Fractal Softworks Forum

Starsector => Mods => Topic started by: King Alfonzo on January 26, 2018, 07:41:25 PM

Title: [0.9.1a] Hazard Mining Incorporated (DEBLOATENING Ed., 0.3.3c)
Post by: King Alfonzo on January 26, 2018, 07:41:25 PM
(https://i.imgur.com/L2rbgwF.png)

"The Hazard Mining Company doesn't run on supplies - that'd be too expensive, too inconvienient. Instead, it's run on meat, on the poor unfortunates that get in it's way and the lost souls decieved by profits and advancement until it's too late." ~ Folly of Greed, Jebidiah Exalted

Many cycles ago, a daring space miner called Haseo 'Hazard' Fuyutsuki set out into the Outer Rim to make his fortune with nothing by a Shepherd, some loose change and a dream. Today, the Company he founded holds an iron grip beyond the Core Worlds, always seeking more profit. Made up of adventurers, freebooters and mercenaries, Hazard Mining Incorporated is well known as a company where anyone can make their fortune. It is also well known for being unethical in the acquisition of goods, luxuries and technology from the Outer Rim colonies. The Luddic Church often demands the destruction of this 'Soulless Machine', and other established factions are rendered nervous by the accusations of briganditry, banditry, protection racketeering, and possibly even genocide. But while the Company continues to churn out absurdedly high profits and an endless supply of raw goods, the major factions remain placated...for now...

Hazard Mining Incorporated holds tenuous dominion over four systems, and an iron grip on a fifth, beyond space claimed by Luddic Church. These systems are filled to the brim with pirates, luddites, and dangers unheard of in the Core Systems. It is heavily advised that anyone seeking high adventure or lucrative trading opportunities there be well-equipped and ready for anything - not even the expensive protections offered by the Company can guarantee your safety there. However, if one can survive the gauntlet of horrors, insane profits can be made trading with the more difficult to reach colonies of the HMI.

The Company is well reknowned for their Junker ships. These vessels are cheap, efficient but fair poorly in combat. Their key advantage is that they are nigh impossible to completely destroy, with lost hulls being put back together in more efficient ways. With increasing number of d-mods on these ships, there is an increase in the number of Ordinance Points up to 4 d-mods.
Spoiler
(https://i.imgur.com/Tbj2N4E.png)
[close]

Another known feature of Hazard Mining Incorporated is their library of unusual technologies acquired from the dark recesses of space. These designs are often incomplete; but Hazard Mining, not wanting to sell these on or spend the time to fix them, instead hack the LPC of the ship to produce something functional. These Techmined Hulls have unusual features and can be incredibly powerful, but suffer from key drawbacks in long engagements and can be problematic to handle logisitically. Techmined Hulls are powerful, however they lose Combat Readiness twice as fast after their Peak Time has expired, repair 50% slower out of combat, and take 50% more damage from storms and coronas.
Spoiler
(https://i.imgur.com/nDfmpdc.png)
[close]

Further, several hulls have entered circulation in other factions as a result of HMI activity, including some rare ones not seen here:
Spoiler
(https://i.imgur.com/ITqbYe9.png)
[close]

Possibly due to rampant Company harvesting of systems infested with [REDACTED] and [REDACTED], there appears to be new hulls observed in these [REDACTED] fleets:
Spoiler
(https://i.imgur.com/0gOtDse.png)
[close]

In addition to the seemingly endless supply of raw materials, unique and rare commodities from beyond the Core Worlds are also produced by the HMI. Many are considered illegal by the established factions, but they still remain in high demand:
Spoiler
(https://i.imgur.com/0i6cyAc.png)
[close]

THIS MOD REQUIRES LAZYLIB AND MAGIC LIB. THIS MOD REQUIRES A NEW GAME TO USE; DO NOT USE WITH PRE-EXISTING SAVE.

DOWNLOAD HMI HERE (https://www.dropbox.com/s/31ahcgbqyveijs9/HMI_0_3_3c.zip?dl=1)

---

Due to the original mod becoming too large, I split the mod up into three seperate mods. Below you can find the two 'sub' mods of HMI; these mods can be downlaoded and used independantly of HMI and each other.

The Brighton Federation

A collection of refugees from some terrible disaster, the Brighton Federation is a desperate polity. Given their location, and how they lie firmly beneath the attention of the other major powers as a weakling polity without access to great resources, the Brighton Federation relies heavily on hulls scavanged from Remnants and Derelicts, and converted into crewable vessels. These vessels are somewhat poorer in quality than expected, but mass well.

Spoiler
(https://i.imgur.com/3VjZ9N1.png)
[close]

In addition to these scavanged hulls, Brighton also uses the hulls to recreate base-blueprint hulls from the main core systems. These ships suffer terrible drawbacks to everything from armour to hull, but are much cheaper to run and pack a significantly greater missile complement than their well-constructed cousins.

Spoiler
[(https://i.imgur.com/7v7HqTU.png)
[close]

THIS MOD REQUIRES LAZYLIB AND MAGIC LIB. THIS MOD REQUIRES A NEW GAME TO USE; DO NOT USE WITH PRE-EXISTING SAVE.

DOWNLOAD BRIGHTON FEDERATION HERE (https://bitbucket.org/King_Alfonzo/i-will-make-sindria-great-again/downloads/HMI_brighton_0_0_1h.zip)


Hazard Mining Supervillians

The Draco Group and the Fang Society are two truly deranged factions that inhabit the south-western part of the sector. Both organisations suffer from an obsession with gene-modding to go above conventional humanity in strength, speed, intelligence - and cruelty.

The Draco Group, aristocratic and cold, harvest populations to imbibe their blood in their hedonistic rituals, reaving on high-speed high-tech ships from the system of Prester John. The Fang Society, animalistic and vicious, prey on defenseless peoples to consume, eat and torture, roaming the sector from heavily armoured but shieldless ships. Often destroying these ships leave behind grim cargoes that the enterprising and amoral captain can sell later on for profit.

While their hatred for the Sector is well known, their loathing for each other is even greater. It is for this reason that their impact on the Sector at large is relatively minor, as they are more content to butcher each other.

Spoiler
(https://i.imgur.com/p3KFzlm.png)
[close]

THIS MOD REQUIRES LAZYLIB AND MAGIC LIB. THIS MOD REQUIRES A NEW GAME TO USE; DO NOT USE WITH PRE-EXISTING SAVE.

DOWNLOAD HMI SUPERVILLAINS HERE (https://bitbucket.org/King_Alfonzo/i-will-make-sindria-great-again/downloads/HMI_Supervillains_0_0_1e.zip)

---

This is my third 'faction' so to speak. It has since morphed from a small modification to an altogether hungrier beast. This beast became so bloated that I split it up into three more mods, which are independantly useable in their own right. All the secret, hidden content remains in the main HMI mod, and to find it you'll have to read the clues and figure things out rather than find a guy to give you the quest - largely because coding a quest is beyond my capabilities. This mod pack contains a now unique 'Junker' faction, five mini-boss factions, an optional Scavanged Derelict/Remnant faction, and four hidden systems for you to stumble upon in your adventures. This mod is inspired by ORA, Metellson and the idea of a player-created space empire based on conquered pirate markets. Hopefully this will be an interesting addition to any game, however be forewarned that some people take issue to some of the more...unusual content added by this mod. Please let me know if I've done anything hilariously wrong. I will also rename the Scarecrow if the Obscene Mod Nevermore is ever made into an IBB.

Credits:
Dark.Revenant, Histidine and Alex for coding help - this mod could not be done without these brilliant people
Mesotronik, AxleMC, Tartifletee, HELMUT, Azmond and the Discord Server for inspiration, spriting help and refinement (and in the case of Meso, Sounds).
Gen Waffle, Avanitia, Nia and HELMUT for doing an outrageous amount of playtesting - very much appreciated!
Title: Re: [0.8.1a] Hazard Mining Incorporated (Beta)
Post by: Surge on January 26, 2018, 07:50:38 PM
Not 100% sure about the scavenged domain drone frigates. They always felt to me like they would need serious hull extension or modification to accommodate a crew, and even then...why? Otherwise I like the look of this, fringe miner coalition with hodgepodge starships is a fun concept.
Title: Re: [0.8.1a] Hazard Mining Incorporated (Beta)
Post by: Nanao-kun on January 28, 2018, 10:36:31 AM
The Double IR Pulse Laser doesn't seem to be any different from the regular pulse laser, besides costing more OP. Is this intentional?
Title: Re: [0.8.1a] Hazard Mining Incorporated (Beta)
Post by: King Alfonzo on January 29, 2018, 02:31:24 PM
The Double IR Pulse Laser doesn't seem to be any different from the regular pulse laser, besides costing more OP. Is this intentional?

Yes. The double IR pulse laser is two IR pulse lasers welded together with slightly better stats. It should be slightly more flux efficient than the pulse laser (which I will check and fix the next time I get a chance) but overall worse than the pulse laser in damage output and OP cost. The idea behind the weapon came about when damage outputs were being calculated a ways back - which would be better, a high alpha shot of energy, or lots of less damaging energy shots? The calculations pointed to the high damage shots being the best (even with cooldowns), with more volume of smaller fire being the worst. So I made the Double IR pulse laser to test this meta, and then ended up liking it for being a very pew-pew sort of weapon, as well as going well with safety override builds. In the next release I will tweak it be more flux efficient to solidify that low power for low flux-cost idea, but overall it is supposed to be worse than the pulse laser.
Title: Re: [0.8.1a] Hazard Mining Incorporated (Beta)
Post by: doodlydee on January 30, 2018, 07:22:59 PM
I am getting a error of facility explosions texture is missing
Title: Re: [0.8.1a] Hazard Mining Incorporated (Beta)
Post by: King Alfonzo on January 31, 2018, 12:24:12 AM
I am getting a error of facility explosions texture is missing

Dang, that'll be fixed in the next version.

WHICH IS NOW:

Link (https://www.dropbox.com/s/sk9fiq9nz29z6gy/HMI-0-1-1.rar?dl=0)

Changelog:
Fix the Explosions Illustration Crash
Rate of fire of the double IR laser increased, flux per shot decreased - now a more knife-fighty weapon that is still worse than the pulse laser.
Sprite update for the Zebu
Sprite tweak for the Shepherd (Heavy)
Title: Re: [0.8.1a] Hazard Mining Incorporated (Beta)
Post by: Surge on February 03, 2018, 08:33:46 AM
(https://cdn.discordapp.com/attachments/283664461707870209/409374701346095104/unknown.png)
Seems to be a bit of an issue with damage and flux per second values here
Title: Re: [0.8.1a] Hazard Mining Incorporated (Beta)
Post by: A Random Jolteon on February 03, 2018, 11:03:39 AM
(https://cdn.discordapp.com/attachments/283664461707870209/409374701346095104/unknown.png)
Seems to be a bit of an issue with damage and flux per second values here
You almost made me choke on the cupcake I was eating.

Speaking of which: HOLY MOTHER OF STARSECTOR THAT IS SOME FLUX.
Title: Re: [0.8.1a] Hazard Mining Incorporated (Beta)
Post by: AxleMC131 on February 03, 2018, 01:23:26 PM
BWAHAHAHA I see what you've done there. :P Someone's set a cooldown value to 0...  8) Btw, that number there is apparently the largest number weapons can have in the refit screen there. (I've done it before)
Title: Re: [0.8.1a] Hazard Mining Incorporated (Beta)
Post by: King Alfonzo on February 03, 2018, 04:01:18 PM
Yeah, it's not as powerful as you think it is. I'll fix that, along with all the rest of the little things that have popped up.

Now for the 'Downsizing' Update.

-Removed Herakles.
-Removed the Pirate market in Galena; Anthracite takes it's place instead.
-Removed Nevermore Station.
-Vast majority of markets reduced in size.

-This was done because my CPU can't handle the extra markets, and I wanted to avoid bloating. If you guys want Herakles back I can stick it back in, but I don't think it'll be missed.

-Tweaked the Pummerer Cannon to have a longer burst delay, but faster bullets; should now not be OP in general as an assault weapon, whiel also remaining good at missile swatting.
-Tweaked the Richardson Cannon sprite so it doesn't look like a sawn-off Mk9, and fixed the burst delay.
-Removed active flares from the ships which should have only had flares.

NOT SAVE GAME COMPATIBLE.

Link, and please tell me if anything is horrifically wrong. Since been updated.
Title: Re: [0.8.1a] Hazard Mining Incorporated (Beta)
Post by: Null Ganymede on February 06, 2018, 12:36:48 AM
Doing a Nexerelin+lotsa factions conquest-heavy playthrough with 1.0 of H.M.I.

I think I get what you're going for here. :) Cool star systems, I like the effort put into world building. Possible content spoilers ahead:

Spoiler
I got three Moras and some low-tech ships via a Hegemony commission and salvage, then went to conquer the southwest side of the map. Nobody likes the Ludds and the Persean systems north of them are juicy,
 although I have a ton of faction mods enabled and have the feeling they'll get in my way moving north. So far I've spread out from the pirate stations to all HMI planets except the north-easternmost one.

HMI as an easy to conquer quasi-pirate/pather faction works. The sieges are viable with a small-ish fleet, but still varied and fun. The ship modifications have quite a bit of flavor.

One nitpick - the FANG fleets stick out a little due to awesome Enforcer hulls loaded with really ineffective weapons. Maybe I was expecting more with the paint scheme, maybe they're not quite tweaked in yet...

Curious to see how the economy will stabilize once the invasion penalties wear off and market stabilizes. Will try to make captures outside the carved out "empire" strategic based on supply/demand and see what that does!
[close]
Title: Re: [0.8.1a] Hazard Mining Incorporated (Beta)
Post by: King Alfonzo on February 06, 2018, 02:21:08 AM
Doing a Nexerelin+lotsa factions conquest-heavy playthrough with 1.0 of H.M.I.

I think I get what you're going for here. :) Cool star systems, I like the effort put into world building. Possible content spoilers ahead:

Spoiler
I got three Moras and some low-tech ships via a Hegemony commission and salvage, then went to conquer the southwest side of the map. Nobody likes the Ludds and the Persean systems north of them are juicy,
 although I have a ton of faction mods enabled and have the feeling they'll get in my way moving north. So far I've spread out from the pirate stations to all HMI planets except the north-easternmost one.

HMI as an easy to conquer quasi-pirate/pather faction works. The sieges are viable with a small-ish fleet, but still varied and fun. The ship modifications have quite a bit of flavor.

One nitpick - the FANG fleets stick out a little due to awesome Enforcer hulls loaded with really ineffective weapons. Maybe I was expecting more with the paint scheme, maybe they're not quite tweaked in yet...

Curious to see how the economy will stabilize once the invasion penalties wear off and market stabilizes. Will try to make captures outside the carved out "empire" strategic based on supply/demand and see what that does!
[close]

Good to hear you've been having fun mate! Rock on.

As for the REDACTED hulls: Yeah, I plan on making them a bit better, but mind they are supposed to be a low tech+.
Title: Re: [0.8.1a] Hazard Mining Incorporated (Beta)
Post by: MajorTheRed on February 07, 2018, 04:24:38 PM
I give it a try today. A really nice mode, I love the creepy feeling about all the systems of HMI. Everything make it feel something is wrong (and I'm not talking about the stuff that is clearly wrong) : planets, the way HMI is working, the background, the emptyness of the systems... It remind me Homeworld Cataclysm. You know, the part just before it goes terribly wrong.

(By the way, what is the code line you use to clean Hyperspace around the systems? I would like to borrow it for my mod)
Title: Re: [0.8.1a] Hazard Mining Incorporated (Beta)
Post by: King Alfonzo on February 08, 2018, 10:18:21 PM
I give it a try today. A really nice mode, I love the creepy feeling about all the systems of HMI. Everything make it feel something is wrong (and I'm not talking about the stuff that is clearly wrong) : planets, the way HMI is working, the background, the emptyness of the systems... It remind me Homeworld Cataclysm. You know, the part just before it goes terribly wrong.

Good to hear it's working as intended!

(By the way, what is the code line you use to clean Hyperspace around the systems? I would like to borrow it for my mod)

I honestly don't know. I think there's a 'cleanup' function somewhere that does it?
Title: Re: [0.8.1a] Hazard Mining Incorporated (Beta, 1.5)
Post by: King Alfonzo on May 04, 2018, 10:36:43 PM
NEW UPDATE - NOT SAVEGAME COMPATIBLE New Update

The 'Refinement' Update.

-Fixed the Economy setup of Fuyutsuki, to keep things from becoming ridiculous if captured and held by a faction that could supply it.
-Fixed the name of Fuyutsuki not reading correctly in the Hyperspace mode
-Made Nevermore Station slightly larger. And also brought it back.
-Fixed the market flavour of Timms.

-Added:
Mule (Heavy), a more combat orientated version of the Mule.
Mule (Light), designed to strip mine and scavange, and provide harassment support in combat.
Mule (X), a pirate mod of the Mule with added engines and large missile hardpoint.
Scale, a bombardment support fighter.
Scintilla, a fragile combat carrier.

-Scavanged ships have been retooled. They are now cheaper to run and maintain, and have better weapon slot loadouts. They now act as cheap options for fleet roles, if not very good ones.
-Tweaked several things with the weapons and variant spawning.
Title: Re: [0.8.1a] Hazard Mining Incorporated (Beta, 1.5)
Post by: King Alfonzo on May 04, 2018, 11:12:47 PM
Quick reupload - fixed the Scale so it's actually useful, and fixed the mod_info file.

Give me a yell if something is horrifically wrong.
Title: Re: [0.8.1a] Hazard Mining Incorporated (Beta, 1.5)
Post by: stormbringer951 on May 05, 2018, 03:30:14 PM
In mod_info.json, version number is defined incorrectly as 0.5.1 instead of 0.1.5.

The masterVersionFile being linked to in hmi.version (https://bitbucket.org/King_Alfonzo/i-will-make-sindria-great-again/downloads/hmi.version) defines mod version as 0.5.1 while the .version file bundled in the download defines it as 0.1.5, which causes Version Checker to announce there is an update available.

I forgot to report this one in the earlier versions, but HMI.json in data\config\exerelinFactionConfig has a typo on line 32:
Code
			"shadow_industry": -0.4. #You're not even out here! Why are you bitching about us!?
The . instead of the comma malforms the file and stops some stuff being defined (there are no valid fleet choices when trying to start as HMI currently, even though startShips are defined in the faction file, because of this typo).
Title: Re: [0.8.1a] Hazard Mining Incorporated (Beta, 1.5)
Post by: King Alfonzo on May 05, 2018, 06:50:48 PM
Many thanks Storm!

Quickfix to fix these niggling issues. New update
Title: Re: [0.8.1a] Hazard Mining Incorporated (Beta, 1.5)
Post by: stormbringer951 on May 08, 2018, 03:28:40 PM
Huge wall o text but most of this is going to be about description/nitpicky stuff as well as things that are almost certainly already on your todo list or will be inevitably noticed by you and fixed, but:

In the Mercy system, is the Abandoned Research Station supposed to way out off the edge of the map?

Tempest-S needs a ship system.

Fighter names are messed up (e.g. "Scale Support Fighter class Standard"). In ship_data.csv you should specify the name of the fighter wing in the name field, and the wing type as displayName in the .variant file. The convention for fighter wing naming is "[name from ship_data.csv] Class [displayName from relevant .variant]" when you target or mouseover them, and "[name from ship_data.csv] [displayName from .variant]" when you view in refit. You want something like "Scale" as the name in ship_data and "Support Fighter" in the displayName in the variant file.

The most important info in a ship description should be in the first paragraph because that's the tooltip, the rest all requires clickthrough to read the whole codex. For modifications of vanilla ships, that most important thing for me to know is how they differ from the vanilla ships. For example, the Shepherd Heavy/Light currently have the same tooltip description which gives absolutely no info about how they are different from a standard Shepherd and each other. You can fix this by just swapping those paragraphs around and rewriting them a little so the sentences still flow logically. This is done the clearer way round for the Hammerhead (TT), but the Lasher (Miner), Hammerhead (C), Cerberus (Miner) description uses a default-sounding first paragraph tooltip description and you have to click through to find out the important bits.

Heavy Borer Drones have a description for the fighters (which I can't find in the codex - it seems like fighters without a defined wing that are used by ship systems don't get a codex description?) but not the ship system.

Stuff I noticed that are missing descriptions:

Ship Systems:
Heavy Borer Drones
Rapid Repair
Phase Skimmer (Tempest-S Terminator Drone)

Weapons:
Desolator Cannon

Ships:
Scale
Mule Light
Mule Heavy
Lumen Scav X
Junk (has one, but assigned to "Junker" and not "Junk" in description.csv)
Scintilla
Tempest-S
Terminator drone for Tempest-S

Even something as short as the image descriptions for the ships in the OP would be pretty good in game as placeholder text until you can write a longer more flavourful description. Just a short note helps save a bit of mental bandwidth and get a handle on things when someone starts a new game and has a long list of unfamiliar weapons and ships to look at, even if the player can read the stats and test things in sim.

This is a matter of opinion, but consider changing names of (Scav) ships to (Salvaged). Then you can shorten the names from e.g. "Berserker (Scav) Custom Salvaged Freighter" to "Berserker (Salvaged) Custom Freighter" or "Berserker (Scavenged) Custom Freighter", which is shorter but conveys the same info.

There's also a bunch of typos of "scavanged" for "scavenged".

Also, the Heavy Frigate in "Shepherd (Heavy) class [Variant] Heavy Frigate" seems somewhat redundant.
Title: Re: [0.8.1a] Hazard Mining Incorporated (Beta, 1.5)
Post by: King Alfonzo on May 08, 2018, 05:24:30 PM
Huge wall o text but most of this is going to be about description/nitpicky stuff as well as things that are almost certainly already on your todo list or will be inevitably noticed by you and fixed, but:

In the Mercy system, is the Abandoned Research Station supposed to way out off the edge of the map?


Yes. This is part of the shady backstory of the system, kind of like an easter egg of sorts. Which reminds me, I have to put stashes etc. in those systems.


Tempest-S needs a ship system.


I kind of had that designed without a ship system. It's based on the original Tempest from 0.7.2a, which had the phase drone as the ship system. In that build of the game, the Tempest was pretty OP because of that drone alone. I felt that if I stuck a ship system on it and left it with a small missile slot, it might very well break the ship.


Fighter names are messed up (e.g. "Scale Support Fighter class Standard"). In ship_data.csv you should specify the name of the fighter wing in the name field, and the wing type as displayName in the .variant file. The convention for fighter wing naming is "[name from ship_data.csv] Class [displayName from relevant .variant]" when you target or mouseover them, and "[name from ship_data.csv] [displayName from .variant]" when you view in refit. You want something like "Scale" as the name in ship_data and "Support Fighter" in the displayName in the variant file.


I honestly didn't know this is how the naming worked. Will be fixed in a future quick fix.


The most important info in a ship description should be in the first paragraph because that's the tooltip, the rest all requires clickthrough to read the whole codex. For modifications of vanilla ships, that most important thing for me to know is how they differ from the vanilla ships. For example, the Shepherd Heavy/Light currently have the same tooltip description which gives absolutely no info about how they are different from a standard Shepherd and each other. You can fix this by just swapping those paragraphs around and rewriting them a little so the sentences still flow logically. This is done the clearer way round for the Hammerhead (TT), but the Lasher (Miner), Hammerhead (C), Cerberus (Miner) description uses a default-sounding first paragraph tooltip description and you have to click through to find out the important bits.


I kind of have trouble getting descriptions to work. Will fix in a future quickfix.


Stuff I noticed that are missing descriptions:

Ship Systems:
Heavy Borer Drones
Rapid Repair
Phase Skimmer (Tempest-S Terminator Drone)

Weapons:
Desolator Cannon

Ships:
Scale
Mule Light
Mule Heavy
Lumen Scav X
Junk (has one, but assigned to "Junker" and not "Junk" in description.csv)
Scintilla
Tempest-S
Terminator drone for Tempest-S


Damn. Completely missed those. Ight, will fix those in the next hotfix.


This is a matter of opinion, but consider changing names of (Scav) ships to (Salvaged). Then you can shorten the names from e.g. "Berserker (Scav) Custom Salvaged Freighter" to "Berserker (Salvaged) Custom Freighter" or "Berserker (Scavenged) Custom Freighter", which is shorter but conveys the same info.

There's also a bunch of typos of "scavanged" for "scavenged".

Also, the Heavy Frigate in "Shepherd (Heavy) class [Variant] Heavy Frigate" seems somewhat redundant.

I used (Scav) because I didn't want to conflict with other mods who used the Salvaged tag. Same for the Shepherd (Heavy), there's a few Shepherd mods already out there. But then again, I'm using Scale for a fighter, which I know is used by the Nomads. So I'll fix it in the next hotfix.

Thanks for the feedback!
Title: Re: [0.8.1a] Hazard Mining Incorporated (Beta, 1.5)
Post by: stormbringer951 on May 09, 2018, 02:20:16 AM
I kind of had that designed without a ship system. It's based on the original Tempest from 0.7.2a, which had the phase drone as the ship system. In that build of the game, the Tempest was pretty OP because of that drone alone. I felt that if I stuck a ship system on it and left it with a small missile slot, it might very well break the ship.

I guessed when I saw the ship. The current situation is better than having the ship have a placeholder one that is not fun or meaningful to choose when to use may be worse than no ship system, but the lack of a ship system stands out since all other pilotable ships have one. I guess you could explain that for some reason, such as maybe the modifications to make it mount the autonomous drone etc, the ship cannot mount a ship system in the description, since this is particularly noticeable by the player?

I used (Scav) because I didn't want to conflict with other mods who used the Salvaged tag. Same for the Shepherd (Heavy), there's a few Shepherd mods already out there. But then again, I'm using Scale for a fighter, which I know is used by the Nomads. So I'll fix it in the next hotfix.

I don't have a problem with (Scav) specifically. It just seems a little redundant to have a tag on the end of the ship name, and the ship's actual type designation say the same info. It's only really noticeable on the text for the ship on the buy screen in stations because that also shows the ship designation in brackets, but it looks something like:

Glimmer (Scav) (Salvaged Frigate)
Shepherd (Heavy) (Heavy Frigate)

It just looks a little redundant, seems a bit like calling a "[Wolf (P)] class [variant name] [Pirate Frigate]", if you see what I mean? Since you need to give them a name that differentiates it from a stock Remnant droneship, going with something like "Glimmer (Scav) class Frigate" is fine IMO.
Title: Re: [0.8.1a] Hazard Mining Incorporated (Beta, 1.5)
Post by: King Alfonzo on May 09, 2018, 04:35:07 AM
QUICKFIX Since been updated.

-Fixed the decriptions and naming of various things.
-The drone for the Tempest (S) now works properly. And instils the appropriate level of fear.
Title: Re: [0.8.1a] Hazard Mining Incorporated (Beta, 1.5)
Post by: Takion Kasukedo on May 13, 2018, 02:51:16 AM
Some of the ship systems don't match the info, for example, a few Draco ships say they have an enhanced shield and "plasma jets", but still have High Energy Focus. The Sunder (Draco) is a prime example.
Title: Re: [0.8.1a] Hazard Mining Incorporated (Beta, 1.5)
Post by: Sarissofoi on May 14, 2018, 02:40:22 PM
Nice mod even if little bloated.
Cool fang ships paint.
Anyway where are they? Fangs and other faction? I do not see them on the map?
Title: Re: [0.8.1a] Hazard Mining Incorporated (Beta, 1.5)
Post by: Takion Kasukedo on May 14, 2018, 05:37:20 PM
They are hidden on some planets with red "icons"
Title: Re: [0.8.1a] Hazard Mining Incorporated (Beta, 1.5)
Post by: Sarissofoi on May 15, 2018, 12:00:42 AM
They are hidden on some planets with red "icons"

So they are separate factions that need to be uncovered and then appear normally on faction screen and take part in politics or they are kind of derelicts/AI remnants kind of threat?
Title: Re: [0.8.1a] Hazard Mining Incorporated (Beta, 1.5)
Post by: King Alfonzo on May 15, 2018, 03:54:38 AM
So they are separate factions that need to be uncovered and then appear normally on faction screen and take part in politics or they are kind of derelicts/AI remnants kind of threat?

They're like AI/Remnant. Two factions spawn around Obsidian, while one spawns in Opuntia. Be forewarned - these are mini-boss factions of a sort, and they can seriously mess you up if you're still in the early game.
Title: Re: [0.8.1a] Hazard Mining Incorporated (Beta, 1.5)
Post by: Sarissofoi on May 15, 2018, 12:40:13 PM
`Thanks for help.
Meet Mess nano ships and they  weren't specially though.
Fangs ship look cool with their paint job are their ships lootable?

BTW How your new trade goods work? Do they work as replacements for some normal goods or are different case? What about production?
Title: Re: [0.8.1a] Hazard Mining Incorporated (Beta, 1.5)
Post by: King Alfonzo on May 15, 2018, 05:19:43 PM
`Thanks for help.
Meet Mess nano ships and they  weren't specially though.
Fangs ship look cool with their paint job are their ships lootable?

BTW How your new trade goods work? Do they work as replacements for some normal goods or are different case? What about production?


Spoiler
Mess ships are weak for their class, unless you run into one with an absurd, and possibly horrific loadout, or a whole carrier swarm. Especially if it's a Dominator with nothing but Tachyon Lances or Typhoon Reaper Launchers.

Fang and Draco ships are lootable and pilotable, unlike the Mess ships, however they do have major drawbacks to using them.
[close]

The trade goods are like Volturnian Lobster - the further away you are from the source of the goods, the more expensive they become. They are produced irregularly from their sources, or more regularly from the Fuyutsuki market but dependant on market stability. As a byproduct, selling marines at the Fuyutsuki market is quite profitable. The Nanite Goo is also dropped by [REDACTED] in Galena.
Title: Re: [0.8.1a] Hazard Mining Incorporated (Beta, 1.5)
Post by: Sarissofoi on May 16, 2018, 11:06:50 AM
Thanks for info.
Title: Re: [0.8.1a] Hazard Mining Incorporated (Beta, 1.5)
Post by: King Alfonzo on May 26, 2018, 11:55:09 PM
AND NOW, 0.1.6 (https://bitbucket.org/King_Alfonzo/i-will-make-sindria-great-again/downloads/HMI_0_1_6b.rar)

Changelog
-Added the Rampart (Scav), a somewhat effective combat carrier.
-Added the Shell drone, cheap and cheerful bullet magnets.
-Added the Nail, an old high tech fighter that's 90 % shield and 10% IR pulse laser.
-Added some goodies to the systems.
-Fixed various things that weren't working.
-Definitely didn't add another 'Prototype' vessel.

