reproduce/test fixes

Spoiler
30455 [Thread-10] INFO  sound.H  - Playing music with id [MainTheme01.ogg]
35912 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.Object.int.o00000(Unknown Source)
   at com.fs.starfarer.combat.ai.missile.MirvAI.checkSplit(Unknown Source)
   at com.fs.starfarer.combat.ai.missile.MirvAI.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.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]

Thanks for the report, I will investigate. It may be an issue with dropbox not uploading all the files if I had connectivity issues while performing the bulk upload, or I may have missed something. I'll pull down the latest version and run some tests later tonight to try and reproduce it.

Anyone else having this issue? Sorry if I did not realize this was happening commonly with the latest update.
Title: Re: [0.9a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.3.2b) Hotfix 3/10
Post by: Morrokain on April 19, 2019, 09:57:10 PM
^
I pulled it down and I'm not getting a nullpointer on the main menu or when scrolling through all the variants in devmode. What operating system are you using? If it isn't windows, that is probably a known issue with Starsector incorrectly reading the "replace" section of the mod_info file that overrides the root game files. It will be fixed in 0.9.1a of Starsector, but in the meantime you can try and change the path delimiter in that section. I think some have made it work on other operating systems that way.
Title: Re: [0.9a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.3.2b) Hotfix 3/10
Post by: ciago92 on April 21, 2019, 09:18:01 AM
Running into the following crash after a second or two at the main menu. Doesn't happen in vanilla, no other mods installed. Let me know if I can do anything to help reproduce/test fixes

Spoiler
30455 [Thread-10] INFO  sound.H  - Playing music with id [MainTheme01.ogg]
35912 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.Object.int.o00000(Unknown Source)
   at com.fs.starfarer.combat.ai.missile.MirvAI.checkSplit(Unknown Source)
   at com.fs.starfarer.combat.ai.missile.MirvAI.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.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]

Thanks for the report, I will investigate. It may be an issue with dropbox not uploading all the files if I had connectivity issues while performing the bulk upload, or I may have missed something. I'll pull down the latest version and run some tests later tonight to try and reproduce it.

Anyone else having this issue? Sorry if I did not realize this was happening commonly with the latest update.

I'll redownload the file and test it, but I am on windows yes
Title: Re: [0.9a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.3.2b) Hotfix 3/10
Post by: Morrokain on April 22, 2019, 07:59:07 PM
I'll redownload the file and test it, but I am on windows yes

Any luck with this?

If not, are you on windows 10 specifically? Trying to narrow things down a little.

Is it always within the first few seconds of the main menu? Never during the startup progress bar, etc?

Without being able to reproduce it, it will be really hard to track what it could be without some more info.
Title: Re: [0.9a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.3.2b) Hotfix 3/10
Post by: cardgame on April 25, 2019, 04:30:39 AM
I cannot freaking believe I haven't heard of or tried this mod before, it looks absolutely fantastic!
Title: Re: [0.9a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.3.2b) Hotfix 3/10
Post by: Morrokain on April 25, 2019, 03:59:07 PM
^ Thanks, glad you think so! :D Let me know if you have any feedback on balance, bugs or really just about anything.
-------------------------------

So, I've had a bit now to try out the new fighter combat and I have to say I really like it. The assault wave behavior is interesting because the changes really make interceptors much better than before. In order to make large, slow gunships and bombers actually survive point defense they almost never would be vulnerable to an interceptor because from .8 on (fighter combat was originally balanced around .6  :P ) all wings attack the same target and only engage each other when they clash en route. They go to the same general location and interceptors only "duel" for a very brief amount of time before they focus on their target and generally ignore other units. Now when they duel you can usually visibly see the casualties based on the interceptor's strength, and bombers left undefended went from mostly ok to basically sitting ducks. Without an escort only 2 bombers in 5 generally get their payloads to their target, and even then the point defense can easily mop up the rest.

I also like the reduced damage to ships this change makes possible. Frigates and Destroyers should feel noticeably stronger alongside their health buffs and spend less time being picked off by massed fighter strikes. It will still happen, don't get me wrong, but the difference is that it takes a lot longer to kill each target and fighters should no longer be the sole influence on the battle's outcome.

There is still a lot to do, and more polish is probably necessary, but I wanted to give a status update with my thoughts on how that particular change is progressing. :) The overall dev goal was to make fighters still very much relevant, present, and noticeably effective under the right circumstances, but reduce their overall combat dominance they currently enjoy.

As always, input and discussion is welcome.
Title: Re: [0.9a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.3.2b) Hotfix 3/10
Post by: cardgame on April 27, 2019, 12:29:31 AM
Is your post reflecting the current state of the mod or an update you're working on? Because I do have some thoughts on fighters, notably that because they are so damn numerous, if you don't have your own fleet of interceptors or PD drones, you get totally dunked on and there's nothing you can do about it. Not necessarily because fighters are OP but because the AI rolls around with ungodly numbers of them. Unpolished brute-force fix suggestion: give +25% more armor and hull strength to all ships by default. This would also help extend the combat a bit, as right now it feels pretty fast. Alternatively, buff some of the PD damage. Bombers are in a decent place, at least against other ships, but fighters, due to their swarm/encircle tactics, are nearly unstoppable, and a more severe threat than bombers usually are, since they will max your shield flux with their massive quantities of kinetic weapons, disable your engines, and are more agile and numerous. Alternatively, if you think fighters should be this strong, give bombers a small buff :) On a more positive note, I love the unique weapons in this mod, especially the dual bolter, so far my favorite.
Title: Re: [0.9a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.3.2b) Hotfix 3/10
Post by: Morrokain on April 27, 2019, 09:43:02 AM
^ It is something in progress for the next release meant to fix what you are experiencing.

The next update weakens Interceptor dps while strengthening that dps against other fighters (so maintaining their core purpose), weakens and limits fighter secondary weapons like srms and rockets so that they can only be used in the initial attack instead of continuously, strengthens point defense weapons since they are now separated from fighters, and increases the health of ships below cruisers by about 25%.

As a concrete example for reference, the Light Pulse Laser on a Wasp does 100 dps in the current release. For the next release, it will only do 25 dps sustained. (100 dps for only a few seconds until it has to recharge)

Bomber payloads have also been slightly weakened, but that doesn't have as much of an impact per strike as the fighter and interceptor changes.

-------------------------

I'll see about maybe posting some "then and now" videos later on to visibly showcase the differences.
Title: Re: [0.9a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.3.2b) Hotfix 3/10
Post by: eidolad on April 27, 2019, 08:33:32 PM
Fired the latest mod version up today and some quick impressions:

1.  I like that pirates are:
   
a) A fairly significant threat due to their fighter swarms.  If I bring fair amount of PD they lose their bite once the initial squadrons masses are thinned out.  Thankfully they think that weaponized tankers can act like cruisers.

b) Yet the number of d-mods (five on average) means that they aren't a cheap and easy way to get early ships.  There has to be a reason to fight pirates (hi system bounties)...I think this is exactly what a pirate should be:  annoying and worthless all at the same time.

2.  Zero flux weaponry?  Tasty.  Collecting these is almost a mini-game in itself.  Then I salvaged this immense horseshoe shaped carrier with tons more weapon mounts than it could possible power....ah.

3.  I got overwhelmed trying to sort/order all of the ballistic weapons.  Choice is good...but my goodness.

4.  Regarding this mod:  the force is strong in this one.
Title: Re: [0.9a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.3.2b) Hotfix 3/10
Post by: Ranakastrasz on April 28, 2019, 11:24:52 AM
Yea, zero flux weapons are a huge perk, but don't forget to compare that to the sheer punch a good strike weapon, artillery support, or a missileboat can provide.

But yes, zero flux weapons are wonderful. Just remeber the tradeoffs.
Title: Re: [0.9a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.3.2b) Hotfix 3/10
Post by: Morrokain on April 28, 2019, 01:27:27 PM
Fired the latest mod version up today and some quick impressions:

1.  I like that pirates are:
   
a) A fairly significant threat due to their fighter swarms.  If I bring fair amount of PD they lose their bite once the initial squadrons masses are thinned out.  Thankfully they think that weaponized tankers can act like cruisers.

b) Yet the number of d-mods (five on average) means that they aren't a cheap and easy way to get early ships.  There has to be a reason to fight pirates (hi system bounties)...I think this is exactly what a pirate should be:  annoying and worthless all at the same time.

2.  Zero flux weaponry?  Tasty.  Collecting these is almost a mini-game in itself.  Then I salvaged this immense horseshoe shaped carrier with tons more weapon mounts than it could possible power....ah.

3.  I got overwhelmed trying to sort/order all of the ballistic weapons.  Choice is good...but my goodness.

4.  Regarding this mod:  the force is strong in this one.

Thanks for the impressions!

I agree with your point of view on pirates. I have heard their reputation may get locked to hostile in the future, which would cause me to have to separate a few distinct groups out into their own factions since I want that to be a little more dynamic to player choices:

Spoiler
Xelion Pirate Base, Kanta's Den, Derinkyu Rogue Miners, Thulian Raider's and Lost Astropolis in particular.
[close]

Fighter combat should be better in the next update, and I also plan on doing a lot to expand the lore and immersion if possible. Dialogue has turned out to be surprisingly difficult to populate, mostly due to the scope I've created by adding so many fleet conversation options.  ::) Worth it though.

I want to eventually get those to be completely unique with each faction you meet, and change based on your reputation with them and the commander you are talking to. It is a pretty big task, so I also try to expand the content while I'm at it to keep things fresh and interesting, and so your comment on weapon choices, well... they may get even more varied with the next update.  :-X

------------------
Yea, zero flux weapons are a huge perk, but don't forget to compare that to the sheer punch a good strike weapon, artillery support, or a missileboat can provide.

But yes, zero flux weapons are wonderful. Just remeber the tradeoffs.

This is quite true. It can be very tempting to look at the on-paper stats of flux-free assault weapons and assume they are superior since they have the highest dps for no flux cost, but they typically dole out that high dps over regular intervals of fire that allow kiting to vent flux without either a proper tactical surround or support weapons to disable your target's engines repeatedly. They also often cannot easily pierce the heavy armor of low-tech vessels due to low per-hit damage in comparison to strike weapons.

Range and burst damage that come alongside fire support and strike weapons, however, navigate around that either by dealing their damage within a very short window (meaning retreating is virtually impossible) or through effective range (the most powerful stat in Starsector) which means that retreating won't matter since you can still hit them for a much larger window than they can hit you. Flux-free assault weapons actually balances that out a bit by allowing the increased 0-flux speed boost that this mod provides let assault ships better close with fire support vessels that would otherwise severely out-range and kite them into oblivion.

That is the basic standard the mod goes by, conceptually, though there are exceptions to those rules based on other limitations like OP cost or worse-than-average stats in one area to increase potency in another area, etc.
Title: Re: [0.9a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.3.2b) Hotfix 3/10
Post by: eidolad on April 28, 2019, 02:04:27 PM
Flux free weapons seems to open up a new way to approach flux budgeting.  My intended use of flux-free weapons: 

a) use the flux budget for my favorite strike weapons and missile combo for that ship (initial focus:  ship killer setup, emphasis:  flux hungry badass weapons that take up the fewest slots).  Soooo many strike weapon choices will take awhile to figure this out.

b) fill the rest of the slots with flux-free weapons (initial focus:  PD)

I'm hoping that AI loadouts won't take advantage of free slots like this...and there is at least one flagship that I've seen that would really, really take advantage.  Good thing I'm not actually posting this where the mod meister can see it.  Um.

Well anyway:  some feature requests: 

a) elite groups that fill the post-flux-budget slots up with flux-free weapons.
b) perhaps hide a few of "elite deserters" in AI fleets (esp. pirates) who follow this "max slot" (I guess what I'm really aiming for is a feature that adds uncertainty to farming pirates).


Title: Re: [0.9a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.3.2b) Hotfix 3/10
Post by: Morrokain on April 28, 2019, 02:46:19 PM
I'm hoping that AI loadouts won't take advantage of free slots like this...and there is at least one flagship that I've seen that would really, really take advantage.  Good thing I'm not actually posting this where the mod meister can see it.  Um.

Well anyway:  some feature requests: 

a) elite groups that fill the post-flux-budget slots up with flux-free weapons.
b) perhaps hide a few of "elite deserters" in AI fleets (esp. pirates) who follow this "max slot" (I guess what I'm really aiming for is a feature that adds uncertainty to farming pirates).

 8)

I have added enough weapons, and soon to be ships, and re-balanced OP costs of everything so much that all variants will need a pass through, which will mean some optimization is in order. The new weapons will also mean I will need to add many, many more variants to get everything represented in the campaign... including some elite variants, and maybe even boss encounters if there is time considering I have secured some pretty amazing encounter music.

You may also notice a new faction tag...  :-X
Title: Re: [0.9a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.3.2b) Hotfix 3/10
Post by: eidolad on April 28, 2019, 03:12:18 PM
NICE
Title: Re: [0.9a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.3.2b) Hotfix 3/10
Post by: Ranakastrasz on April 28, 2019, 06:05:44 PM
Two things.

1: The Helmsmanship skill tooltip has duplicated level effects except for the third level, which has a "up to 1%" and "up to 25%" flux.
That said, it might be a result of another mod.

2: Did you find a solution to the PD weapons not showing up in shops enough?