WILL BREAK SAVES. SORRY.

This will probably be the last 'content' update so to speak for this mod. Future updates will focus on balance, playtesting and little changes to drops and loot, before I ask for it to be moved to the main mods page. Please feel free to tell me how I've messed up.
Title: Re: [0.8.1a] Hazard Mining Incorporated (Beta, 1.6)
Post by: atreg on May 27, 2018, 05:55:08 PM
I'm getting fatal:null errors when trying to run the latest version.
This is what's at the end of my starsector.log:
Spoiler
3035 [Thread-4] WARN  com.fs.starfarer.loading.ShipHullSpreadsheetLoader  - Ship hull [aurora_s] from ship_data.csv not found in store
3280 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.loading.ShipHullSpecLoader.super(Unknown Source)
   at com.fs.starfarer.loading.ShipHullSpreadsheetLoader.super(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.OO0000(Unknown Source)
   at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

Great mod though. I can always appreciate some more junker/pirate ships.
Title: Re: [0.8.1a] Hazard Mining Incorporated (Beta, 1.6)
Post by: King Alfonzo on May 28, 2018, 02:22:39 AM
I'm getting fatal:null errors when trying to run the latest version.
This is what's at the end of my starsector.log:
Spoiler
3035 [Thread-4] WARN  com.fs.starfarer.loading.ShipHullSpreadsheetLoader  - Ship hull [aurora_s] from ship_data.csv not found in store
3280 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.loading.ShipHullSpecLoader.super(Unknown Source)
   at com.fs.starfarer.loading.ShipHullSpreadsheetLoader.super(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.OO0000(Unknown Source)
   at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

Great mod though. I can always appreciate some more junker/pirate ships.


I am a freaking idiot.

QUICKFIX (https://bitbucket.org/King_Alfonzo/i-will-make-sindria-great-again/downloads/HMI_0_1_6b.rar)

-Fixed the aurora_s not being in the mod folder.
-Because it was in the core folder.
-Seriously how did I do that!?
Title: Re: [0.8.1a] Hazard Mining Incorporated (Beta, 1.6)
Post by: A Random Jolteon on May 28, 2018, 07:02:42 AM
I'm getting fatal:null errors when trying to run the latest version.
This is what's at the end of my starsector.log:
Spoiler
3035 [Thread-4] WARN  com.fs.starfarer.loading.ShipHullSpreadsheetLoader  - Ship hull [aurora_s] from ship_data.csv not found in store
3280 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.loading.ShipHullSpecLoader.super(Unknown Source)
   at com.fs.starfarer.loading.ShipHullSpreadsheetLoader.super(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.OO0000(Unknown Source)
   at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

Great mod though. I can always appreciate some more junker/pirate ships.


I am a freaking idiot.

QUICKFIX (https://bitbucket.org/King_Alfonzo/i-will-make-sindria-great-again/downloads/HMI_0_1_6a.rar)

-Fixed the aurora_s not being in the mod folder.
-Because it was in the core folder.
-Seriously how did I do that!?
Eh...MAGIC. Let's go with that.
Title: Re: [0.8.1a] Hazard Mining Incorporated (Beta, 1.6)
Post by: Sarissofoi on May 28, 2018, 09:32:23 AM
Hello
Small question here.
How I can get rid of your new trade goods?
I enjoy new systems and ships but new trade goods somewhat get on my nerves.
Are modifying java files(market ones) in src  and commodities file  is enough?
Title: Re: [0.8.1a] Hazard Mining Incorporated (Beta, 1.6)
Post by: King Alfonzo on May 29, 2018, 02:20:16 AM
Hello
Small question here.
How I can get rid of your new trade goods?
I enjoy new systems and ships but new trade goods somewhat get on my nerves.
Are modifying java files(market ones) in src  and commodities file  is enough?

Unfortunately not. There's also the loot drop from mess ships which also drops commodities, and I'm not sure exactly how you're deleting the files. It'd involve more in-depth work to remove the goods than simply deleting a few files.
Title: Re: [0.8.1a] Hazard Mining Incorporated (Beta, 1.6)
Post by: Sarissofoi on May 29, 2018, 09:07:45 AM
So I found your source files and there is 5 econ files and some of them are responsible for 3 new goods production + loot gen file. I switched new one for the old ones. Thing is:
How do I can read or modify .class files inside of HMI .jars?
 I must admit that I know nothing.
There is also some few other files(faction, desc, string) but they are just plain txt so its not problem.

Or how I can compile files from src(it is source?) into it?

Title: Re: [0.8.1a] Hazard Mining Incorporated (Beta, 1.6)
Post by: King Alfonzo on May 29, 2018, 10:34:16 PM
So I found your source files and there is 5 econ files and some of them are responsible for 3 new goods production + loot gen file. I switched new one for the old ones. Thing is:
How do I can read or modify .class files inside of HMI .jars?
I must admit that I know nothing.
There is also some few other files(faction, desc, string) but they are just plain txt so its not problem.

Or how I can compile files from src(it is source?) into it?


I suggest you don't try to modify class files inside jars, as that begins to lead into very morally and legally grey territory. Instead, compile from the src folder. Here's a tutorial on modding with an IDE which should help. (https://fractalsoftworks.com/forum/index.php?topic=13279.0) Using the info there along with your own investigation you should be able to remove the commodities entirely.
Title: Re: [0.8.1a] Hazard Mining Incorporated (Beta, 1.6)
Post by: Sarissofoi on May 30, 2018, 08:37:23 AM
Well its for personal use only so its should not be that morally grey and illegal.
Thanks for link.
I also found link in your link -> http://fractalsoftworks.com/forum/index.php?topic=10057.0 (http://fractalsoftworks.com/forum/index.php?topic=10057.0).
Will try to do some stuff.
Title: Re: [0.8.1a] Hazard Mining Incorporated (Beta, 1.6)
Post by: MesoTroniK on May 30, 2018, 11:03:13 PM
I am curious Sarissofoi, what do you dislike about new trade goods? I have a hard time imagining why they would bother anyone if they fit the context of the gameplay well, which the ones in this mod certainly do :)
Title: Re: [0.8.1a] Hazard Mining Incorporated (Beta, 1.6)
Post by: King Alfonzo on June 02, 2018, 10:05:05 PM
0.1.6b Quickfix; the 'I Lurk On Discord And Meme Unexpectedly' Edition

I think this should be savegame compatible, but you will need to start a new game / save transfer to get some of the features.

Changelog:

-Fixed the Mess Descriptions and communications. I hope.
-Fang and Draco fleets now drop Organs and Drugs, respectively, on defeat (Needs new savegame, I think).
-Draco hullmod tweaked; shield bonus isn't as good as it was, lowered armour (Needs new savegame, I think).
-Fang Hullmod improved a small bit, now has more armour than before. (Needs new savegame, I think).
-Hermes (LP) shield made FRONT instead of OMNI, reduced hull and armour.
-Desolator Cannon description fixed, is now more dangerous than before.
-Fixed Clyde Cannon firing rate - will now not give out the biggest damage value possible.
-Suowang Pulsar stats tweaked, should now hit a teeny bit harder.
-Double IR stats tweaked, should now be one of the most flux-efficient options out there.
-Richardson Cannon damage per shot increased, should be more horrifying now.

Again, give me a shout out if I mess up.
Title: Re: [0.8.1a] Hazard Mining Incorporated (Beta, 1.6)
Post by: Sarissofoi on June 03, 2018, 08:28:46 AM
I am curious Sarissofoi, what do you dislike about new trade goods? I have a hard time imagining why they would bother anyone if they fit the context of the gameplay well, which the ones in this mod certainly do :)

I just like to tailor mods(or base game)  more to my personal taste.
Why new trade goods bother me? Well they are unique to new systems and also clutter missions.
Overall its good mod with plenty of content but some things I just do not like. And bothering mod maker to change it more to my liking is not my style. I will try to make it more fitting my taste by myself.
I just like some things the way I like it.
 
Title: Re: [0.8.1a] Hazard Mining Incorporated (Beta, 1.6b)
Post by: c0nr4d1c4l on June 03, 2018, 08:50:53 AM
Liking the mod so far, the Red Water procurements have been pretty lucrative on my pirate playthrough
Title: Re: [0.8.1a] Hazard Mining Incorporated (Beta, 1.6b)
Post by: Ansari on June 16, 2018, 03:02:37 AM
The Berserker (Scav)-class carrier seems to be way too cost-effective with 3 fighter bay and decent armament (Despite absymal defense) for 6.0 supplies. I think a range of 12 - 16 would be more reasonable.
Title: Re: [0.8.1a] Hazard Mining Incorporated (Beta, 1.6b)
Post by: King Alfonzo on June 17, 2018, 03:20:29 AM
This is done in the dev build, just tweaking a few things before I release another version.
Title: Re: [0.8.1a] Hazard Mining Incorporated (Beta, 1.6b)
Post by: stormbringer951 on August 07, 2018, 01:01:17 PM
I think the Williamson shotgun's stats need adjusting. The description says it's supposed to have slightly shorter range than its main rival, the light AC.

Currently it has range 685 and 200 dps for 125 flux/s, which makes it a no-brainer to pick it up over the light AC and dual AC, and has lower flux cost, better DPS, and comparable range and projectile speed for fewer OP compared to the railgun.
Title: Re: [0.8.1a] Hazard Mining Incorporated (Beta, 1.6b)
Post by: King Alfonzo on August 07, 2018, 04:57:13 PM
Hey Storm

The drawback of the Williamson over the ACs is the fact the damage is spread out instead of being a point damage weapon. Due to the way armour reduction is calculated, it's far better to have a single high damage projectile rather than higher DPS spread out over fewer shots, as armour 'catches' more damage that way. Further, overload durations are dependent on the strength of the individual shot that pushes it over, so again, having a single high damage shot is better than having lots of very small low damaging shots. This means that, in general and despite the stats, the Williamson is actually an inferior weapon, however slightly, when compared with dual AC. It is supposed to be better than the light AC. I'll check the range though - it's supposed to be slightly smaller than the dual AC's, but I might have mixed up their ranges with the railgun.
Title: Re: [0.8.1a] Hazard Mining Incorporated (Beta, 1.6b)
Post by: stormbringer951 on August 08, 2018, 02:46:20 AM
The drawback of the Williamson over the ACs is the fact the damage is spread out instead of being a point damage weapon. Due to the way armour reduction is calculated, it's far better to have a single high damage projectile rather than higher DPS spread out over fewer shots, as armour 'catches' more damage that way. Further, overload durations are dependent on the strength of the individual shot that pushes it over, so again, having a single high damage shot is better than having lots of very small low damaging shots. This means that, in general and despite the stats, the Williamson is actually an inferior weapon, however slightly, when compared with dual AC. It is supposed to be better than the light AC. I'll check the range though - it's supposed to be slightly smaller than the dual AC's, but I might have mixed up their ranges with the railgun.

The thing is, I don't think the per-shot damage disadvantage matters because it is a much better weapon than both ACs and almost all hulls will give you leeway to fit an actual armour-breaking weapon. The Williamson shotgun not only has good theoretical flux efficiency, but because of its faster projectile speed and its small consistent cone of damage vs the dual AC's single shots at a time with large recoil variance, it has much better practical damage application too. The range doesn't seem to matter that much either, because the ships can't kite very reliably with only a 15su margin. In practice, the shotgun wins flux wars a lot more often, allowing a HE weapon to do the actual damage.

I ignored the 685 as a typo and did my tests with a 585-range Williamson shotgun on Lashers (Lasher variant: ITU, 2x Harpoon, 9 caps/10 vents, flux coil, unspecified ballistic slots get Vulcans) in mission sim (no fleet skills):

2x Shotgun wins flux war vs 2x Dual AC, and veeeerrrry slowly kills it over many many engagements
Shotgun/LAG wins flux war and does damage to Dual AC/LAG each engagement
2x Shotgun + Light Mortar wildly outclasses 2x Dual AC + Light Mortar

The differences would probably look bigger if I optimised the builds for anti-frigate work.

The cases where the dual AC wins are when you can't afford to also fit an armour breaking weapon of any kind on your hull, when you have sparse small ballistic slots that must be used for both shield-breaking and fighter defence so you can't fit a LAG (although IMO the shotgun achieves far more hits on low armour fighters than the dual AC), or when the only kind of HE weapon you can fit are those with a very low ROF, allowing a high armour enemy to bathe in lots of minimal-damage shotgun hits and shield-flicker armour-breaking shots. These don't seem like very likely circumstances outside of odd game situations or very specific hulls.
Title: Re: [0.8.1a] Hazard Mining Incorporated (Beta, 1.6b)
Post by: King Alfonzo on August 08, 2018, 03:11:23 AM
Ight, spotted the other typo - thought the flux per shot was consistent with the dual AC, but it turns out it isn't. Next release will have the range shortened and flux per shot increased, so it's firmly a less good dual AC option.
Title: Re: [0.8.1a] Hazard Mining Incorporated (Beta, 1.6b)
Post by: stormbringer951 on August 08, 2018, 03:35:21 AM
Ight, spotted the other typo - thought the flux per shot was consistent with the dual AC, but it turns out it isn't. Next release will have the range shortened and flux per shot increased, so it's firmly a less good dual AC option.

Thanks!

Oh, one more thing - have you thought about adding some SIM opponents?
Title: Re: [0.8.1a] Hazard Mining Incorporated (Beta, 1.6c)
Post by: King Alfonzo on August 18, 2018, 10:23:27 PM
MINI FIX

Changes:
-Scintilla now requires crew
-Williamson Shotgun stats tweaked to be more balanced
-Several other minor tweakes.
Title: Re: [0.8.1a] Hazard Mining Incorporated (Beta, 1.6c)
Post by: Delta7 on August 21, 2018, 06:43:28 PM
Yes. YES. YEEESSSSSS.

This is what I am looking for.

Time to mine some space rocks with my flying hunks of scrap metal >:D
Title: Re: [0.8.1a] Hazard Mining Incorporated (Oh Hey We're In Mods Now Ed., 0.1.7)
Post by: King Alfonzo on November 02, 2018, 11:06:47 PM
Oh, Hey, We're in Mods Now Update

The mod has been updated officially out of Beta mode, and has found a new home in the 'Mods' section, with all the other popular kids! This update features numerous very, very minor tweaks to sprites and weapons, while also introducing the cruiser-level Junk ship option, the King Roach, as well as the scavanged/constructed-clone Brilliant.
(https://i.imgur.com/Njb8ES8.png)

EDIT: HOTFIXED. Mod will now work properly with random sector generation. Maybe. Drop a line if it doesn't.

Download Here (https://bitbucket.org/King_Alfonzo/i-will-make-sindria-great-again/downloads/HMI_0_1_7a.rar)
Title: Re: [0.8.1a] Hazard Mining Incorporated (Hotfix Ed., 0.1.7a)
Post by: Robear on November 19, 2018, 01:18:06 AM
Really hoping this gets a 0.9 update
we need more cool civvie ships!
Title: Re: [0.8.1a] Hazard Mining Incorporated (Hotfix Ed., 0.1.7a)
Post by: Vigal on November 24, 2018, 08:27:48 AM
Really looking forward to this in 0.9 I love the hardy nature of the ships and derelict conversions. It would be really cool if you added recoverable blueprints from each derelict/remnant that lets us produce the conversion at colonies.
Title: Re: [0.9.0a] Hazard Mining Incorporated (WE'RE BAAAAAAACK, 0.2.0)
Post by: King Alfonzo on April 06, 2019, 12:41:42 AM
Open up your trashbags and dump it on the floor - the bad-no-good-why-would-you-use-this-tier mining-pirate faction is BACK!

DOWNLOAD HERE


This is the first 0.9a release of this mod, so please give me a bell if anything goes wrong.

EDIT: Something went wrong with the name 'Camel'. Redownload to change the name to 'Dromedary.'
Title: Re: [0.9a] Hazard Mining Incorporated (WE'RE BAAAAAAACK, 0.2.0a)
Post by: MajorTheRed on April 06, 2019, 11:29:05 AM
Yeah! The return of the "something is wrong with them" mining company!

I'm gonna test the new version right now.
Title: Re: [0.9a] Hazard Mining Incorporated (WE'RE BAAAAAAACK, 0.2.0a)
Post by: banelord on April 06, 2019, 04:08:32 PM
Experienced a crash upon trying to fight a Dram [Cell] on its own. Other [Cell] enemies worked fine.

[Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: System with id [ ] not found
java.lang.RuntimeException: System with id [ ] not found
   at com.fs.starfarer.combat.entities.Ship.<init>(Unknown Source)
   at com.fs.starfarer.loading.specs.intsuper.o00000(Unknown Source)
   at com.fs.starfarer.loading.specs.intsuper.o00000(Unknown Source)
   at com.fs.starfarer.loading.specs.intsuper.o00000(Unknown Source)
   at com.fs.starfarer.combat.entities.ship.super.Object.ÒO0000(Unknown Source)
   at com.fs.starfarer.combat.entities.ship.super.Object.public(Unknown Source)
   at com.fs.starfarer.combat.entities.ship.super.Object.advance(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.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.combat.CombatState.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)
Title: Re: [0.9a] Hazard Mining Incorporated (Lack of Foresight Ed., 0.2.0b)
Post by: King Alfonzo on April 06, 2019, 05:27:51 PM
QUICKFIX:

Fixes the Dram (REDACTED) breaking the game, as well as correctly ensuring the Tempest (REDACTED) and Tempest (REDACTED) work as intended.

Does not require a new game to work.


LINK HERE.
Title: Re: [0.9a] Hazard Mining Incorporated (Lack of Foresight Ed., 0.2.0b)
Post by: solardawning on April 07, 2019, 08:17:34 PM
In your latest version, I'm getting the following 2 crashes:

1: In simulator, pressing ESC crashes because "hmi_draco_sunder_Assault.variant" has an invalid weapon slot.

2: Found a Tempest VIII recovered from exploring ruins. Game crashes on opening the refit screen in fleet view.
Here's that crash:

Code
java.lang.NullPointerException
at com.fs.starfarer.campaign.fleet.CampaignFleetMemberView.renderWeapons(Unknown Source)
at com.fs.starfarer.ui.oOOO.new.super(Unknown Source)
at com.fs.starfarer.ui.oOOO.new.Ò00000(Unknown Source)
at com.fs.starfarer.coreui.refit.I.renderImpl(Unknown Source)
at com.fs.starfarer.ui.Q.render(Unknown Source)
at com.fs.starfarer.ui.supernew.super(Unknown Source)
at com.fs.starfarer.ui.OoO0.renderImpl(Unknown Source)
at com.fs.starfarer.ui.Q.render(Unknown Source)
at com.fs.starfarer.ui.donew.renderImpl(Unknown Source)
at com.fs.starfarer.coreui.refit.K.renderImpl(Unknown Source)
at com.fs.starfarer.ui.Q.render(Unknown Source)
at com.fs.starfarer.ui.donew.renderImpl(Unknown Source)
at com.fs.starfarer.coreui.refit.classsuper.renderImpl(Unknown Source)
at com.fs.starfarer.ui.Q.render(Unknown Source)
at com.fs.starfarer.ui.donew.renderImpl(Unknown Source)
at com.fs.starfarer.coreui.refit.void.renderImpl(Unknown Source)
at com.fs.starfarer.ui.Q.render(Unknown Source)
at com.fs.starfarer.ui.donew.renderImpl(Unknown Source)
at com.fs.starfarer.ui.newui.D.renderImpl(Unknown Source)
at com.fs.starfarer.ui.Q.render(Unknown Source)
at com.fs.starfarer.ui.donew.renderImpl(Unknown Source)
at com.fs.starfarer.ui.while.renderImpl(Unknown Source)
at com.fs.starfarer.ui.newui.J.renderImpl(Unknown Source)
at com.fs.starfarer.ui.Q.render(Unknown Source)
at com.fs.starfarer.ui.donew.renderImpl(Unknown Source)
at com.fs.starfarer.ui.Q.render(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.render(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)
Title: Re: [0.9a] Hazard Mining Incorporated (Serious Lack of Foresight Ed., 0.2.0c)
Post by: King Alfonzo on April 08, 2019, 02:51:37 AM
Thanks for the heads up Solar - fixed both just now along with more, more, more bugs!

Fixed:
Sunder and Medusa REDACTED crashes
The Ass and Caballa Loco having the wrong peak time
The Hippocampus' Survey Equipment having null values in the description
The Tempest 8 Crash
The Drover REDACTED using the Lasher REDACTED sprite

Again, does not require a new game to work.


EDIT: Another quick fix - will now work in random Sector mode.

REDOWNLOAD HERE
Title: Re: [0.9a] Hazard Mining Incorporated (Getting Sick of You Alfonzo Ed., 0.2.0d)
Post by: AxleMC131 on April 18, 2019, 05:25:58 PM
(Error reported on behalf of CrystalNole on the Discord)

It seems the Hippocampus can have the vanilla Surveying Equipment hullmod installed on it in addition to its built-in Surveying Suite. Doing so causes an immediate game crash.

Not sure what you can do to make them incompatible, aside from Tart's hullmod incompatibility script as in SCY/DA/SWP/etc. Due to the way the hullmods conflict though (and how I believe Tart's setup works) I can't be certain that will fix the issue. If it doesn't work, might be sensible to just stick with the vanilla surveying hullmod, unless there's a damn good reason for it having a different one.
Title: Re: [0.9a] Hazard Mining Incorporated (Alfonzo What Are You Doing Ed., 0.2.0e)
Post by: King Alfonzo on April 19, 2019, 08:33:06 PM
Found a solution to the problem, along with several other niggling things.

Fixed:

-Several typos, including which damage type the Seth Drones each use in the tooltip.
-Several weapon balance tweaks, including the shotgun having the wrong range.
-The confusing weapon and ship 'manufactory' tags.
-Tweaked the stats of the Junk, so it's less useless.
-Changed the spawn rates for the [REDACTED] factions.

Update SHOULD be savegame compatible.

DOWNLOAD HERE.

Title: Re: [0.9a] Hazard Mining Incorporated (Alfonzo What Are You Doing Ed., 0.2.0e)
Post by: Nia Tahl on May 15, 2019, 06:58:37 AM
Got a crash that seems rather HMI-related while just flying around:

Code
181524 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
    at data.campaign.fleets.FangFleetManager.spawnFleet(FangFleetManager.java:50)
    at com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager.advance(BaseLimitedFleetManager.java:84)
    at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
    at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
    at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
    at com.fs.state.AppDriver.begin(Unknown Source)
    at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
    at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
    at java.lang.Thread.run(Unknown Source)
Title: Re: [0.9a] Hazard Mining Incorporated (Alfonzo What Are You Doing Ed., 0.2.0e)
Post by: Hrothgar on May 15, 2019, 11:30:24 AM
What is doing a Junker hullmod when ship dies. From description it should improve something in it, right?
Title: Re: [0.9a] Hazard Mining Incorporated (Alfonzo What Are You Doing Ed., 0.2.0e)
Post by: King Alfonzo on May 16, 2019, 02:50:19 AM
The Junker hullmod gives the ship more ordinance points when more d-mods are on it. In general, the more times it dies, the more d-mods may accumulate on it when recovered, and thus make the ship slightly better each time. Kind of.
Title: Re: [0.9a] Hazard Mining Incorporated (Alfonzo What Are You Doing Ed., 0.2.0e)
Post by: Hrothgar on May 16, 2019, 03:32:00 AM
Well there are some hullmods which do dingly dong to combat so you basically can "hunt" for this ones.
Title: Re: [0.9a] Hazard Mining Incorporated (Alfonzo What Are You Doing Ed., 0.2.0e)
Post by: OMGRussian on May 24, 2019, 05:53:49 PM
I'm assuming that the advice to play with Nexerelin (for balance) is why the HMI system markets are uniformly the best places to buy and sell trade goods so as to make maximum profit. Dump all my credits in Drugs @ Samiel and sell them @ Shrouded Cove, basically, for wild margins like x5 to x10 regular market rates.

I don't play with Nexerelin, so that's probably it, right?

Another minor observation is that I find that the HMI ship weapons seem to supersede all others in vanilla markets such that it is (relatively) difficult to find specific vanilla weapons, or even those from non-faction-adding mods.
Title: Re: [0.9a] Hazard Mining Incorporated (Alfonzo What Are You Doing Ed., 0.2.0e)
Post by: Tschudy on May 26, 2019, 11:19:30 PM
Will the Richardson Cannon ever be made usable?  Currently its just far too much flux generation to be used on anything.
Title: Re: [0.9a] Hazard Mining Incorporated (Alfonzo What Are You Doing Ed., 0.2.0e)
Post by: Hrothgar on May 27, 2019, 02:22:22 AM
It's not even very good at what is does. It's so broken in term of dmg on flux spent it cant properly work.

I will also point at Junk Superfreighter. It have very good cannon, but it is extremely slow both in normal space and in battle, it have tragic flux dissipation and capacity, it is giant target with bad shields. It's just bad. there is not many ships i met from HMI which are any good. Hammerhead combat freighters are decent, but they're a sister ships to very succesfull Hammerhead so they technicaly dont count. Same for Hammerhead TT. King Roach is a Dominator with better coverage of weapons but very chaotic one too.
Title: Re: [0.9a] Hazard Mining Incorporated (Alfonzo What Are You Doing Ed., 0.2.0e)
Post by: Tschudy on May 27, 2019, 02:34:20 AM
It's not even very good at what is does. It's so broken in term of dmg on flux spent it cant properly work.

I will also point at Junk Superfreighter. It have very good cannon, but it is extremely slow both in normal space and in battle, it have tragic flux dissipation and capacity, it is giant target with bad shields. It's just bad. there is not many ships i met from HMI which are any good. Hammerhead combat freighters are decent, but they're a sister ships to very succesfull Hammerhead so they technicaly dont count. Same for Hammerhead TT. King Roach is a Dominator with better coverage of weapons but very chaotic one too.

Thats what im talking about.  it could be good, but the DPS and FPS are far too high.
Title: Re: [0.9.1a] Hazard Mining Incorporated (Nerf, Antinerf Ed., 0.2.1a)
Post by: King Alfonzo on May 27, 2019, 03:41:51 AM
there is not many ships i met from HMI which are any good.

A lot of HMI is supposed to be terrible, unless you really work at it. It's supposed to be the 'junk' faction - their ships are garbage but cheap with fleeting glimmers of awesome buried under the scrap. Like a much more trash version of the pirate ships from SWP.

Anyway, here's an update:

-Updated ship costs to 0.9.1a standard.
-Various balance tweaks to way too many things to mention.
-Remade the Hammerhead (TT).
-Added the Xin Li line, two mining ballistic weapons of questionable utility.
-[REDACTED] and [REDACTED] will now occassionally build pirate bases and attack the sector at large - many thanks to Vayra for letting me use his pirate base spawning script for this.
-The loot in [REDACTED] is now enbiggered.
-Descriptions attributed to the right ship
-Hullmods now have fancy text
-Caballa loco now has the right speed.

Does require a new game to work if upgrading from 0.2.0e, and please tell me if something goes wrong. It's been stable for me for the past three weeks, but there is a chance that I've missed something.


Download here.
Title: Re: [0.9.1a] Hazard Mining Incorporated (Nerf, Antinerf Ed., 0.2.1a)
Post by: Hrothgar on May 27, 2019, 12:58:10 PM

SWP ships bad?
Most of ship/weapon pack ships are very balanced, and many of them are good in this or another way. You must check your ships against others. I dont mind if ships are bad in many ways. I like Kodai for example from Taran modpack, which is basically a 4 medium balistic guns of questionable arcs with a getto lance which is crap against shield and armor but good against hull. It dont have good small gun coverage, but it have a suprising amount of speed. I must say i did not met any scavenged ships like Briliant. I dont saw them at least...
Title: Re: [0.9.1a] Hazard Mining Incorporated (Nerf, Antinerf Ed., 0.2.1a)
Post by: King Alfonzo on May 31, 2019, 03:20:12 AM
A quick little update to fix a few small things.

-Added tags to remove [REDACTED] skins from the codex
-Adjusted the stats of [REDACTED] to be much less obnoxious.

Link Here.

Savegame compatible with previous version.
Title: Re: [0.9.1a] Hazard Mining Incorporated (Nerf, Antinerf Ed., 0.2.1a)
Post by: Hrothgar on May 31, 2019, 05:35:20 AM
I got scavenged Briliant blueprint , so i will check this creature. I did not found many bastardised Remnant ships so far, only few lighter ones which i lost quite some long time ago. They're extremely rare in my gameplay , i found more Excelsiors to buy than  this ships , lul.
Title: Re: [0.9.1a] Hazard Mining Incorporated (Nerf, Antinerf Ed., 0.2.1a)
Post by: Delta7 on June 01, 2019, 05:50:41 PM
I find it somewhat confounding that the Scarecrow has less armor than the Eagle it's based off of... As a low tech "upgrade" over the Eagle, a cruiser with 1000 armor, I kind of expect it to have at least 1k, maybe even 1200 armor. Perhaps it's a balance reason, but shaving off a couple of the small hybrid hardpoints and a few op could help keep it in line.

Also, as someone who enjoys playing low tech, low tier ships, I've spent a lot of time playing with HMI ships. I'd suggest adding ~20 op to the "Junk" combat superfreighter, and setting it's armor value to somewhere around 800. It has some potential as the flagship of a salvage fleet, where speed isn't an issue but combat capability is useful. Currently however, It's poor flux stats hold it back. I buffed the armor to 1k (I since reverted to 800) and armor/ hitpoint tanked when my flux got too high, allowing me to out-bulk most cruisers, something this ship could excel at thanks to it's module repair ability. Lacking any decent armor kind of holds it back at the one thing that could be it's redeeming quality in combat. 500 armor just isn't enough on a capital ship designed to see actual combat, even the Astral has 900. It's a little starved for OP and armor, having destroyer grade armor and cruiser amounts of OP. Perhaps it's intended as a non-combat freighter, but that would seem like kind of a waste to be honest, and we already have the Atlas for that.