Edit: more importantly, Ran a mission to deliver to an Archean order world, no reciever person again, and on talking to a merc officer I got 3 index out of range errors and an inescapable infinite loop
Title: Re: [0.9a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.3.2b) Hotfix 3/10
Post by: Morrokain on April 28, 2019, 08:27:28 PM
^

1: Likely a replace array issue I haven't gotten to trouble shooting yet, I'll take a look for the next release.

2: Added a bunch of new pd weapons across all tiers and rarity, including 0 rarity tier 0 for small, medium and large weapons. Re-writing the market script is out of scope, though, at least until 0.9.1a of Starsector is released and I see what that fixes. I'm hoping that update is under playtesting so will be released soon.
---------

On the bugs, that sounds like issues from two release versions ago. Maybe I didn't solve all instances of it? What faction's market did you find the mercenary where this happened?

I would be absolutely sure you do a full delete of the mod directory and re-download the latest version just to be safe though. It might even fix it without a new game in those cases. I only say that because I haven't run into those while playtesting in a bit, but to be fair a lot of time has been spent in the combat simulator rather than the campaign lately.
Title: Re: [0.9a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.3.2b) Hotfix 3/10
Post by: eidolad on April 29, 2019, 12:07:25 AM
Second game in the current version, now just getting into the cruiser "era":

a) find it really hard to grind rep with Archean Order...is this intended?  Mostly I've been able to gain rep with other factions via the system bounties.

b) Fighter swarms are part of the landscape sure... 

c) ...however my ships are tending towards large missile loadouts.  I find that I worry the most (and do my killing the most with) missiles.  Venting flux gets REALLY interesting when my opposite number suddenly flings harpoons and trebuchets at me.  And a dual setup with heavy rapier batteries...oh my.  Got to know those in the simulator against the patrol Hammerhead...had to have me some.

c)  Never thought I'd want a bunch of laser machine guns so badly.  Front batteries of PD with the point defense ship mod have become top priority for missile defense first, and fighter defense second.  Energy PD hard to come by.  Ranged PD is really really desirable now to shut down the various missile threats.

d) The pirate battlecruisers are worthy opponents...great addition to their fleets.

Title: Re: [0.9a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.3.2b) Hotfix 3/10
Post by: Ranakastrasz on April 29, 2019, 06:14:33 AM
Turns out leaving an unzipped folder of the old version was probably responsible. Worked fine the second time.
Title: Re: [0.9a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.3.2b) Hotfix 3/10
Post by: Ranakastrasz on April 29, 2019, 10:34:39 AM
Milterized Subsystems doesn't negate all penalties from Civilian grade hulls. The effect of having a second logistics hullmod, like expanded cargo bay isn't removed. Is this intended?
Title: Re: [0.9a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.3.2b) Hotfix 3/10
Post by: Morrokain on April 29, 2019, 01:14:07 PM
Fixed issue with the Helmsmanship skill stacking with the original version for the next release. (On windows)

-------------------------
Second game in the current version, now just getting into the cruiser "era":

a) find it really hard to grind rep with Archean Order...is this intended?  Mostly I've been able to gain rep with other factions via the system bounties.

Advice for now:
Are you not finding other missions by them, like salvaging derelicts or running cargo missions, etc? And by system bounties you mean where they offer a general payment of credits per ship, not bounties for deserters or pirate leaders?

The best place to look for that would be:

Spoiler
Hybrasil near Penumbros and the Eldritch Fortress. Tri-Tachyon battlegroups from the Culann Starforge occasionally cause a system bounty to be posted there. Similarly, the Obsidian Crucible in Askonia sometimes posts bounties from pirate or pather activity since it is essentially a waystation and very lightly garrisoned most of the time.

Not much gets through the defense of their home system though, so I wouldn't bother looking there unless you are lucky enough that Meiros patrols cause enough trouble at Xolydunne or something of that nature.
[close]

At a point where you feel confident, I would take the commission with them too and just hunt Tri-Tachyon patrols. That will certainly help.

Future plans on that:
- I am almost to the point where I will add a few faction-based quest lines that will increase rep and offer commissions as you complete them, etc. At that point, high tier factions will likely require the quest chain to be completed before they can get commissioned. Those quest chains will vary in difficulty by faction.

Quote
c) ...however my ships are tending towards large missile loadouts.  I find that I worry the most (and do my killing the most with) missiles.  Venting flux gets REALLY interesting when my opposite number suddenly flings harpoons and trebuchets at me.  And a dual setup with heavy rapier batteries...oh my.  Got to know those in the simulator against the patrol Hammerhead...had to have me some.

Nice to see the reduction in flux costs is having the intended effect :)

If you like the Rapier, you will also likely enjoy the heavy Shockstorm rockets in the next update that fixes their cost. Its similar, but you also get emp arcs on hits when they lower their shields.

Quote
c)  Never thought I'd want a bunch of laser machine guns so badly.  Front batteries of PD with the point defense ship mod have become top priority for missile defense first, and fighter defense second.  Energy PD hard to come by.  Ranged PD is really really desirable now to shut down the various missile threats.

Weapons in markets are a bit of an issue right now from .9, but there will at least be a lot more of them (especially on the low end and therefore more common side of things) in the next update to potentially get drawn from the selection pool from market to market.

Quote
d) The pirate battlecruisers are worthy opponents...great addition to their fleets.

I'm really happy with how the Atlas MkII turned out. Though it will have to be called the Atlas MkIII after .9.1a lol Alex must have liked the idea because he has added his own version ;D I'm excited to see it and find a way to make both versions unique to pilot.
-------------------------

Turns out leaving an unzipped folder of the old version was probably responsible. Worked fine the second time.

Nice good to hear!

Milterized Subsystems doesn't negate all penalties from Civilian grade hulls. The effect of having a second logistics hullmod, like expanded cargo bay isn't removed. Is this intended?

I took a look at the script for this and it looks like it just removes the penalties on sensor strength and sensor profile, does it also have more hidden effects in standard Starsector? If so, it isn't clear how that happens, at least at the moment.
Title: Re: [0.9a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.3.2b) Hotfix 3/10
Post by: Ranakastrasz on April 29, 2019, 01:18:54 PM

Milterized Subsystems doesn't negate all penalties from Civilian grade hulls. The effect of having a second logistics hullmod, like expanded cargo bay isn't removed. Is this intended?

I took a look at the script for this and it looks like it just removes the penalties on sensor strength and sensor profile, does it also have more hidden effects in standard Starsector? If so, it isn't clear how that happens, at least at the moment.

Hmm. I thought you added it. Its been a long time since I played after all. Although, are the other parts vanilla as well? if so, that is weird.
Title: Re: [0.9a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.3.2b) Hotfix 3/10
Post by: Morrokain on April 29, 2019, 01:36:00 PM
^ I added an effect to the Civgrade hullmod to reduce fighter bay effectiveness because it was too obvious to turn them all into carriers, but the Militarized Subsystems hullmod is from .9 I think, and explicitly removes those penalties of civgrade. I could change it to also remove the penalty to fighter bay effectiveness, but would that make it too powerful?
Title: Re: [0.9a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.3.2b) Hotfix 3/10
Post by: Ranakastrasz on April 29, 2019, 02:59:13 PM
No idea. Honestly the plus1 burnspeed is enough. I just hate tooltip or logical inconsistancies.
Title: Re: [0.9a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.3.2b) Hotfix 3/10
Post by: Morrokain on April 29, 2019, 04:32:20 PM
I gotcha. Changed the tooltip to be more specific in what it does. Will be in the next release.
Title: Re: [0.9a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.3.2b) Hotfix 3/10
Post by: eidolad on April 29, 2019, 05:31:06 PM
Snuck in some gaming during work today (ssssh):

1.  Known bug?  On my shiny new Revenant cruiser, I have built in "Advanced Targeting Core" that is supposed to disallow installation of an ITU...yet I was able to add an ITU.


More padawan-learner impressions:

1.  Archean flux war:

a.  a heavy missile loadout and a bit of excess flux budget worked great for general pirates swarms or working the edge of a mid-game sized battle line hunting and killing smaller ships.  However this ship setup does poorly when stuck into the middle of a battle line (the above Revenant cruiser) and having to "hold"...way too long delays between salvos.  Now moderating to solid beam with solid missile salvo...AND a fair amount of overhead to deal with the hard flux coming in from...let's see:   a billion fighters, missiles, debris, beams, lasers, and kitchen sinks. 

So back to the simulator...and:  Gauss cannon, artillery blasters, max flux capacity/distributors, and some burst pd means I can duel an Onslaught (slowly).  Sure great for duelist config...will have to see how it does in the "Archean mid-game threat environment"

b.  It was horrifying when I booted up the simulator against a Paragon and the thing blasted me from outside visual range.  And then proceeded to hound me off the field like a Man Mountain the Sumo wrestler.  However since I have just joined the Archean Order, I shall pay back these Tri-Tachyon Paragon on the field of battle...eventually.


2.  Along with X4 game, this mod has given me a (good) reason to upgrade my circa 2008 computer...joining an assault on a Pirate base brought my machine to its knees.


3.  Forgot to add:  Before I was even enlisted in the Archean Order...they were willing to sell me their Revenant design (I think I had 7% favor with their faction).  Thus far as I can tell, that is their #2 largest warship...they are willing to sell this beast to just anyone?

a.  Other little thing:  the Open Market is willing to hire out Marines to anyone it appears...yet the military market for Archean Order restricts soldiers to "cooperative" reputation AND a commission.
Title: Re: [0.9a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.3.2b) Hotfix 3/10
Post by: Ranakastrasz on April 29, 2019, 07:18:48 PM
Snuck in some gaming during work today (ssssh):

1.  Known bug?  On my shiny new Revenant cruiser, I have built in "Advanced Targeting Core" that is supposed to disallow installation of an ITU...yet I was able to add an ITU.


More padawan-learner impressions:

1.  Archean flux war:

a.  a heavy missile loadout and a bit of excess flux budget worked great for general pirates swarms or working the edge of a mid-game sized battle line hunting and killing smaller ships.  However this ship setup does poorly when stuck into the middle of a battle line (the above Revenant cruiser) and having to "hold"...way too long delays between salvos.  Now moderating to solid beam with solid missile salvo...AND a fair amount of overhead to deal with the hard flux coming in from...let's see:   a billion fighters, missiles, debris, beams, lasers, and kitchen sinks. 

So back to the simulator...and:  Gauss cannon, artillery blasters, max flux capacity/distributors, and some burst pd means I can duel an Onslaught (slowly).  Sure great for duelist config...will have to see how it does in the "Archean mid-game threat environment"

b.  It was horrifying when I booted up the simulator against a Paragon and the thing blasted me from outside visual range.  And then proceeded to hound me off the field like a Man Mountain the Sumo wrestler.  However since I have just joined the Archean Order, I shall pay back these Tri-Tachyon Paragon on the field of battle...eventually.

Yea, missile boats and other long-range support designs are horrifically effective in their role, but can't handle a melee. Paragon doesn't really count, given the whole, normal design is really more an assault with several TACHYON LANCES. The Support paragon is, while not horrible, is absolutely a support ship which without guards cannot handle much on it's own.

I generally think of it in rough D&D-ish RPG terms. With Support as Wizard, Assault as Warrior, and Strike as Assassin, with some overlap and a few other traits.

Support vessels, naturally. Long range, and hence ability to pick and chose targets and push them over the edge. Missiles or long range support weapons. But in melee combat, the shield's upkeep makes it lose half it's damage output, and it loses the other half from the tradeoff that long range support weapons make, of flux cost and lower damage for range.

Assault Vessel. Fast, tough, and they get in your face and prevent you from doing anything clever. The Low-Flux speed boost makes them great at interceptions. Assault weapons have the best DPS, and use no flux, so while they get barely any alpha potential, they DO have the ability to just make a target's shields remain under strain, and keep them slow. The lack of flux cost means stronger shields, and higher speed, but the lack of alpha potential means no real finishing power unless you have several teaming up, or, more likely, from support vessles or having assasin traits.

Strike Vessel. Has a powerful alpha strike, but needs opportunities to take advantage of. They are fast and great at obliterating targets in the opening volly, but they have no staying power to speak of. Zero-flux helps them get into position, but since they tend to spend easily half or more of their flux in their strike, they obviously won't maintain it afterwards. Best used as hiding behind Assaults, until the target's shields are weakened enough for you to tear through them. And then backoff, vent, and wait for ammunition to reload.

Carriers are weird, and are more an afterthought, even in this mod. Mostly it just makes them worse quality, while supporting fighters, so they are more strategic target. I really have no idea how to think about them, aside from them being really important and high priority targets.

Hybrids exist, but it has serious costs. Adding a few strikes to the assault helps it break stalemates on it's own, but the loss of DPS and survivability hurts. Adding support helps it intercept or maintain contact, but again, costs DPS and survivability.

Point defense is pretty universal. That said, dedicated PD vessels can work, although I have no idea if the AI really handles the correctly.
-----

Been using an Archean Order Frigate as my flagship. After my entire starting force kinda died horribly though the incompetent commander.
Not sure what it was called, but it has 6 small missile slots, 2 charges of missile forge, and 2 small energy slots.

I think I have 6 trebuchet missile launchers, extended racks, unstable injector, and safety overrides (Plus hardened subsystems). And two sorta-pd/assault guns.