Loving your mod by the way, keep up the good work.
Title: Re: [0.9.1a] Hazard Mining Incorporated (MiniFix Ed., 0.2.1c)
Post by: King Alfonzo on June 03, 2019, 02:55:18 AM
I find it somewhat confounding that the Scarecrow has less armor than the Eagle it's based off of... As a low tech "upgrade" over the Eagle, a cruiser with 1000 armor, I kind of expect it to have at least 1k, maybe even 1200 armor. Perhaps it's a balance reason, but shaving off a couple of the small hybrid hardpoints and a few op could help keep it in line.

As described, it's not a really well constructed ship. It's more of a semi-failed attempt to make an upgraded Eagle. Consequently in many respects its worse than an Eagle.

...500 armor just isn't enough on a capital ship designed to see actual combat, even the Astral has 900. It's a little starved for OP and armor, having destroyer grade armor and cruiser amounts of OP. Perhaps it's intended as a non-combat freighter, but that would seem like kind of a waste to be honest, and we already have the Atlas for that.

It's supposed to be a low-tier combat mega-freighter; not really for combat against cruisers or capitals, but more for fighting off destroyer and frigate-grade threats long enough for it to get away. I might tweak the speed a bit in that regards, and fiddle with it's maneuverability, so like a freight train it eventually picks up speed and ploughs through everything as it runs away. But again, it's not designed for front faced combat. If you read the description, you'll see that the Atlas actually replaced this ship before the game, and the HMI use it to keep goods safe against small luddic and pirate raider fleets while trading in the outer rim.

Loving your mod by the way, keep up the good work.

Many thanks man! Hope you keep having fun with it.

And speaking of which:

A QUICKFIX UPDATE.

-Fixed [REDACTED] ships recieving a speed bonus, when they should be getting a speed malus.
-Fixed [REDACTED] crashing the game when a n incompatible hullmod was added.

DOWNLOAD HERE.

Savegame compatible with previous version.
Title: Re: [0.9.1a] Hazard Mining Incorporated (Minifix Ed., 0.2.1c)
Post by: Hrothgar on June 03, 2019, 03:10:23 AM
So i tested few ships from HMI. Junk is basically a superfreighter. From what i tested , most usefull are Roach and King Roach, Scarecrow and best of Scavenged HMI, like HMI Briliant. Briliant is a decent medium/heavy cruiser.
Title: Re: [0.9.1a] Hazard Mining Incorporated (Minifix Ed., 0.2.1c)
Post by: koprus on June 03, 2019, 05:22:49 AM
Hi there, while checking the weapons i noticed that whenever a "Xi Liu Small Mining Collector" is installed, the ship's "weapon flux/sec" at the refit screen goes to 0.

Just Noticed also "HK-101 rifle" does the same thing too.
Title: Re: [0.9.1a] Hazard Mining Incorporated (Minifix Ed., 0.2.1c)
Post by: Hrothgar on June 04, 2019, 02:24:23 AM
I dont had pleasure using Xi Liu mining collector, but i did not use HK-101 because it is very niche weapon.

Few words about Briliant Scav.

I think it is biggest of Scavenged drones, cruiser scavs mostly are mediocre, but Briliant is not mediocre. It's stats in term of defence are very high, it's overall nice ship, worthy of buying. It's more durable , armor and hull wise, with plethora of weapons , with if i good remember, slightly worse flux stats than true Briliant. It's still very nice ship, i think best of HMi ships. One i still did not checked is Scarecrow.

Problem of Junk is that it can be beaten by good destroyer in straight fight. It have bad flux stat, it's extremely bulky, with tragic armor, speed and turn rate. Only redeeming factor is it's sheer hull bulk, which give you few second before dying. Problem is it's too slow to run from destroyers, and too bad in armor than run away of them by tanking damage.

And it's extremely slow in burn mode , and i mean it. I think it's slowest capital in game, for no gain.
Title: Re: [0.9.1a] Hazard Mining Incorporated (Minifix Ed., 0.2.1c)
Post by: BringerofBabies on June 04, 2019, 05:03:29 AM
The Junk is kind of like a non-civilian Atlas and Prometheus rolled into one, and if it is loaded up on D-mods can be very cheap to run and gets extra OP for loading up on mining weapons (if using Nexerelin), so I've found it useful as a non-combat ship (after putting the +2 burn speed hull mod on it). Definitely only a combat ship of last resort.
Title: Re: [0.9.1a] Hazard Mining Incorporated (Minifix Ed., 0.2.1c)
Post by: Null Ganymede on June 22, 2019, 12:33:52 AM
If you've got Shield Bypass and long range pressure weapons (say, Kadur) available, and build entirely around that it can be an extremely effective combat ship. Kind of a pain to get all the weapons/hullmods/support fighters/officer together early on, though. By the time you've got everything, you probably have better hulls. And base 5 burn is *painful*, so spending OP on +2 burn is a must.

I really like the flavor of the different star systems. Because of it and the sheer number of markets added, this mod probably works best with a carefully selected vanilla-friendly modset, rather than a kitchen-sink enable-everything run. It's nice.
Title: Re: [0.9.1a] Hazard Mining Incorporated (Minifix Ed., 0.2.1c)
Post by: erikem on July 05, 2019, 10:53:02 AM
Berserker Scav is goddamn monster if you are building carrier fleet. Is it possible to get a blueprint for it?
Title: Re: [0.9.1a] Hazard Mining Incorporated (Minifix Ed., 0.2.1c)
Post by: King Alfonzo on July 05, 2019, 06:17:04 PM
It is, however it's a rare blueprint, so you'll have to find it.
Title: Re: [0.9.1a] Hazard Mining Incorporated (Minifix Ed., 0.2.1c)
Post by: Randall Hynes on July 15, 2019, 12:36:39 PM
Are there plans for a settings file where you can enable or disable the extra raider factions HMI adds? Mostly talking about the Fang Society and Draco Group.
Title: Re: [0.9.1a] Hazard Mining Incorporated (Minifix Ed., 0.2.1c)
Post by: Lionion on August 05, 2019, 08:44:08 PM
Here's some feedback:

The extra raider factions that aren't listed on the intel screen feel really cheap and their gimmick is very different from the lore of vanilla starsector, and they didn't have any particular uniqueness that warrants a place in game if you disregard their edgy concept.
Same goes for Samiel, the whole Dead Space roleplay thing you have going there is cute, but it really breaks immersion compared to the rest of the game's content.

Lore aside, the new commodities added are not used by any faction industries in the world, so it essentially just becomes an early game cash generator that you pick up from black market and offload wherever it's short for about 200 to 300 units. When using this mod with Nexerelin, I've noticed that HMI does not have any imports from anywhere, making so that you can just print money with two atlases with augmented drives by selling every single commodity to the colonies ever. Other colonies conquered by HMI did have proper imports, so I think you either need to fix it if it was a mistake or change it up if it was a conscious design decision.

The added ship classes are very broken in many ways, but the salvage variant of the mule was quite broken. It essentially completely outclasses the salvage rig in every possible way.
Title: Re: [0.9.1a] Hazard Mining Incorporated (Minifix Ed., 0.2.1c)
Post by: Pickles on August 08, 2019, 09:30:20 PM
A few things I have noticed through my time with this mod:


~The new colonies often cannot trade effectively due to the neutrino stars, allowing you to abuse the shortages and get money really easily.
~Resources are not integrated with other colonies, allowing for more monetary abuse.
~The large capital junk ship has too much cargo space. It has 2000 more space than the 2nd place cargo ship while also posting an absurd amount of power. Many of your other ships have similar issues.
~New raider factions seem to have no place over the pirates.

I guess most of my concerns are over fixing the balance of the ships and of the new markets the planets pose. Since all but a few markets have the new resources, it would be best just to remove it until all markets and be producers as well. Fixing the star systems in which the new planets reside would help massively with the easily abused markets in the new colonies as well. Ship balance is always good too. While I understand the ships carve their own niche, it can be too good or it becomes the only thing good.

Just my two cents!  :)[/list]
Title: Re: [0.9.1a] Hazard Mining Incorporated (Minifix Ed., 0.2.1c)
Post by: Hrothgar on August 09, 2019, 12:51:27 AM
junk is not special if you use other mods. There is several better ships in being cargo transport, and Junk is not very good at being warship. As warship-cargo hybrid, i actually said junk is mediocre if not underwhelming. Only ship i find really powerfull in itself is a Briliant rebuild scav ship.
Title: Re: [0.9.1a] Hazard Mining Incorporated (Minifix Ed., 0.2.1c)
Post by: Zalpha on August 09, 2019, 08:19:50 AM
I really like this mod, it is great. Thanks for making and keeping it updated.
Title: Re: [0.9.1a] Hazard Mining Incorporated (Minifix Ed., 0.2.1c)
Post by: CitizenJoe on August 09, 2019, 02:53:50 PM
Hey, I think the Ballistic Assault Suite on the TT Hammerhead is busted. Seems to increase weapon range significantly instead of reducing it
Title: Re: [0.9.1a] Hazard Mining Incorporated (BOLD TEXT, 0.2.1d)
Post by: King Alfonzo on August 10, 2019, 10:55:19 PM
While I have been quiet recently, it's because I've been workking on getting some procgen stuff into the mod, while also making updates. Unfortunately, I have been having difficulties in doing this, while the number of issues with HMI has increased. Consequently I am releasing this update without the procgen content available. Thanks for all the feedback and criticisms!

This update WILL BREAK SAVES, but should be overall a much better experience. Download HERE.

Current changelog:
Spoiler
Ships:
-Added the Trapdoor; a Talon armed only with a single bomb.
-Upped the supply cost of the Donkey and Ass.
-The Donkey no longer has a salvage gantry.
-Fixed the assault suite on the Hammerhead (TT) to actually cut range.
-Upped the speed of the Remora drones and gave them a description; Remora now has civilian hull.
-May have tweaked a few other stats on a few ships.

Weapons:
-Attempted to, once again, reduce the spawn rates of HMI weapons in markets.
-Tweaked some of the more inaccurate descriptions.
-May have tweaked some of the weapon stats.

Campaign
-Fang and Draco factions no longer spawn raider bases.
-Fang and Draco now spawn bigger, meaner fleets in Obsidian.
-Moved the inner Jump point in Mercy to directly over Soul, upped market size; should now be more dangerous to try and trade there.
-The Main market in Opuntia now also produces ship hulls.
-Removed 'Distant Polity' from the main markets in Kamikaze, made the pirate market larger, jump points moved further away from their respective stations; should be less easy to cheat infinite money.
-Fuyutsuki now does not produce HMI-specific goods; if you want them you have to go out and get them.
[close]
Title: Re: [0.9.1a] Hazard Mining Incorporated (BOLD TEXT Ed., 0.2.1d)
Post by: Zalpha on August 11, 2019, 12:00:01 AM
Thanks for the update, I really enjoy this mod.

My favorite ship out of it is the Junk, I love the cargo capacity of it so I always have one in my squad and is usually one of the first big ships I save up to get. Although I have seen people complain about that, for me it is pretty useless in all else in my personal opinion, it a utility ship and it does its job well enough that I can consider it essential for my fleet. With it, it opens up more options for me fleet makeup, so each time I play a new game I can try a different setup each time and never really play with the same old ships, making each game a unique experience for me.
Title: Re: [0.9.1a] Hazard Mining Incorporated (Obscure Ed., 0.2.1e)
Post by: King Alfonzo on August 12, 2019, 02:12:32 AM
A VERY minor hotfix. Turns out I had done something to the faction files that have been interfering with pirate, independant and scavenger faction fleets, preventing them from spawning certain ships. Savegame compatible with the previous version.

Get it HERE (https://bitbucket.org/King_Alfonzo/i-will-make-sindria-great-again/downloads/HMI_0_2_1e.zip)
Title: Re: [0.9.1a] Hazard Mining Incorporated (Obscure Ed., 0.2.1e)
Post by: Gen Waffle on August 13, 2019, 12:16:47 PM
Hey enjoying the mod greatly so far. However I have yet to think of good weapon load outs for the Donkey/Dromedary and Cockroach ships. Are these designed for combat or are used for some other purpose because I don't notice any additional modifiers for salvage/repair/etc. I also noticed the Heavy Shepherd deploys it's Heavy Borer Drone backwards on first deployment, is this intended? I also notice that their entries don't appear in the info codex in game even though they have an info page (if you press the question mark directly). I'm eager to make a exploratory carrier fleet with this mod (the high number of drone ships and carriers was what enticed me :P )

Just came across my first two Rampart class carriers from salvage too and loaded them up with a crap ton of bombers/fighters. So far they've been pretty beefy against lower CR vessels and certainly fill the support role very well. High CR cost though (Which is sort of a trend I've been seeing).

Also what exactly does the Junker mod do? Aside from flavor.
Title: Re: [0.9.1a] Hazard Mining Incorporated (Obscure Ed., 0.2.1e)
Post by: King Alfonzo on August 13, 2019, 06:45:44 PM
Hey enjoying the mod greatly so far. However I have yet to think of good weapon load outs for the Donkey/Dromedary and Cockroach ships. Are these designed for combat or are used for some other purpose because I don't notice any additional modifiers for salvage/repair/etc. I also noticed the Heavy Shepherd deploys it's Heavy Borer Drone backwards on first deployment, is this intended? I also notice that their entries don't appear in the info codex in game even though they have an info page (if you press the question mark directly). I'm eager to make a exploratory carrier fleet with this mod (the high number of drone ships and carriers was what enticed me :P )

Good to hear Waffle! The Donkey is supposed to be a harrasment destroyer, with it's main weapons being it's Blitz Drone wings. Consequently it's loadout is more on a minor preference as to whether you want to give it more speed, or meagre weapons to support your fleet or defend itself. Cockroach and King Roach require a bit of thought and experimentation to get them to work, but it is very possible to get a functional ship out of them. Emphasis on 'functional' and not 'fantastic'.

The Heavy Shepherd deploys drones from the rear, as that's where the drone bay is.

I'm not sure exactly what you mean by the descriptions not working. I'll look into it.

Quote
Just came across my first two Rampart class carriers from salvage too and loaded them up with a crap ton of bombers/fighters. So far they've been pretty beefy against lower CR vessels and certainly fill the support role very well. High CR cost though (Which is sort of a trend I've been seeing).

The Rampart is almost too good with decent cargo bays, carrier bays and heavy ordinance, so the CR cost was a bit of a balancing choice.

Quote
Also what exactly does the Junker mod do? Aside from flavor.

The Junker hullmod grants increasing amounts of ordinance points for each d-mod on the ship, hence why the ships get 'better' the more 'damaged' they become. It's a bit of a trade-off, but in the hands of someone who has filled out the industry skills you can turn these ships into fairly decent, and importantly very cheap combat ships.
Title: Re: [0.9.1a] Hazard Mining Incorporated (Obscure Ed., 0.2.1e)
Post by: Whitey on August 13, 2019, 08:22:53 PM
I'm curious about the effect adding in systems so isolated and dangerous has on the economy. Would you consider adding in a config option for those of us who really like your ships but don't want the systems/commodities due to their effect on the vanilla economy?
Title: Re: [0.9.1a] Hazard Mining Incorporated (Obscure Ed., 0.2.1e)
Post by: Gen Waffle on August 14, 2019, 06:03:27 AM
Went digging through the mod files and found out about some cool ass drone launching missile system (yeah I guess I spoiler myself). This has made me like 2000% hyped (if you haven't guessed). Where can I find these so called seth drone launchers?

Also is there a way for me to adjust the weapon damage values for some things?
Title: Re: [0.9.1a] Hazard Mining Incorporated (Obscure Ed., 0.2.1e)
Post by: Sarissofoi on August 14, 2019, 06:33:56 AM
I wish we could get LIGHT Vanilla friendly version of this mod.
The idea of scavenger/criminal faction is fine as a addition of new star system and some others. Sadly its overcooked with plenty of special snowflake items/factions.
Also I really dig the Fang ships colors(sadly they have gimmick mechanic and are not a sidegrade to a normal versions of the vanilla ships) and TriTachyon version of ships(Vigilance and Hammerhead).
The things I especially dislike:
>unique minifactions(nothing really good here outside of FANG paintjobs)
>rogue nano factory
>new TRADE GOODS
>all that horror/dead space immersion breaking lore
>extra bloated weapons and ship versions
Things I like:
>FANG paintjobs
>extension of border of core world(settled by pirates, scavengers and luddists)
>low tech main faction

So I as talking about LIGHT vanilla friendly version. What could be done to achieve this?
>Replace Mess(the broken nanofactory) with rogue Derelict factory. Give them ability(like current minifactions this mod had) to build outposts and start raids(add some AI officers for them). That would explain how HMI faction get plenty of derelicts hulls and it would be lore friendly. they would be dropping both metals and transplutonic ore instead or new goods
>Make HMI forces use the FANG painted ships(made a FANG a elite mercenary forces hired and subfaction of HMI) plus enhance HMI forces with Derelicts ships(with Subdued automatons system)
>instead making of deviation of shepherds/mules/donkeys cut them out and add some variants like them having energy weapons slots(instead of ballistic for mining) and adding some permanent mods
>same goes for weapons and fighters, vanilla is usually enough if not Ship and Weapon pack weapons fill  enough niches, sadly plenty of mods add their own unique weapons and fighters probably just to clutter markets
>cut out the new trade goods, they really bring nothing and are easy to abuse them, replace it with both transplutonic/metal and drugs /organs production as for real scavenger/criminal faction
>give up at dead space references and horror  tropes, humans are real monsters

Then suddenly we have a vanilla friendly expansion that add content and can be easily integrated with any other mods.

Sorry if I sound as ass but its a honest opinion. Sadly my grip on English language is not great so I apologize if you feel offended or something.
Thank you for your work



Title: Re: [0.9.1a] Hazard Mining Incorporated (Obscure Ed., 0.2.1e)
Post by: Gen Waffle on August 14, 2019, 12:23:02 PM
What’s with all this ruckus about the Junk being bad, just smash an officer in and spec him for battleship role. Focus on shield strength and cram hvel drivers and hellforge/heoheasteus along wuth anti PD. If you have some of those longbow bombers, it’ll sweeten the deal. You might need to get a Junk with preferably three or more dmods and spec your char in the industry tree a bit.

PS: got my first Fulgent and make it my new flagship too, dies once due to trying to bum rush the enemy. Still trying to make it an effective combat vessel.

PPS: I noticed with the right hull mods and farming the [REDACTED] faction a bit, you can get superb equipment and can farm dmods for junker ships (try to get the sweet spot of between 2 to 4/5). The [REDACTED] are pretty hard (esp the Dominator) so your junkers better be prepared and specked up. Loving this mod even more by the hour :D

PPPS: nice work OP (also still can’t find where to get these seth drone fabricators, really hope they’re useful).

Title: Re: [0.9.1a] Hazard Mining Incorporated (Obscure Ed., 0.2.1e)
Post by: chancoco on August 14, 2019, 03:02:49 PM
Considering how sparse the lore is right now for SS, I don't see anything wrong, lore-wise, with the minor factions added with HMI. Aside from a sentient alien species showing up out of nowhere or a faction manufacturing their own ship/weapon designs more advanced than Domain tech, anything's possible. Even then, we don't know what caused the gates to shut down. It could be aliens. Spooky. I personally like the Mess and the ships that were made for them.

With that said, I do feel they should be optional or be separated from HMI like some are asking for. Some have very weak connections with the main faction and that's why I use the mod. I like the junk ships and want more ships that focus on the mining aspect. (It would be fantastic to get that drill to work). In the meantime, I'm making personal edits to tailor it the way I want it.
Title: Re: [0.9.1a] Hazard Mining Incorporated (Obscure Ed., 0.2.1e)
Post by: Gen Waffle on August 16, 2019, 04:26:00 AM
Hey OP, I've been breaking tooth and tail for one of these nanite ships with my ragtag cockroach and king roach fleet (I've basically reused my ships like 20 times now). Their dominator is freaking amazing with how much punishment it can take, I wanted to discover myself but is it possible to take one of these ships for my use? I've explored around 3 dominator derelicts so far.

Edit: Don't think you can get any of the mess infected ships, was really hoping to find one to put in my fleet before I start on a colony. Maybe a one of those dram tankers or the infected hammerhead would be nice (you could put the lore in as due to fighting [REDACTED] so much one of your officers have found a way to control the [REDACTED] somewhat).

Last edit: I've never found a shop selling these seth drone fabricators but I've gotten quite the pile from farming the mess (somehow idk). They're pretty good when spammed with a pilum on the scav sentries. Fill the entire screen with a carpet of drones and missiles.

Title: Re: [0.9.1a] Hazard Mining Incorporated (Obscure Ed., 0.2.1e)
Post by: King Alfonzo on August 16, 2019, 05:26:44 AM
Nanite ships are non-recoverable, as they are esentially spaceborn lumps of nanites.

And also because it'd be hilarious broken to run around in ships covered in universals.
Title: Re: [0.9.1a] Hazard Mining Incorporated (Obscure Ed., 0.2.1e)
Post by: Gen Waffle on August 16, 2019, 10:22:16 AM
Huh didn't know they were filled with universals...

Pretty sure those freighters don't have any weapon slots tho  ;)

Also I know you stated earlier that the Junk isn't really meant for combat but I've been dying to amp up that flux dissipation a notch. Is there a way to change it in the config files?

EDIT: Figured it out myself, increased the base flux dissipation from 385 to 785. Feels usable as a Junker Capital ship now. Not goinna to lie I would have loved for a slight debuff to the carrying capacity for the Junk in return for a buff to it's flux dissipation, allowing it to be a sustained combat ship of sorts and Junker fleet anchor. It's still extremely slow and has paper thin armor, thus relying on it's (now) powerful shield to prevent damage to itself. It has clear weaknesses and isn't just an armed freighter any more. Might tune my change to be more balanced (currently at 485/585 seems just about right).

That or a maybe a hull mod that decreases it's flux capacity but amps it's flux dissipation the more dmods it has ;) (probably only for the Junk ofc). Perhaps around 2.5% decreased flux cap -> 2.5% gained flux dissipation per dmod rewarding the player for specially tuning the ship to be more that a freighter.
Title: Re: [0.9.1a] Hazard Mining Incorporated (Obscure Ed., 0.2.1e)
Post by: Orcling on August 16, 2019, 02:30:11 PM
I love this mod/faction but the only thing bugging me is that it's weapons and ships are /very/ common. No matter where i go shopping the traders are full of HMI stuff- so much that at least half of everything purchasable is from your mod.
Anyway to restrict HMI specific stuff to HMI planets/traders/stations or make them a lot less common?
Also the screenshots said HMI Unique but I've seen pirates use them, as well as in traders not even close to any HMI systems. One pirate fleet had 2 Junk's for some reason.

Edit: I just spotted another Pirate fleet stacked with HMI "Unique" ships.
Spoiler
(http://puu.sh/E62xS/25ffc392c6.jpg)
[close]
Title: Re: [0.9.1a] Hazard Mining Incorporated (Obscure Ed., 0.2.1e)
Post by: chancoco on August 16, 2019, 03:53:19 PM
If you check the faction files in the mod, you'll see that a few of the vanilla factions were given access to HMI ships and weapons. You can edit them out so that only the factions from HMI get them by default.
Title: Re: [0.9.1a] Hazard Mining Incorporated (Obscure Ed., 0.2.1e)
Post by: King Alfonzo on August 16, 2019, 07:26:48 PM
I love this mod/faction but the only thing bugging me is that it's weapons and ships are /very/ common. No matter where i go shopping the traders are full of HMI stuff- so much that at least half of everything purchasable is from your mod.
Anyway to restrict HMI specific stuff to HMI planets/traders/stations or make them a lot less common?

That's a problem that's been difficult to handle for not only this mod, but also Dissassemble Reassemble as well. It's fairly difficult to control weapon spawning so it's both common, and yet uncommon. It's currently an ongoing project to try and cut this down.

Also the screenshots said HMI Unique but I've seen pirates use them, as well as in traders not even close to any HMI systems. One pirate fleet had 2 Junk's for some reason.

This is also deliberate, as HMI is essentially a pirate organisation pretending to be a legitimate enterprise. It's unsurprising that these ships would end up in circulation in pirate, scavanger and independant fleets. Again, trying to restrict these hulls is somewhat difficult, and is an ongoing process.
Title: Re: [0.9.1a] Hazard Mining Incorporated (Obscure Ed., 0.2.1e)
Post by: Gen Waffle on August 17, 2019, 10:27:48 PM
Hello Alfonzo, I realize you were part of the mining guide for Nexerellin. Well I've started to use your mod for the actual purpose of mining and so far I've been doing quite well with the ore and mining. Packing myself a Hammerhead (CF), a Berserker, 1 Donkey Mule (it's actually pretty damn good as a miner), 4 Light Shepherds (amazing miners - next no no cargo tho), 5 Zebus, 2 Junks and 2 Cerberus Miners. 824.4 combined mining strength seems pretty good. Though I have been mining in the core worlds for nearly an entire cycle now. Not sure how to actually do mining in the further reaches of space (plus need surveying equipment: probably gonna use your Dromedary class).

However that aforementioned post guide is around 2-3 years old now and I can't seem to find good places to sell the ore (the guide had something about antimatter refineries and smelteries which I can't find anywhere. Have these been replaced with other industries (I'm guessing they're industries) or am I supposed to sell at a black market to prevent reduction in demand instead?)

Thanks

This is the guide btw: http://fractalsoftworks.com/forum/index.php?topic=11148.0

EDIT: The Junk actual does quite well with dedicated targeting core and a focus on it's flux dissipation with hardened shields. It's sustained fire from long range from the pummerer cannon is actually quite effective (given enough time). The deployment cost could probably be reduced to 30 however. Roach Kings and Cockroaches make excellent flak barges (as well as SO close range builds).
Title: Re: [0.9.1a] Hazard Mining Incorporated (Obscure Ed., 0.2.1e)
Post by: King Alfonzo on August 18, 2019, 06:08:20 PM
Hey Gen Waffle.

Glad you've been having fun with my faction and the mining mechanic!

It has been a bit of a while since I have touched that mining guide, and things are a bit worse now; smelteries are now refineries, and only appear (from memory) on Chicomoztec, Askonia, Culahan Starforge and I want to say Kazeron, but I think there's another Persean league planet that does it as well. Further, antimatter refineries are now fuel production, and those are even rarer, with Nachika, Askonia and (again, can't really remember) one of the Persean League worlds having that industry. Organics however are a bit better, as there's demand for that just about everywhere, but finding a minable organics planet is a bit difficult.

I'll have to redo that guide, and maybe talk to Hist about how mining should work in the new meta of the game with such restriction on where a good place to sell is.
Title: Re: [0.9.1a] Hazard Mining Incorporated (Obscure Ed., 0.2.1e)
Post by: Gen Waffle on August 19, 2019, 04:02:09 AM
Yup ;D

Your cockroach and king roach vessels seemed straight awful at first, but after around 3 days of constant meddling and fixing different layouts (and writing them down on a google doc - seriously you weren't kidding when you said a lot of work) I've made them into stupidly efficient combat vessels (that I can only put more weapons on as they die).

I reverted the change I did to flux dissipation to the Junk after seeing this, while I still believe the flux dissipation could be raised by a 100 for less storage space: I plan to try harder to make it combat effective. It's all around nature is quite fitting for my current mining/bounty fleet, acting as (ironically) a much better fleet anchor than the Bastillon and Scarecrow (lol) due to it's armament options alone. The cockroach being 8 deployment to the king roach 26 seems like such a huge margin though, I feel the king roach could be lowered to 20-23 range instead because it is still a slow flying hunk of metal (that said I'm almost certainly biased because nothing beats tanking an Onslaught in the face while pumping lead at the same time).

The smaller ships (particularly the 1 deployment cost vessels up to the glimmer) are relatively average with clear drawbacks. I've had quite a lot of fun turning your pickets into effective frigate swarmers, their stupidly high fuel cost is a bit painful though (and honestly kinda fair given their strength en masse). Don't even get me started on the sentry, I was just being really unlucky with getting the seth drone fabricators which are incredibly cheap and also incredibly weak. However they do have unlimited ammo and oh look the sentry has 'fast reload' as an ability ... I wonder....

Nothing beats having 20 deployment cost worth of rapid firing seth drones slowly inching their way towards the enemy. Effectively turning into a sorta of mega forcefield wall with the drones able to soak up damage. Granted I had to pay enough to fuel a fleet to the next sector and still suffer losses which I'am not comfortable at losing (30 OP can't fit reinforced bulkheads unfortunately). It just so happens that this seth drone wall is also perfect for picket, cockroachs and king roaches to get withing range. Though this tactic is nowehere near your intended gameplay of the mod due to the exorbitant cost in fuel and supplies to even use such a fleet.

On that note I've been trying to spec an army of only junker ships against Soren's Dassault Midorayan Engineering fleet and boy has it been a tough fight, immensely fun though (my ships are effectively zombies 6th gen now, they blow up in seconds and blow things up in seconds - provided they reach the target).

Currently trying to effectively outfit the non-carrier salvaged remnant/domain era ships to be support craft but so far been quite troublesome, they aren't as upfront and bashy as the cockroach and king roach hulls (and I've sorta grown accustomed to having no shields). The Clyde Rapidfire cannon seems a bit on the weak side personally but as all things, I'm gonna give it a few days before I make any real remarks, the same goes with a lot of the other non mining weapons you included. The Desolator cannon is straight out of hell in power and coolness factor though, props to you. That thing is the most fun I've had in ages (nothing beats burning a frigate in 2 seconds while it's shields are down which Mikoyan kinda makes a fuss about lol).

Overall this 3 days have just been a really fun (sometimes infuriating) time.

EDIT: I noticed your MARK IV cannon states that investment into magazine expansion helps it, does this mean the hull mod? and if so, mind putting in a small tooltip to say that?
Title: Re: [0.9.1a] Hazard Mining Incorporated (Obscure Ed., 0.2.1e)
Post by: Zalpha on August 19, 2019, 04:40:47 AM

Is the mod working properly for me?

I am not sure if it is my laptops screen size making the UI for the hull mod do that or if it is normal. Also, I am not sure how the mod works but I thought that with d-mods I would get bonus points to use.

(https://i.imgur.com/KaiGqaB.png)
Title: Re: [0.9.1a] Hazard Mining Incorporated (Obscure Ed., 0.2.1e)
Post by: Hrothgar on August 19, 2019, 04:46:03 AM
You got -20 points from d-mods.
Title: Re: [0.9.1a] Hazard Mining Incorporated (Obscure Ed., 0.2.1e)
Post by: Gen Waffle on August 19, 2019, 11:13:17 PM
This is probably on your list of todos, but the trapdoor bomber doesn't have a description. Also to further elaborate on the missing infos for some ships.

Going into the codex either through the main menu doesn't show entries in the scrolling menu on the left. However pressing info directly on the ships from the fleet menu (when in a port) shows the description. Minor issue only really.

The Mark IX cannon is currently really confusing, it however states that 'magazine extension and adequate maintenance' improves it. In reality the weapon doesn't seem to have any effect when put on a clean ship hull or with the extended magazines hullmod. Either that or the effect is minuscule.

After around 40+ hours of multiple campaign and simulation battles I have quite a bit to say on the ships:

Those issues aside I do feel that the cockroach and king roach are the sort of balance your ships should aim for, their Junker module makes it always interesting to play with. That said I feel the King Roach could probably have a minuscule more armor due to it's 26 deployment cost over the cockroaches 8. These ships clearly show the effort you put into them and they have been my favorite ships not only in the mod but from every mod I've played with so far. The Junker hmod is what excites me and I desperately crave more ships with it.

The carrier scav hulls are really good, particularly the rampart and the berserker. The rampart has the clear weakness of being stupidly slow. Both ships have a great number of ordinance points and are great battlecarriers on a budget. Their deployment costs are perfect for the power they bring to the field.

The Picket and Scav hulls are extremely expensive to bring around, but this is quite fair given that their only 1 deployment cost and are extremely efficient at what they do, swarming enemy ships based off deployment points alone. They are extremely situational but powerful.

The Defender models are straight up weak. But I can understand this as they are mostly escort frigates. The thing that doesn't really make sense is the heavy version of the shepherd, it's a missile layout hurts it's escort potential severely, and while armoured it lack the DPS to consistently win fights unless it outnumber the enemy and even then it takes losses. The advanced borer drone it deploys take way too long to turn around and lack the firepower to keep the shepherd as an effective antifrigate. In my opinion I would consider making the drones have longer range to promote that escort role better, that or their DPS/Health need to be higher.

I haven't played much with the Brasher so I won't give any opinions on that. The Junk when specced with an officer and damaged a bit for more dmods is an decent shield based artillery piece that also works as a fleet anchor. It's speed and paper thin armor hurts it terribly. It is still a freighter though so I can't expect that much.

The Scarecrow and Brilliant .... uhm way too expensive in the deployment cost, particularly the Brilliant which already comes with the high maintenance hmod. Atm I'd get a cockroach or king roach over the Brilliant any time, it's way too expensive and doesn't do much. The Scarecrow is in the same boat. This could probably be turned around if they had the Junker hmod or more ordnance points. Either this or I'm just really bad at making midline ships.

The Scintilla is like a much more nimble albeit fragile battlecarrier. It's quite deployment point efficient however. Certainly better in a battle support role than the Dromedary.

Havent tested the Bastillon and the other hulls yet but so far they're fitting to the whole 'this is cobbled together mess of parts that resemble the actual ship' jig.

Title: Re: [0.9.1a] Hazard Mining Incorporated (Obscure Ed., 0.2.1e)
Post by: Hrothgar on August 20, 2019, 12:50:00 AM
Scarecrow is not really midline ship. It's like "Make Eagle a more like Dominator, but without everything which make Dominator good". It's not bad ship, but it's very poor flux to weapon ratio mean you need a very good loadout to work on him. Use very flux efficent weapons, like gravitons, slegdes and other cost effective weapons.
Title: Re: [0.9.1a] Hazard Mining Incorporated (Obscure Ed., 0.2.1e)
Post by: Gen Waffle on August 20, 2019, 02:10:52 AM
Ah you see I get that idea. I did pit it against dominators and it wins when kitted out well... buy realize that the dominator is 26 DP and the scarecrow is at a whopping 40. It’s honestly so capped by that because of how good the king roach and the cockroach are. That said I’ll take your advice to heart and continue testing (I’ve spent more time in simulator than the actual campaign by now).

Also I forgot to mention how much of a blast some of the world-building for the colonies are. That said with Nexerellin the hmi have been going on a stupidly over the top war against the luddic folks and the hegemony. I guess all those salvage fleet really do pay their ends (seriously living in the corner of the galaxy and I still see salvage fleet that look like they’re going to scavenge the [REDACTED] than derelicts. They’d probably conquer the whole galaxy if they used these). Pirate faction seems so far from what they send out here.
Title: Re: [0.9.1a] Hazard Mining Incorporated (Obscure Ed., 0.2.1e)
Post by: Hrothgar on August 20, 2019, 04:31:46 AM
HMI always fight with Luddic Church. They also often are jumped by other faction, as many of their ship is not that good on typical loadout.
Title: Re: [0.9.1a] Hazard Mining Incorporated (Obscure Ed., 0.2.1e)
Post by: Gen Waffle on August 20, 2019, 05:27:02 AM
Weird that you say that, they always seem to field twice as many ships as their enemy (seriously 5 Junks covering each other is trouble). Also have you felt the wrath of like a dozen Berserkers? They're pirates you say? They're like the second coming of the [REDACTED], glad I'm commissioned by them.

Still testing the scarecrow and Brilliant hulls. Found cool niche in the Brilliant when there's more than one around, because that integrated fighter bay is quite powerful, and the weird selection of modules do provide a high flexibility. That said the high maintainance dmod makes this ship still very ehhh... A fun thing to do would probably be an addition of different integrated hmod, just like how the cockroach and king roach benefit from extended use, the Brilliant could probably have a hmod that increases it's flux capacity the more dmods it has, not as powerful as the junker hmod but this would make the Brilliant another one of those cool niche ships. I feel this would be quite good (probably too good) on the Scintilla as well. Just my thoughts.

That said the Brilliant has defensive attributes, I may be overestimating it's capabilities as a heavy gunship and more of an actual all around battle ship. 14,000 health and a whooping 1250 armor along with a strong shield is quite the eye candy. This might just be a ship that I need to retest many times like the cockroach and king roach.

EDIT: The Brilliant issue is the fact that it loves to turn around and restrict it's weapon fire arcs... somewhat solved with advanced turret gyros but this behavior is what causes an otherwise strong ship to act against itself.

EDIT2: Expanded Magazines definitely helps the Clyde rapidfire cannon, I notice a longer salvo of kinetic projectiles, which seems above average. Need to check for MARK IX. Still testing the Scarecrow, 40 DP is hard to equalize with opponents especially when it dies to enemy 26 DPs. It's slow speed limit it's useful further.

EDIT3: The Scarecrow still isn't doing too well, it has the DP of a capital ship yet the power of a really subpar cruiser... The Brilliant is steadily improving.

EDIT4: 36 Caps and Vents, 4 Gravitons ,2 tactical laser (front), 2 burst pd (front), 4 heavy maulers. Dedicated Targeting Core, Hardened Shields and Stablized Shields. The result is a weirdly effective cruiser vs fighters due to the sheer amount of extended range gravitons. average 1v1 heavy cruiser. Effective artillery-esque vessel. Still doesn't feel worth 40 DP, probably more 32 (same as Junk). Loses against missile heavy frigates and it's DPS often can't kill targets before it's flux banks get too high and this with pretty flux efficient weapons.

EDIT5: Scarecrow really likes to use up it's rapid repair despite being protected with an above average shield. it also loves to turn right around (AI controlled to absorb hits and force all of it's weapon systems to miss. the armor on it's front ends is also weirdly fragile, that 1100 armor value doesn't seem to be showing when the enemy can literally one shot the scarecrow the second it's shields aren't up.
Title: Re: [0.9.1a] Hazard Mining Incorporated (Obscure Ed., 0.2.1e)
Post by: 123nick on August 20, 2019, 07:50:51 AM
is it possible for a version of HMI without the extra illegal commodities? i just think they would be a hassle since other mods wouldnt have them properly listed as illegal, and i just dont see em specifcally adding anything too the gameplay of starsector, imo.
Title: Re: [0.9.1a] Hazard Mining Incorporated (Obscure Ed., 0.2.1e)
Post by: Gen Waffle on August 20, 2019, 06:03:44 PM
Hmm I play with blackrock, Dvarian and Dassault-Midorayan and they seem to properly label the new trade goods as illegal?

Scintilla is straight up a much more fragile shield dependent Berserker that's way faster. It has it's niche though I'd still go with the Berserker every time, for the already limited hull points, it could probably do with 10 more ordnance points.

Brilliant still seems very finicky, but I've been giving it the cockroach / roach king treatment. I might relegate as a less 1 on 1 combat ship like the cockroach and king roach and more of a fleet support that isn't as slow as rampart/berserker/junk that I've been relying on (because I just found it's blueprint which is woah... worth a lot). Really want to love the ship but either I'm *** or it's just lacking for what it brings to the table.

Scarecrow... I must say thanks for the advice Hrothgar, I've been seriously analyzing the scarecrow to make it worth it's deployment cost. It definitely feels like a white elephant but unlike the Junk which is primarily a freighter, the scarecrow just feels like an eagle that has the DP of a capital ship. Hard to make such a thing worthwhile. It struggles to even combat ships in the 26DP range. That low flux dissipation is certainly quite the challenge. Still enjoying myself tho (and I hope my ceaseless rambling about balance and experimentation isn't overly annoying lol).

I have been extensively testing my hulls against vanilla, blackrock and dassault ships and so far only the cockroach, roach king, berserkers, rampart and Junk ships have had positive results. If you haven't guessed it, these ships have huge health pools and/or strong shields.

With how much time I've spent on this mod alone, I'm think whether I should start a small wiki just for the lols. I've devised some pretty heccing awesome load-outs for a few ships.
Title: Re: [0.9.1a] Hazard Mining Incorporated (Obscure Ed., 0.2.1e)
Post by: Hrothgar on August 21, 2019, 12:50:58 AM
I used on Scarecrow a very flux efficent weaponry. In itself, it may not be best 1v1 ship, but they were used by me as a part of fleet, so it was not big problem. Scarecrow have big health pool. I for example, really dont like Junk. They're better combat freighter in many other mods, which are not so slow. I prefer my fleet to have aroun 16 burn, to reliably run from guys i cannot fight in this moment and catch this one which i want to fight.  Junk kinda break this rule, as you need to invest a serious points pool to get to 16 burn.

i guess you did not checked a Armored Shepherd yet. This is very decent combat frigate-transport.

I actually like idea of mod wiki for starsector, but it would be massive work. Not for one man.
Title: Re: [0.9.1a] Hazard Mining Incorporated (Obscure Ed., 0.2.1e)
Post by: Gen Waffle on August 21, 2019, 01:47:31 AM
I have checked out the armored shepherd, a few posts ago I addressed that it was a pretty well designed ship, lacking individual killing power but when in larger quantities it makes an effective flak and anti frigate cover. I was just sour in one of my posts because I had period where I really really really tried to make a drone factory fleet (the seth drone fabricators - which I solved with the sentry hulls and not the armored Shepherd)

My current fleet is extremely fuel heavy, and I mostly get away with this because my colonies have stupidly high fuel production. That's why I could extensively test the picket and sentry frigate hulls in my campaign, they are by far the most efficient vehicles per deployment points I have ever seen.

I actually run 4 Battle-oriented Junks in my fleet, yes they're slow but in a pinch when I encounter something dangerous, like a heavy carrier composition, I can deploy it and have my SO cockroach and King roaches retreat to it. It's pretty massive flux bank and officer specced shield defenses make it a very tough fleet anchor, that and it's integrated fighter bays. It's not efficient as 1v1 ship but it does have long range with the pummerer cannon. The large storage of these ships allow me to bring around 20 picket/sentry hulls along with me. I have a single rampart and 4 berserker hulls as support carrier in case as well (mostly in case of Dassault Midorayan shenanigans) and guess what they can escort the Junk for even more anchoring power. I've beaten absolute massive fleets with this strat, ducking and weaving among the intense web of fighter cover while my cockroaches and king roaches get close to enemy capitals and annihilate them (don't underestimate 2 heavymgs and three assault guns). If you haven't realized I don’t really run away, I have yet to find an enemy that outlasts me and is more efficient, my Junk nearly always lives, and all my main damage dealers have the junker hmod and reinforced hulls. The ultimate “You only make me stronger moment”

This is why I'm having a hard ish time with the Brilliant and Scarecrow. They look great and on the front they appear great but I've just been having big issues with how the ai just love to swivel around and have all it's weapon not point forward. The cockroach and king roach don't have this problem, they just charge in and unload, and that's why thery're so effective even without officers. I aim to have every ship in my fleet be that sorta power. I'am slowly getting there with the scarecrow (as an artillery ship) and the Brilliant (as a fleet anchor over the Junk).

I have been having trouble with Dassault and Blackrock faction mods however, so more to test out my new retrofitted scarecrows and brilliants. If the scarecrow can effectively provide long ranged support for my roach kings and cockorachs and I replace my Junks with Brilliants, I might have my new favorite fleet. That is still to come and test though (I swear I haven't seen the sector map in like 1 day now lol).

Title: Re: [0.9.1a] Hazard Mining Incorporated (Obscure Ed., 0.2.1e)
Post by: Hrothgar on August 21, 2019, 03:11:44 AM
Try poke Dickerson into infinite Armada, where they have basically like 60 phase frigates, around 60 cruisers, 30 capitals and ton of other ships.
Title: Re: [0.9.1a] Hazard Mining Incorporated (Obscure Ed., 0.2.1e)
Post by: Gen Waffle on August 21, 2019, 03:27:33 AM
That sounds like both a treat and also an absolute pithole of time once I install that. I'll never do work lol. Thanks anyways, will check when I 'm on a break.
Title: Re: [0.9.1a] Hazard Mining Incorporated (Obscure Ed., 0.2.1e)
Post by: Hrothgar on August 21, 2019, 05:37:39 AM
My last skirmish with Infinite *** mada took me 3 hours of fight. I was clever girl cunning man and i got help from Optimus Prime  Omicron AI.
Title: Re: [0.9.1a] Hazard Mining Incorporated (Obscure Ed., 0.2.1e)
Post by: Gen Waffle on August 21, 2019, 07:55:59 AM
Lol Infinite Armada huh. Will look for it.

Meanwhile I'm testing the armored shepherd for now (taking a break from staring at the scarecrow and brilliant for basically the whole day).

So far my impressions are "For something meant to be a frigate destroyer it sure dies before it's target". I think those borer drones need a range upgrade by like 200 units, it's already a pretty slow vessel, kind of just tanks for a while and then dies getting little to no damage done, also a nearly full missile load-out is strong in some cases, here it feels very weak because the drones can't support the missiles, and because their range is so short they disable at the slightest of combat. The fact that the shepherd spams deploy/undeploy them all the time doesn't help their uptime.

I will continue testing the hull tmr but so far it ain't looking too great, becomes useless pretty rapidly. I get it's worth 4 DP but it regularly loses to anything with a shield because it lacks the range to pressure. This doesn't feel right imho because this is a shepherd that lost alot of it's cargo space, is incapable of mining well, is a lot slower. It gets three powerful but far too short ranged drones, that NEED TO POINT DIRECTLY FORWARDS to shoot anything. I think the current idea is that the drones provide the bulk of the firepower and the missile provide limited support but the drone can only get a few shots off before the enemy just leaves and then comes back. Plus the shepherd only has 30 OP and no shield so unless it ends a battle quickly it just gets chipped away. It's tanky and armored which is great for such a small hull but it feels like target practice for frigates. I think the drones need to have a wider firing arc and longer range because the drones just fall so quickly to enemy weapons (they don't actually die, just get ... disabled in the span of a second??? Their hull is still full when you hover over them, do they have like some sort of internal EMP belt or something because they literally become inactive to like 3 shots, it's very anonying. I'm guessing they become disabled when their armor is shredded but then that just hurts the drone more, and the drone's sprite looks sick af)

 (I love how I sound like an absolute ass talking about balance like this, but how can I not ramble endlessly about a mini 4DP drone carrier, we have the Dromedary, Rampart and Berserker, all really really good and well balanced carrier hulls).

I love the idea of having a fully 'carrier' esque fleet, armored shepherds, Junks, bersekers, scintilla, brilliants, ramparts. Oh yes please.

For now I can see how exploitable a long ranged 4DP frigate might be, so perhaps buffing the firing speed at putting the range at 500 would be good. Might be too strong. I'll try digging in the files and changing the values to see  later. (That is if I find where the data file for the heavy borer drones are).
Title: Re: [0.9.1a] Hazard Mining Incorporated (Obscure Ed., 0.2.1e)
Post by: Hrothgar on August 21, 2019, 09:58:03 AM
When i last had armored shepherd they did reasonably well, mayby they got nerfed?
Title: Re: [0.9.1a] Hazard Mining Incorporated (Obscure Ed., 0.2.1e)
Post by: Gen Waffle on August 21, 2019, 04:23:49 PM
Might I ask what load out you give those armored shepherds? Perhaps I was doing it wrong.

I guess I forgot to iterate that I'm planning to make this mod have ships that do great when time and effort is put into them (and maybe officers). I've been testing the hulls against vanilla and modded factions. Different layouts most appearing pretty wonky and nonstandard seem to work best. I know King Alfonz said that the ships were designed to meaningfully capable but not the best but it doesn't hurt to try and make them stand up to actual combat vessels. Rn the Junker fleet excels in one on one fighting with seriously cost efficient fighter support. I can see the scarecrow being used as a artillery esque ship and the Brilliant as a fleet anchor, however these are a lot harder to test because the cockroach and king roach hulls kill things in seconds.

Just imagine a space colony from the edges of space that everyone presuemd died off comes back with an armada of scav hulls for the sake of 'exploration'. The Hmi tends to prefer building the junker hulls and rarely add the scav hulls, so I feel like my own force in the galaxy :D

Impressions of over 5 straight days of campaign and simulator work with HMI.
1. A lot of the junker ships are well balanced for a direct assault role and conditional heavy firepower support. I particularly love it when my SO cockroach can just decimate frigates (or anything) that gets too close. Same for the king roach.

2. The scav hulls I've tested a lot less but the Berserker, Rampart are really good carrier hulls that cost nothing to maintain. The Brilliant and Scarecrow still going through a lot of testing. Armored Shepherd good in mass numbers as a sort of frigate based pd, lack the range and DPS to really kill frigates.

3. the illegal goods I haven't tested much but most modded factions correctly label them as illegal after a while.

4. It's possible to make a competent low maintenance armada that can practically fight anything from any mod with the cockroach, king roach, junk and berserker/rampart fleet. Playstyle is either fight or die trying (incredibly sustained damage output with my current comp though, win by attrition all the time). Distinct weakness against Dvarion, Blackrock and Dssault modded factions as they ships are just too fast and kite able to handle (which is why I'm testing the other hulls so much to cover that flaw)

5. The new weapons in the mod are excellent for mining, the more combat oriented ones seem to work better with magazine expansion which is a nice touch. Still testing that last bit tho. Also devastator cannon and seth drone fabricators are stupidly fun to play with.

6. Testing the scintilla battle carrier hull, nice 2 fighter capacity and 12 DP only. I'm guessing the fighter recall ability is what really strikes it out vs the Rampart/ Berserker hulls. Probably not intended for the AI to use well though.

7. Yeeting through the sector useing 200 fuel to move my army of picket and sentries isn't fun. Zerging the enemy at 10:1 is though.

8. Spent 5 hours on the scarecrow. Much like the eagle, it's very reliant on it's shield because the second it gets hit on the hull, it loves to turn right around and stop firing, unlike the eagle though it can't really kite and thus it's as good as dead once the shield is down. Speccing it more heavily on flux capacity now. Armored Shepherd still faring quite poorly, I'd say make it slower, and give more range and large cones of fire for the heavy borer drone instead. It like to run away and get hammered into oblivion, an escort drone carrier shouldn't be trying to fly like the wolf, added range on the drones  would allow it to cover it's escort much better and decreased speed would make it make in on par with the hmi fleets (escorting the junk and zeu for example)
Title: Re: [0.9.1a] Hazard Mining Incorporated (Obscure Ed., 0.2.1e)
Post by: Gen Waffle on August 21, 2019, 11:03:55 PM
I played around with the armored shepherd. Borer drone remains functional but loses engine power on the slightest of hits causing it to drag behind a lot. Despite three drones each having a vulcan, the pd isn't as effective as I thought. Currently testing it in much larger quantities against equivalent DP in frigate.

Currently running 2 annihilator racks, one harpoon pod and one vulcan with maneuvering engines. Only AI controlled, no Commands (because this is an escort ship and not an actual carrier)

Test 1: Pitting three heavy shepherds vs 2 Wolf class frigates as a first trial. Result: Shepherds lost all thier armor but did win, harpoon hits on the exposed wolf hull ended them very quickly. The annihilator may be a decent missile system for the shepherd.

Test 2: Pitting 2 heavy shepherds vs 1 Enforcer destroyer. 1 Shepherd will always die achieving nothing but raising the destroyer's flux cap severely, which usually leads to an overload for the second shepherd to kill quickly through harpoon finisher racks. 8 DP to 9 DP win for the shepherd.

Test 3: 1 armored shepherd vs similar DP from vanilla and modded factions. Armored Shepherd loses consistently to the Lasher 4DP frigate. Slow speed makes it very susceptible to hammer barrages. The drones however can raise a frigate size shield quite high however.

Conclusion: Shepherd is much better when they're more of them, but their slow speed, reliance on missiles and range keep them from 1v1 well. Their sustained DPS is quite nice however granted they stay within range and aren't being actively attacked.
Title: Re: [0.9.1a] Hazard Mining Incorporated (Obscure Ed., 0.2.1e)
Post by: Gen Waffle on August 22, 2019, 03:30:13 AM
An unusual but weirdly effective setup but a Armored Shepherd equipped with two swarmer missile pods, 1 harpoon mrm pod with a vulcan.  Auxiliary thrusters and expanded missile racks. Swarmer missile pods are pretty good vs other light frigates and to make sure the harpoon finisher missiles hit their target. The borer drones provide some cover too.

Now this... this is a frigate killer :D

The drone are quite powerful vs a stationary target but disable so easily.

It's not as powerful as the cockroach and king roach hulls but having a drone carrier is a flavor win.
Title: Re: [0.9.1a] Hazard Mining Incorporated (Obscure Ed., 0.2.1e)
Post by: Gen Waffle on August 22, 2019, 11:04:17 AM
FINALLY FINALLY found a good loadout for the Brilliant :D

(Takes that the player has maxed loadout design as it's so universally useful)

Weapons:
- 1 dual Flak (leftmost front)
- 2 High Velocity Drivers (right side front)
- 1 High intensity Laser
- 2 Vulcans (behind)
- Xyphos support fighter

Hmods:
- Dedicated Targeting Core
- Efficiency Loadout

20 Caps and 29 Vents

https://imgur.com/a/Ah00Hyv


For a whopping 30 (38 without efficiency) supplies a month, you can get a much faster Junk in the form of the Brilliant. Handily 1v1s most similar DP vessels thanks to it's powerful shield and generous flux stats. Careful to not let the AI control it though for reasons follows:
- Poor weapon distribution/layout means AI will swivel chaotically if it must receive hull damage, drastically reducing its combat effectiveness. The use of the dual flak sort of provides some defense as the AI sporadically breakdances.
- Ai uses burn drive way too liberally which can cost the entire ship (due to fact stated above).

All in all, the hull is quite efficient provided you can support the colossal maintenance cost (for each ship mind you) and be lucky enough that the AI doesn't do a suicide ramming manoeuvre, thereby exposing it's hull to fire and causing it to breakdance. Something other than Burn Drive would be nice.

Would suggest adding the Junker hmod (really i just want more ships with this hmod, they're so fun to play with) to the ship as an indirect sorta buff to it as well as replacing the ship's ability with Maneuvering Jets/Damper Field or something less poorly used by the AI. Given how hard it is to find I feel very uncertain that I couldn't put Reinforced Bulkheads in.

Honestly it's pretty weird because the Legion and the other hull seems to be okay with their burn drives. Maybe the duration scales with hull size?

EDIT: I love how the Brilliant has a maintenance of 50 per month but still has the same description of being 'notoriously cheap to run'


Title: Re: [0.9.1a] Hazard Mining Incorporated (Obscure Ed., 0.2.1e)
Post by: Gen Waffle on August 24, 2019, 02:30:13 AM
Played even more with the Brilliant. Well I’ll admit it is indeed a very strong ship for 25 DP, having a burn drive and weird turret layout matters less when you cover with PD SO king roaches and cockroaches. I’m in the process of replacing my legendary Junks for a fleet of them. Though I will dearly miss attrition long range peppering with the pummerer cannon. Also maintenance is a big oof.

Armored Shepherd can’t stand against a-lot of ships in it’s DP class but it makes up for this by having very strong frontal PD and solid armor. Not something I’ll use a lot but an amazing flavor win.

The Clyde, Anderson and Mark IV definitely benefit from expanded magazines hmod, firing a much larger burst per volley. They really should have that written in the description (unless it’s for the player to find out). Seth drone fabricators are a neat but poor concept unless spammed on sentry hulls.

The Berserker and Rampart are amazingly efficient carrier hulls (the latter being downright amazing overall with its weapon mounta) at only 12 and 25 DP respectively. If you want to use a lot of fighters: this is probably the best out of any mod. Just remember that you get what you pay for (the Berserker esp.)

The Scintilla loses a lot of armor, hull and a fighter bay for speed, strong shields and the fighter warp ability. It’s perfect for storing bombers. And it only costs 12 DP. Low amount of mounts and overall fragility keep it on par with the Berserker.

The scarecrow... is not a great ship. But with a bit of effort it can be okay, it’s frontal weapon mounts and slow speed paired with poor flux dissipation make it very weak for something that costs 40 DP. It can be a decent support artillery vessel though you’re much better off using a Junk over this.

The Fulgent, Glimmer and Lumen are okay, they can be quite decent when kitted properly (and that isn't easy). They are quite cheap to maintain however and are great for the early game. Unlike the Hmi Junker hulls however, they drop off severely mid to late game as they simply can't compete vs actually militarized hulls.

I've already talked about the sentry, picket and warden hulls. I haven't really tested the Defender hulls but they look like okay ish escort frigates (that'll probably die in seconds in an actual fight). So far the Defender MK1 is excellent if focused to a purely defensive role and set to escort your carriers. The Defender MK2 is very ... trial and error, get em en masse to bring some cheap heavy firepower. They work well with SO charged cockroaches and king roaches as back support but like I said I didn't test them that much. These cheap ships lose a lot of power when you reach fleet cap (30 ships) though if you have a fuel production set up they aren't half bad - strongly discourage bringing less than 5 of each as they are strongest when they outnumber and coordinate the enemy. The AI flies them extremely well (particularly the picket) and equipped them with mortars can make quick work of even destroyers and hammerheads, they will succumb to heavy point defense and attrition fighting (which goes against my current playstyle).

Like it's description the Bastillon is a 'novel design'. If you intend to role play as a strike group (ala sentry's, prickets, brashers, defenders and lumen), having a bunch of Bastillons can be quite effective strike cover.

Overall most ships have their niches. Would love more 'Junker' ships particularly a frigate perhaps (not the cockroach). The scarecrow is a bit on the weak side.

Haven't really tested the other faction ships though I did get a few remoras in my play through and their quite nice, I noticed straight off the bat that their drones are infinitely better than the blitz borer drones, probably due to the increased health and emp weapons.

Title: Re: [0.9.1a] Hazard Mining Incorporated (Obscure Ed., 0.2.1e)
Post by: Hrothgar on August 24, 2019, 02:50:41 AM
I think you can make Scarecrow as it is, just lower it DP cost to what, 20 something.
Title: Re: [0.9.1a] Hazard Mining Incorporated (Obscure Ed., 0.2.1e)
Post by: Gen Waffle on August 24, 2019, 07:45:15 AM
Scarecrow at 20 DP sounds really weird, because that would make it actually cost less to deploy than the actual eagle... Perhaps making the flux capacity around 20/30% bigger, I feel Alfonz purposely wanted to have the scarecrow have a low flux dissipation as a clear weakness to the design.

Playing around with the BRASHER hull rn. I know it's meant to be supported but  it could probably be safe at 8/9 DP and not 10. Mostly because it regularly loses to ships at 10DP. Remember this thing costs the same DP as the Hammerhead and that thing comes with a shield, a single large mount doesn't quite cut it. I'd reckon getting that OP cost to 90/100 (I'm currently at 71 with maxed Fleet Loadout).

While this is less a balance claim and more of a personal fun related thing, I'm thinking of making the seth drone fabricators a lot stronger but dramatically increase their price, in my playthrough they're stubbornly rare...
Went into the data file and bumped the OP to 75 from 65. Testing how much that changes things.

Currently testing the following changes (that I made in the data file):
- Brasher OP from 65 to 75.
- Cockroach Armor from 265 to 300. (this I'm very eff on - the cockroach is already a great ship)
- King Roach armor from 875 to 925 (This thing is 26 DP btw).
- Junk Flux Dissipation from 385 to 400. (I already use the Junk without this change because of good lucky officers but I just really like the Junk so I did this lmao)
-Heavy Shepherd Borer Drone hitpoint from 650 to 800. (The drone's engines get knocked out way too easily, and the frigate can't really duel frigate like it's namesake implies, I want to test this instead of raising the OP cost).
Title: Re: [0.9.1a] Hazard Mining Incorporated (Obscure Ed., 0.2.1e)
Post by: Hrothgar on August 24, 2019, 07:54:30 AM
I said 20-something, like 22, 28 etc.