It is horrifyingly effective as a support vessel. I can unload 3 vollies of 18 missiles from the start, although the second reforge has a longer cooldown. I can generally obliterate 2 frigates in an opening volly, from way, way out of range. That said, between the long restocking time and the saftey overrides, I can generally manage around 3 more full vollies, barely, before CR decay sets up.

But, the shield is tough, its fast enough to sorta evade fighters (at least get to support before the shield collapses) and is a horrifically effective support/assassin hybrid.

I tried using short range missiles, like Swarmer, or torpedoes, or rocketpods, or w.e., but nothing can match the sheer potential I got from 18 longrange missiles. I can't even really get a good shield breaker missile to work. Its just that there aren't any similarly FAST missiles. I don't have to get close either.

That said, its not OP enough. It takes a lot to even pound down a frigate's shield, and even two vollies doesn't do much to a destroyer. Hence I have to wait for vulnerable targets.
Point defense on frigates generally isn't enough to save them, but it certainly makes me spend more ammunition. Larger ships can pretty much ignore the huge waves though.

Past that, when ammunition is depleted I have a 10 second delay before I get 6 missiles back, and I can only kinda kill fighters, and mildly poke frigates with the secondary guns.

Overall, highly effective, but not even close to being able to, say, solo an enemy fleet.
Title: Re: [0.9a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.3.2b) Hotfix 3/10
Post by: eidolad on April 29, 2019, 10:11:39 PM
If i could guarantee that my AI pilots would buddy up into pairs, I'd love to create hammer/anvil sorts of setups with dedicated roles.  But too many times any ship on the field can end up soloing more than one opponent...and I need mine to stay alive doing so until something shifts the battle odds elsewhere.

The AI is good at handling generalist configs, and especially good at opportunist shooting at downed shields/flux venting.  If I have the budget I like to give them unstable injector so that they are a bit faster than their class because they are also, unfortunately, good at getting themselves into trouble.

For carriers in vanilla SS:  I like unstable injector, salamander (two, perhaps to threaten a destroyer's engines and certainly shut down a frigate's), and at least one 600+ range weapon.  Stay alive, harass and potentially create opportunities.  However in Archean Order universe, I'm seeing more 360 degree shield coverage...and the range needs to be 800+ to keep the AI at bay.

Regarding a trebuchet setup:  I think it shows how powerful the super long range missiles/beams are in Archean Order.  That long range purple beam (ion cannot? name escapes me), Gauss cannon, etc. are so good that they sometimes seem a bit OP...other than massed Harpoon salvos...they have become my main concern.  It's also that the human player has the special magical power of finding and picking on individual enemy ships...range lets the human player have a massive local effect.

Um, well my goodness that [Redacted] capital that just elbowed its way through my battle line...perhaps that is more my main concern.  My two cruisers are no match.  Time to retreat and jump out.

However I have a new theory of generalist ship setup:  any given ship sized destroyer or above must, at zero flux, must have the ability to take down an unshielded frigate (cripple or destroy it) within, say, three alpha strikes.  Doesn't matter the weapon type, or range.  And have the flux budget to recharge and do this for an extended battle.  For Archean Order:  must also have three zero-flux PD weapons...at least two front half, one back.  The idea being:  the key to winning is simple: which side that starts killing frigates first...to start the snowball effect of sheer numbers.  Could be me...but it seems that the side that starts off killing first...usually wins.

Or at the very least:  keep the AI at bay since the AI tends to hang out of alpha strike range unless they have a large local superiority.  Then it is up to the human player to make things happen before that local superiority occurs.

Title: Re: [0.9a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.3.2b) Hotfix 3/10
Post by: eidolad on May 01, 2019, 02:44:24 PM
I've not spent much time with a Dominator, either in the game or in the simulator...so perhaps the below is a known "issue" with the class:

I got a shiny new Dominator cruiser gave it and total flux budget of 600 with @250 to spare.  I converted the ship to a strong, fixed frontal shield.

In the simulator:  four DE (two Hammerheads and the two DE to the right in the list) were easily able to overload the ship if I had shields up.  The hull mods I had active were front shield conversion, stabilized shields, extended shields.  In fact it was a single salvo from one of the Hammerheads that maxed the budget.  I didn't have an opportunity to swap in/out those hull mods as I just scrapped the ship in disgust.  I even tried zero-flux weapons (for a whopping 600 spare flux budget) as an alternative but same results.

On the other hand, an Apogee cruiser with a flux budget of only 200 surplus...never had that "easy to overload issue" described above.

If I salvage another Dominator I'll try to reproduce but I don't really have a place for this beast on a permanent basis.  Cruisers are a vital ship class for me.

The only thing I can think of is:  the Dominator's poor turn rate and limited fwd arcs for its heavy weapons made the AI go buck wild in attempting to flank...I did also try better thrusters (50% turn rate hull mod, cannot recall the exact name) but same result.

In fact...those two large fwd emplacements are so limited in arc that an attacker doesn't even have to flank...they can just come in from a forward quarter and perhaps face only one of the two big guns...

Title: Re: [0.9a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.3.2b) Hotfix 3/10
Post by: JDCollie on May 01, 2019, 03:28:02 PM
Just FYI eidolad, Low Tech ships like the Dominator are balanced toward armor tanking over shield tanking, while High Tech ships like the Apogee are designed for shield tanking (and just so you know, you couldn't have picked a worse comparison. The Apogee is one of the best shield tankers in the game)

The way this balance is accomplished is partially through flux capacity and passive flux values, but another major component is shield efficiency. That is, damage to shield ratio. The Apogee converts damage done to shields into flux at a 1:0.6 ratio, while the Dominator is 1:1. That alone makes the Apogee significantly better at shield tanking. Basically, you shouldn't shield tank the Dominator because even with the hullmods, it still won't have as good a shield as the Apogee does stock. On the other hand, the Dominator has 1500 base armor, while the Apogee has only 750. Try and stack strength on strength. ( I apologize if you already understand all this, I just didn't see it mentioned in your post.)

The limited arc on the forward emplacements is intentional. The Dominator has three medium missile mounts, two heavy kinetic mounts, and two medium kinetic mounts all capable of hitting the same target. That is an utterly massive amount of firepower. To balance this out, the Dominator is easily flankable. Lore wise, it's a ship of the line designed to fight with escorts, and that plays out in-game. A lone Dominator is a dead Dominator.

Also, what do you mean by "total flux budget 600 with @250 to spare"? (I don't know what values in the refit screen you're referring to.)
Title: Re: [0.9a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.3.2b) Hotfix 3/10
Post by: Morrokain on May 01, 2019, 03:34:32 PM
I can't respond in full detail at the moment, but a couple points that stood out from the above couple posts I wanted to respond to:

1) Markets - yeah I liked how markets were handled in .6 the best, honestly. Then it limited weapons/ships to mostly whatever the hulls/variants of the market's faction utilized, and locked all the good stuff (tier 2 and above) behind that faction's military market. Then the black market had some of that tier 2 and 3 stuff, and a few other things at complete random it seemed. It had a nice feel to it. The current market system seems like it just randomly pulls weapons based on their tier and rarity across all markets evenly, and doesn't do important things like guarantee point defense weapons are always available.

2) DnD is exactly the kind of dynamic I was going for, yeah. I play a lot of RPG's as well as RTS, and that has definitely been an influence for this entire mod. :)

3) AI assault/support pairs or task force groups - You can do this pretty reliably actually. Keep in mind there are increased command points in this mod, so:

Step 1: Select your assault group and tell it to escort a support ship. The recommendation for this is that the assault escorts are either a class smaller or at least fairly faster than the support ship. 0-flux boosting helps this a lot with assault and strike ships though, so you will be surprised what you can get away with there. Do this for each support ship in your fleet.

Step 2: Select the support/strike ships (Only the support/strike ships, mind you) you want to have target a priority enemy ship and right click that enemy vessel. The support ships will focus either their missiles or fighter waves on that ship, and strike vessels will close for a salvo.

Why this works well:
- The key here is that the AI is very aware of when it is "flankable" and will behave much more cautiously when it has that liability unless an eliminate command is explicitly given. That's why numbers are so important because the larger group has the flank advantage and can sometimes outright intimidate the other side into being overly defensive and not using their strike weapons until its too late. Escorts, however, provide flank defense the AI is aware of, and even the minor distraction of having to briefly engage an escorting frigate can buy enough time to make the AI confident enough to fully engage their weapons. This can often mean the difference between an attack killing a target (optimal outcome) or merely overloading it and hoping the long range missiles can get through the enemy fighter screen and finish it as it limps off. The escorts for your long range support ships are to ensure that they don't get similarly surrounded and sniped while your "away" at the enemy battle line.

4) Carrier weakness/uniqueness from the large fighter nerf that's coming will be addressed because they will all have built-in hullmods reducing fighter replacement time substantially- both to give them the actual sense of being a carrier and slightly weaken the fighter strength of standard assault vessels so comparison between the two classes can be more easily drawn. It isn't as noticeable for frigates or destroyers since the majority of them can't field fighters if they aren't carriers, but the lines get really blurred above that. Cruisers meant to be hybrids (like the midline Eagle or Megalith, for instance) will still feel that way because of their ship systems. For many carriers, limited ammo being a factor will also greatly increase the strength of the majority of carrier-based ship systems in comparison to the current release, so that will also make them stand out more.

5) ITU can stack in this mod with the built-in range modifiers to make some ships unique (Paragon, Megalith, Astral and Apogee), or the general range modifiers of cruisers and capitals because they need them to feel as powerful as they do.

6) The Dominator is terrible when flanked and not recommended as a stand alone ship so that's probably why you didn't have much luck in the simulator. It benefits the most from larger fleet actions where it can be supported, and there is shines, as it can outmatch or keep pace with almost anything of its class no matter the tech level. Impressive for such an old geezer, I promise you. ;) As a side note, improving shields is useful, but its shields are also terrible because it is low tech and from back when shields were new. Rely on them against fighters, but rely on your armor and massive forward dps combined with your Ammo Feeder to engage other ships.

To be honest, I more fear a Dominator catching me over-extending with its guns in range far more than an Aurora or Eagle. If it engages its ship system, even at low flux I'll probably be lucky to escape with my armor intact, if I escape at all.

*Edit* Actually for a really good example of this, try out the "Last Hurrah" mission. If you are unlucky enough to get the spawn where the Onslaught actually comes in first (doesn't always happen) escorted by the two Dominators and a frigate/destroyer screen, you will see just how hard a nut that can be to crack through a frontal assault. :D
Title: Re: [0.9a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.3.2b) Hotfix 3/10
Post by: JDCollie on May 01, 2019, 03:50:17 PM
Just so you know, Alex is addressing weapon availability in the next update:

Quote
Weapon availability at colonies:

    Ensures weapons for several different roles (PD, anti-shield, etc) are available if possible
Title: Re: [0.9a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.3.2b) Hotfix 3/10
Post by: Morrokain on May 01, 2019, 05:04:05 PM
^ Indeed.  :)

 That is why I am not providing a custom solution for markets just yet, I am hoping that fix will suffice for this mod. The scope is already pretty big as it is.
Title: Re: [0.9a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.3.2b) Hotfix 3/10
Post by: eidolad on May 01, 2019, 06:38:18 PM
I'll freely admit that I've never needed to test a Dominator in the simulator in the various Starsector games/mods: this ship just does its job.  AND I rarely pilot one because I am much more valuable roaming around then tanking/holding.  Then, I forgot why I like/want this ship and jump in the simulator when I salvage BOTH an Apogee and a Dominator in the same battle in an early phase of my game career...and grump/post.

Sorry JDCollie for not being clear:  my Dominator could dissipate 600+ flux...while full weapons fire would consume 350-400 of that dissipation capability...leaving @250 dissipation capability left to deal with hard flux reduction.  Seemed like a fairly good setup.

Your advice I think points out that I'm completely about shield fighting and that a Dominator is not a good ship at all for me to pilot/figure out in the simulator except for perhaps one-on-one to determine  weapons and resiliency.  Especially for a pilot who also gets an Apogee so rarely that I wasn't aware of how good it is at fighting alone.

In-game, I peeked at the ship hull description card for the Dominator vs. Apogee and here are the numbers posted for "Shield flux/damage" in the current Archean Order mod version:

Apogee:  .8
Dominator: 1.2

I'm not much for engineering/numbers in my gaming worlds, so I don't know exactly the math involved with the above numbers...I spend my time on the bridge where all the girls are.  Still, comparing the two numbers...the Apogee's shields are 35%-ish better in total flux performance if my English-major interworking with Windows calculator app serves me properly. 

I do see the Dominator as having a position/role indeed:  stuck right in the exact middle (horizontally speaking) of the entire battle line...where shields go down lots and thick armor is a big deal...and friends are on either side.  Want some Dominator, Mr. Enemy?  Gotta close in and pay cash to a cruiser's front side that has the armor to spare.  In fact I rarely lose one in vanilla once I get to a fleet size to want one...so I guess I'll be nicer to the next one I salvage.  I think I'll christen her the "Armor Warrior" in honor of your (and Morrokain's) feedback.

______


Morrokain:  interesting stuff about the rpg-grouping.  I guess I am too used to assigning escort orders and watching those ships die because their overall engagement locus becomes centered on the escortee...and they end up in exactly the wrong place (hi Shepherd...what are you doing IN FRONT OF ME with that enemy on the other side?  I just wanted you to loiter safely near me to have your mining drone wing nearby, not die hero-stupidly).  So I like to preserve my command points entirely for fleet/carrier strikes or for fine positioning...and give all ships full independence of movement.

It could be because the only time I give escort orders are

1.  for an occasional frigate escort for a carrier.

2.  For an evenly matched, large fleet battle, Admiral Eidolad sometimes calls for a "CAP and strike":

a) I lead my fleet and get the closest ASAP to the enemy capitals to draw all enemy attention (and most of their fighters)
b) Before, or once, the enemy fighter key begin to key on me:  I order my carriers to escort me:  fighters are on me for "Combat Air Patrol" to begin a battle with to ensure that enemy fighters do most of the dying first
c) prior to me telling the carriers who to kill (usually near me, but farther away from the enemy main than where I am, since I'm still the "fighter lure")

Otherwise I don't bother at all with escort orders if my fleet is outnumbered.  No way...my guys need full mobility.  Let *me* do the risky stuff (with carrier strike support) while the rest of work 100% on staying alive.

______

Okay I feel really dumb:  how do I access "named missions" like "Last Hurrah?"?


Title: Re: [0.9a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.3.2b) Hotfix 3/10
Post by: Morrokain on May 02, 2019, 01:11:07 PM
Oh yeah you will still lose escorts for certain, but in an even strength battle you will ...probably... lose less overall with said tactic. That being said, its certainly not a hard and fast rule and my playstyle may just synergize better with that strategy, who knows. I play the game like a tactical RTS and typically only directly give orders to my flagship in emergency situations where I feel my second isn't being bold, or scared enough. :)

They aren't unlimited or the skills wouldn't matter, but from my last estimation of unmodded Starsector I believe you get a considerable amount of command points in comparison. But I haven't actually checked the tone of that in a while.

I will say you have to keep track of the evolving battle and get snapshots of the battlefield from time to time to make sure nothing is closing in that can just pommel everything in the task force or it won't matter and all the escorts will die lol. "Avoid" orders can help with this, but sometimes its better to simply select the whole group and set a rally point to just get the hell out of there depending on what's coming.

In this mod if its bigger it will probably kill you and all your friends so be careful. Capitals especially, and especially-especially well supported capitals.
------------------------

You can play missions from the main menu where you started the new campaign. They contain both new lore based around the new factions, and the old stock missions (should be) are balanced for the mod.
Title: Re: [0.9a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.3.2b) Hotfix 3/10
Post by: Ranakastrasz on May 02, 2019, 04:47:20 PM
The Simple Core Systems Hull Mod doesn't have a percentage label for the second variable.
Title: Re: [0.9a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.3.2b) Hotfix 3/10
Post by: Morrokain on May 02, 2019, 05:07:07 PM
^ Thanks fixed
Title: Re: [0.9a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.3.2b) Hotfix 3/10
Post by: eidolad on May 02, 2019, 07:45:43 PM
thanks...I've only played campaign mode the whole time I've played SS and didn't even see the missions...double duh.

So I think I've gotten a good early sense of the mod's very very tasty weapons and ship setups from my 2-3 days playing, and evolved from:

1.  loving those non-flux weapons...hey lets try to build around them.  Nope don't have infinite OP points to spare.  Now I only mount the non-flux burst PD weapons to cover all axes.

2.  loving the missile loadouts...hey let's try to build around them.  Nope.  Flux budgets.  Only a few of my ships have a alpha missile strike.  However those non-flux finisher loadouts are still really golden given that most have auto-loaders now.

3.  collected a huge armory of 4 of every weapon...then tried them out.  Yup...balanced designs with good flux margins work for me.

4.  A solid core of carriers with preferably advanced "class blue" fighters is reasonable dress code at all times.

5.  Loving the 360 shields given the evil Salamanders and their sneaky cousins the Bolo missiles.

Title: Re: [0.9a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.3.2b) Hotfix 3/10
Post by: Morrokain on May 02, 2019, 08:12:19 PM
^ You will probably like the next update then. Added quite a few more weapons to fill in various niches.

And I just saw two Lashers and an Enforcer take down a Valkyrie MkII with some heavy weapons. It was hard won victory, but I am definitely pleased with the destroyer and frigate health buff.

Cruisers and Capitals that are well supported will still likely be very difficult to defeat, but I find myself ignoring the smaller ships much less now in larger battles. It feels pretty nice.
-------------------------------

Still a lot to do, but updating patch notes. Star-wrapped notes are whats new over the last post:

Spoiler
Campaign Content Additions and Balance Changes
-------------
 -- New Ships:
    -

 -- New Fighters:
    - Banshee-class *Interceptor* (No longer a heavy interceptor)
    *- Sentinel-class Heavy Interceptor*
    *- Goliath-class Heavy Gunship*

 -- New Weapons:
    - Shattercell Cannon (Small PD/Assault Energy Weapon)
    - Heavy Shattercell Cannon (Medium PD/Assault Energy Weapon)
    - Smokescreen Rocket Launcher (Small Anti-Fighter Rocket Weapon)
    - Heavy Smokescreen Rocket Launcher (Medium Anti-Fighter rocket weapon)
    - Twin Shockwave Launcher (Medium Strike Rockets)
    - Triple Shockwave Launcher (Medium Strike Rockets)
    - Rupture Shockwave System (Large Strike Rocket System)
    *- Obliterator Cannon (Medium Strike/Assault Energy Weapon)*
    *- Heavy Obliterator Cannon (Large Strike/Assault Energy Weapon)*
    *- Burst Pulser (Medium Assault Energy Weapon)*
    *- Punisher Artillery System (Large Ballistic Fire Support Weapon)*
    *- Heavy Fissure Cannon (Large Ballistic Strike Weapon)*
    *- Razor Tri-Beam (Large Energy Assault Weapon)*
    *- Heavy Autocannon (Medium Ballistic Assault Weapon) - Original Heavy Autocannon renamed.*
    *- Vulcan PD Cannon (Medium Ballistic PD Weapon)*
    *- Heavy Vulcan PD System (Large Ballistic PD Weapon)*
    *- Micro Repeater (Small Energy PD Weapon) - Original Mirco Repeater renamed.*
    *- Dual Micro Repeater (Small Energy PD Weapon)*
    *- Cutlass Laser (Medium Energy PD Weapon)*
    *- Heavy Cutlass Laser (Large Energy PD Weapon)*
    *- Proximity Mine Launcher (Large Missile PD Weapon)*
    *- Trapdoor Mine Launcher (Large Energy PD Weapon)*
    *- Widow MRM Launcher (Medium Anti-Fighter Missile Weapon)*
    *- Heavy Widow Launcher (Large Anti-Fighter Missile Weapon)*


 -- Market Changes:
    - Bomb Bay is no longer an available weapon in markets. It was mostly useless and was taking up valuable weapon choices when it spawned. (Now bomber only)
    - Removed slight rarity modifier of PD Cannon spawning in markets.
    - Reduced rarity modifier of Burst PD Laser spawning in markets.
    *- Now over 130 different weapons, not including built in fighter weapons.*

 -- Faction Balance Changes:
    - Another round of dialogue polish. (So as I catch things)
    - Replaced Piranha bombers from pirate Enforcer-class destroyers with pirate Mauler heavy interceptors.
    - Adamantine Consortium will no longer deploy many Spectre interceptor drones, and will favor Banshee interceptors instead.
    - Osprey-class Light Carrier no longer autofits. Variants for each factions have been expanded to compensate. (Too many empty fighter bays in campaign fleets)
    - Zero chance for non-standard fighters (faction-equipped variants) to be found in Independent fleets and a very, very low chance in Scavenger fleets.
    - Reduced chance for Exile-class Light Carriers to spawn in Archean Order fleets.
    - Separated out Doom variants between Adamantine Consortium and Tri-Tachyon Corporation. (Tri-Tachyons shouldn't be using phasetech weapons)
    - Changed some factions so that when they pursue the player for smuggling or black market activity that they actively pursue the fleet instead of sometimes merely harrassing.
    - Changed some factions so that under certain varying circumstances when pursuing players for black market activity or contraband high rep will:
        - prevent contraband from being confiscated.
        - cause a negative impact to reputation rather than an outright attack.

 -- Blueprint Changes:
    - Pirate Talon is now a pirate blueprint unlock instead of a base blueprint.
    - Luddic and Pirate blueprints are no longer unlocked by tiered tech blueprint sets (lowtech in particular).
    - Bomb bay is no longer a blueprint.
    - Spectre-class interceptor drones are no longer unlocked by the Admantine Consortium blueprint package.
    - Added Cobra heavy bomber and Banshee heavy interceptor to the Admantine Consortium blueprint package.
    *- Apocalypse Cannon is now ultra rare instead of legendary.*
    *- The Heavy Apocalypse Cannon is now legendary bp.*
    *- Goliath-class Heavy Gunship has been added as a legendary bp.*

 -- Feature Enhancements/Additions:

   Cease Fire Enhancements:
     - Adamantine Consortium fleets can be more successfully negotiated with if you hire one of their officers and so know their politics.
          - New description, dialogue and possible results when negotiating Cease Fires for:
      - Archean Order
      - Adamantine Consortium
      - Pirates
       - Luddic Path
     - Bribes
      - Bribe results and descriptions are more faction specific for some factions to shed more light on how effective bribery will be for that faction's commanders.
                - Increased base chance for bribe requests over outright refusals when attempting a bribe-free Cease-Fire.
                - Pirates will have an even greater chance to ask for credits rather than fight when attempting bribe-free Cease-Fires.
      - Pirates will accept bribes and ask for bribes over fighting even when vengeful to the Player's faction.
      - Less lawful factions like the Luddic Path, Adamantine Consortium and Pirates will now give a reputation boost for successful bribes up to a certain reputation level.
-----


Combat Balance Changes
-------------
 - Slightly increased deployment cost of Legion, Megalith, Malevolent, Tyrant, Astral, and Paragon.
 - Increased range of Rapier SRMs. (From 900 to 1000)
 - Slightly lowered max charges for Micro Repeater and reduced the amount of charges returned each recharge cycle.
 - Nova Cannon proximity blast radius is doubled, and the fuse range is doubled, but the fuse will now only trigger on missiles.
 - Increased Nova Cannon damage by 20%.
 - Increased Machine Gun damage by 25%.
 - Increased Electron Cannon damage by 33% and increased range to 450. (Up from 400)
 - Increased Pulse Laser Damage by 50% and increased range to 450. (Up from 400)
 - Increased Assault Beam damage by ~15%.
 - Increased PD Beam damage by ~40% and increased range to 350, up from 300.
 *- Increased Squall SRM hitpoints by 200%, missile speed and turn rate by ~600%, and range by 200. (Was VERY underwhelming for its tier in larger battles)*
 - Reduced Atropos Torpedo turn rate by 40%. (I'm hoping this reduces the chances of the AI wasting it against slower fighters like gunships)
 - Changed Ion Cannon and Heavy Ion Cannon to now have regenerating charges, but they also deal more burst damage either through faster firing or damage per shot.
 - Fissure Cannon (formerly Sunder Cannon) has increased range (500 to 600). The fighter variant range remains 500.
 - Iridium Cannon has increased range (500 to 700). The fighter variant range remains 500.
 - Scythe Cannon has decreased range. (600 to 500)
 - Assault Autocannon has increased range. (600 to 650)
 - Icer Gun has increased range. (600 to 700)
 - Lowered projectile velocity of Phalanx Cannon and Hypervelocity Driver. (They were a little too powerful and hopefully this will balance them out a bit)
 - Increased turn rate of Strike beams to help prevent the A.I from wasting them while maneuvering to evenly distribute armor damage.
 *- Apocalypse Cannon is now 30 op (down from 32)*
 *- The Heavy Apocalypse Cannon is now an available weapon at 32 op.*
 *- Increased health of destroyers and frigates by ~15-20%. (Slightly better balances out the strength of cruisers' easy access to fighter bays)*
 *- Increased damage of Ion Pulser by ~70%.*
 *- Rebalanced stats and OP cost of medium ballistic line of weapons.*
 *- Hivemind nanite clusters now go directly for the kill rather than seeking the targets engines.*

 -- Overhauled flux costs of the entire rocket line of weapons:
     - Reduced flux cost of Shockstorm rockets per salvo by 50%, increased max rockets for medium variant, and increased rocket speed and range slightly. (Large buff overall)
     - Increased flux cost of Annihilator rockets (small variant) by 25%, but flux costs for medium variant reduced to match flux per rocket of the small variant.
     - Annihilator rockets (small variant) now gets 4 rockets back on reload (was 2) though reload time per rocket (DPS) remains roughly the same.
     - Reduced flux cost of Javelin rockets by 25%, and reduced their flight speed.
     - Reduced flux cost of Fury Rocket System and Hailstone rockets by 33%.