Brasher i think is a ship which should try spec to veeeery long range. Like if you have 1000+ weapons like HVD and Mauler, make him really far away bombarding from distance . Despise a really bad frontal arc, it should do decently, although i always thought Brasher is not flexible enough to be really good.
Title: Re: [0.9.1a] Hazard Mining Incorporated (Obscure Ed., 0.2.1e)
Post by: Gen Waffle on August 24, 2019, 08:51:11 AM
I did that with the Brasher the first thing but it's really slow, and it's limiting OP cost just makes it's almost as bad as the Mudskipper MK2. It's a damage support destroyer but it a bit too heavy on the DP cost and doesn't provide enough.

And like you said it's not flexible enough.

edit:
giving it 10 more OP makes the Brasher a lot better now, it can equip a Gauss and fire is sustainabily at long range with integrated targeting unit to boot.
With the now updated 82 total OP from the change with maxed Fleet Ladout, you get a gauss with 7 Caps, 24 Vents, ITU, Auxillary Thrusters and Flux Dissipator.

Probably won't change the Brasher past this because this is very good already. It's still slow, has no defenses and costs 10 to deploy so not overpowered by any means. Missiles will be the bane of this thing. That said it is now a viable fleet heavy support.

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

Now going to test the Heavy Shepherd after the change to health I did, hopefully the engines don't die constantly.

edit:
Heavy Shepherd is amazing now. The engines go out far less quickly with the drone having 150 health more. The unfortunate side effect is that the Heavy Shepherd  essentially has an 800 HP , 300 armor drone shield in front of it now, that's renewable. I mean don't get me wrong it the ship is still slow and lacks a sustainable damage source outside of it's one ballistic mount and the drones. The thing is now basically a tanky tugboat that chases for days because the drones still have *** range!!! autocannons have 600 range right??? why do they fire when the enemy is so close only plus they have next to no turret swivel depending entirely on the shepherd turning them to face the enemy???). The drones still have to swivel as the shepherd turns and the lag behind by quite a bit, so the heavy shepherd isn't foolproof. The increased health also means that the AI doesn't keep spamming the ability. That said Alfonz probably could just have put insulated engines into the drone and we’ll achieve the same thing.

So far I got my expected result but 800 health per drone might be too much, might lower it to 735 instead.

edit 2: Settled on 750 health for each drone, it's probably not perfect (I did test with 660, 680, 700, 725 and 760/780/800 health. This doesn't actually affect the combat of the heavy shepherd as the engines still get knocked out relatively frequently but does add to the defensive power of the shepherd and makes it spam it's ability less while giving it an edge in melee fights. I expect it to be commanded to escort carriers/capitals now. High health/armor defensive drones with short but effective weapon layouts for a tanky but low mobility hull. This change I'm pretty confident can be put into the actual mod. As a side note I decreased the cargo capacity from 125 to 100 to compensate sorta.

A final note is that while the combined PD of three heavy borer drones each having their own vulcan is nice, the fire cone is so narrow that the shepherd must be facing the missile to disable it. This is particularly significant for an ESCORT frigate, and the vessel you're escorting regularly (the Brasher in my tests) regularly eats a lot of missiles even with three or more heavy shepherd escorts.

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

I basically redesigned the Brasher to still be fragile and weak but have a larger option pool due 10 more OP, the Heavy Shepherd now is more better suited to it's escort role (that is commanded to escort a ship). Combining the two results in a very effective destroyer kill fleet that has a very clear weakpoint in the fragile and defenseless Brasher (missiles are RIP). It might be too strong but Alfonz would probably fine tune it better than I did.
Title: Re: [0.9.1a] Hazard Mining Incorporated (Obscure Ed., 0.2.1e)
Post by: Orcling on August 24, 2019, 01:52:13 PM
Red Water doesn't seem to exist/get produced in a Random Core worlds/Derelict Sector in Nexerelin and everyone is making Trade missions for it all the Time :(
Any way to get a planet to produce it?
Spoiler
(http://puu.sh/E94C1/a6f1b09012.jpg)
[close]
Title: Re: [0.9.1a] Hazard Mining Incorporated (Obscure Ed., 0.2.1e)
Post by: PyroFuzz on August 24, 2019, 05:37:39 PM
Can we get pictures and descriptions of the weapons too?
Title: Re: [0.9.1a] Hazard Mining Incorporated (Obscure Ed., 0.2.1e)
Post by: Gen Waffle on August 24, 2019, 08:10:41 PM
Hey Alfonz is there any way for me to support you and the mod? I’d like to leave a small token of appreciation. Also are there any plans for a ship with a salvage gantry built in? Feels weird that a miner/scavenger faction don’t have the best of even their own specialized salvage ship.

EDIT:
As a fun mix, I buffed the drone fabricators to deal more damage, but also made them way more expensive and rarer.
Seth sml = base value upped to 3500, damage from 85 to 185.
Seth med= base value upped to 7500. damage from 100 to 220.

You might say that's OP, but these things are still 5 OP and 15 OP respectively, and the drone's spread is slow and misses targets constantly.

edit2:
That was a bad change, the first issue is that the changed damage doesn't affect the keyword card. I think the largest reason for the seth fabricators poor performance is that the AI only fires them at a very short range, and as a pressure tool this should be rectified by increasing the range to a bare minimum of 3000.

Current changes is a the 3500 range, same base value as vanilla mod, and a flight time of 18. for both the sml and med.

They're a very cool niche to pressure ships instead of the Pilum, and can saturate PD.

EDIT:
Reverted all my changes to the seth drones to default vanilla. Will test the weapon more on different hulls first before making changes. I definitely want to make them viable however, and the sentry hull definitely fits it well.
Title: Re: [0.9.1a] Hazard Mining Incorporated (Gen Waffle Ed., 0.2.1g)
Post by: King Alfonzo on August 25, 2019, 01:19:17 AM
Good grief Gen Waffle, you've gone above and beyond! Taking into account all of your feedback, I'm releasing an update with the aim of balancing several things.

-Trapdoor fighter now has a description.
-Brilliant now has a bit better flux capacity, turns faster, now lacks the high maintenance hullmod, and has maneuver jets instead of burn drive.
-Scarecrow is now a bit more expensive to maintain, but is now much more meatier, has more flux capacity, has an actual flight deck, 30 more OP, and has maneuver jets instead of instant repair.
-Cockroach and King Roach have their deployment costs and fleet points reduced.
-Shepherd (Heavy) now turns faster, and drones now have long range autocannons and should move quicker to their places.
-Made various other tiny tweaks to other ships that I can't remember.
-Seth Drones now move slightly faster.
-The Mark IV is now noticeably better with expanded magazines.
-Once again attempted to reduce the chance of HMI weapons and ships showing up in markets and fleets. This time I think I cracked it.
-Added two new junker hulls; the Shotglass (A new contender for the Worst Ship in Starsector) and the Greasy (A slow, hardy frigate).

Download HERE. (https://bitbucket.org/King_Alfonzo/i-will-make-sindria-great-again/downloads/HMI_0_2_1f.zip)

Compatible with old version.

As for ships with Salvage Gantries; I did have them on the Shepherd (Light) and the Donkey, but very rapidly the ships became too OP, as they were flat out better than a normal shepherd / Salvage gantry for their logistical profile without having much of a drawback.
Title: Re: [0.9.1a] Hazard Mining Incorporated (Gen Waffle Ed., 0.2.1g) Ed., 0.2.1f)
Post by: Gen Waffle on August 25, 2019, 01:51:54 AM
I love your mod man. Ofc I’ll put in effort.  8)

Also that's very fair for the salvage grantry bit. Perhaps a new ship (yeah I know that's asking for a lot).

edit:
Oh. My. Ludd. The Brilliant is so good. For 25 DP you get an effective carrier with a fearsome weapons package. It's one weakness is that it's acts a bit jittery when the AI needs to tank damage on the armour but overall, it's really really good. I think having the ship be powerful is fine as I've never seen the Brilliant on sale in a market, so I'm guessing it's blueprint only.

It's amazing what increasing the turn speed and range for the drones do for the Shepherd. These drones are the lifeblood for the vessel and rightfully so (*cough* missiles aren't that good as primaries *cough*).

More JUNKER SHIPS YEAAAAA. Ships that reward heavy trial and error due to their unique layout and integrated hmod is a flavor and gameplay win.

Edit:
Scarecrow is gooooood. Using my old low flux set, the Scarecrow is the penultimate attrition ship, for 28 DP you get extremely good flux capacity, 253 OP and a decent hull. The hmi scale wing synergizes very well with my current mauler/graviton beam set up, applying constant pressure in a 1v1 very well. The scarecrow is still very very slow, and it's decreased armor makes it very fragile if jumped on. The fact that it's ballistics are situated waaaay forwards also means that the energy weapons in the back should have range upgrades so they're not useless. With all these considered the scarecrow is definitely a ship players should be directly controlling.


Edit:
Have you ever wanted a cockroach just so you can get that balls to the wall boss killing total chad SO build but you just started a new campaign and it's a ways off, well now you have the shotglass. With just two DP and a minuscule 1.75 maintenance cost, you can have a decently strong ship that you can  proudly wave your many dmods on. Recommended to bring reinforced bulkheads ... and that's pretty much it. This ship get's really great for your buck after it's been 'recycled' a few times. Eventually you'll be able to mash in reinforced bulkheads AND a makeshift generator and you're on the home run. I'm loving the pair I have in my campaign fleet atm.

Edit:
The roach king at 20 DP, seems a bit too strong but particularly only for one build. SO. I think having one very strong build amass a load of average other comps is a good reward for the investing junker bonifide. I like this theme of "You thought that I was bad but it was I, the one who hits far higher than you think. You just need to put in the effort."

Edit:
Just lost my fulgent on my campaign run... feelsbad, thing can't run away when it needs to. It served me well (ish).
Title: Re: [0.9.1a] Hazard Mining Incorporated (Gen Waffle Ed., 0.2.1g) Ed., 0.2.1f)
Post by: Gen Waffle on August 25, 2019, 07:16:00 AM
A bit of a weird suggestion but rn I feel that the King Roach and Brilliant are a bit too good. I can't help but notice that the King roach and Brilliant are pretty unique ships in how they're built.

Maybe instead of adding the high maintenance hmod, you add a hmod that makes repairs 1.5x more expensive but 2x faster than regular ships? It would fit well for the king Roach (which is a big ship) and the Brilliant (because it's put together in a meaningful way). Just my thoughts. It wouldn't really make sense for the smaller Junker hulls though (and would probably be unneeded on the Junk).

Also if you have the time a few more options in Nexerellin start would be nice, particularly the one where you start with one frigate and it’s a miner cerberus is ... underwhelming. The default start for the hmi should probably be 3 kiner lashers and a Zebu (to emphasize that mining is kind of the hmi’s thing) is what I’m think about. The single Frigate could also the cockroach / greasy. It’d also be cool for a ‘strike team’ start where it’s just 5 pickets/shotglass and a tanker.
Title: Re: [0.9.1a] Hazard Mining Incorporated (Gen Waffle Ed., 0.2.1g) Ed., 0.2.1f)
Post by: Orcling on August 25, 2019, 07:01:00 PM
A bit of a weird suggestion but rn I feel that the King Roach and Brilliant are a bit too good. I can't help but notice that the King roach and Brilliant are pretty unique ships in how they're built.

Maybe instead of adding the high maintenance hmod, you add a hmod that makes repairs 1.5x more expensive but 2x faster than regular ships? It would fit well for the king Roach (which is a big ship) and the Brilliant (because it's put together in a meaningful way). Just my thoughts. It wouldn't really make sense for the smaller Junker hulls though (and would probably be unneeded on the Junk).

But the roach king is literal garbage welded together with weapon mounts. Repairing it should be cheaper if anything- Isn't the whole shtick of the Ship that you just weld more garbage ontop of the old 'broken' garbage? That's how it got that big in the first place. I wouldn't call them too good in any situation, just useful bullet sponges. They have no shields and EMP absolutely fucks them up and makes them big floating roadblocks that can't really fight back. Sure they soak up a lot of damage and sure you could use Makeshift shields but their Flux Economy is so bad with makeshift shields they'd just constantly overload. Not to mention they're slow as heck.
I think they're fine as they are.
Title: Re: [0.9.1a] Hazard Mining Incorporated (Gen Waffle Ed., 0.2.1g) Ed., 0.2.1f)
Post by: Gen Waffle on August 25, 2019, 07:45:45 PM
Hmm I guess you're right, though I've managed to make it very good anti cruiser loadout with them after spending a few days in the simulator. They're really really fun to play with.

Perhaps from a newcomer perspective they're godawful, and I've kinda lost that view since I've played around with the hull for way too long.

Random thought:
For a scavenger / miner fleet I feel the hmi should use more drones. I mean they have the much better blitz borer drone but apart from the shell and bombardment pod, there aren't that much added to their fleets. Their own dedicated carrier would be quite nice.

As a specialty the carrier has the infamous Junker hmod (might be too op idk) but also has a hmod that gives bonuses if drone LPCs are equipped instead of crewed fighters. I'm not sure how the coding around this would work and if it's even feasible to detect properties like this. Maybe equipped Drone LPCs have 100% more speed and lower cooldown of their weapons? (inb4 we can mass spam support bombardment pods). As a  balance point, the carrier may have a lower OP value than most other carriers which is offset by being a Junker and having the drone buff hmod.

I guess you could say I'm just really really in to drone fabricators, and unmanned craft in general. (The Mess had in me in absolute awe (and death) - Heavy Feeder Drone are stronk)
Title: Re: [0.9.1a] Hazard Mining Incorporated (Gen Waffle Ed., 0.2.1g) Ed., 0.2.1f)
Post by: Hrothgar on August 26, 2019, 01:04:15 AM
King roach always will be bad against emp and ion damage, as if you want to make it shield-proof against it , it will be big invest in shield mods.


As HMI is basically a scavenge faction, i would love to see some place with HMI-flavor in it. Like some tomb-world with HMI excavation site or something.
Title: Re: [0.9.1a] Hazard Mining Incorporated (Gen Waffle Ed., 0.2.1g) Ed., 0.2.1f)
Post by: Gen Waffle on August 26, 2019, 01:09:10 AM
That would indeed be very cool.

Can we increase the burn drive for the Junk from 5 to 6? I don't think it'd really buff it's capabilities in combat since it's already very subpar.

That brings me to some gripes with the Junk as a whole.
- It's clear that the ship is an above averaged armed transport
- It has a powerful hull shredding rapid firing dorsal cannon that melts unshielded frigates with ease.
- It is catastrophically slow, and it's low OP for a capitals hurts it.
- It's really bad if it's undamaged, and gets better with a few dmods.

A small but noticeable buff is to put "reinforced bulkheads" into it's integrated hmods alongside Junker. This would free up 15 OP for the craft and allow the player to skip a usually always taken junker hmod. That and upping the burn drive from 5 to 6 would also be nice.

Thoughts?

I want the Junk to be a Junker capital ships much like the Atlas MK2 but it's 32 DP over the Atlas's 24 which makes a big difference.
Title: Re: [0.9.1a] Hazard Mining Incorporated (Gen Waffle Ed., 0.2.1g) Ed., 0.2.1f)
Post by: Orcling on August 26, 2019, 04:26:42 AM
The Junk isn't really meant for combat i think- I mean have you looked at how much Cargo it can carry? A LOT. Plus a crapton of Crew AND fuel.
Sure its got a big scary gun and a lot of gun mounts, but that's just for.. protection? I don't know. I just think of it as a super thicc Atlas with extra much storage space and a few extra gun mounts.
Plus you can always get the +2 burn mod on the Junk, that'll buff it to 7.

Title: Re: [0.9.1a] Hazard Mining Incorporated (Gen Waffle Ed., 0.2.1g) Ed., 0.2.1f)
Post by: Hrothgar on August 26, 2019, 05:41:59 AM
You must understand, that 99,99% players seeing any ship in game, will think:

"How can i weaponise it to make more dakka?"
Title: Re: [0.9.1a] Hazard Mining Incorporated (Gen Waffle Ed., 0.2.1g) Ed., 0.2.1f)
Post by: Gen Waffle on August 26, 2019, 07:57:35 AM
I actually did see that argument come up a lot of times yeah.

I would like a dedicated capital for the Junker faction though (I mean being able to deploy half a dozen king roaches is great and all).

That said it could be interesting if the ship was designed around more unorthodox weapon systems (*cough* Seth drones *cough*). Also I notice a distinct lack of a seth drone fabricator for a large slot. I wonder what it could be?

Maybe a drone fabricator that fabricates a drone *WITH A GUN*. It'll probably be op but it is a large missile slot, and the cooldown could be like 15 or something. NO WAIT, maybe an EMP drone? It could be quite powerful too...

Also the minor speed buff Alfonz did to the drones is actually sorta noticeable. It's quite nice. Though my sentry's just LOVE going to melee range for some reason and they don't last too long after that, I initially tested a combination of the med frag drone and the smaller kinetic drone fabricators on the sentry hull but the sucky range is well .. sucky. The drones can travel quite far but because they are a missile system, the sentries basically go as close as possible to initiate. You can solve this with a Pilum launcher and setting the small fabricators with autofire. This comes with the obv disadvantage that you're not using the medium drone fabricator (which kinda makes the whole infinite drone factory shmuck null).

I know these drones are meant to pressure the enemy but oof does the sentry not do it well :( - decent with pilums though. I wonder what would happen if the range was upped to like 4000-5000. The drones definitely can fly that far anyways.

edit:
Hrothgar just explained my week long endeavor into Junker hulls in one sentence.

edit:
Before I go to bed I have some neat scavenger ideas for drones/fighter LPCs and some interesting ideas lol

Breaker Pod:
Probably the fastest drone in the sector, the breaker pod is the result of what happens when you have an actually competent scrapper-made engineer defect from Tri Tachyon to the HMI. The result is probably the finest drone in the sector with quite the underwhelming weapon. Why one would do that ... is up for debate. Something something taxes.

- Very fragile drone but extremely fast drone squad that comes in 6.
- Cost 13 OP
- 4 HK rifle. 1 vulcan per drone.
- Extremely fast replacement rate


Rampage Repair Drone
This drone doesn't aggressively assault the enemy as one may think from the name. Instead the drone is hardwired to suicide into the parent ships hull to release a pod of nanites to repair it. *Does not lower the carrier fighter replacement limit when reapairing*

- 10 OP
- 3 drones
- Healer Nanite.


Hammer Strike Ramming drone.
No Weapons. All Armor. The Hammer Strike does what it says on the tin. It's body is ready.

-15 OP
-8 ridiculously armored and somewhat fast drones
-Continuously uses an extremely short range spike weapon to 'ram' the enemy.
-Frigate killer.


Borer Overhaul mod:
A mod that can only be equipped on Junker ships (Scav or HMI reconstruction/junker). Replaces the default blitz borer drones of the junker ship with an upgraded assault version. If equipped to a junker ship without drones, it will reduce cargo/fuel capacity by 100%, hitpoints/armor by 10% and reduce maneuverability by 20%.

Costs 20/22/24 OP (Frigate-Destroyer-Cruiser/Capital).

Upgraded Borer:
Health points raised to 200, armor raised to 100. Speed decreased by 10%. Squad size is now 3 from 6. Each drone has 3 Mining lasers.

Title: Re: [0.9.1a] Hazard Mining Incorporated (Gen Waffle Ed., 0.2.1g) Ed., 0.2.1f)
Post by: Hrothgar on August 26, 2019, 08:07:49 AM
I can donate one of my ideas for ship- a asteroid cannon. Basically a cheap, beggar version of any railcannon, it use a high-speed molten asteroid throw from crude rail cannon, great impact on shield and hull but not on armor.

Because my other ideas, like cloacking device or energy storm projector, are too modern for well, junkers.
Title: Re: [0.9.1a] Hazard Mining Incorporated (Gen Waffle Ed., 0.2.1g) Ed., 0.2.1f)
Post by: Orcling on August 26, 2019, 11:36:34 AM
I would like to see asteroid ships. Like, ships that are made inside of mined-out asteroids.
It would kinda fit HMI as they do a lot of mining and hey, why not put an engine on that asteroid and slap guns on it, it's basically a free ship hull.

Spoiler
(http://puu.sh/E9NeT/680d151327.jpg)
[close]

Maybe a drone fabricator that fabricates a drone *WITH A GUN*. It'll probably be op but it is a large missile slot
There's another mod that has these but I don't know which :( I got too many.
Title: Re: [0.9.1a] Hazard Mining Incorporated (Gen Waffle Ed., 0.2.1g) Ed., 0.2.1f)
Post by: Hrothgar on August 26, 2019, 12:24:54 PM
I would like to see asteroid ships. Like, ships that are made inside of mined-out asteroids.
It would kinda fit HMI as they do a lot of mining and hey, why not put an engine on that asteroid and slap guns on it, it's basically a free ship hull.

Spoiler
(http://puu.sh/E9NeT/680d151327.jpg)
[close]

Maybe a drone fabricator that fabricates a drone *WITH A GUN*. It'll probably be op but it is a large missile slot
There's another mod that has these but I don't know which :( I got too many.

You mean kamikaze Talon?
Title: Re: [0.9.1a] Hazard Mining Incorporated (Gen Waffle Ed., 0.2.1g) Ed., 0.2.1f)
Post by: McMuster on August 26, 2019, 03:33:37 PM
Feedback: Hey I started my current nexerelin play-through with an HMI commission with the intent of being an outer-rim miner starting out to get my initial funds. I've spent my early game playing, mining and trading in HMI territory and surrounding uncharted worlds. I've found that the way you've set up the industries and sizes of HMI's markets make this playstyle nonviable and also results in the HMI faction breaking the rules the other factions and the player plays by, resulting in the territory feeling artificial.

1: There's nowhere to sell ore, the fact the fuyutsuki market supplies a large quantity of ore and volatiles, rather than demanding it means that the sell prices on fuyutsuki are extremely depressed, if this is a place where resources are collected for distribution to the core, it doesn't feel like it considering no miner worth their salt would sell to fuyutsuki. In essence this results in HMI pulling it's resources out of it's butt, whereas other factions supply their rocks and volatiles from mining worlds and have refining/industry worlds that actually demand ore. It makes a lot more sense to mine for tri-tachyon or the diktat rather than the dedicated mining faction as it stands.

Suggestion: replace the special market with a refining industry (which demands ore) and add a couple normal mining colonies to "feed" the refineries as well as to be the source of HMI's mineral market-share (the same way it works for other factions). Cracking open rocks on high HAZARD rough-and-tumble mining worlds should be HMI's speciality, as it stands they don't even have any regular mining operations aside from Galena, which doesn't even export anything because it's accessibility modifier prevents it from getting any ore offworld! I'd also downgrade the High Command to a Military Base, it doesn't make much sense for a rough frontier world that hasn't kicked its rivals out of their home system to have the same military capacity as the brightest core worlds, especially when it has so few colonies to support with it. (i've done much of this in my own save via config).

If you wanted to keep the market, restyle it as a "miner's exchange" give it a demand for mining products that's greater than the refinery and outstrips the planets import limit, meaning there'll be a "shortage" of ore (even though the refinery is supplied and running smoothly). Meaning "there's always a good price for ore on fuyutsuki." The fact that it's not *actually* supplying ore for the rest of the sector doesn't matter, that supply can be met by actual mining colonies same as everywhere else, this exception for fuyutsuki could be explained as corporate subsidies/bounties/incentives paid by HMI to attract the best independent miners and undercut competition. And further, makes the mining faction the best faction to sell ore to.

2: Colonies are way too small and don't export their goods. The Distant Polity modifier is handy as it prevents the worlds from decivilizing due to the hostile mobs present in their systems, but it feels artificial(especially when you found your own colony in the same system or next door) and prevents these worlds from exporting anything. And also break the rules if the player invades them and takes control of the world for themself.

Suggestion: Remove the modifier and give these worlds stability buffing buildings and administrators with both the fleet logistics and ground operations skills, these combined with the accessibility buff from the aforementioned mining colonies will keep them from decivilizing, and make it so they can actually supply other HMI colonies. The fact that they're "distant" is already represented by accessibility stat being weighted by the number of nearby worlds.

Further, up their population a bit. Size 3=Less than 10,000 people. That's lower than the population of the small mining town I grew up in, on a whole planet! It drastically limits the faction's ability to supply itself (despite having 2 fuel-production facilities, neither meets the faction's fuel needs due to accessibility and the low population). This will also allow you to give the faction a light industry and more military bases(all HMI worlds are importing consumer/luxury goods from out of factions, despite running an orbital works!). For instance In my game, i set Samiel to size 4 (10's of thousands sounds appropriate for a haunted world) and added a light industry to make use of the organics extracted there, as it stood, the world didn't make much sense for HMI to be exploiting it at all.

I love the flavor of the mod, the weapons and ships mesh excellently with the rest of the game, but as it stands the faction itself is stilted compared to the other factions in the Sector.

Also, use a simplified logo for the in-game flag, the text typically isn't legible on the UI interfaces, it clashes with the other faction's designs and violates just about every rule of vexillology https://nava.org/good-flag-bad-flag/ (https://nava.org/good-flag-bad-flag/). Remove the big letters and replace the small letters with a white line. 3 colors+2 shapes-text=beautiful flag.

Criticism dump done (I really do love the mod, honest!)
Title: Re: [0.9.1a] Hazard Mining Incorporated (Gen Waffle Ed., 0.2.1g) Ed., 0.2.1f)
Post by: Gen Waffle on August 26, 2019, 07:20:28 PM
Well Nexerellin's mining system was nerfed significantly over the ver 9 update for SS. This is because anti matter facilities and refineries were removed and the new fuel producing and refining industries are a lot weaker in demand.

I think this is why mining is generally not worth it unless you have like an armada of light shepherds and Junks. Even then the value of the ore you sell decreases by a huge margin. I like your suggestion to add specialized industries to keep hmi systems wanting ore.

That said I think Nexerellin needs to implement a system to make refineries have much higher demand rates. Just a few of them likely. Mining is meant to be risk free and low profit. Rn it's a safe way to go into a deficit.

edit: More Ideas for Junker ships

A large blitz borer drone carrier that has a special hmod that allows allied ships (in fleet) to repair themselves based on the number of ships killed (in combat) and the amount of blitz class drones present.

The capital ship itself would be relatively weak with some large and medium kinetic/missile mounts but a very strong shield complement. The true strength lies in a fleet setting where a Junker fleet that usually skips over Donkeys / Light shepherds promotes their use as the drones 'strip' material from killed enemy ships in combat and use it to 'repair' allied ships.

NOW WE ARE THE TRUE ZOMBIES AHAHAHAHA.

Possible Stats:
Name: Nevrend-class Combat Salvager.

base flux dissipation of 600.
Shield to damage ratio of 0.7.
Base flux cap of 18000
Armor of 200.
Health of 15000.

Omni - full cover shield
Top speed of 42- somewhat slow acceleration.

Comes with 1 large energy slot, 2 large ballistic and 3 medium hybrid, 8 small synergy.

Comes with three integrated blitz borer drone bays.
Junker, Custom Salvage Gantry and Field Repair Protocol integrated hull mods.

Field Repair Protocol:
All Blitz Borer Drones in fleet have 200% health stats when deployed alongside their parent ships and Nevrend. Destroyed ships in combat can be 'salvaged' by drones to repair allied ships in combat. Only one ship can be repaired at a time and the number of drones in the field dictates the %health returned (1% per squad) . Junker ships are prioritized over other ships and are repaired 50% faster.

Custom Salvage Gantry:
Only present on the Nevrend, the custom Salvage gantry is a hmi graded salvage gantry that nearly triples the supplies and resources salvageable in combat. It also drastically reduces the non battle use of heavy_machinery in mining/survey ops.

Maintenance and Deployment cost of 60.
Title: Re: [0.9.1a] Hazard Mining Incorporated (Gen Waffle Ed., 0.2.1g) Ed., 0.2.1f)
Post by: King Alfonzo on August 26, 2019, 07:39:10 PM
I would like a dedicated capital for the Junker faction though (I mean being able to deploy half a dozen king roaches is great and all).

I am thinking of (in the distant future) possibly doing HMI versions of some of Helmut's Lowtech trash from his sprite box (looking at that lowtech Astral), and doing a destroyer-sized junker carrier in the distant future. In retrospect, though, it doesn't make much sense for junkers to make a proper capital; it's difficult enough to make a huge vessel unless you have a really, really good reason for it. The Junk is a huge combat carrier that can carry ridiculous amounts of cargo and fuel, the King Roach is built off a chunk of broken space station, and the Scarecrow is based off an amalgam of already known and accessible parts. For combat they tend to drown the enemy in trash rather than using high quality (and hence large) ships. The only capital that makes sense for me, at this point, is for it to be a capital-sized carrier, for both mining applications and drowning the enemy in trash.

Also I notice a distinct lack of a seth drone fabricator for a large slot. I wonder what it could be?

Because I didn't think that people would choose to use a suppression Seth Drone fabricator in a large slot when there's infinitely better options.

Maybe a drone fabricator that fabricates a drone *WITH A GUN*.

That's beyond my code fu, apologies.

Though my sentry's just LOVE going to melee range for some reason and they don't last too long after that, I initially tested a combination of the med frag drone and the smaller kinetic drone fabricators on the sentry hull but the sucky range is well .. sucky.

I'll have to have a look at this; I'm not sure if the seth drone itself is getting too close before detonating, if the range of the Seth Drone weapon itself is too short, or if it's a standard issue with the vanilla AI for missile armed ships.

Before I go to bed I have some neat scavenger ideas for drones/fighter LPCs and some interesting ideas lol

While these are nice ideas, the healer and suicide drones are beyond my code fu, along with the Borer Overhaul mod and scavanger drones. A trash-tier interceptor drone does sound fairly nice, and thinking on this I'm thinking the Shell could move a bit quicker and be a bit less crap to make it a worse-version of the Broadsword.

1: There's nowhere to sell ore, the fact the fuyutsuki market supplies a large quantity of ore and volatiles, rather than demanding it means that the sell prices on fuyutsuki are extremely depressed, if this is a place where resources are collected for distribution to the core, it doesn't feel like it considering no miner worth their salt would sell to fuyutsuki...

2: Colonies are way too small and don't export their goods. The Distant Polity modifier is handy as it prevents the worlds from decivilizing due to the hostile mobs present in their systems, but it feels artificial(especially when you found your own colony in the same system or next door) and prevents these worlds from exporting anything...
It drastically limits the faction's ability to supply itself (despite having 2 fuel-production facilities, neither meets the faction's fuel needs due to accessibility and the low population).