 -- Overhauled Fighter Combat Layer --    
 -- Not all of the individual changes will be documented. Here are some general points:
     - Now over 60 different fighter wings.
     - All fighters now have limited ammunition which gives them a specific combat time before some kind of rearmament is required.
     - Rearmament design-wise is intended to give ships a window of recovery between strikes and reduce fighter swarming in favor of assault wave behavior.
     - Rearmament stats are unique to each individual fighter weapon, though some general rules apply:
     - Magazines of fighter weapons only last around 5 seconds of active combat time.
          - Non-missile weapons will reload their magazines in a set amount of time, typically 12-20 seconds depending on the the fighter role. (AI can't handle finite ammo)
     - Missile weapons almost always require redocking with the carrier, and often have even more limited ammunition than non-missile fighter weapons.
     - Fighters, gunhsips and interceptors that use finite missiles will usually redock with the carrier immediately, or soon after they have used them all.
     - Mostly removed the use of flares in midtech and low tech fighters, gunships and bombers. Only the highest tiered craft will use them.
     - Fighters now deal 200% additional damage to other fighters, making interceptors and anti-fighter roles a serious threat to unescorted bombers and gunships.
     - Fighters now deal 200% additional damage to ship hardpoints (weapons and engines), up from 150%.
     - Balance pass on most fighter replacement rates. Some have increased rates, some have decreased rates depending on balance adjustments. As a soft rule, however:
          - Bombers have increased replacement times. (They also tend to have the highest strike impulse)
          - Gunships have been moved to closely match Bombers in their replacement times. (They also tend to have the longest active combat times and largest magazines)
          - Fighters have slightly reduced replacement times. (They have various specialized roles)
          - Interceptors have moderately reduced replacement times. (They are powerful bomber/gunship killers, and important escorts for your own fighter/bomber/gunship strike groups)
     - Removed Fighter Systems hullmod's effect on weapons in favor of fighter-specialized weapons. Fighter weapons are now less effective against ships.
     - Though still present for descriptive flavor, Limited Range Finders hullmod on fighters doesn't actually do anything. Range is handled through fighter weapons.
     - Reduced health and shields of high tech gunships and bombers and some midline and low tech gunships and bombers.
     - Reduced general health of the higher tiered fighters, and any fighters that use shields have much lower flux dissipation to make PD beams more effective against them.
     - Rebalanced OP cost around new fighter craft additions that were added in some of the more recent updates.
     - Reduced OP cost and efficiency of some pirate fighters even further, while balancing other weaker ones to make them useful to the player in some circumstances.
     - Many low tech fighters, bombers, gunships and interceptors now have proper OP costs considering their combat effectiveness.
     - OP to Power ratio when scrolling up and down the "equip fighter wheel" on the refit screen should now make more intuitive sense.
     *- All fighter weapons are now added to the codex with a basic description of how fighter weapons differ from standard ship weapons as well as hard weapon stats.*
     *- Balance pass on fighter crew requirements and costs. General increase in crew required for gunships and bombers, scaling better with size.*
     *- Balance pass on fighter mass. (Doesn't make too much a difference but documented anyway just in case).*
-----


Bug Fixes
-------------
 - Corrected issue with Cease Fire requests not working on patrols who are attacking you from smuggling or black market activity.
 - Fixed issue with overspawning faction-specific fighters in Independent and Scavenger fleets.
 - Corrected Pirate Talon bug with base blueprints.
 - Devastator Cannon should now properly hit ships along certain angles of fire that caused the proximity fuse behavior to trigger early.
 - The Nova Cannon should now effectively hit ships at all times, making it more in line with the intended dual assault/pd role.
 - Removed accidental chance for Fighter-class Light Pulse Laser to spawn in campaign markets or loot.
 - Added a description to the Archean Order station's heavy anti-capital weapon in the codex.
 - Hopefully resolved issues with Hailstone Rockets and Fury Rocket System sometimes causing the flameout slingshot behavior on ships.
 - Corrected the Adamantine Consortium Condor skin to no longer change its medium missile mount to energy.
 *- All fighter wing descriptions should have the brief summary portion that describes their role.*
 *- Fixed merge issue with Helmsmanship skill stacking on top of the original version.*
 *- Correct equip-screen description of Militarized Subsystems to better reflect what downsides it removes from civilian hulls.*
 *- Hivemind nanite clusters now effectively hit ships at all angles.*
 *- Corrected Simple Core System's description.*
-----


Misc
-------------
 - Due to storage space, versions lower than v1.2.1b are no longer downloadable, though their patch notes will remain documented.
 - Sunder Cannon has been renamed to Fissure Cannon to avoid confusion with the Sunder-class destroyer. XD Must have been in a hurry on that one lol.
 *- Round of polish on the Heavy Apocalypse Cannon sprite.*
 *- The Heavy Autocannon has been renamed to the Heavy Dual Autocannon.*
 *- Slight round of polish on the Velocity Cannon.*
 *- Micro Repeater has been renamed to Micro Blaster because the original name felt better for a PD weapon and this was more of a strike weapon.*
-----

[close]
Title: Re: [0.9a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.3.2b) Hotfix 3/10
Post by: eidolad on May 02, 2019, 08:58:57 PM
MORE weapons.  It's funny how far down my four-across armory in my inventory stretched already :)

TLDR:  Request to add some middle-weight ships (a few cruisers, or a destroyer or two or five) to the Luddic and Pirate fleets?  They are trying to hold battle lines with modded freighters and tons of frigates...all massively lumbered up with up to five d-mods each as well!
_____

I feel a bit guilty after reading the sheer tonnage of the incoming changes to the mod to ask, but could we do some tinkering with the "enemy" fleet compositions at some point?

A buff on the weight of metal for Luddic Path and Pirate fleets, if possible.  The last two Luddic Path systems I stumbled across were rolled over easily...mostly due to their defensive fleets having a bunch of combat freighters and light carriers as the core.  They could use some legit CR/DDs in their order of battle.

The sheer number of d-mods should be enough of a nerf for most players to find these two groups to be good early prey...especially given the incredible power of the lead faction ships.  Sure, do continue to have lots of d-mods on those CR/DDs...it is too easy to salvage them otherwise so make them worth less to the player makes sense.

I only speak from a solid experience as an Archean Order Rogue Knight.  My next game when the incoming patch rolls in will likely take me into Adamantine Consortium service.

However I wouldn't want to suggest that there would be more of those nasty pirate battlecruisers laying about.  Nah, that would be...

Title: Re: [0.9a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.3.2b) Hotfix 3/10
Post by: Morrokain on May 03, 2019, 03:44:04 PM
^ Noted I'll see what I can do. :)
Title: Re: [0.9a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.3.2b) Hotfix 3/10
Post by: Morrokain on May 11, 2019, 12:35:54 PM
Yay! 0.9.1a of Starsector is out!  ;D

Going to have to double my efforts to get this next release polished and and out there, but there is a lot to do and now even more was added with the new update.

Once I get everything compatible, I'll start investigating whether or not this was sufficient enough to solve the market issues the mod has been having lately.

More updates soon, but for now some update patch notes. :)
-----------------------------

Spoiler
Campaign Content Additions and Balance Changes
-------------
 -- New Ships:
    *- Prometheus MkII*
    *- Atlas MkIII*

    - New Skins:
       *- Luddic Path Eagle*
   *- Luddic Path Crucible*
   *- Luddic Church Crucible*
   *- Luddic Path Rhino*
   *- Luddic Church Rhino*
   *- Luddic Church Wolverine*
   *- Luddic Path Enforcer*
   *- Luddic Church Enforcer*
   *- Luddic Path Hammerhead*
   *- Luddic Church Hammerhead*
   *- Luddic Path Condor*
   *- Luddic Path Mora*
   *- Luddic Church Lancer*
   *- Pirate Shrike*

 -- New Fighters:
    - Banshee-class Interceptor
    - Sentinel-class Heavy Interceptor
    - Goliath-class Heavy Gunship

 -- New Weapons:
    - Shattercell Cannon (Small PD/Assault Energy Weapon)
    - Heavy Shattercell Cannon (Medium PD/Assault Energy Weapon)
    - Smokescreen Rocket Launcher (Small Anti-Fighter Rocket Weapon)
    - Heavy Smokescreen Rocket Launcher (Medium Anti-Fighter rocket weapon)
    - Twin Shockwave Launcher (Medium Strike Rockets)
    - Triple Shockwave Launcher (Medium Strike Rockets)
    - Rupture Shockwave System (Large Strike Rocket System)
    - Obliterator Cannon (Medium Strike/Assault Energy Weapon)
    - Heavy Obliterator Cannon (Large Strike/Assault Energy Weapon)
    - Burst Pulser (Medium Assault Energy Weapon)
    - Punisher Artillery System (Large Ballistic Fire Support Weapon)
    - Heavy Fissure Cannon (Large Ballistic Strike Weapon)
    - Razor Tri-Beam (Large Energy Assault Weapon)
    - Heavy Autocannon (Medium Ballistic Assault Weapon) - Original Heavy Autocannon renamed.
    - Vulcan PD Cannon (Medium Ballistic PD Weapon)
    - Heavy Vulcan PD System (Large Ballistic PD Weapon)
    - Micro Repeater (Small Energy PD Weapon) - Original Mirco Repeater renamed.
    - Dual Micro Repeater (Small Energy PD Weapon)
    - Cutlass Laser (Medium Energy PD Weapon)
    - Heavy Cutlass Laser (Large Energy PD Weapon)
    - Proximity Mine Launcher (Large Missile PD Weapon)
    - Trapdoor Mine Launcher (Large Energy PD Weapon)
    - Widow MRM Launcher (Medium Anti-Fighter Missile Weapon)
    - Heavy Widow Launcher (Large Anti-Fighter Missile Weapon)


 -- Market Changes:
    - Bomb Bay is no longer an available weapon in markets. It was mostly useless and was taking up valuable weapon choices when it spawned. (Now bomber only)
    - Removed slight rarity modifier of PD Cannon spawning in markets.
    - Reduced rarity modifier of Burst PD Laser spawning in markets.
    - Now over 130 different weapons, not including built in fighter weapons.

 -- Faction Balance Changes:
    - Another round of dialogue polish. (So as I catch things)
    - Replaced Piranha bombers from pirate Enforcer-class destroyers with pirate Mauler heavy interceptors.
    - Adamantine Consortium will no longer deploy many Spectre interceptor drones, and will favor Banshee interceptors instead.
    - Osprey-class Light Carrier no longer autofits. Variants for each factions have been expanded to compensate. (Too many empty fighter bays in campaign fleets)
    - Zero chance for non-standard fighters (faction-equipped variants) to be found in Independent fleets and a very, very low chance in Scavenger fleets.
    - Reduced chance for Exile-class Light Carriers to spawn in Archean Order fleets.
    - Separated out Doom variants between Adamantine Consortium and Tri-Tachyon Corporation. (Tri-Tachyons shouldn't be using phasetech weapons)
    - Changed some factions so that when they pursue the player for smuggling or black market activity that they actively pursue the fleet instead of sometimes merely harrassing.
    - Changed some factions so that under certain varying circumstances when pursuing players for black market activity or contraband high rep will:
        - prevent contraband from being confiscated.
        - cause a negative impact to reputation rather than an outright attack.
    *- Numerous new variants for the new skins for Luddic factions have been added to the campaign fleets.*
    *- Ships supplies per month is much lower, universal among tech tiers and based on hull size. (I felt it was unncessary now with monthly costs per crew filling the same role)*

 -- Blueprint Changes:
    - Pirate Talon is now a pirate blueprint unlock instead of a base blueprint.
    - Luddic and Pirate blueprints are no longer unlocked by tiered tech blueprint sets (lowtech in particular).
    - Bomb bay is no longer a blueprint.
    - Spectre-class interceptor drones are no longer unlocked by the Admantine Consortium blueprint package.
    - Added Cobra heavy bomber and Banshee heavy interceptor to the Admantine Consortium blueprint package.
    - Apocalypse Cannon is now ultra rare instead of legendary.
    - The Heavy Apocalypse Cannon is now legendary bp.
    - Goliath-class Heavy Gunship has been added as a legendary bp.

 -- Feature Enhancements/Additions:

   Cease Fire Enhancements:
     - Adamantine Consortium fleets can be more successfully negotiated with if you hire one of their officers and so know their politics.
          - New description, dialogue and possible results when negotiating Cease Fires for:
      - Archean Order
      - Adamantine Consortium
      - Pirates
       - Luddic Path
     - Bribes
      - Bribe results and descriptions are more faction specific for some factions to shed more light on how effective bribery will be for that faction's commanders.
                - Increased base chance for bribe requests over outright refusals when attempting a bribe-free Cease-Fire.
                - Pirates will have an even greater chance to ask for credits rather than fight when attempting bribe-free Cease-Fires.
      - Pirates will accept bribes and ask for bribes over fighting even when vengeful to the Player's faction.
      - Less lawful factions like the Luddic Path, Adamantine Consortium and Pirates will now give a reputation boost for successful bribes up to a certain reputation level.
-----


Combat Balance Changes
-------------
 - Slightly increased deployment cost of Legion, Megalith, Malevolent, Tyrant, Astral, and Paragon.
 - Increased range of Rapier SRMs. (From 900 to 1000)
 - Slightly lowered max charges for Micro Repeater and reduced the amount of charges returned each recharge cycle.
 - Nova Cannon proximity blast radius is doubled, and the fuse range is doubled, but the fuse will now only trigger on missiles.
 - Increased Nova Cannon damage by 20%.
 - Increased Machine Gun damage by 25%.
 - Increased Electron Cannon damage by 33% and increased range to 450. (Up from 400)
 - Increased Pulse Laser Damage by 50% and increased range to 450. (Up from 400)
 - Increased Assault Beam damage by ~15%.
 - Increased PD Beam damage by ~40% and increased range to 350, up from 300.
 - Increased Squall SRM hitpoints by 200%, missile speed and turn rate by ~600%, and range by 200. (Was VERY underwhelming for its tier in larger battles)
 - Reduced Atropos Torpedo turn rate by 40%. (I'm hoping this reduces the chances of the AI wasting it against slower fighters like gunships)
 - Changed Ion Cannon and Heavy Ion Cannon to now have regenerating charges, but they also deal more burst damage either through faster firing or damage per shot.
 - Fissure Cannon (formerly Sunder Cannon) has increased range (500 to 600). The fighter variant range remains 500.
 - Iridium Cannon has increased range. (500 to 700) The fighter variant range remains 500.
 - Scythe Cannon has decreased range. (600 to 500)
 - Assault Autocannon has increased range. (600 to 650)
 - Icer Gun has increased range. (600 to 700)
 - Lowered projectile velocity of Phalanx Cannon and Hypervelocity Driver. (They were a little too powerful and hopefully this will balance them out a bit)
 - Increased turn rate of Strike beams to help prevent the A.I from wasting them while maneuvering to evenly distribute armor damage.
 - Apocalypse Cannon is now 30 op (down from 32)
 - The Heavy Apocalypse Cannon is now an available weapon at 32 op.
 - Increased health of destroyers and frigates by ~15-20%. (Slightly better balances out the strength of cruisers' easy access to fighter bays)
 - Increased damage of Ion Pulser by ~70%.
 - Rebalanced stats and OP cost of medium ballistic line of weapons.
 - Hivemind nanite clusters now go directly for the kill rather than seeking the targets engines.
 *- Slightly reduced deployment cost of Aegis cruiser.*
 *- Increased max flux of Aegis and Eagle cruiser by 1000.*

 -- Overhauled flux costs of the entire rocket line of weapons:
     - Reduced flux cost of Shockstorm rockets per salvo by 50%, increased max rockets for medium variant, and increased rocket speed and range slightly. (Large buff overall)
     - Increased flux cost of Annihilator rockets (small variant) by 25%, but flux costs for medium variant reduced to match flux per rocket of the small variant.
     - Annihilator rockets (small variant) now gets 4 rockets back on reload (was 2) though reload time per rocket (DPS) remains roughly the same.
     - Reduced flux cost of Javelin rockets by 25%, and reduced their flight speed.
     - Reduced flux cost of Fury Rocket System and Hailstone rockets by 33%.

 -- Overhauled Fighter Combat Layer --    
 -- Not all of the individual changes will be documented. Here are some general points:
     - Now over 60 different fighter wings.
     - All fighters now have limited ammunition which gives them a specific combat time before some kind of rearmament is required.
     - Rearmament design-wise is intended to give ships a window of recovery between strikes and reduce fighter swarming in favor of assault wave behavior.
     - Rearmament stats are unique to each individual fighter weapon, though some general rules apply:
     - Magazines of fighter weapons only last around 5 seconds of active combat time.
          - Non-missile weapons will reload their magazines in a set amount of time, typically 12-20 seconds depending on the the fighter role. (AI can't handle finite ammo)
     - Missile weapons almost always require redocking with the carrier, and often have even more limited ammunition than non-missile fighter weapons.
     - Fighters, gunhsips and interceptors that use finite missiles will usually redock with the carrier immediately, or soon after they have used them all.
     - Mostly removed the use of flares in midtech and low tech fighters, gunships and bombers. Only the highest tiered craft will use them.
     - Fighters now deal 200% additional damage to other fighters, making interceptors and anti-fighter roles a serious threat to unescorted bombers and gunships.
     - Fighters now deal 200% additional damage to ship hardpoints (weapons and engines), up from 150%.
     - Balance pass on most fighter replacement rates. Some have increased rates, some have decreased rates depending on balance adjustments. As a soft rule, however:
          - Bombers have increased replacement times. (They also tend to have the highest strike impulse)
          - Gunships have been moved to closely match Bombers in their replacement times. (They also tend to have the longest active combat times and largest magazines)
          - Fighters have slightly reduced replacement times. (They have various specialized roles)
          - Interceptors have moderately reduced replacement times. (They are powerful bomber/gunship killers, and important escorts for your own fighter/bomber/gunship strike groups)
     - Removed Fighter Systems hullmod's effect on weapons in favor of fighter-specialized weapons. Fighter weapons are now less effective against ships.
     - Though still present for descriptive flavor, Limited Range Finders hullmod on fighters doesn't actually do anything. Range is handled through fighter weapons.
     - Reduced health and shields of high tech gunships and bombers and some midline and low tech gunships and bombers.
     - Reduced general health of the higher tiered fighters, and any fighters that use shields have much lower flux dissipation to make PD beams more effective against them.
     - Rebalanced OP cost around new fighter craft additions that were added in some of the more recent updates.
     - Reduced OP cost and efficiency of some pirate fighters even further, while balancing other weaker ones to make them useful to the player in some circumstances.
     - Many low tech fighters, bombers, gunships and interceptors now have proper OP costs considering their combat effectiveness.
     - OP to Power ratio when scrolling up and down the "equip fighter wheel" on the refit screen should now make more intuitive sense.
     - All fighter weapons are now added to the codex with a basic description of how fighter weapons differ from standard ship weapons as well as hard weapon stats.
     - Balance pass on fighter crew requirements and costs. General increase in crew required for gunships and bombers, scaling better with size.
     - Balance pass on fighter mass. (Doesn't make too much a difference but documented anyway just in case).
-----


Bug Fixes
-------------
 - Corrected issue with Cease Fire requests not working on patrols who are attacking you from smuggling or black market activity.
 - Fixed issue with overspawning faction-specific fighters in Independent and Scavenger fleets.
 - Corrected Pirate Talon bug with base blueprints.
 - Devastator Cannon should now properly hit ships along certain angles of fire that caused the proximity fuse behavior to trigger early.
 - The Nova Cannon should now effectively hit ships at all times, making it more in line with the intended dual assault/pd role.
 - Removed accidental chance for Fighter-class Light Pulse Laser to spawn in campaign markets or loot.
 - Added a description to the Archean Order station's heavy anti-capital weapon in the codex.
 - Hopefully resolved issues with Hailstone Rockets and Fury Rocket System sometimes causing the flameout slingshot behavior on ships.
 - Corrected the Adamantine Consortium Condor skin to no longer change its medium missile mount to energy.
 - All fighter wing descriptions should have the brief summary portion that describes their role.
 - Fixed merge issue with Helmsmanship skill stacking on top of the original version.
 - Correct equip-screen description of Militarized Subsystems to better reflect what downsides it removes from civilian hulls.
 - Hivemind nanite clusters now effectively hit ships at all angles.
 - Corrected Simple Core System's description.
-----


Misc
-------------
 - Due to storage space, versions lower than v1.2.1b are no longer downloadable, though their patch notes will remain documented.
 - Sunder Cannon has been renamed to Fissure Cannon to avoid confusion with the Sunder-class destroyer. XD Must have been in a hurry on that one lol.
 - Round of polish on the Heavy Apocalypse Cannon's sprite.
 - The Heavy Autocannon has been renamed to the Heavy Dual Autocannon.
 - Slight round of polish on the Velocity Cannon sprite.
 - Micro Repeater has been renamed to Micro Blaster because the original name felt better for a PD weapon and this was more of a strike weapon.
-----
[close]
Title: Re: [0.9a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.3.2b) Hotfix 3/10
Post by: eidolad on May 13, 2019, 06:10:31 PM
Having now encountered the new Atlas pirate refits in vanilla .91a...like I've got a pirate grand fleet with SIX of those things and massive numbers of companions, floating around unchallenged.   Nothing else in the system is even close to its power

...I cannot await a clash when the new Archean Order is ready and the pirates come calling with such a formation.

Well I mean, when I'm ready.  Taking down just one of those things with my early destroyer level fleet was...interesting.

Title: Re: [0.9a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.3.2b) Hotfix 3/10
Post by: Morrokain on May 17, 2019, 05:24:10 PM
I haven't quite balanced everything yet, including the new pirate atlas. Getting pretty close though. The biggest thing will be rebalancing and adding variants based on the new weapons and general huge list of balance changes.. Not looking forward to that at all.  :P

I have spent a pretty large amount of time doing another balance pass on stations, because it is important for the player to be able to choose the station they want based on play style or flavor, not which one is the best, and the flux changes to long range missiles along caused some stations to be stronger than others, sometimes very noticeably so. I've managed to get orbital stations and battlestations unilaterally balanced, so now moving on to starfortresses (easier because they are just meant to be hugely strong)

Right now as it stands, however, there are two tiers:  ---SPOILERS AHEAD---

Spoiler
Tier 1 station sets: (meaning orbital stations, battlestations, and starfortresses collectively)

 - Pirate (Low-tech stations)- Weakest station meant to be a second level introduction to station combat after the weaker REDACTED.

 - Independent (Low-tech stations)- Weaker than core faction's stations, but stronger than pirate stations. Mostly this way simply due to lore. This may change in the future.


Tier 2, or otherwise standard player station sets:

 - Luddic (Low-tech stations)- Focused on armor/structure defense, long range ballistic cannons, and unguided rockets and torpedoes.

 - Hegemony (Low-tech stations)- Focused on very powerful heavy strike cannons, high armor, and long range guided low tech missiles.

 - Trader Guilds (Mid-tech stations)- Focused on very powerful long range kinetic cannons, gunships, and superb anti-fighter defenses.

 - Persean League (Mid-tech stations)- Focused on heavy kinetic assault beams, heavy fighter and interceptor defense swarms, and massive waves of high tech missiles.

 - Tritachyon Corporation (Hi-tech stations)- Focused on very powerful strike beams, heavy bomber strikes, and long range guided high tech missiles.

 - Sci-Corps (Hi-tech stations)- Focused on both long range and close range ion weaponry, large concentrations of high tech missiles, and heavy kinetic assault beams.

 - Archean Order/Adamantine Consortium (Hi-tech stations)- Focused on capital-class long range energy cannons, numerous weapon platforms, and long range energy missiles and AI nanite strikes.

[close]
Title: Re: [0.9a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.3.2b) Hotfix 3/10
Post by: Rybon66 on May 24, 2019, 02:17:09 PM
So I thought I would try the mod and I am getting the following error.   Fatal:Ship hull Spec(Legion_Hegemony not Found!   I am currently using Starsector 0.9.1a-RC should I be using something different.
Title: Re: [0.9a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.3.2b) Hotfix 3/10
Post by: Morrokain on May 24, 2019, 03:15:49 PM
It specifically says "Legion_Hegemony"? That is strange. ??? That might be a new error logging feature from the latest release pointing to the "legion_xiv" skin, because there isn't a file by that name that I know of in the mod or the standard game.

But to answer your question the mod hasn't officially been updated for 0.91a-RC and so probably won't run with it yet. Try 0.9a and let me know if that is any better, but make sure you run that version on windows or the file merging section won't read correctly and you will get a crash.

Any other mods running?

(The update to .91a is still very much underway, but I have to review all variants and add a bunch more from all the new weapons and fighters that will also be included. That will take a bit, but hopefully will be worth the wait.)
Title: Re: [0.9a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.3.2b) Hotfix 3/10
Post by: Morrokain on May 24, 2019, 07:06:16 PM
So I thought I would try the mod and I am getting the following error.   Fatal:Ship hull Spec(Legion_Hegemony not Found!   I am currently using Starsector 0.9.1a-RC should I be using something different.

Ah, so the graphic is actually named "legion_hegemony.png" so that is what it may be referring to. Is that present in the graphics portion of the mod? Its present in the mod download link at least. Let me know if there is any additional info or anything else I can do, but things seem ok on this end. :(
Title: Re: [0.9a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.3.2b) Hotfix 3/10
Post by: Rybon66 on May 25, 2019, 04:57:47 AM
Well thanks for looking into it.   The funny part is I updated just before trying the mod.    If it makes any differences the game would load and let me make all my choices and the when it was building everything it would get through about 3/4 of the bar and the give me the error.  I am going to play the game I started and then come back and give this Mod a go.   Looks fun.
Title: Re: [0.9a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.3.2b) Hotfix 3/10
Post by: Morrokain on May 25, 2019, 10:50:53 AM
Well thanks for looking into it.   The funny part is I updated just before trying the mod.    If it makes any differences the game would load and let me make all my choices and the when it was building everything it would get through about 3/4 of the bar and the give me the error.  I am going to play the game I started and then come back and give this Mod a go.   Looks fun.

No worries :) I'll see if I can reproduce what you are experiencing and try and provide a fix if I can for the next update.
Title: Re: [0.9a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.3.2b) Hotfix 3/10
Post by: marianojoey on May 25, 2019, 11:19:55 AM
I'm having the same issue. Downloaded the mod twice, just to make sure I had all the files. For me, the game crashes when reaching March 1, just as the game is about to start, after loading everything.
Title: Re: [0.9a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.3.2b) Hotfix 3/10
Post by: eidolad on May 25, 2019, 06:12:13 PM
Archean Order with .9a version of StarSector was very stable for me...
Title: Re: [0.9a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.3.2b) Hotfix 3/10
Post by: marianojoey on May 26, 2019, 04:13:48 AM
Sure, but there's a new version out now (0.9.1a), and Archean seems to be broken, for some people at least. The question is, if everyone using 91a is using Archean 132b, why some have no problems while others can't play no more? And if everyone really using 91a can't use Archean 132b, then the Index (http://fractalsoftworks.com/forum/index.php?topic=177.0), should reflect that by changing Archean 132b to red.