Both of these are deliberate descisions. Fuyutsuki isn't meant to be a place to sell ore at, but rather a place to buy it at. HMI ruthlessly 'purchases' the goods en masse and sells it to the faction at large. Technically, Fuyutsuki represents the combined raw resource market of the entire area, with the outer markets being drained to maintain the market. Doing this however undercuts the ability of the company to distribute and manufacture goods. This provides a situation where Fuyutsuki is a very good place to buy raw goods, while Fuyutsuki and the other markets are really hungry for basic and luxury commodities. Consider HMI to be like the Congo Free State; weapons go in, raw resource comes out. As for the distant polity condition, that has a specific function; to drive up demand for base goods while preventing the market from decivilising, so it's really profitable to supply goods to these places. This is, again, tied to the Fututsuki market above.

Also, use a simplified logo for the in-game flag, the text typically isn't legible on the UI interfaces, it clashes with the other faction's designs and violates just about every rule of vexillology.

I'll have a closer look at the flag, and see if I can alter it.
Title: Re: [0.9.1a] Hazard Mining Incorporated (Gen Waffle Ed., 0.2.1g) Ed., 0.2.1f)
Post by: Gen Waffle on August 26, 2019, 09:03:34 PM
Ah No sweat lol, ideas are just that. Ideas. It’s not like anyone’s paying you or anything (cough donations cough)

They’re nice to think and have but probably not viable from one man. Perhaps just a hull mod on the junker carrier that passively regens the health of all vehicles in the fleet?

Also perhaps the Junker fleet is less capital based and more frigates to cruiser based? Their capitals could perhaps support that fleet style. My cockroaches and king roaches are killing machines for their DP and maintenance costs which would make it fair that the the hmi’s heavier vessels are relegated to support.


SO is one hell of a drug.

Also we can’t forget that the hmi are responsible for revamping alot of the remnant hulls. Their capitals might be few for the Junker categorization but it is wholly possible for them to create their own scav hull from remnant (and maybe even mess) parts that’s a force to be reckoned with and is only deployed when the hmi is under incredible pressure or at war. They all can’t be that piraty if they can make things like the Brilliant and Berserker/Rampart. Also the hmi live right next to the Luddic Church and are always swarmed with pirates, they really show have some dedicated combat ships that still follow the Junker style. I can agree with a capital class trash carrier though. The fact that the hmi are built for Nexerellin allows for them to have a larger than vanilla combat force to compensate for the other more legitimate powers in the sector.

RAIN TRASH FROM THE HEAVENS


Quote
I'll have to have a look at this; I'm not sure if the seth drone itself is getting too close before detonating, if the range of the Seth Drone weapon itself is too short, or if it's a standard issue with the vanilla AI for missile armed ships.

This is most likely an AI issue, putting the range for the seth drones at 2500 doesn't actually make the AI shoot it at that range due to the weapon being a missile. By default unless the missile has insane range (Like 10000) the ai will always launch the drones much closer to the enemy. From my manual testing the drones can go around 5000-6000 distance with their flights but the AI will regularly fire them at >1000 range. This doesnt make much sense for a pressure weapon imho.  Hence why I managed to make a reasonably effective solution by combining the small seth fabricators (set to auto fire) and a Pilum on the sentry hull. This does mean that the medium seth fabricator is so far very very limited in use. These systems should really be saturation based weapons that food the screen with slow moving and relatively harmless drones that distract PD and progressively build up the enemies flux banks in combat (tho the sentry only has like 180 second peak performance time T.T).

Which gives me an idea for a Junker missile boat ... hmmm. No autoforge just fast missile rack but an integrated hmod that doubles missile capacity (stacks with expanded magazines). Hope this is within your code limits :)

Edit:
If the hmi drowns their enemies in trash it makes sense for them to regularly steal other faction ships that they defeat. From a code perspective this is probably really hard to do but putting small chances for the hmi to use other faction ships might be possible. The most lore friendly way for me to think of this is that either the Junk or a new ship comes with a hmod that drastically lowers the amount of supplies needed to reclaim ships after combat. (Not crew cause that would be hard to code in)

As it stands quite a number of scav hulls are quite underwhelming. But I digress I haven't spent as much time testing them as I’ve had with the Junker hulls. Particularly the defender hulls, Brasher, Fulgent and Glimmer/Lumen hulls. Will definitel come back with my thoughts. It should be wholly possible to create a fleet of Junker ships that can stand toe to toe vs other more prominent factions in the sector (even if it’s after hours of trial and error).

Quote
That's beyond my code fu, apologies.

Sad Violin songs plays on world's smallest violin. Hmm I wonder how you did the feature for the heavy shepherd then. You know, it's ability to deploy the heavy borer drones.  It'd be cool to see more ships like that - focused on drone warfare / support.

edit:
How convenient that a mod that implements renewable drone racks is also on the front page of the forum :D (it's Tyrador if anyone's wondering).
Title: Re: [0.9.1a] Hazard Mining Incorporated (Gen Waffle Ed., 0.2.1g) Ed., 0.2.1f)
Post by: Gen Waffle on August 27, 2019, 01:04:23 AM
So I'm currently testing a load of the scav hulls so I'll expand on my findings through the time by editing this post (as I've been doing for like the 10 posts before this one lol).

Starting off with the picket and sentry hulls.
These relatively low cost hulls bring excellent firepower for their size, almost like a corvette than a frigate at this point. You can sorta squeeze in a makeshift shield generator on them to improve their survivability. If you're lucky enough to get these ships in the early game sold, they're solid.

However they do suffer dramatically with fuel consumption, and can't be fielded in larger numbers unless you have a metric tonne of fuel which is a clear downfall. While their great for their ship to DP cost, their exorbitant collective fuel cost + maintenance makes this a hard trade. I'm sure Alfonz intended these hulls for the very very early game but they drop off in usage very very hard and unlike the shotglass or greasy, they don't have the junker hmod or anything that keeps them going.

The Sentry works great with a pilum and two seth sml fabricators with the use of it's triple charge rapid missile racks. That's about it tho, it's a support ship with none of longevity. I recommend making like 20 and just sending them towards small harassment pirates and see what happens. Warning: your computer might die.

Suggestion: not much really. It's clear they're designed to be scrappy and early game dependent. It is a shame that they lose their worth (like every other frigate) as the game goes on. Perhaps reducing their fuel/maintenance cost would be beneficial to keep them going. (They're fragile enough as it is so losses are nearly guaranteed and I don't think it'll break anything).

The Warden is a cheap freighter hull, however as it stands it should also receive the decrease to maintenance and fuel cost treatment.

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

Bastillon:
I'm still fiddling with this hull, it's built for frontal firepower and only costs 8 OP. It has a tiny af shield, and it's far corners are still susceptible to attacks from the front. It's armor isn't that great either and the fact that it's sorta slow doesn't help it. It regularly sees itself outflanked by lighter frigates and eat missiles to the 'everywhere'. Unlike the cockroach it doesn't have a higher than normal OP amount and also lacks the Junker. it's hard to find a reason to get the Bastillon over the cockroach really. I made the initial mistake of thinking it a light frigate killer when it's really just a beggar's boat of many guns. This is one of those hulls that I really really need to give a good test run because of how unorthodox it is.

Suggestion: Increase it's base flux dissipation by 50 and widen it's shield arc. This allows it to accommodate less into flux vents and allows it to make use of it's weapon systems. It's already quite slow so enforcing it's "guns everywhere" philosophy seems fitting. It would also justify it being an option to the cockroach with it's 8DP cost.

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

The Defender (Scav) and Defender (MK2)
I forgot to mention that I test the hulls in both a campaign and simulator setting especially due to the fact that frigates perform vastly differently when supported with larger craft or when they are literally dozens of them.

The Defender (Scav) is quite useful as escort vessel. In fact it does it way better than the heavy shepherd (with none of the the killing/staying power). The integrated flak cannon is a significant force nullifier for it. It can't do much else though and unfortunately moves a little bit slow. This is thankfully counteracted by it's maneuvering thrusters ability. Overall it's a great small escort ship that really should see the treatment I proposed to the sentry, picket and warden hulls I mentioned above.

As it stands the Defender MK2 is actually better to deploy than the Brasher. The Brasher has accelerated ammo feeder but for 10DP you can deploy a lot more Defender MK2s. Still the hull can't stand if it's escorted and it's slow speed, no armor and weak hull means that it's asking to be boomed anytime. However unlike the Brasher, you don't really care when a Defender MK2 dies and its 2DP cost is next to nothing.

Suggestion: Defender (Scav) should get a speed buff and also receive a slight decrease in fuel/maintenance cost. Defender (MK2) doesn't need a change.

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

Brasher:
Ah yes the Brasher. It's a lot more sturdier than the Defender MK2, but it only comes with just over double the OP which is unfortunate as it costs 10x more to deploy. I tested recently and found that the Brasher did a lot better when it had around 80-90 OP instead of its current 71 (I have fleet Loadout on). The extra armor and health is also needed for the Brasher as it wide front is a bullet magnet and it's frontal armor is shredded within seconds  in actual combat.

However I have noticed that Alfonz had buffed the Brasher in the most recent update, notably in a much larger flux capacity pool. ~~As such I won't give any suggestions yet as to test the hull more.~~

The Brasher is a 'Go in or Go home' sort of hull and that's a relatively unique design philosophy in the sector. Whether or not it works is still up for debate (and testing).

While on paper it provided superb damage output, it struggles vs other similar costed (DP wise) vessels. It either dies too quickly (likely via missiles) or is incapable of killing the target fast enough.

Suggestion: increase top speed to 100 / increase armor to 850 (from 750) / Increase OP by 10.
---------------------------------------

To emphasize about my suggested changes for the smaller huls (except the Glimmer and Lumen hulls); Maintenance per month should be at 1.2, and fuel consumption should be 0.6. This allows the player to bring a lot more to bear for engagements if they desire to or make the player have to dedicate a lot less when they want to incorporate the hulls to their fleet (as they are at their best when massed). Currently their costs make it feel a lot less disposable than one would like.
Title: Re: [0.9.1a] Hazard Mining Incorporated (Gen Waffle Ed., 0.2.1g) Ed., 0.2.1f)
Post by: Gen Waffle on August 27, 2019, 01:38:45 AM
Update on Brasher Testing:

It's a decent artillery when given a Gauss Cannon, being able to pelt targets and overload shields quite well.

Gauss loadout:
(Fleet loadout taken)
- 24 Vents
- 4 Flux Caps
- A single Gauss Cannon
- Auxillary Thrusters
- Integrated Targeting Unit

Quite an effective long ranged artillery that can support from afar in engagements.


Anti Destroyer Loadout
-24 Vents
- 1 Caps
- Auxiliary Thrusters
- 1 hellbore
- 2 Heavy Autocannons

With accelerated ammo feeder, the autocannons due to being in a fixed hardpoint are quite accurate and can shred shields quite effectively and very flux efficiently. The Hellbore when accelerated rips apart frigates easily. Of course this must mean that the enemy does not have any missile systems whatsoever due to the much closer range.



Hrothgar Suggested loadout
-24 vents (440 flux dissipation)
- 5 Caps (5000 FLux capacity)
- 1 Hellbore
- 2 Hveldrivers

~~Pending tests~~ Efficient destroyer killer but weapons often do down too quickly due to poor anti shield armaments. Brasher tends to go closer than needed to fire weapons. Extended range on the hvel over the hellbore leads to AI nearly never using it's accelerated ammo ability unless enemy overextends. Often still in enemy range  leading to frequent damage on hull.



Hrothgar loadout reDESIGN.
-24 vents (440 flux dissipation)
- 1 Caps (4200 Flux capacity)
- 1 Heavy Mauler
- 2 Hveldrivers
- Integrated Targeting Unit

All weapons are equal range leading to better overall management of vessel weapon systems by AI and making it use it's ability more often. Lower potential damage output for higher sustained damage output and faster proj speed and range. H Mauler proj speed a bit slower than Hvel proj so able to capitalize on shield down much more often. Lower armor pen is the tradeof. Much more effective at dealing with similar OP cost vehicles that lack log range missile sabots/salamanders. Weapons are still easily disabled by enemy long ranged fire (much less so with ICU), fighters and missiles.



Really? Loadout
- 11 Flux vents (620 flux diss)
- SO
- 2 HeavyMGs
- 1 Chaingun

Suicide Bum Rush SO loadout akin to the current cockroach and king roach loadouts I'm currently using. It's not good. Don't try it for the Brasher. It either gets one shot or it's weapons get fried. SPEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEED.



Really? MK2 Loadout
-15 Flux vents (350 disspiation)
-Unstable Injector
-Auxiliary thrusters
-Armored Weapon Mounts
- 2 HeavyMg
- 1 Chain

The quest to make everything SO'd continues, this time without the actual SO. This MK2 version actuall does WORSE than the MK1 because it can't go fast enough to kill other destroyers.


Really? MK3 Loadout
-11 Flux Vents
-2 Heavy Autocannons
-1 Xiu Liu Mining Collector
- SO

It's bad. lol. The xiu Liu projectiles move to slow to capitalize on shields being down. The one saving grace for this loadout is very good flux efficiency.


Stubhead Loadout
- 9 Flux vents (580 dissipation)
- 2 Chainguns
- SO
- 6 Armored Weapon Mounts
- 6 Automated Repair Units

Named because this is basically a hammerhead without a shield. The ultimate race to who can disable who's weapons first. Don't count on it, you'll still probably lose first.

NOTE: The Brasher with SO does do great damage if ti can survive to flank though at that point, it's armor is so shredded that it'll die to even PD. Use the cockroach instead.


Integrated Loadout:
- 1 Mjolnr Cannon
- 24 flux vents
- 5 flux caps
- ICU
-Reinforced Bulkheads

Using an all purpose weapon, the Brasher is ... okay. Enemy will rarely stand still for long for the Mjolnr to overload their shields leading to quite the harmless (and useless) exchange.

Conclusion:
An effective long ranged weapons platform with considerable burst damage and above average sustained DPS. Requires significant cover against enemy missiles, fighters/bombers and basically everything. Build it for range. Also stay away from anything with mobility (phase ships, burn drives, pilums lmao)

Also don't give this thing SO. I've tried. It dies way too quickly (compared to a hammerhead SO build) to be effective, even against frigates.

Suggestion: I would actually like a buff to the Defender (scav) mobility so they escort the Brasher easier. 2 Defender per Brasher seems appropriate. As for the Brasher it is quite decent as long range artillery, perhaps adding ICU to the hull could be good (I feel it'd be too strong ngl) or another 5-10 OP.

Title: Re: [0.9.1a] Hazard Mining Incorporated (Gen Waffle Ed., 0.2.1g) Ed., 0.2.1f)
Post by: Hrothgar on August 27, 2019, 02:12:47 AM
Can you try make a flux efficent Brasher? If i remember correctly, you can make around 500 flux combination of 2 HVD + hellbore.
Title: Re: [0.9.1a] Hazard Mining Incorporated (Gen Waffle Ed., 0.2.1g) Ed., 0.2.1f)
Post by: Gen Waffle on August 27, 2019, 09:35:52 AM
Continued playing with the revamped scarecrow and Brilliant on my playthrough. Compared to my junker fleet, they're quite good at range and can bring quite a lot of fighters to bear on the enemy. They're like the opposite of my bum rush squad. Perfect for exploring the outer systems :D

Quote
I'm thinking the Shell could move a bit quicker and be a bit less crap to make it a worse-version of the Broadsword.

I'm gonna miss spamming immobile machine gun tanks. (not really).

Btw id the hmi are so into the trash, I find it unusual they don’t have a gun that literally fires trash.

I’m not sure how your code compares to the other mosders here but would it be possible to have junker hmoss that can only be equipped to Junker ships? (Like how Blackrock does it ).
Title: Re: [0.9.1a] Hazard Mining Incorporated (Gen Waffle Ed., 0.2.1g) Ed., 0.2.1f)
Post by: King Alfonzo on August 27, 2019, 06:24:19 PM
Technically the Xi line fires trash; the small one fires random small amounts of trash at high speed to produce an inconsistent damage output and works as a pretty terrible PD option, while the bigger one fires slow moving explosive trash as a long range suppression weapon.

I have contemplated a ship with a built-in weapon that fires randomly generated missiles, trash to block missiles, or even a hermes loaded with explosives, but I lack the code fu to do it, and I haven't been able to work it properly.

While I could make a junker only hullmod, I don't really see the point in making one. The Junker hullmod itself is pretty unique and powerful, although I might make it get exponentially cheaper to repair the more d-mods are on them.
Title: Re: [0.9.1a] Hazard Mining Incorporated (Gen Waffle Ed., 0.2.1g) Ed., 0.2.1f)
Post by: Gen Waffle on August 27, 2019, 06:47:54 PM
Quote
I have contemplated a ship with a built-in weapon that fires randomly generated missiles, trash to block missiles, or even a hermes loaded with explosives, but I lack the code fu to do it, and I haven't been able to work it properly.

INB4 we get pandora's box (call it Junker's Surprise) as a ship. Wonder how you'd go about making that.

One time you get 30 continuous annihilator rockets and the other a reaper outta nowhere. Seems like the perfect thing for a flanking ship.

Also I know the whole gist of the reclaimed remnant and domain ships is that they're re purposed and meant to look the same but perhaps you could kitbash all your current assets to make a rendition of the remnant phase jump capital. I know you said that the hmi don't really have a reason to make a large capital grade ship but they are still pirates in root. And pirates tend to make pretty big ships kitted with guns. Obv this is just a suggestion as I'm no modder and spritework is difficult.

Just thinking of some ideas that are reasonable and within your field of code/reason. That and also because I need something to vent all my ideas after testing your ships lol.

oR mAyBe yOu CaN jUsT mAke a ramMiNg ShIp :3


**IMPORTANT  EDIT**
I found a very large exploit with the Junker hulls. Restoring a ship that has already been equipped with over the base OP cap will result in you being able to go past the OP cap for the ship WITHOUT THE DMODS.

While this is awesome (for me), this is quite a concern as it may lead to potentially OP ships. Unless this is an intended feature (I doubt it).

I just restored my first king roach that was sporting 6 dmods and it kept it's broken layout. The result is a very very strong SO roach king that I really like but is probably broken in some way.

I'll try doing this with my Junk class later (heheh) - you can do quite a lot with an extra 60-80 or so OP for free.

While this is probably unintended it could be a neat reward to people who spends a lot of time on the Junker hulls. I mean you can't change the ship systems after this, your ship must've been kia like 5/6 times so it ain't that easy.

Edit:
I did it already, yeet my Junk is a bit less a Junk ahahaha (1 million restoration price though).


---------------------------
Making some progress for the Bastillon, the 2 medium ballistic mounts can be mixed and matched to quite a degree.
Title: Re: [0.9.1a] Hazard Mining Incorporated (Gen Waffle Ed., 0.2.1g) Ed., 0.2.1f)
Post by: Gen Waffle on August 27, 2019, 10:19:36 PM
Just a random thought but I'd like to share a general strengths/weakness for the hmi faction just as minor flavor tidbit (feel free to extend it yourself).

Strengths

Weaknesses
Title: Re: [0.9.1a] Hazard Mining Incorporated (Gen Waffle Ed., 0.2.1g) Ed., 0.2.1f)
Post by: Gen Waffle on August 28, 2019, 02:27:24 AM
Bastillon testing:

Has a very generous 225 base flux dissipation which is quite good for a hull this small and at 8 DP. 6250 Flux capacity is also decent.

It's Shield doesn't cover itself fully however and is horribly inefficient at 1.2 flux:damage. This is quite okay when the vessel has 500 armor which due to large hitbox can be shredded quite rapidly.

With the generous flux stats, I wanted to test the Williamson shotgun the mod introduces. Results were underwhelming at best. Even with 4 shotguns. This is expected though because the Williamson is only 5 OP.


Arbiter Loadout:
24 Caps (12250 flux capacity)
9 Vents
- 2 Seth Small fabricator
- 2 Light Needler
- 2 Xiu Liu Mining Gen
- 2 LightDualMg

The vast range differences is weird to play around and results in a pretty poor craft which one saving grace is it's low flux use. The design was originally intended to cover the low speed value of the mining gen proj speed and overloading the enemies shield  quickly. However while the Light Needler overloads ships very well it lacks range and enemy AI is quick to find out that staying at range renders the Arbiter Loadout useless.



Arbiter MK2 Loadout:
21 Caps
24 Vents
- 4 Railguns
- 2 Xiu Liu Mining Gen
- Insulated Engine Assembly

Trying to rectify the mistakes in the MK1 design as well as adress the crippling weakness t salamander and fighters. Still really weak to EMP and Ionic weapons. The new longer ranged edition is far better at combating other destroyers though it's poor shield:damage efficiency can leave it wide open to alpha strikes which many ships of this hull size pack.

Arbiter MK3 merely replaced the Xiu Liu Ming gen's with the base game Thumper due to much faster proj speed. Doesn't change much.


It's clear the Bastillon can't pressure as effectively as the cockroach or pack the same damage potential so range is definitely the way. It's weird weapon selection also limits it's burst rate to duel other ships so I guess it's designed for support? Perhaps making this thing end all be all flak gunship would be a good idea (the two medium turrets aren't 360 though).


Below is an image of the exploit I found with Junker ships (this is the Junk). Interestingly enough the Junk is still bad at combat, but this additional 90 OP from ("Not even salvageable") is very beneficial in increasing it's flux stats and extended shields which make it a great attrition combatant with it's long range weapons.
(http://Yes Yes Yes.png)

[attachment deleted by admin]
Title: Re: [0.9.1a] Hazard Mining Incorporated (Gen Waffle Ed., 0.2.1g) Ed., 0.2.1f)
Post by: Gen Waffle on August 28, 2019, 07:55:31 AM
Another Random Idea:

With how the hmi always sends out scavengers to explore and pilfer the sector it'd be cool to see them create custom landmarks in interesting sectors such as medium to high danger level systems.

They might be scavengers but they do have quite a lot of reclaimed remnant tech which ought to mean they aren't as weak as one may presume.

Perhaps this could even be reflected in a ship that is completely unarmed but churns out smaller combat frigates in combat (your code probably can't handle that but one can dream). If they're so adept at using trash, it'd be cool if they could create semi sentient trash to combat their enemies. It'd probably be a cool spinoff to the other factions that use imposing battleships in combat.

The hmi already have a very versatile and strong cruiser line so it makes sense if they can churn out support craft in the droves from a 'capital grade mobile manufacturing/salvaging platform'.

Sorry my ideas are getting ahead of me. (I should be testing the scav hulls more lol).


That said I have been feeling a revamp to the Nexerellin start. Well not quite a revamp but perhaps more options, suck as a small/medium/large mining fleet. Frontier Hauler (a Junk and some escorts) and maybe a special Overdrive Cockroach group (3 SO built cockroaches  ;))


Update on Bastillon and Fulgent/Lumen/Glimmer Testing

The Bombardment Drone is pretty nice ngl. You can make the Berserker a pretty mean missile boat with them.
Title: Re: [0.9.1a] Hazard Mining Incorporated (Gen Waffle Ed., 0.2.1g) Ed., 0.2.1f)
Post by: Innominandum on August 30, 2019, 12:01:14 PM
I'm petitioning the creation of Planet Cracker-class Starships, the renaming of Hazard Mining Incorporated to Concordance Extraction Corporation and Ruins Tech mining or exploration which lead to Marker excavations which result in ... "Twinkle Twinkle Little Star ..."   

Altman Be Praised!
Title: Re: [0.9.1a] Hazard Mining Incorporated (Gen Waffle Ed., 0.2.1g) Ed., 0.2.1f)
Post by: Gen Waffle on August 31, 2019, 05:04:45 AM
But... the hmi are a pirate based mining faction....

and the chances they get a capital is slim and even then would probably be a massive drone carrier of sorts. The planetcracker would likely be an industry the hmi can produce and not a ship.

Also that name change alone would garner a much much MUCH different sort of faction than what the hmi currently are. They're just pirates that like pilfering and scavenging the sector in a semi-legal way compared to the usual piraty business. The last thing they would want would be becoming enemies with the hegemony and the like.

Really now, a faction like the hmi would depend and rely on a far flung tactics than those seen in other sectors. They don't have awesome tech (just really good ming equipment) or spectacular ships.

They do however have really DP efficient ships for what they provide. Have you tried running an SO King Roach or Cockroach. Yeah for 20 and 8 DP you can get a pretty mean killing machine. Used the Berserker a lot? Well for 12 DP you get not one, not two BUT THREE fighter options. How is that not hella awesome.

What I'm saying is that the hmi won't win from by a power stance a lone but likely through risky plays with risky (loadout wise) ships from a risky commander. At least that's the impression I've been getting after testing their ships for god knows how long.

Title: Re: [0.9.1a] Hazard Mining Incorporated (Gen Waffle Ed., 0.2.1g) Ed., 0.2.1f)
Post by: Innominandum on August 31, 2019, 09:10:37 AM
But... the hmi are a pirate based mining faction....

and the chances they get a capital is slim and even then would probably be a massive drone carrier of sorts. The planetcracker would likely be an industry the hmi can produce and not a ship.
I applaud your commitment while engaging in a jest of mine ... those up above were all dead space references. Dead space is a game series, there are 2 not so bad book adaptations like Dead Space martyr out there, there is even a badly narrated audiobook version of that one on youtube.

And a Planetcracker ain't a Capital ship https://deadspace.fandom.com/wiki/USG_Ishimura its a Mining Vessel and i think it would really fit well into HMI ... lel

I like those 2 new Planet styles, the resources and trade goods that HMI adds, haven't come around to make those resources appear in nex random sectors yet, imagine its a hassle to bind them to those planets. The Faction is cool first one i dled actually cause it reminded me of dead space, event horizon, ship of fools ...
Title: Re: [0.9.1a] Hazard Mining Incorporated (Gen Waffle Ed., 0.2.1g) Ed., 0.2.1f)
Post by: Gen Waffle on August 31, 2019, 09:05:14 PM
Ah I see.

Honestly I'm really happy with what Alfonso did with the mod so far. I agree that it doesn't make sense that the hmi have a true capital ship as they're just a mining company.

He's also been really good with the feedback regarding the ships he has. I actually can't wait to see what new things he's gonna add. (I'm pretty burnt out testing the scav hulls).

I'd personally love to see some new special industries that the hmi might provide if your commissioned by them and talk to their admins in the bar of by comms.

Improved mining facility? A redesign of the patrol hub to provide autonomous mining/support drones? A planet cracker faciity on par with a heavy industry?

If they're centered around mining it makes sense they'd have some neat tools to the trade (and ways to defend them).
Title: Re: [0.9.1a] Hazard Mining Incorporated (Gen Waffle Ed., 0.2.1g) Ed., 0.2.1f)
Post by: Hrothgar on September 01, 2019, 01:42:44 AM
Well, pirates have their own capital ship, and they're bunch of idiots basically.

I think a capital being a hollowed big metal asteroid is ideal for HMI.
Title: Re: [0.9.1a] Hazard Mining Incorporated (Gen Waffle Ed., 0.2.1g) Ed., 0.2.1f)
Post by: Gen Waffle on September 01, 2019, 01:44:14 AM
Why not ships that are part asteroid?
Title: Re: [0.9.1a] Hazard Mining Incorporated (Gen Waffle Ed., 0.2.1g) Ed., 0.2.1f)
Post by: Gen Waffle on September 02, 2019, 03:46:03 PM
Hmm I’m thinking of a new missile system to complement the armored shepherd.

That said I’ve been mostly getting away bu using Neutrino Corp’s missile systems and other mods.

Also came up with some new Nexerellin starts:

Upstart Scavenger Group:
- 1 Rampart
- 1 Zebu
- 1 Salvage Rig

Frontier Exploration
- 2 Dromedary
- 1 Berserker

Border Patrol
- 1 king roach
- 1 Cockroach
- 1 Berserker

Reformed Pirates (petition to replace or make this the main noobiest start against single frigate start)
- 1 Cerberus (miner)
- 1 Light Shepherd
- 1 Zebu

Strike Group
- 1 Greasy or Lumen X
- 2 Glimmer

Junker Vengeance
- 1 Greasy
- 1 Shotglass
- 1 Cockroach

Super ship
- Scarecrow or Brilliant
Note: not really super ships but give them good starting load outs.
Title: Re: [0.9.1a] Hazard Mining Incorporated (Gen Waffle Ed., 0.2.1g) Ed., 0.2.1f)
Post by: CrixM on September 02, 2019, 11:01:57 PM
I really enjoy your mod, especially some of the flavorful weapons and junker ships. However, I think the weapons can use a little pass on balance, I think a bunch of them can use an OP reduction, specifically the Clyde Rapidfire Cannon. It already has less range and dps than the heavy autocannon, and ridiculous flux inefficiency. Heck, the heavy machinegun would be better in every way if not for the lower range. I think you could afford to knock it down to 9, or even 8 ordinance points, where it could directly compete with the arbalest as a discounted kinetic option. And the small mining collector.... I think it definitely needs to have an OP cost of 1, or at least have less flux cost.
Title: Re: [0.9.1a] Hazard Mining Incorporated (Gen Waffle Ed., 0.2.1g) Ed., 0.2.1f)
Post by: Gen Waffle on September 03, 2019, 04:08:52 AM
I really enjoy your mod, especially some of the flavorful weapons and junker ships. However, I think the weapons can use a little pass on balance, I think a bunch of them can use an OP reduction, specifically the Clyde Rapidfire Cannon. It already has less range and dps than the heavy autocannon, and ridiculous flux inefficiency. Heck, the heavy machinegun would be better in every way if not for the lower range. I think you could afford to knock it down to 9, or even 8 ordinance points, where it could directly compete with the arbalest as a discounted kinetic option. And the small mining collector.... I think it definitely needs to have an OP cost of 1, or at least have less flux cost.

Hey Cris.

I know we want to make weapons amazing and all but ahve you tried using the new weapons for their intended purpose: that is Mining? Spamming the small mining gen is pretty good for a mining build.

It's pretty crap as a PD though which really wants me to ask Alfonzo to create a hull mod or something that creates a scavenger/mining group because atm a dedicated mining group is really really boring and isn't as profitable as it ought to be. Don't get me wrong mining is a safe slow way to make dough but we're supposed to make a profit either way not a deficit :(

Possibly a new ship type/group that has an integrated hull mod that expands on the combat power of 'mining' type equipment. Doesn't seem too difficult to add in.

Also a distinct positive of nearly all ming weapons is that they're usually very very low on flux consumption and have high flux:damage efficiency. Just look at the large Xiu Liu Mining Gen for example.

Just like how the junker ships need a lot of time to experiment to make good, you need to dictate a ship to the weapons you equipped it.

Don't expect mining tools to stand toe to toe to actual combat weapons. Use your other strengths: did you realize the Brilliant and Scarecrow come in 25 and 28 DP only. They both bring good mount options as well as fighter bay. The scarecrow ever since the balance update is an amazing long range artillery. The Brilliant is just an overall beast of a ship (need to find the blueprint though, which I've gotten quite often at this point).

-------------------------EVERYTHING PAST THIS POINT IS UNRELATED TO THE QUOTE------------------

I've really gotten a good look at this mod after all these hours in campaign and simulator testing.

King Roach not able to do enough? Try smack an aggressive officer onto it and strap Systems Override to it. Now you can make 3 chainguns and three machine guns meleeing capital ships to death. Hell the AI is smart enough to even use Fast Repair when needed. You can do the same with the cockroach as well. The more they die the more OP you get which allows you to fit integrated PD and EVEN MOAR mg/vulcans/your choice of pd support.

Your junker ships aren't going to live for long. But they can achieve some pretty amazing feats if equipped well. Make full use of their tankiness and turret placements. Fast Repair used to be crap on the scarecrow as it's way too slow too make full use of it, maneuvering thrusts is so much better and firmly tells the player that this can be a monster of a a long range support ship: smack some gravitons and Large Mining Gens/ Heavy Maulers and hardened shields. You literally just make the tankiest nearly full cover shielded cruiser in the sector.

Brilliant is a lot different to the other ships in the hmi arsenal because it's just flat out really good for what it provides on the battlefield.

Have you realized that the carrier options are all pretty fragile or have some massive drawbacks.

The Berserker is literally a piece of tissue paper that will explode in a moment's notice. BUT it has not one, not two but THREE fighter bays. All for 12 DP. That in itself is stupidly powerful. What better way to cover your SO cockroaches and King roaches than literally zerging the air. The Rampart is a bit more jack of all trades but you should build it similarly or make full use of that large missile slot.

The HMI fleet has some crazy good synergies is what I'm saying.

EDIT: also yes I'm still testing the Bastillon and other scav hulls.
Title: Re: [0.9.1a] Hazard Mining Incorporated (Gen Waffle Ed., 0.2.1g) Ed., 0.2.1f)
Post by: CrixM on September 03, 2019, 05:47:35 AM
You quoted my post and didn't address anything about it. I understand why retrofitting mining weapons are bad, they're for mining and often energy weapons retrofitted for a ballistic slot.  The main thing I brought up was the machinegun.
Title: Re: [0.9.1a] Hazard Mining Incorporated (Gen Waffle Ed., 0.2.1g) Ed., 0.2.1f)
Post by: Gen Waffle on September 03, 2019, 04:42:55 PM
Yeah I've added a line to split my rambling and my actual response. I've been noticing that the clyde was pretty weak too. However have you tried putting expanded magazines on your ship, if I remember correctly it decreases the weapon cooldown slightly. That might help. It's obv more visible on the mark IV but you can still try.
Title: Re: [0.9.1a] Hazard Mining Incorporated (Gen Waffle Ed., 0.2.1g) Ed., 0.2.1f)
Post by: CrixM on September 03, 2019, 11:33:01 PM
Why would expanded magazines do anything? The weapon doesnt work off a charge/reload system.
Title: Re: [0.9.1a] Hazard Mining Incorporated (Gen Waffle Ed., 0.2.1g) Ed., 0.2.1f)
Post by: Gen Waffle on September 03, 2019, 11:54:38 PM
I had that impression due to the weapons description. Just like how the MARK IV referenced it. It was just a guess since I've seen other mods add minor improvements with certain hmods.

Really I'm just experimenting since a bunch of stuff isn't really noted down for the weapons in this mod.
Title: Re: [0.9.1a] Hazard Mining Incorporated (Gen Waffle Ed., 0.2.1g) Ed., 0.2.1f)
Post by: 123nick on September 04, 2019, 02:07:47 PM
do the draco or fang groups have any stations? when i interacted with the planet that supposedly had em, i could just colonize it normally, which seems a bit weird. is it possible too get their blueprints too?
Title: Re: [0.9.1a] Hazard Mining Incorporated (Gen Waffle Ed., 0.2.1g) Ed., 0.2.1f)
Post by: Hrothgar on September 05, 2019, 07:49:14 AM
I dont think they have blueprints, but their station are destroyable and lootable. Although i find their ship... strange.
Title: Re: [0.9.1a] Hazard Mining Incorporated (Gen Waffle Ed., 0.2.1g) Ed., 0.2.1f)
Post by: Gen Waffle on September 06, 2019, 02:18:49 AM
Hey alfonz, I did some more testing with the clyde rapidfire mg and I think that flux per second could be lowered by a 100 or so, considering that it’s quite weak atm. Perhaps you could add a modifier that increases the shield damage if within a certain range as well.
Title: Re: [0.9.1a] Hazard Mining Incorporated (Gen Waffle Ed., 0.2.1g) Ed., 0.2.1f)
Post by: Orcling on September 07, 2019, 05:05:55 AM
Hey alfonz, I did some more testing with the clyde rapidfire mg and I think that flux per second could be lowered by a 100 or so, considering that it’s quite weak atm. Perhaps you could add a modifier that increases the shield damage if within a certain range as well.
Not every weapon has to be "balanced". Even Vanilla has some guns that are hot garbage, I think it's fine if some weapons suck, it adds flavour to the game.
Also they have very low OP cost.
Title: Re: [0.9.1a] Hazard Mining Incorporated (Gen Waffle Ed., 0.2.1g) Ed., 0.2.1f)
Post by: Hrothgar on September 07, 2019, 12:46:38 PM
Vanilla garbage weapon?

Hmmm small mortar.
Title: Re: [0.9.1a] Hazard Mining Incorporated (Gen Waffle Ed., 0.2.1g) Ed., 0.2.1f)
Post by: Gen Waffle on September 07, 2019, 07:50:40 PM
Hey alfonz, I did some more testing with the clyde rapidfire mg and I think that flux per second could be lowered by a 100 or so, considering that it’s quite weak atm. Perhaps you could add a modifier that increases the shield damage if within a certain range as well.
Not every weapon has to be "balanced". Even Vanilla has some guns that are hot garbage, I think it's fine if some weapons suck, it adds flavour to the game.
Also they have very low OP cost.

They Clyde is 9 OP tho

Vanilla garbage weapon?

Hmmm small mortar.

You should give the picket scav a try, light mortars can be surprisingly effective on a nimble flanking craft, and their small OP allows you to even fit defensive systems on it. The best part? It's 1 DP. ONE DEPLOYMENT COST.

that said pls reduce the upkeep for these things Alfonz, I already have crazy fuel costs to manage T.T

Also ... heh ... could you add some more mining weapons *wink/wink*
Title: Re: [0.9.1a] Hazard Mining Incorporated (Gen Waffle Ed., 0.2.1g) Ed., 0.2.1f)
Post by: Gen Waffle on September 10, 2019, 08:54:17 PM
Hey Alfonzo, it's been a while since I've made a post here but I'm quite confident the Bastillon could have it's DP cost reduced to 5/6 instead of 8.

Currently being able to equip a large amount of small weaponry is only good if you have the flux stats to support it. The fact that the frontal shield has a poor damage flux:ratio hurts this quite hard as well. For a relatively slow frigate it suffers from a relatively low PPT as well, though this is a minor complaint.

This further worsened because all the mounts aside from the medium mounts are extremely protruded from the hull (makes sense considering this is just a refit) and thus they go down *EXTREMELY* fast.

I've managed to make a reasonable frigate killer with SWP stitch guns, 2 Xiu Liu mining Gen, Arsenal's mini flak and 2 light needlers. with expanded magazines and SWP Gunnery Control AI. However I have yet o make a successful build vs similar DP enemies.


My thoughts on a rebalance could be:
- a much stronger shield
reason: the shield only covers 4 small mounts and the 2 mediums, so it's not particularly protective. In its current state the shield worsens the vessels already poor dueling and racks up flux like mad. A better flux:damage ratio would be a definite game changer for the Bastillon. I reckon with the how the shield isn't a full cover that the flux:damage ratio could be put at 0.7 with 150 shield upkeep.

- Decreased armor,
the Bastillon is already fragile and weak to flanking. It has maneuvering thrusters for a reason. 500 armor could be reduced to around 200 for space for better flux stats all around. Sort of how the Scintilla is built. It doesn't make sense that a ship that is basically 6 extensions has 500 armor.

- Increased Hull,
the Bastillon core weakness if it's weapons going down easily. it's armor does nothing for the cause and due to ships small nature and layout, it's armor achieves very little. The bastillon has 3850 hull in it's current state, bumping this to 6000 could be a worthy change to the armor nerf I proposed.

- A decrease of 8 DP to 6.
The Bastillon doesn't provide what you'd expect for an 8 DP frigate. It lacks consistent speed is extremely fragile and unreliable for reasons stated above. This would allow it to be a worthy contender to the frigates of the sector. I'll admit this is probably the hardest change for me to recommend due to how DP works in the game.
Title: Re: [0.9.1a] Hazard Mining Incorporated (Gen Waffle Ed., 0.2.1g) Ed., 0.2.1f)
Post by: Hrothgar on September 11, 2019, 01:34:14 AM
I can write here idea for HMI purpose battleship thing :

A Hollow class Battlemoon:

This strange design is dating to ancient pre-domain idea of making a giant ship by strapping engine, weapons , power cores and crew compartment to big celestial bodies like asteroids or moons. HMI used biggest asteroids, composed of hard materials as hull of this enormous ships. Inside they put a proper hull, crew compartment, supply rooms, fuel cells , reactor cores , batteries, flux sinks and other parts of proper warship. Outside layer is reinforced with armor where it is neccesary, with rest surface molten then reshapen in crude version of it. Big, hulking, slow, very rare and powerfull, that's how you can describe a HMI battlemoon.
Title: Re: [0.9.1a] Hazard Mining Incorporated (Gen Waffle Ed., 0.2.1g) Ed., 0.2.1f)
Post by: Gen Waffle on September 11, 2019, 02:13:14 AM
neat idea
Title: Re: [0.9.1a] Hazard Mining Incorporated (Gen Waffle Ed., 0.2.1g) Ed., 0.2.1f)
Post by: Hrothgar on September 13, 2019, 11:24:47 AM
Also it's propulsion system would look like this : 10 max speed by itself and ability to deploy tugs, which tug battlemoon for 10 speed each (40 max speed, 3 tugs). Tugs are of course destroyable.
Title: Re: [0.9.1a] Hazard Mining Incorporated (Gen Waffle Ed., 0.2.1g) Ed., 0.2.1f)
Post by: Gen Waffle on September 15, 2019, 03:28:20 AM
That is a neat idea for a capital. I particularly like the concept of a ship built out of an asteroid, that said, wouldn't something along those lines be less a warship and more a dedicated mining command hub?

It could provide a passive sensor reduction to a fleet that it's in due to it being large almost cathedral size ship that can conceal the rest of the fleet, and allow for safe mining and exploration in the farthest sections of the sector. It'd be cool if this is also how the HMI could have even scavenged the remnant and domain exploration ships.

A vast support ship, dedicated to off battle scenarios but still packing quite a punch.


That said I've love to see some more cruisers... and maybe some buffs to the frigates/destroyers (particularly the Fulcan't).

EDIT:

did some more testing,

The Glimmer is very nice for 3 DP, it's largest weakness is it's very fragile hull. That said it brings a lot of firepower for it's size and it's maneuverability is top notch. Equipping a phase lance, dual ac and dual lightdualmg with extended shields creates a potent frigate hunter killer.

It suffers from being pretty rare and due to it's low OP amount, usually not salvageable in anything larger than 70k bounties.


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

If you thought the glimmer was fragile, the Lumen (scav) is much much worse. At only 750 hp, the Lumen relies on it's generous flux stats and phase skimmer to survive. It also packs quite a significant weapons layout for a 3DP frigate.

The Lumen has quite a narrow weapons selection however due to it still being a frigate and generally struggling to maintain it's weapons. That said the Lumen is also a significant frigate killer.

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

While the frigates are usually too weak to support the desolator effectively, it can still be used to take potshots at ships without full cover shields.



Played with the 1 DP frigates HMI provides now: I think the upkeep for fuel is a very worthy price for their power. However I would like to see some of these ships be added into the military shop for the HMI as frigates are ... welll frigates and really only last for the early game.
Title: Re: [0.9.1a] Hazard Mining Incorporated (Gen Waffle Ed., 0.2.1g) Ed., 0.2.1f)
Post by: Worachot on October 24, 2019, 07:55:02 AM
is there a way or command to respawn the mess? the mess base is abandoned and i cant seem to find them anywere :S
Title: Re: [0.9.1a] Hazard Mining Incorporated (Gen Waffle Ed., 0.2.1g) Ed., 0.2.1f)
Post by: Hrothgar on October 24, 2019, 11:24:24 AM
I once met mess in space, not in system, i guess they respawn on their own pace.

You just wait in their system? If so, i guess you need to move out of it for some time. Do something on other side of sector for month or two.


you need to update a system prewiev in first post.
Title: Re: [0.9.1a] Hazard Mining Incorporated (Gen Waffle Ed., 0.2.1g) Ed., 0.2.1f)
Post by: King Alfonzo on November 09, 2019, 06:39:08 PM
An Update! Focused on Balance and boring stuff! Not save compatible.

-Tweaked the spawning of boss factions to be a lot more frightening if you come near their systems.
-Based on the feedback from Captain Trek, tweaked the economy and custom commodities to be more balanced.
-Made the Junker hullmod more easy to understand, and extra d-mods now make repairing Junker hulls cheaper.
-Tweaked a fair number of other values amongst weapons, fighters and hulls to be more balanced, and to show up less in scavanger and pirate fleets.
-Added the Herakles, a rare low-tech analogue of the Paragon. Has less range, but is able to more consistently hit things within that range.
-Added the Fishkill, a low-tech analogue of the Astral. Very much like a big, chunky condor.
-Added the Mora (P), with more flexible mounts and burn drive, but suffers from poor fighter stats.

Download it HERE! (https://bitbucket.org/King_Alfonzo/i-will-make-sindria-great-again/downloads/HMI_0_2_2a.zip)
Title: Re: [0.9.1a] Hazard Mining Incorporated (Captain Trek Balance Ed., 0.2.2a)
Post by: Gen Waffle on November 09, 2019, 07:00:14 PM
Can't wait to try it ;D
Title: Re: [0.9.1a] Hazard Mining Incorporated (Captain Trek Balance Ed., 0.2.2a)
Post by: BigBeans on November 10, 2019, 10:41:29 AM
Absolutely love this mod and enjoy all the pirate ships you've added in this recent update. Low-tech paragon and astrals are some scary stuff too see haha. Hope you continue expanding pirates and my favourite kinda pirate faction.  :)
Title: Re: [0.9.1a] Hazard Mining Incorporated (Captain Trek Balance Ed., 0.2.2a)
Post by: Captain Trek on November 11, 2019, 02:28:11 AM
Aww shucks, Alfonzo, you didn't even have to credit me, much less name the patch after me. I was delighted to help. ^^
Title: Re: [0.9.1a] Hazard Mining Incorporated (Captain Trek Balance Ed., 0.2.2a)
Post by: Digganob on November 17, 2019, 01:42:38 AM
Hey, have you considered making the derelict mothership into a scavenged HMI capital? I think it would fit quite nicely, because they could easily turn it into a good mobile mining station, and they don't seem to have a real sort of flagship yet, as the junk isn't very combat effective against other capitals, and the herakles is more of it's own thing in it's theme, as it's essentially a low-tech paragon. I think that it would be a cool way to make a "true" flagship for HMI, because it fits with the theme of them, really, and it would also just be really fun having the biggest ship in the game at your disposal. I'd think in combat it'd sort of be like a really weak, mobile station, which would have trouble dealing with for instance an onslaught on one side, but could deal with ships all around it well, almost like the junk, but it would be effective against things bigger than frigates. So, it would make a good centerpiece to a fleet, but it couldn't stand alone in the same way that a station could, unless it was fighting against very weak fleets. Hope you like the suggestion, keep up the good work. Love your mod man, especially the new Fishkill ship, I was hurting for a nice big low-tech carrier. I also just like the junk/scavenged motif of the ships overall. Keep it up. Oh, and a minor suggestion/question, would you consider making a sort of trash launcher? Like, it shoots "missiles" with no range, so they just get launched out of the ship to smack against enemy ships. I'm not sure what kind of black magic you'd have to do to make it work or even have it be effective, but it's something to think about I think, especially with the theme some of your other weapons have taken.
Title: Re: [0.9.1a] Hazard Mining Incorporated (Mulligan Ed., 0.2.2b)
Post by: King Alfonzo on November 30, 2019, 07:36:31 PM
A MILDLY EXCITING UPDATE.

Only a minor update mind, with a few tweaks and a new ship:
(https://i.imgur.com/j6Ci5zV.png)

Added a new low-tech phase destroyer, the Mulligan. All gun and armour, very little engine and armour.
The Vigilance (TT) should now actually spawn.
D-Mods from Vayra's Sector is now counted by the HMI junker hullmod.
Lasher (HMI) now has hardpoint missile mounts.
Richardson Cannon nerfed to be slightly shorter ranged.

LINK HERE. SAVEGAME COMPATIBLE.
Title: Re: [0.9.1a] Hazard Mining Incorporated (Mulligan Ed., 0.2.2b)
Post by: mora on December 01, 2019, 05:54:25 AM
The Mulligan lacks the usual debuff hullmod "Delicate Machinery" all phase ships have. (Not like it needs it though)
Title: Re: [0.9.1a] Hazard Mining Incorporated (Mulligan Ed., 0.2.2b)
Post by: Hrothgar on December 01, 2019, 08:31:52 AM
There is one or two phase ships without delicate machinery but i am not 100% sure about that.
Title: Re: [0.9.1a] Hazard Mining Incorporated (Mulligan Ed., 0.2.2b)
Post by: Captain Trek on December 01, 2019, 08:55:13 AM
The Gremlin and Nessie have it, so it would make sense for the Mulligan to also have it. I think the bigger issue, however, is that the Mulligan's DP cost should probably be a bit higher purely on the strength of the phase cloak, in the same way that the Gremlin and Nessie are 6 and 24, higher than most frigates and cruisers respectively (though lower than the Afflictor and Doom's 8 and 35) despite being certified garbage. Given that prv's Fasklot is 13 and prav refuses to increase it, you could probably get away with 12. 12 would make it more-expensive-than-most-but-not-all-destroyers in the same way the Nessie is more-expensive-than-most-but-not-all-cruisers. Also, 6 for the FF Gremlin, 12 for the DD Germlin, and 24 for the CA Gremlin just feels kinda poetic.

EDIT: This technically counts as a synergy with Tahlan for the purposes of my upcoming mod guide, by the way. :V
Title: Re: [0.9.1a] Hazard Mining Incorporated (Mulligan Ed., 0.2.2b)
Post by: King Alfonzo on December 14, 2019, 01:02:32 AM
A very minor update, taking into account Captain Trek's feedback above, along with several issues with descriptions noted on the discord.

-Tweak the Mulligan to have 12 DP and be worth said 12 DP, have delicate machinery, and have a description.
-Fixed several descriptions not working.

Savegame compatible with previous version.

DOWNLOAD HERE.
Title: Re: [0.9.1a] Hazard Mining Incorporated (Mulligan V2 Ed., 0.2.2b)
Post by: mora on December 14, 2019, 06:07:54 AM
Some questions
The Herakles visually has a small slot on its rear end, however there is no entry for it. The Paragon has one on the same spot so likely an oversight?
Spoiler
The remnant mess (and domres) fighters don't have descriptions nor a HIDE_IN_CODEX tag like the other mess stuff and shown in the codex. It's been like this for several versions so is it meant to be like this?
The Caballo Loco (Fang) ship doesn't have Safety overrides and ECM Package hullmods despite its description stating "usual Fang Society modifications". All other fang ships have them so aren't they part of the usual modifications they do to their ships?
[close]

Some suggestions I came up while playing with HMI ships and fiddling around with files to test them out
Remove the "COMBAT" hints from the Scintilla (Scav), Berserker (Scav) and Rampart (Scav) so they will stop driving themselves into the frontlines. The Scintilla is too fragile ,the Rampart and Berserker do not have the flux stats nor the mobility to be a front line ship. This also lets them use their ship systems freely because the AI stops using them after building enough flux which happens alot if they're getting hit with hard flux.

Remove every hint except HIDE_IN_CODEX from the Brilliant (Scav), It only has 1 fighter wing and the Brilliant that it is based on doesn't have the CARRIER hint. It will use it's fighters fine without them and makes it easier to assign an eliminate order to it.(Maybe do the same to the Scarecrow too.)

The ship system Rapid repair isn't utilized by the AI effectively and just kinda spams it near any enemy even if it has no disabled weapons or engines. This makes it kinda useless especially on the shotglass because it mostly dies before any weapons or engines break. So I have 3 ideas for this:
idea 1. Remove Rapid repair and replace them with common systems like flare launchers, burn drives, ammo feeder and maneuvering jets. Give the junker hullmod a repair speed boost effect.
idea 2. Give it custom ship system AI which sounds difficult
idea 3. Make skin files of them which have different ship systems. Should nicely fit in with the fact that they're made out of bits and pieces from different ships.
I did idea 3 to my game and while having issues like duplicate shotglass and greasy ships in the custom production tab, now most junker ships are AI-friendly. Maybe there is a more elegant way of implementing this but it works.

All ships with a decimal point in their supplies/rec entry should have them rounded up or down. For example the Warden (Scav) has 1.75 as its recovery cost. However the game rounds it up to 2 and deploying 4 Wardens will show Recovery cost as 8. For deployment points, 1.75 is rounded down to 1 making this a little confusing. Unless this is intended, round them up or down.

Add more OP to Brilliant (Scav) and maybe Lumen (Scav). Reasons for the Brilliant is because it simply has more/larger mounts to fill than the original Brilliant. As for the Lumen, because how DP is rounded down the Glimmer is 3 DP too and has 50 OP, omni shields and mostly better other stats so the Lumen should have 50 OP too.
Brilliant could use 10 or even 20 more OP . Add 10 OP to the Lumen and maybe give its omni shield back.

Give the Fulgent (Scav) more mobility. Compared to the original it mostly has worse everything except max flux while gaining only 10 OP. If it lost armor and hull, etc, it should lose some mass as well. So why not make it faster than the original instead of slower? Make the 75 top speed into 95 top speed and maybe give it better maneuverability as well.(Also why is it 12DP compared to the 11 of the original)

EDIT:Forgot to add that the Mark IV Cannon has too much sustained DPS for a 16 OP weapon and outclasses the Mark IX Autocannon.

Add the Radiant (Scav).
Title: Re: [0.9.1a] Hazard Mining Incorporated (Mulligan V2 Ed., 0.2.2b)
Post by: bopeepatehersheep on December 15, 2019, 02:34:00 AM
is it intentional that the Herakles doesn't have the Junker hullmod?
Title: Re: [0.9.1a] Hazard Mining Incorporated (Mulligan V2 Ed., 0.2.2b)
Post by: mora on December 15, 2019, 03:23:11 AM
is it intentional that the Herakles doesn't have the Junker hullmod?
It's listed as HMI Modification tech so probably yes. The Fishkill is properly labeled a Junker (HMI) ship.
Title: Re: [0.9.1a] Hazard Mining Incorporated (Mulligan V2 Ed., 0.2.2b)
Post by: King Alfonzo on December 22, 2019, 08:09:49 PM
The Herakles visually has a small slot on its rear end, however there is no entry for it. The Paragon has one on the same spot so likely an oversight?
Spoiler
The remnant mess (and domres) fighters don't have descriptions nor a HIDE_IN_CODEX tag like the other mess stuff and shown in the codex. It's been like this for several versions so is it meant to be like this?
The Caballo Loco (Fang) ship doesn't have Safety overrides and ECM Package hullmods despite its description stating "usual Fang Society modifications". All other fang ships have them so aren't they part of the usual modifications they do to their ships?
[close]

Some suggestions I came up while playing with HMI ships and fiddling around with files to test them out
Remove the "COMBAT" hints from the Scintilla (Scav), Berserker (Scav) and Rampart (Scav) so they will stop driving themselves into the frontlines. The Scintilla is too fragile ,the Rampart and Berserker do not have the flux stats nor the mobility to be a front line ship. This also lets them use their ship systems freely because the AI stops using them after building enough flux which happens alot if they're getting hit with hard flux.

...

All ships with a decimal point in their supplies/rec entry should have them rounded up or down. For example the Warden (Scav) has 1.75 as its recovery cost. However the game rounds it up to 2 and deploying 4 Wardens will show Recovery cost as 8. For deployment points, 1.75 is rounded down to 1 making this a little confusing. Unless this is intended, round them up or down.

These issues have been fixed with this update, thanks for the catches!

The ship system Rapid repair isn't utilized by the AI effectively and just kinda spams it near any enemy even if it has no disabled weapons or engines. This makes it kinda useless especially on the shotglass because it mostly dies before any weapons or engines break...

That's kind of a problem and I'm looking into it at the moment. I might try option 1 at some point, but for now it works for the larger hulls. For the shotglass, I'm changing the ship system to flare launcher as a stop gap.

Add more OP to Brilliant (Scav) and maybe Lumen (Scav). Reasons for the Brilliant is because it simply has more/larger mounts to fill than the original Brilliant. As for the Lumen, because how DP is rounded down the Glimmer is 3 DP too and has 50 OP, omni shields and mostly better other stats so the Lumen should have 50 OP too.
Brilliant could use 10 or even 20 more OP . Add 10 OP to the Lumen and maybe give its omni shield back.

Give the Fulgent (Scav) more mobility. Compared to the original it mostly has worse everything except max flux while gaining only 10 OP. If it lost armor and hull, etc, it should lose some mass as well. So why not make it faster than the original instead of slower? Make the 75 top speed into 95 top speed and maybe give it better maneuverability as well.(Also why is it 12DP compared to the 11 of the original)

These were deliberate, as these ships are supposed to be worse than their vanilla analogues. However, I have tweaked the Fulgent to be quicker, and the Lumen to be a bit better flux wise.

EDIT:Forgot to add that the Mark IV Cannon has too much sustained DPS for a 16 OP weapon and outclasses the Mark IX Autocannon.

Fixed.

Add the Radiant (Scav).

Later.

Further, due to the tournament, I've decided to hit HMI with the nerf bat.

-Herakles has lower dissipation, lower shield efficency, and a 60 DP cost.
-Berserkers now have a 14 DP cost.
-Brilliant now have a 28 DP cost.

LINK HERE
Title: Re: [0.9.1a] Hazard Mining Incorporated (Tournament Nerf Ed., 0.2.2d)
Post by: Delta7 on December 27, 2019, 04:36:55 PM
You have three different Mbke rocket launchers. And Every. Single. One. Deals different amounts of damage per projectile. This frustrates me in ways that words cannot properly explain.
Title: Re: [0.9.1a] Hazard Mining Incorporated (Tournament Nerf Ed., 0.2.2d)
Post by: mora on January 06, 2020, 06:09:45 AM

Further, due to the tournament, I've decided to hit HMI with the nerf bat.

-Herakles has lower dissipation, lower shield efficency, and a 60 DP cost.
-Berserkers now have a 14 DP cost.
-Brilliant now have a 28 DP cost.
The two first nerfs are good, however with the Brilliant I think taking away missile capable slots are a better way to nerf it since that is what made them powerful in the tournament. Nerfing DP and maintenance costs won't really solve the problem IMO and will just make the ship needlessly worse in normal gameplay.
Maybe turn the two missile hardpoints in the upper right (WS0005 and WS0006) to hybrid (or ballistic/energy only to better suit the theme of worse remnant ships)much like the original?
(https://i.imgur.com/eadfkRK.png)
(Don't mind the wider arc on the small ballistic on the rear right, although I would like it to be official.)

Anyway, I have some suggestions/questions like before
Why is the Rampart (Scav) designated as "Carrier Freighter" when all it has is 50 more cargo over the Berserker (Scav)? Perhaps the Berserker has too much? I'd just remove the Freighter designation from it.

Since the Scintilla (Scav) is no longer a "Battlecarrier" (no COMBAT hint) maybe give it back its original "Light Carrier" designation.

I think the Scarecrow can have the same treatment as Brilliant regarding its hints. It only has one fighter bay so it should be treated as a warship.

A few ships still have decimal points in their supplies/rec entry which are the Shepherd variants, and the prototype Tempests. If you want their maintenance cost to be exactly what they are right now, you can leave the maintenance cost alone since maintenance cost already uses decimal points.

The Suzuki-Clapteryon Thermal Projector kinda sucks right now and the Autopulse Laser is better at 20 OP. I gave it 50 more damage per shot, and 2 more ammo so it has 3500 magazine damage compared to 4500 of the Autopulse laser. It has even lower sustained DPS than the Autopulse laser so I think it is justified.(Unless its meant to be bad.) also the name is too long

Seth Drone Generators(the medium one) cost too much OP for what they are. Free HE missiles sound powerful but the fragments they burst into are shot down easily and also hits allies.

Kane Torpedoes should cost 2 OP as they already trade some damage for tracking ability, which isnt that great either.

Try adding "separateRecoilForLinkedBarrels":"TRUE", to the Williamson Shotgun(sml_shotgrun.wpn). It will look better as shots will spread more randomly.

Maybe give the Suo Wang Pulser a bit more ammo? It currently only has 660 magazine damage, which isnt that much. I would rather mount the Double IR Laser for just 1 more OP.