In any case, I'm sure someone will figure it out soon and Morrokain will have a fix in an instant. :D
Title: Re: [0.9a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.3.2b) Hotfix 3/10
Post by: Morrokain on June 13, 2019, 03:19:15 PM
It has been slow going due to some lingering health issues, but I'm about 85% of the way done editing/improving/expanding every variant in the mod, and I will have a final number somewhere in the range of 500 when all is said and done. Also added ~3 large ballistic weapons not currently in the notes.

I will expand the notes later on, but for now focusing on getting this finally ready for a release. Keep in mind every balance change I had to make isn't documented, because that would soon become a novel nobody wants to read haha. I will keep it generalized for the most part.

This combat rebalance has been very much worth all the effort. I have had some time and I truly love what this does to balance missiles and fighters better alongside standard weapons.

Hopefully most will agree once the update is live. :D
Title: Re: [0.9a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.3.2b) Hotfix 3/10
Post by: ciago92 on June 13, 2019, 07:21:59 PM
Can't wait!! Thanks for all your hard work on this mod!
Title: Re: [0.9a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.3.2b) Hotfix 3/10
Post by: vorpal+5 on June 13, 2019, 08:49:34 PM
I guess Nexerelin and Archean Order are not compatible? That's a pity...
Title: Re: [0.9a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.3.2b) Hotfix 3/10
Post by: eidolad on June 14, 2019, 06:05:40 PM
I can say that my .9a game instance with Archean Order was good/unique on its own...that I didn't really notice the absence of Nex as being an issue in itself. 

For me the best parts of StarSector are in the first half...once I've got the ability to sustain colony-takeovers and capital ship building I start thinking about the next game instance/mod mix...

...though I have a certain curiosity in seeing an Interstellar Imperium formation go up against the Archean Order I do admit.
Title: Re: [0.9a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.3.2b) Hotfix 3/10
Post by: Morrokain on June 19, 2019, 07:47:14 PM
No they are not for right now. I have permission to merge Nex features with Archean Order, but the Nex project (unsurprisingly) is pretty complex and it would take a huge amount of effort to merge with Archean Order. Its definitely on the list of things I want to do, but I had other things that needed to come first. Story events of some kind is one thing in particular I really want to implement soon. And a better rep system. Not fully redone, just a few additional tweaks to make it a little more intuitive to players. For one, getting a commission with some of the more xenophobic or ruthless factions should be more difficult than it currently is.

One of the number one reasons it would be difficult: we both override the starting options in complex ways.

I may try and scalpel some of the cooler Nex features out of the project and provide a custom implementation though.. I haven't quite decided yet how to best make that happen.

Thanks for the support of the mod, and I hope to bring some more content in the very near future, I just want it to be extra polished if I can help it. This is the version I'm hoping to get up on Nexus Mods.
Title: Re: [0.9a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.3.2b) Hotfix 3/10
Post by: Morrokain on July 16, 2019, 04:26:29 PM
I have some final quality assurance tests to run.. but release is imminent. Probably an hour or two.

Here are the final patch notes for this release: (Assuming no critical bugs are found of course)

Spoiler

Campaign Content Additions and Balance Changes
-------------
 -- New Ships:
    - Prometheus MkII
    - Atlas MkIII

    - New Skins:
       - Luddic Path Eagle
   - Luddic Path Crucible
   - Luddic Church Crucible
   - Luddic Path Rhino
   - Luddic Church Rhino
   - Luddic Church Wolverine
   - Luddic Path Enforcer
   - Luddic Church Enforcer
   - Luddic Path Hammerhead
   - Luddic Church Hammerhead
   - Luddic Path Condor
   - Luddic Path Mora
   - Luddic Church Lancer
   - Pirate Shrike
   - Hegemony Centurion

 -- New Fighters:
    - Banshee-class Interceptor
    - Sentinel-class Heavy Interceptor
    - Goliath-class Heavy Gunship

 -- New Weapons:
    - Shattercell Cannon (Small PD/Assault Energy Weapon)
    - Heavy Shattercell Cannon (Medium PD/Assault Energy Weapon)
    - Smokescreen Rocket Launcher (Small Anti-Fighter Rocket Weapon)
    - Heavy Smokescreen Rocket Launcher (Medium Anti-Fighter rocket weapon)
    - Twin Shockwave Launcher (Medium Strike Rockets)
    - Triple Shockwave Launcher (Medium Strike Rockets)
    - Rupture Shockwave System (Large Strike Rocket System)
    - Obliterator Cannon (Medium Strike/Assault Energy Weapon)
    - Heavy Obliterator Cannon (Large Strike/Assault Energy Weapon)
    - Burst Pulser (Medium Assault Energy Weapon)
    - Punisher Artillery System (Large Ballistic Fire Support Weapon)
    - Heavy Fissure Cannon (Large Ballistic Strike Weapon)
    - Razor Tri-Beam (Large Energy Assault Weapon)
    - Heavy Autocannon (Medium Ballistic Assault Weapon) - Original Heavy Autocannon renamed.
    - Vulcan PD Cannon (Medium Ballistic PD Weapon)
    - Heavy Vulcan PD System (Large Ballistic PD Weapon)
    - Micro Repeater (Small Energy PD Weapon) - Original Mirco Repeater renamed.
    - Dual Micro Repeater (Small Energy PD Weapon)
    - Cutlass Laser (Medium Energy PD Weapon)
    - Heavy Cutlass Laser (Large Energy PD Weapon)
    - Proximity Mine Launcher (Large Missile PD Weapon)
    - Trapdoor Mine Launcher (Large Energy PD Weapon)
    - Widow MRM Launcher (Medium Anti-Fighter Missile Weapon)
    - Heavy Widow Launcher (Large Anti-Fighter Missile Weapon)
    - Tri-Railgun (Large Kinetic Ballistic Weapon)
    - Iridium Hyperdriver (Large Kinetic Ballistic Weapon)
    - Guillotine Cannon (Large High Explosive Ballistic Weapon)

 -- Market Changes:
    - Bomb Bay is no longer an available weapon in markets. It was mostly useless and was taking up valuable weapon choices when it spawned. (Now bomber only)
    - Removed slight rarity modifier of PD Cannon spawning in markets.
    - Reduced rarity modifier of Burst PD Laser spawning in markets.
    - Now over 130 different weapons- not including built in fighter versions.

 -- Faction Balance Changes:
    - Another round of dialogue polish. (So as I catch things)
    - Replaced Piranha bombers from pirate Enforcer-class destroyers with pirate Mauler heavy interceptors.
    - Adamantine Consortium will no longer deploy many Spectre interceptor drones, and will favor Banshee interceptors instead.
    - Osprey-class Light Carrier no longer autofits. Variants for each factions have been expanded to compensate. (Too many empty fighter bays in campaign fleets)
    - Zero chance for non-standard fighters (faction-equipped variants) to be found in Independent fleets and a very, very low chance in Scavenger fleets.
    - Reduced chance for Exile-class Light Carriers to spawn in Archean Order fleets.
    - Separated out Doom variants between Adamantine Consortium and Tri-Tachyon Corporation. (Tri-Tachyons shouldn't be using phasetech weapons)
    - Changed some factions so that when they pursue the player for smuggling or black market activity that they actively pursue the fleet instead of sometimes merely harrassing.
    - Changed some factions so that under certain varying circumstances when pursuing players for black market activity or contraband high rep will:
        - prevent contraband from being confiscated.
        - cause a negative impact to reputation rather than an outright attack.
    - Numerous new variants for the new skins for Luddic factions have been added to the campaign fleets.
    - Ships supplies per month is much lower, universal among tech tiers and based on hull size. (I felt it was unncessary now with monthly costs per crew filling the same role)
    - Added a huge amount of variants utilizing new weapons and fighter craft for most traditional player enemies.
    - Added new variants utilizing new weapons for major factions such as the Hegemony, Trader Guilds, Luddic Church, Adamantine Consortium and Sci-Corps.
    - Redacted now have more variants, utilize a greater variety of weaponry, and in the earliest cases are far more robust and well-armed than before.
    - Adamantine Consortium now starts hostile to the player in most game starts. They are an evil, merciless faction and should act as such. (Players can still become friendly through tribute - a.k.a bribery)

 -- Blueprint Changes:
    - Pirate Talon is now a pirate blueprint unlock instead of a base blueprint.
    - Luddic and Pirate blueprints are no longer unlocked by tiered tech blueprint sets (lowtech in particular).
    - Bomb bay is no longer a blueprint.
    - Spectre-class interceptor drones are no longer unlocked by the Admantine Consortium blueprint package.
    - Added Cobra heavy bomber and Banshee heavy interceptor to the Admantine Consortium blueprint package.
    - Apocalypse Cannon is now ultra rare instead of legendary.
    - The Heavy Apocalypse Cannon is now a legendary bp.
    - Goliath-class Heavy Gunship has been added as a legendary bp.

 -- Feature Enhancements/Additions:

   Cease Fire Enhancements:
     - Adamantine Consortium fleets can be more successfully negotiated with if you hire one of their officers and so know their politics.
          - New description, dialogue and possible results when negotiating Cease Fires for:
      - Archean Order
      - Adamantine Consortium
      - Pirates
       - Luddic Path
     - Bribes
      - Bribe results and descriptions are more faction specific for some factions to shed more light on how effective bribery will be for that faction's commanders.
                - Increased base chance for bribe requests over outright refusals when attempting a bribe-free Cease-Fire.
                - Pirates will have an even greater chance to ask for credits rather than fight when attempting bribe-free Cease-Fires.
      - Pirates will accept bribes and ask for bribes over fighting even when vengeful to the Player's faction.
      - Less lawful factions like the Luddic Path, Adamantine Consortium and Pirates will now give a reputation boost for successful bribes up to a certain reputation level.
-----


Combat Balance Changes
-------------
 - Slightly increased deployment cost of Legion, Megalith, Malevolent, Tyrant, Astral, and Paragon.
 - Increased range of Rapier SRMs. (From 900 to 1200)
 - Slightly lowered max charges for Micro Blaster and reduced the amount of charges returned each recharge cycle.
 - Nova Cannon proximity blast radius is doubled, and the fuse range is doubled, but the fuse will now only trigger on missiles.
 - Increased Nova Cannon damage by 20%.
 - Increased Machine Gun damage by 25%.
 - Increased Electron Cannon damage by 33% and increased range to 450. (Up from 400)
 - Increased Pulse Laser Damage by 50% and increased range to 450. (Up from 400)
 - Increased Assault Beam damage by ~15%.
 - Increased PD Beam damage by ~40% and increased range to 350, up from 300.
 - Increased Squall SRM hitpoints by 200%, missile speed and turn rate by ~600%, and range by 200. (Was VERY underwhelming for its tier in larger battles)
 - Reduced Atropos Torpedo turn rate by 40%. (I'm hoping this reduces the chances of the AI wasting it against slower fighters like gunships)
 - Changed Ion Cannon and Heavy Ion Cannon to now have regenerating charges, but they also deal more burst damage either through faster firing or damage per shot.
 - Fissure Cannon (formerly Sunder Cannon) has increased range (500 to 600). The fighter variant range remains 500.
 - Iridium Cannon has increased range. (500 to 700) The fighter variant range remains 500.
 - Scythe Cannon has decreased range. (600 to 500)
 - Assault Autocannon has increased range. (600 to 650)
 - Icer Gun has increased range. (600 to 700)
 - Lowered projectile velocity of Phalanx Cannon and Hypervelocity Driver. (They were a little too powerful and hopefully this will balance them out a bit)
 - Increased turn rate of Strike beams to help prevent the A.I from wasting them while maneuvering to evenly distribute armor damage.
 - Apocalypse Cannon is now 30 op (down from 32)
 - The Heavy Apocalypse Cannon is now an available weapon at 32 op.
 - Increased health of destroyers and frigates by ~15-20%. (Slightly better balances out the strength of cruisers' easy access to fighter bays)
 - Increased damage of Ion Pulser by ~70%.
 - Rebalanced stats and OP cost of medium ballistic line of weapons.
 - Hivemind nanite clusters now go directly for the kill rather than seeking the target's engines.
 - Slightly reduced deployment cost of Aegis cruiser.
 - Increased max flux of Aegis and Eagle cruiser by 1000.
 - Increased turn rate of Flak line of weapons, and increased their rate of fire by ~25%.
 - Removed stealth minefield from midline starfortesses and added it to the hegemony starfortresses instead of the standard mine field.
 - Reduced Trebuchet missile speed slightly to better separate it from the Harpoon in effectiveness.
 - Reduced distance for Sabot missile to enter is second stage to allow point defense more time to take it out, and reduced its hitpoints. It was too reliable before for its tier.
 - Greatly improved Thunderbolt missiles strike potential, and increased the speed of the secondary warhead. This should feel scarier than Harpoons or Sabots now, as intended.
 - General re-work of missile balance with the goal of making high tier missiles more attractive, and increasing the reliability and range of others.
 - All carriers now have a built-in hullmod increasing the replacement rate of all equipped fighter craft by 50%.
 - Large buffs to the Colossus-based Pirate and Luddic Path variants.*
 - Large rework of most of the early Redacted vessels, and many others have many more variants to give more variety to campaign fights early on.
 - Safety Overrides hullmod range reduction threshold increased to 950 from 450. (One of the primary reasons this hullmod and the Luddic Path were suboptimal).
 - Luddic Conversion hullmod now allows for more flux and dissipation for its benefits.
 - General re-work of Large Ballistic weapons now that several more have been added. Most notably, a large buff to the Excalibur Cannon.

 -- Overhauled flux costs of the entire rocket line of weapons:
     - Reduced flux cost of Shockstorm rockets per salvo by 50%, increased max rockets for medium variant, and increased rocket speed and range slightly. (Large buff overall)
     - Increased flux cost of Annihilator rockets (small variant) by 25%, but flux costs for medium variant reduced to match flux per rocket of the small variant.
     - Annihilator rockets (small variant) now gets 4 rockets back on reload (was 2) though reload time per rocket (DPS) remains roughly the same.
     - Reduced flux cost of Javelin rockets by 25%, and reduced their flight speed.
     - Reduced flux cost of Fury Rocket System and Hailstone rockets by 33%.

 -- Overhauled Fighter Combat Layer --    
 -- Not all of the individual changes will be documented. Here are some general points:
     - Now over 60 different fighter wings.
     - All fighters now have limited ammunition which gives them a specific combat time before some kind of rearmament is required.
     - Rearmament design-wise is intended to give ships a window of recovery between strikes and reduce fighter swarming in favor of assault wave behavior.
     - Rearmament stats are unique to each individual fighter weapon, though some general rules apply:
     - Magazines of fighter weapons only last around 5 seconds of active combat time.
          - Non-missile weapons will reload their magazines in a set amount of time, typically 12-20 seconds depending on the the fighter role. (AI can't handle finite ammo)
     - Missile weapons almost always require redocking with the carrier, and often have even more limited ammunition than non-missile fighter weapons.
     - Fighters, gunhsips and interceptors that use finite missiles will usually redock with the carrier immediately, or soon after they have used them all.
     - Mostly removed the use of flares in midtech and low tech fighters, gunships and bombers. Only the highest tiered craft will use them.
     - Fighters now deal 200% additional damage to other fighters, making interceptors and anti-fighter roles a serious threat to unescorted bombers and gunships.
     - Fighters now deal 200% additional damage to ship hardpoints (weapons and engines), up from 150%.
     - Balance pass on most fighter replacement rates. Some have increased rates, some have decreased rates depending on balance adjustments. As a soft rule, however:
          - Bombers have increased replacement times. (They also tend to have the highest strike impulse)
          - Gunships have been moved to closely match Bombers in their replacement times. (They also tend to have the longest active combat times and largest magazines)
          - Fighters have slightly reduced replacement times. (They have various specialized roles)
          - Interceptors have moderately reduced replacement times. (They are powerful bomber/gunship killers, and important escorts for your own fighter/bomber/gunship strike groups)
     - Removed Fighter Systems hullmod's effect on weapons in favor of fighter-specialized weapons. Fighter weapons are now less effective against ships.
     - Though still present for descriptive flavor, Limited Range Finders hullmod on fighters doesn't actually do anything. Range is handled through fighter weapons.
     - Reduced health and shields of high tech gunships and bombers and some midline and low tech gunships and bombers.
     - Reduced general health of the higher tiered fighters, and any fighters that use shields have much lower flux dissipation to make PD beams more effective against them.
     - Rebalanced OP cost around new fighter craft additions that were added in some of the more recent updates.
     - Reduced OP cost and efficiency of some pirate fighters even further, while balancing other weaker ones to make them useful to the player in some circumstances.
     - Many low tech fighters, bombers, gunships and interceptors now have proper OP costs considering their combat effectiveness.
     - OP to Power ratio when scrolling up and down the "equip fighter wheel" on the refit screen should now make more intuitive sense.
     - All fighter weapons are now added to the codex with a basic description of how fighter weapons differ from standard ship weapons as well as hard weapon stats.
     - Balance pass on fighter crew requirements and costs. General increase in crew required for gunships and bombers, scaling better with size.
     - Balance pass on fighter mass. (Doesn't make too much a difference but documented anyway just in case).
-----


Bug Fixes
-------------
 - Corrected issue with Cease Fire requests not working on patrols who are attacking you from smuggling or black market activity.
 - Fixed issue with overspawning faction-specific fighters in Independent and Scavenger fleets.
 - Corrected Pirate Talon bug with base blueprints.
 - Devastator Cannon should now properly hit ships along certain angles of fire that caused the proximity fuse behavior to trigger early.
 - The Nova Cannon should now effectively hit ships at all times, making it more in line with the intended dual assault/pd role.
 - Removed accidental chance for Fighter-class Light Pulse Laser to spawn in campaign markets or loot.
 - Added a description to the Archean Order station's heavy anti-capital weapon in the codex.
 - Hopefully resolved issues with Hailstone Rockets and Fury Rocket System sometimes causing the flameout slingshot behavior on ships.
 - Corrected the Adamantine Consortium Condor skin to no longer change its medium missile mount to energy.
 - All fighter wing descriptions should have the brief summary portion that describes their role.
 - Fixed merge issue with Helmsmanship skill stacking on top of the original version.
 - Correct equip-screen description of Militarized Subsystems to better reflect what downsides it removes from civilian hulls.
 - Hivemind nanite clusters now effectively hit ships at all angles.
 - Corrected Simple Core System's description.
-----


Misc
-------------
 - Due to storage space, versions lower than v1.2.1b are no longer downloadable, though their patch notes will remain documented.
 - Sunder Cannon has been renamed to Fissure Cannon to avoid confusion with the Sunder-class destroyer. XD Must have been in a hurry on that one lol.
 - Round of polish on the Heavy Apocalypse Cannon's sprite.
 - The Heavy Autocannon has been renamed to the Heavy Dual Autocannon.
 - Slight round of polish on the Velocity Cannon sprite.
 - Micro Repeater has been renamed to Micro Blaster because the original name felt better for a PD weapon and this was more of a strike weapon.
 - Guardian PD System has been renamed Paladin PD System to match unmodded Starsector since the weapons share similar roles.

-----
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However, since these notes are so massive... I'll provide a quick basic summary.

1) Major rebalance of combat in the sense that this should bring missiles, fighters, and pure combat ships more closely aligned with one another. Previously fighters dominated the battlespace.
2) Lots of enhancements to the bribery mechanic including reputation increases for some factions as a result of successful bribes. More custom dialogue for factions as well.
3) A massive amount of new content in the form of new weapons, fighters, custom ship paintjobs and a much, much larger variety of enemy variants to face. (Over 700)
4) Easier access to blueprints (hopefully... found a bug there I think)
5) A more balanced experience with beginning enemies that will better challenge the player during exploration as well as bounty hunting.
6) A more powerful and well equipped Luddic Church and Luddic Path.

EDIT*

Seems good on the older system. No immediate crashes when starting a campaign. Lets give this a go. :)

Download
Main Mod Directory
https://www.dropbox.com/sh/d9uv2cuu78g0dwj/AAAGA0bQHj1VHJ71DcGJyb8Ia?dl=0 (https://www.dropbox.com/sh/d9uv2cuu78g0dwj/AAAGA0bQHj1VHJ71DcGJyb8Ia?dl=0)
Title: Re: [0.9.1a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.3.3) Update 7/16
Post by: eidolad on July 19, 2019, 12:16:35 PM
0.9.1a compatible?  let's give this a spin...
Title: Re: [0.9.1a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.3.3) Update 7/16
Post by: Morrokain on July 19, 2019, 03:07:16 PM
0.9.1a compatible?  let's give this a spin...

Yes 0.9.1a compatible :)
Title: Re: [0.9.1a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.3.3) Update 7/16
Post by: Morrokain on July 19, 2019, 03:54:15 PM
Feedback inquiry for those inclined:

1) Are fighters too weak now, or do they still feel good in the right situations?

2) PD should be far more accessible than the last update. Does this hold true and is multi-purpose outfitting accessible? How does weapon variety feel now between factions?

3) How do early enemies feel compared to early fleet strength? (Mostly this includes pirates and early game REDACTED - Luddic Path should now be second tier, and Adamantine Consortium third tier)

4) You can now bribe pirates as a faction into being friendly to you. Does this break the campaign ever, and if so- in what ways? (PM me if there are spoilers you'd rather not share)
Title: Re: [0.9.1a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.3.3) Update 7/16
Post by: NoFoodAfterMidnight on August 04, 2019, 06:03:13 PM
So I've been using the mod for a bit now, are ship prices supposed to be this cheap? It feels REALLY easy to get your hands on a significant fleet compared to vanilla.
Title: Re: [0.9.1a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.3.3) Update 7/16
Post by: Morrokain on August 04, 2019, 06:48:50 PM
I haven't really looked at ship prices in a while, so they are probably back from ohhh maybe .65?

It may be time to re-evaluate the price progression.
Title: Re: [0.9.1a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.3.3) Update 7/16
Post by: Moose on August 06, 2019, 04:44:01 AM
Hi, having trouble with trade missions as whenever i accept one i can no longer buy anything other than weapons at planets and stations, and no one hails me to receive the goods. Any thoughts?
Title: Re: [0.9.1a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.3.3) Update 7/16
Post by: Saval on August 08, 2019, 02:45:06 AM
Hey, running the mod on an i5 6500 and an rx480 I've had a quite fun experience at first, but after battles became max size I experienced significant fps drop.
Fighter heavy battles bring my fps down to lower than 20 unfortunately.
All things considered the new features are pretty fun, except I joined the order for galaxy domination but couldn't really immerse myself into it, it was just a lot of killing other factions with overpowered ships. The new archeon ships are far too strong compared to the other ones: After my first capital, 3 cruisers, 3 destroyers, the big high tech carrier and some smaller vessels the game was a piece of cake. Slicing through fleets and battlestations like a hot knife through butter.

Upside: New factions, dialogue, fighter heavy playstyle
Downsides: fighter heavy battles bring down fps, ships too easy to acquire  and archean are also op
Title: Re: [0.9.1a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.3.3) Update 7/16
Post by: Ahoy on August 08, 2019, 06:04:09 PM
Question, are the 15 extra markets removed? I don't see the extra goods in my game.
Title: Re: [0.9.1a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.3.3) Update 7/16
Post by: Morrokain on August 09, 2019, 08:31:03 AM
Hi, having trouble with trade missions as whenever i accept one i can no longer buy anything other than weapons at planets and stations, and no one hails me to receive the goods. Any thoughts?

Strange I'll try and reproduce this. What happens to the other commodities such as fuel? Do they disappear or just are no longer purchase-able?

Upside: New factions, dialogue, fighter heavy playstyle
Downsides: fighter heavy battles bring down fps, ships too easy to acquire  and archean are also op

Thanks for the feedback! :) Glad you are mostly having fun, but as far as your concerns go what would you say is the root cause of your fleet feeling too powerful? Weapons on the ships or the ships stats themselves? The reason I ask is because each one would take a different approach when re-balancing them.

Or is it simply pure accessibility? I will say I am planning on making a commission with the Archean Order more difficult in the future by requiring the player to complete difficult quests first. Adamantine Consortium is already significantly more difficult since they start hostile now.

Another possible solution could be to adjust the rarity modifier of the bigger Archean ships. That won't prevent them from being salvageable though.

There will be a general increase in ship prices in the next release.

Question, are the 15 extra markets removed? I don't see the extra goods in my game.

I'm not quite sure what you mean by extra markets and goods. Do you mean faction markets that are unique to this mod? They should all still be functioning as normal. Was something like this added in the last Starsector update and I missed it?

If this is a spoiler feel free to PM me more details on the issue :)
Title: Re: [0.9.1a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.3.3) Update 7/16
Post by: Morrokain on August 09, 2019, 10:00:29 AM
Hi, having trouble with trade missions as whenever i accept one i can no longer buy anything other than weapons at planets and stations, and no one hails me to receive the goods. Any thoughts?
Strange I'll try and reproduce this. What happens to the other commodities such as fuel? Do they disappear or just are no longer purchase-able?

I tried both bar trade missions and intel trade missions and they seem to be fine on my end. I can see and purchase other commodities while accepting them, and the dialogue to turn them in populates as expected when docking with the planet or station.

In the case of bar missions, the dialogue and reward is generated immediately along with the market description text. For intel missions, it populates with an npc. Black market missions that require transponder off trade also appeared to work.

I did not, however, get to try every faction yet. Were these missions from the new factions? I'll keep trying to reproduce it in the meantime.
Title: Re: [0.9.1a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.3.3) Update 7/16
Post by: Ahoy on August 09, 2019, 10:21:25 AM
Question, are the 15 extra markets removed? I don't see the extra goods in my game.

I'm not quite sure what you mean by extra markets and goods. Do you mean faction markets that are unique to this mod? They should all still be functioning as normal. Was something like this added in the last Starsector update and I missed it?

If this is a spoiler feel free to PM me more details on the issue :)

Within your "Screenshots and Gifs" section - Factions - you have a new item/good called Hand-Weapons listed within the illegal commodities for some factions like the Sci-Fi Corps as shown here.
Sci-Fi Corps
(https://i.imgur.com/OwTbg7z.png)
[close]
In my game, I don't have that listed in the illegal commodities nor can I find it. Also, for the Consortium, they have food as a illegal commodity - is that normal? 
Title: Re: [0.9.1a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.3.3) Update 7/16
Post by: Morrokain on August 09, 2019, 12:54:14 PM
Within your "Screenshots and Gifs" section - Factions - you have a new item/good called Hand-Weapons listed within the illegal commodities for some factions