Some variants have a "?" in their names due to an escape character "\r" being present in their names. A list of files with this error:
Spoiler
berserker_scav_drone.variant
brasher_cs2.variant
cockroach_anvil.variant
cockroach_outdated2.variant
zebu_miner.variant
[close]

In Nexerelin, HMI tends to lose Fuyutsuki very easily due to it lacking ground defenses and being only size 6. Maybe make it size 7 and give it ground defenses. Make a NERV headquarters industry for better ground defense

Spoiler
It seems that you've disabled the systems that domain resurgent and remnant mess are supposed to spawn in, but still adding stuff related to them. Are they under construction or you simply forgot that you disabled them? If the former, can you tell me how much they are completed?
The Draco version of the Sunder has small ballistic slots. I think energy slots for more disco lasers suit them better.
[close]

EDIT:Forgot to add that the Retrofitted Mining Laser is very common in pirate fleets making them weaker than usual. I can't really prove this but I think removing some weapon tags should make them less common. I removed the energy0 and beam0 tags.

EDIT2:The Berserker(Scav) is classified as a cruiser. The original hull is a destroyer. Is this intentional?
Title: Re: [0.9.1a] Hazard Mining Incorporated (Tournament Nerf Ed., 0.2.2d)
Post by: Famelhaut on January 07, 2020, 12:57:33 PM
Hey I found a research station at the border of the mercy system with some weird text. Is this intentional?

https://imgur.com/a/uBrV8eF
Title: Re: [0.9.1a] Hazard Mining Incorporated (Tournament Nerf Ed., 0.2.2d)
Post by: Green Ghost on January 07, 2020, 03:18:31 PM
I think i've found a bug, when i engage the seele research station defenders the battlefield is empty of enemies and my own ships don't move at all unless ordered to, i think something is preventing them from entering the battle.
Title: Re: [0.9.1a] Hazard Mining Incorporated (Tournament Nerf Ed.2, 0.2.2e)
Post by: King Alfonzo on January 12, 2020, 01:29:12 AM
You have three different Mbke rocket launchers. And Every. Single. One. Deals different amounts of damage per projectile. This frustrates me in ways that words cannot properly explain.

Fixed. They all have the same damage now.

The two first nerfs are good, however with the Brilliant I think taking away missile capable slots are a better way to nerf it since that is what made them powerful in the tournament...

Changing mounts to different types will break saves, so I'm a little leery about touching them outside of major updates.

Anyway, I have some suggestions/questions like before
Why is the Rampart (Scav) designated as "Carrier Freighter" when all it has is 50 more cargo over the Berserker (Scav)? Perhaps the Berserker has too much? I'd just remove the Freighter designation from it.

This was actually a mistake. The Rampart now has 450 Cargo, while the Berserker has 100 cargo. Previously it was noted that the large amount of cargo made the Rampart ridiculously overpowered in campaign games, but this should now be a more suitable medium.

Since the Scintilla (Scav) is no longer a "Battlecarrier" (no COMBAT hint) maybe give it back its original "Light Carrier" designation.

This was another mistake, in retrospect. Altered to be a bit more beefier cap-wise, re-added COMBAT tag.

I think the Scarecrow can have the same treatment as Brilliant regarding its hints. It only has one fighter bay so it should be treated as a warship.
...
A few ships still have decimal points in their supplies/rec entry which are the Shepherd variants, and the prototype Tempests. If you want their maintenance cost to be exactly what they are right now, you can leave the maintenance cost alone since maintenance cost already uses decimal points.

Fair cop. Removed the tag, and made the supplies cost whole numbers.

The Suzuki-Clapteryon Thermal Projector kinda sucks right now...(Unless its meant to be bad.)

Yeah, it was technically supposed to be bad, but now it's been altered to have a high upfront damage with more powerful shots but a smaller magazine.

Seth Drone Generators(the medium one) cost too much OP for what they are. Free HE missiles sound powerful but the fragments they burst into are shot down easily and also hits allies.

Changed the drone to have a narrower cone and more damaging projectiles.

Kane Torpedoes should cost 2 OP as they already trade some damage for tracking ability, which isnt that great either.

Another fair cop, Kane torpedoes now have the same damage as Hammers to compensate.

Try adding "separateRecoilForLinkedBarrels":"TRUE", to the Williamson Shotgun(sml_shotgrun.wpn). It will look better as shots will spread more randomly.

I had no idea this existed. Added to the Williamson, as well as another project on the side that has shotgun weapons.

Maybe give the Suo Wang Pulser a bit more ammo? It currently only has 660 magazine damage, which isnt that much. I would rather mount the Double IR Laser for just 1 more OP.

The Suo Wang is supposed to be kind of bad, but I beefed up the damage per shot, so it should be more attractive.

Some variants have a "?" in their names due to an escape character "\r" being present in their names. A list of files with this error:

Thanks for the catch - it's really annoying when that happens.

In Nexerelin, HMI tends to lose Fuyutsuki very easily due to it lacking ground defenses and being only size 6. Maybe make it size 7 and give it ground defenses.

Fair cop - I thought the station would be enough. Added heavy batteries. Unfortunately, your NERV is on a different planet.

Spoiler
It seems that you've disabled the systems that domain resurgent and remnant mess are supposed to spawn in, but still adding stuff related to them. Are they under construction or you simply forgot that you disabled them? If the former, can you tell me how much they are completed?
The Draco version of the Sunder has small ballistic slots. I think energy slots for more disco lasers suit them better.
[close]

Those factions are still very much WIP, but I can't really work on them in a seperate version of the mod without things getting very complicated very quickly. They still have a ways to go, unfortunately, but they're going to be set up similar to a miniboss. Also fixed the Sunder to have hybrids for your pleasure.

EDIT:Forgot to add that the Retrofitted Mining Laser is very common in pirate fleets making them weaker than usual. I can't really prove this but I think removing some weapon tags should make them less common. I removed the energy0 and beam0 tags.

Bumped them up a tier, they should be rarer now. Keep in mind though that controlling weapon spawning like that is incredibly troublesome.

EDIT2:The Berserker(Scav) is classified as a cruiser. The original hull is a destroyer. Is this intentional?

Yes, mainly for the elevated OP costs of hullmods.

Hey I found a research station at the border of the mercy system with some weird text. Is this intentional?

Yep. I plan on adding small things like that throughout the Sector in the future.

I think i've found a bug, when i engage the seele research station defenders the battlefield is empty of enemies and my own ships don't move at all unless ordered to, i think something is preventing them from entering the battle.

I'm honestly not sure how that would happen - are you running an up to date version of the mod? I think similar problems were happening in the older version of the mod.

And now for the more important bit.

TOURNAMENT NERF 2: MORA AVENUE Ed.

Summary of Changes:

Mora specific:
-Mbeke torpedoes now all do the same damage
-Scintilla (Scav) now has COMBAT tag readded, has more flux capacity.
-Scarecrow now lacks the CARRIER tag
-Medium Seth Drones now have narrow cone, and have more damaging projectiles.
-Suzuki-Clapteryon Thermal Projector now does more damage per shot, but a smaller magazine.
-Williamson Shotgun projectiles now have greater variability in recoil.
-Kane Torpedoes now do the same damage as Hammers.
-Suo Wang Pulser now does more damage per shot to be competative with the Double IR.
-Fixed some malfunctioning variant files
-Retrofitted Mining Laser should spawn less.
-Tweaked the [REDACTED] Sunder to have hybrid smalls instead of ballistics.

Tournament Specific:
-Herakles now has lower shield efficency (again).
-Berserkers now have a 16 DP cost and have flares instead of reserve deployment, now has less cargo.
-Rampart now has flares instead of reserve deployment, now has more cargo.
-Added several skins for Vayra's Colonial factions for the Vigilance, Hippocampus, Hammerhead (HMI) and Dromedary.

Savegame Compatible. DOWNLOAD HERE
Title: Re: [0.9.1a] Hazard Mining Incorporated (Tournament Nerf Ed.2, 0.2.2e)
Post by: mora on January 12, 2020, 03:16:48 PM
I've found a few unlisted changes:
The McGuyver Mining Laser now has 200 DPS (from 150)
Mark IV Cannon is now 100 flux per shot (down from 115)
The Brilliant now has a normal missile mount instead of a synergy one and now costs 30 DP/supplies :'(

Changing mounts to different types will break saves, so I'm a little leery about touching them outside of major updates.
This isn't the case, at least for me although it does make some variants invalid, it doesn't make saves unusable. I've only had the game crash when I removed a weapon mount from a ship that had something mounted.
(https://i.imgur.com/VX4a4JH.png)
This is the Brilliant which had its 2 hardpoints changed to hybrid large mounts with the attack variant loadout. It seems that the game doesn't really care what weapon is mounted as long the weapon mount exists. So yeah... increasing costs is a way to nerf a ship but I still think it's not ideal in this situation considering the ship already costs quite alot for a cruiser at its original 25.

And finally about the Mark IV Cannon, I suggested a nerf and indeed you did nerf it, however what I really meant was to nerf the reload speed (ammo/sec) instead of damage per shot.
(https://i.imgur.com/8L6BIz0.png)
This is the result when nerfing the ammo/sec stat from 4 to 2. It gets the same burst damage as the Mark IX with lower OP costs, but weaker when constant pressure is needed. Thus leaving the Mark IX a viable choice even when a Mark IV is available.
Title: Re: Re: [0.9.1a] Hazard Mining Incorporated (Tournament Nerf Ed.2, 0.2.2e)
Post by: Green Ghost on January 13, 2020, 04:51:04 AM
Im running the latest version as far as I know
Title: Re: Re: [0.9.1a] Hazard Mining Incorporated (Tournament Nerf Ed.2, 0.2.2e)
Post by: Green Ghost on January 15, 2020, 01:21:12 AM
I tried again on a new save and it works, but I really don't wanna abandon my current save, is there any way to fix or reset seele? I really wanna fight those monster ships and see what's in that station.
Title: Re: [0.9.1a] Hazard Mining Incorporated (Tournament Nerf Ed.2, 0.2.2e)
Post by: King Alfonzo on January 15, 2020, 08:52:57 PM
I tried again on a new save and it works, but I really don't wanna abandon my current save, is there any way to fix or reset seele? I really wanna fight those monster ships and see what's in that station.

Sorry, I'm afraid not. The problems are essentially 'baked in' to the map when you start a new game, and this can't be changed post-start.
Title: Re: [0.9.1a] Hazard Mining Incorporated (Tournament Nerf Ed.2, 0.2.2e)
Post by: Green Ghost on January 16, 2020, 02:28:04 AM
I tried again on a new save and it works, but I really don't wanna abandon my current save, is there any way to fix or reset seele? I really wanna fight those monster ships and see what's in that station.

Sorry, I'm afraid not. The problems are essentially 'baked in' to the map when you start a new game, and this can't be changed post-start.
Oh well, need to update a few mods anyway, thx for the help.
Title: Re: [0.9.1a] Hazard Mining Incorporated (Tournament Nerf Ed.2, 0.2.2f)
Post by: King Alfonzo on January 16, 2020, 08:24:00 PM
Just a quick hotfix update:

-Tweaked the Communist Herakles to be it's own ship hull instead of a skin. This enables me to make it more balanced within a tournament setting, while also preventing the crash associated with its hullmod.
QUICKFIX - changed to match skin id.
QUICKFIX 2 - Altered the Variant and roles.json as well
QUICKFIX 3 - Fixed the variant file properly this time
-Tweaked the Mark IV Autocannon to be inferior to the Mark IX, unless you have expanded magazines.

Save Compatible. Download Here.
Title: Re: [0.9.1a] Hazard Mining Incorporated (Tournament Nerf Ed.3, 0.2.2f)
Post by: wizardcain on January 16, 2020, 10:06:38 PM
the highlighted part below
compare herakles and herakles rc


[attachment deleted by admin]
Title: Re: Re: [0.9.1a] Hazard Mining Incorporated (Tournament Nerf Ed.3, 0.2.2f)
Post by: KoolAidWizard on January 16, 2020, 11:24:53 PM
Just a heads up, updating from the 1.12.20 version to the one updated today seems to knockout version checker (no game start updated, no 'v' key response); reverting back corrected the issue.  Great mod btw: really enjoyed my HMI play through.
Title: Re: [0.9.1a] Hazard Mining Incorporated (Tournament Nerf Ed.3, 0.2.2f)
Post by: SukmaZaki on January 18, 2020, 06:52:53 AM
Thanks! Great Mod too! I love low tech variant of Tri-tach ship, but can you make it compatible with Commission Crew mod?
Title: Re: [0.9.1a] Hazard Mining Incorporated (Tournament Nerf Ed.3, 0.2.2f)
Post by: tseikk1 on January 18, 2020, 06:03:16 PM
Probably my favourite faction mod! The junker ships are very cool and fun, both thematically and mechanically. I love throwing my disposable heaps of safety-overridden scrap into the fray to fight to the death, just for them to come back stronger. The greasy especially is a big favourite of mine. What's scarier than an assault chaingun armed safety-overridden frigate? An assault chaingun armed safety overridden frigate with two sabots and an antimatter blaster. I love trying out different builds for roach king and cockroach. If only there was a junker battleship or battlecruiser... (Please collaborate with Underworld and make their junker ships work like yours!)

The reconstructed droneships feel a bit underwhelming (except for the Rampart) but that's okay. Not everything needs to be super strong.

The weapons are okay, maybe a bit too weak, same goes for the fighters (except the scale, it's awesome!) and other ships. Hippocampus and Herakles might be just a little overcosted.

About the star systems and colonies: They feel... weird. From what I read I was expecting a lot more reward and a lot more danger. Pirate fleets at Kamikaze are of good size, but they often get stuck outside the map borders(???) and don't seem to be able to navigate back. Luddic path fleets still aren't scary enough, since they get big accessibility penalties leading to almost permanent shortages and also haven't got access to even a single heavy industry, so they get a massive penalty to ship quality. (to be honest they really could use one, they are a joke in the base game too) The nanite swarms are fine.
The biggest thing that grinds my gears: The little amounts of their respective special resources the colonies have to trade. It feels awful to accept a mission to deliver red water to a colony, only to realize the only colony that produces it has such a tiny amount of it for sale it isn't even enough. The resources aren't even that valuable. My suggestion: Up the danger of said system and also up the rewards.
Title: Re: [0.9.1a] Hazard Mining Incorporated (Tweaks Ed.3, 0.2.2g)
Post by: King Alfonzo on January 18, 2020, 07:51:58 PM
the highlighted part below
compare herakles and herakles rc

Whoops, Thanks for the catch!

Just a heads up, updating from the 1.12.20 version to the one updated today seems to knockout version checker (no game start updated, no 'v' key response); reverting back corrected the issue.  Great mod btw: really enjoyed my HMI play through.

Not entirely sure about this issue - I haven't seen it in my version. Do you delete the mod file before you replace them?

Thanks! Great Mod too! I love low tech variant of Tri-tach ship, but can you make it compatible with Commission Crew mod?

I think I did add a hullmod for comissioned crews in the latest version?

Probably my favourite faction mod! The junker ships are very cool and fun, both thematically and mechanically. I love throwing my disposable heaps of safety-overridden scrap into the fray to fight to the death, just for them to come back stronger. The greasy especially is a big favourite of mine. What's scarier than an assault chaingun armed safety-overridden frigate? An assault chaingun armed safety overridden frigate with two sabots and an antimatter blaster. I love trying out different builds for roach king and cockroach. If only there was a junker battleship or battlecruiser... (Please collaborate with Underworld and make their junker ships work like yours!)

Glad you're having fun! I'm currently thinking of making a Modular Junker Battleship (like the Cathedral, except more ghetto), but that's really far down the pipeline.

The reconstructed droneships feel a bit underwhelming (except for the Rampart) but that's okay. Not everything needs to be super strong.

The weapons are okay, maybe a bit too weak, same goes for the fighters (except the scale, it's awesome!) and other ships.

The reconstructed droneships are weak, but they're cheap and easily massable. The weapons and fighters are also supposed to be incredibly niche in how they're used, as they are weapons that have long since faded out of usage in the rest of the Sector.

Hippocampus and Herakles might be just a little overcosted.

In the next update, I'm dropping the DP of the Herakles a bit. The Hippocampus is overcosted due to balance reasons; any cheaper and it'll outstrip other survey ships as an effective combat and support vessel.

About the star systems and colonies: They feel... weird. From what I read I was expecting a lot more reward and a lot more danger. Pirate fleets at Kamikaze are of good size, but they often get stuck outside the map borders(???) and don't seem to be able to navigate back. Luddic path fleets still aren't scary enough, since they get big accessibility penalties leading to almost permanent shortages and also haven't got access to even a single heavy industry, so they get a massive penalty to ship quality. (to be honest they really could use one, they are a joke in the base game too) The nanite swarms are fine.

I'm afraid I can't do much about the pirate and luddic path fleets. In the case of Kamikaze the threat is the giant pulsar rather than the pirate fleets. I'm thinking of boosting the patrols around Soul in the future, but again, that's far down the pipeline. Good to hear the nanite swarms are providing a challenge.

The biggest thing that grinds my gears: The little amounts of their respective special resources the colonies have to trade. It feels awful to accept a mission to deliver red water to a colony, only to realize the only colony that produces it has such a tiny amount of it for sale it isn't even enough. The resources aren't even that valuable. My suggestion: Up the danger of said system and also up the rewards.

There's a lot of things behind the scenes that make improving the rewards difficult, as it tends to play havoc with the economy system in the background of the game. Further, something about making 'exotic' items more expensive the further form the source they are, is currrently not working as intended in the base game. Unfortunately until certain things are changed on Alex's end, this will have to be the best I can do.

And speaking of that future update.

MINIFIX UPDATE:
-Herakles DP changed from 60 to 55, and fixed the subtle graphical error on the righthand side of the ship.
-The Junker Hullmods now have a malus to fighter quality and engagement range with increasing number of d-mods; running a high d-modded Fishkill is now less overpowered and more risky to use in combat.
-Changed the DP of the Berserker (Scav) from 16 to 14; I went too far in balancing this thing.
-Dropped the DP of several (Scav) ships to make them a bit more attractive in swarm fleets.

Download here. Savegame compatible.
Title: Re: [0.9.1a] Hazard Mining Incorporated (Tweaks Ed., 0.2.2g)
Post by: RoquetheRogue on January 30, 2020, 08:40:22 PM
This mod is the reason I got into Starsector modding, thank you so much my King!

However I do have some problems, HMI getting wiped out by Luddic Church has become too common in my game, I'm also using your Luddic Enchancement mod btw, they became quite the Subversive Cult, dictating the whole galaxy, whoever disagrees either gets a visit from the Path or the Knights :O

Some of the new systems lack stable locations, some places the HMI is so undefended they easily get wiped from bandits, also I haven't seen a single HMI battlefleet, I guess they're busy somewhere...

May I recommend a new faction to give both HMI and Lud some trouble? Bandits, Junkers and Marauders, a version of Pirates, but exclusive to Luddic Church and HMI sub-sectors, a level above pirates, they use lots of improvised ships from both the Path and the Pirates, with even crazier contraption ships, I was thinking underworld level ships like the Sidecar hahaha, they're crazier, harder to deal with, they are probably cannibals as well, something you'd see in Space Pirates and Zombies 2 "Bandit Faction"
SPAZ2 is quite fun game, really similar to this one come to think of it.. :O

Thank you for your hard work King Alfonzo! my starsector experience has been improved with your mods greatly!
Title: Re: [0.9.1a] Hazard Mining Incorporated (Tweaks Ed., 0.2.2g)
Post by: PainProjection on February 07, 2020, 06:52:58 PM
Hello, don't you think what "Junk" have a bit overpowered logistic stats? It's only downside is burn speed of 5 which is easely can be countered by augmented drive field what gives you 7 in total. Problem with this ship what he is overshadow:
Atlas, Prometheus, Infernus (modded combat super tanker), Barrus (modded combat freighter) and even your own Fishkill.
Just the fact of this ship exist in game makes literally every other freighter, tanker and troop transport unnecessary, useless.

I don't want to create exel docs with side by side comparsion, this is just to obvious, only completely biased man will say what "junk is balanced". Look at maintenance cost and fuel usage per light year of other freighters, tankers and troop transports. Long story short: Junk have best maintenance costs per payload unit, on top of that it have one of the best capacities in each class of all 3 classes.

Including modded ships very few tankers can carry more fuel than Junk and they all a lot more hungry in terms of supplies and fuel. Very few freighters can carry more than Junk and again they all more expensive. Every single troop tranport just unused, you always have spare crew space if you need to establish colony, or whatever. You simply just don't think about purchasing something like valkyrie or starliner, never.

Playstyle with Junk just brainless, once get one there is no need to worry about building support fleet. Eventually you grow bigger, this require bigger quantities of fuel and cargo - simply just buy the 2nd junk, or even 3rd. Thats it, you done with your auxiliary fleet, except maybe just 1-2 Ox Tugs\Salvage rigs.

Solutions? Nerf his oversized general stats, at least fuel and crew capacity from 2000 to 1000 each, also augmented drive field must be built-in hull mod, so this ship is actually gonna travel with intendent 5 burn level. Don't forget what with expanded cargo hold this thing became even more OP, yes, such large cargo holds makes sence for mining barge, but it shouldn't be universal ship without any flaws which can even serve as a flagship if fitted right.
Title: Re: [0.9.1a] Hazard Mining Incorporated (Tweaks Ed., 0.2.2g)
Post by: McMuster on February 15, 2020, 08:22:21 PM
Say, I'd like to prevent kamikaze, Mercy and Obsidian from spawning to cut down on the number of markets with chronic shortages in the F1 trading menu. I've figured out how to remove the markets during generation(delete from the Econ config files) but I don't know how to get rid of the systems themselves. How is this done? Thank you
Title: Re: [0.9.1a] Hazard Mining Incorporated (Tweaks Ed., 0.2.2g)
Post by: King Alfonzo on February 18, 2020, 07:15:48 PM
This mod is the reason I got into Starsector modding, thank you so much my King!

However I do have some problems, HMI getting wiped out by Luddic Church has become too common in my game, I'm also using your Luddic Enchancement mod btw, they became quite the Subversive Cult, dictating the whole galaxy, whoever disagrees either gets a visit from the Path or the Knights :O

Some of the new systems lack stable locations, some places the HMI is so undefended they easily get wiped from bandits, also I haven't seen a single HMI battlefleet, I guess they're busy somewhere...

May I recommend a new faction to give both HMI and Lud some trouble? Bandits, Junkers and Marauders, a version of Pirates, but exclusive to Luddic Church and HMI sub-sectors, a level above pirates, they use lots of improvised ships from both the Path and the Pirates, with even crazier contraption ships, I was thinking underworld level ships like the Sidecar hahaha, they're crazier, harder to deal with, they are probably cannibals as well, something you'd see in Space Pirates and Zombies 2 "Bandit Faction"
SPAZ2 is quite fun game, really similar to this one come to think of it.. :O

Thank you for your hard work King Alfonzo! my starsector experience has been improved with your mods greatly!

No Probs Rogue! I'm glad someone is having fun with my faction.

In regards to no stable points in systems, getting wiped early and having poor fleets; this is because the HMI are a faction that just scrapes by by scraping the bottom of the barrel. They're meant to be a weak faction, and also a faction the player might want to eliminate or take over in the early stages of a sector wide invasion. Further, they're the kind of guys who will colonise areas that lack stable locations if there's a shred of profit to exploit.

In regards to a faction to give them trouble - they already have space werewolves and space vampires giving them grief in Galena, and Grey Goo in Opuntia, along with the pirates and Luddites in Kamikaze and Mercy, respectively.

Hello, don't you think what "Junk" have a bit overpowered logistic stats?
...
Solutions? Nerf his oversized general stats, at least fuel and crew capacity from 2000 to 1000 each, also augmented drive field must be built-in hull mod, so this ship is actually gonna travel with intendent 5 burn level. Don't forget what with expanded cargo hold this thing became even more OP, yes, such large cargo holds makes sence for mining barge, but it shouldn't be universal ship without any flaws which can even serve as a flagship if fitted right.

Thanks for the criticism! I'll have a look at the stats and make the logistics more balanced in the next version. Although the ship was made with that last idea in mind; you could outfit this thing to work as a flagship, but you need to work at it. This should be a bit more difficult to do with a heavier logistics profile. Also worth noting - the Fishkill is getting whacked with a very strong logistics nerf in the next update, so it's less overpowered.

Say, I'd like to prevent kamikaze, Mercy and Obsidian from spawning to cut down on the number of markets with chronic shortages in the F1 trading menu. I've figured out how to remove the markets during generation(delete from the Econ config files) but I don't know how to get rid of the systems themselves. How is this done? Thank you

Unfortunately that will require you to go into the src folder, going to the gen file and removing the code that generates those systems, and then recompiling the jar file from the src folder.
Title: Re: [0.9.1a] Hazard Mining Incorporated (Tweaks Ed., 0.2.2g)
Post by: McMuster on February 19, 2020, 12:45:38 PM
Quote
Say, I'd like to prevent kamikaze, Mercy and Obsidian from spawning to cut down on the number of markets with chronic shortages in the F1 trading menu. I've figured out how to remove the markets during generation(delete from the Econ config files) but I don't know how to get rid of the systems themselves. How is this done? Thank you

Unfortunately that will require you to go into the src folder, going to the gen file and removing the code that generates those systems, and then recompiling the jar file from the src folder.

A bit above my paygrade then, thanks for explaining though! Have you considered doing a light version of the mod that just adds the ships and equipment to the vanilla factions?
Title: Re: [0.9.1a] Hazard Mining Incorporated (Tweaks Ed., 0.2.2g)
Post by: PainProjection on February 22, 2020, 06:16:18 PM
https://www.youtube.com/watch?v=XzBP6C_vm8U

I'll just leave it laying here. Said everything what i think earlier, but just in case, I briefly duplicated my opinion in the video description.
Title: Re: [0.9.1a] Hazard Mining Incorporated (Tweaks Ed., 0.2.2g)
Post by: HopeFall on February 22, 2020, 09:01:15 PM
Hello, don't you think what "Junk" have a bit overpowered logistic stats? It's only downside is burn speed of 5 which is easely can be countered by augmented drive field what gives you 7 in total.
...
Solutions? Nerf his oversized general stats, at least fuel and crew capacity from 2000 to 1000 each, also augmented drive field must be built-in hull mod, so this ship is actually gonna travel with intendent 5 burn level. Don't forget what with expanded cargo hold this thing became even more OP, yes, such large cargo holds makes sence for mining barge, but it shouldn't be universal ship without any flaws which can even serve as a flagship if fitted right.

This is absolutely insane, do not listen to him. I will never use a ship that can't achieve a burn speed of 9 with Augmented Drive. (For a Total of 10 with the skill).

A burn level of 5 is ridiculously bad. There's literally no vanilla ship that is that low, from glancing. I don't care if it's the single strongest ship in the entire game (with the exception of pulling it out of dock for invasion fleets, for the brief moment it's necessary). Big ships are NOT slower than small ships. The opposite should be entirely true, most of the time. We're not flying inside the atmosphere. More over, these suggestions on lowering it's cargo, despite admitting to it being a mining ship, is just another ridiculous suggestion. I, for one, am TIRED of using Colossus(i) for the entire game. They have 900 cargo space, and are the best fuel efficiency for cargo ships, even with most mods into consideration. Making a ship like the Junker have a measly 100 more cargo space is a slap to the face.

While some consideration should be spared to ensure things are balanced with vanilla ships, it's OK to have something be better, at higher prices. As I said, I'm basically using Colossi and Phaetons because there's basically nothing better - never have I wanted a cargo ship or fuel ship to fight. That's absurd. I want it to do its job well, like with every other ship in the game.

He posted a 'kek' video that showcases how terrible the AI is in fighting. Against ships that don't have EMP to shut down that unprotected, shieldless disaster. Great. I've personally never had a problem fighting it, since I've never used it (because of the burn speed).

And seriously a massive "lol" needs to go out to having augmented drive integrated into the Junker AND having it still be at 5. Congrats on the player never using it, and that fleet never catching any other ship in the entire game.
Title: Re: [0.9.1a] Hazard Mining Incorporated (Tweaks Ed., 0.2.2g)
Post by: PainProjection on February 22, 2020, 11:45:58 PM

1) While some consideration should be spared to ensure things are balanced with vanilla ships, it's OK to have something be better, at higher prices. As I said, I'm basically using Colossi and Phaetons because there's basically nothing better - never have I wanted a cargo ship or fuel ship to fight. That's absurd. I want it to do its job well, like with every other ship in the game.

2) He posted a 'kek' video that showcases how terrible the AI is in fighting. Against ships that don't have EMP to shut down that unprotected, shieldless disaster. Great. I've personally never had a problem fighting it, since I've never used it (because of the burn speed).

3) And seriously a massive "lol" needs to go out to having augmented drive integrated into the Junker AND having it still be at 5. Congrats on the player never using it, and that fleet never catching any other ship in the entire game.

1) Ok, let's have some math.

1 Junk = 4000 cargo, 2000 crew, 2000 fuel. This 1 Junk costs  36 supplies/m and 12 fuel/y

4.5 colossus freighters = 4050cargo, 900 crew, 540 fuel. This hypothetical 4.5 colossuses cost 27 supplies/m and 12 fuel/y
same fuel usage = 12. Have some spare supplies = 9.

But wait! We also need 2.43 (lol) phaetons to fill this fuel gap which is another 7.29 supplies/m and 4.86 fuel/y
which bring us to total: 4098.6cargo, 948.6 crew, 2000 fuel. This is already cost 34.29 supplies/m and 16/86 fuel/y

But we are not done yet! We also need some spare crew space, so at least 2 and something nebulas, or even 1 starliner. Even more supplies per month, even more fuel.

You need a fleet of auxilary vessels or you can just buy 1 ship. If you didn't know... there is a limit of how much ships you can hold in your fleet. And don't forget what this is not a civilian one. It is also one of the strongest mining barges (if i remember correctly 300+ mining strenght just from single Junk), great flagship, tanker, freighter, crew transport. And we came to the point when it gets rediculous, cause with d-mods it became even better and most importantly CHEAPER. Yes, you can have d-mods on your auxilary fleet aswell. But it is pain in the ass of roll not logistic related (like high maintenance) D-Mods for even single Junk. So feel free to roll it on your entire support fleet instead.  It is selfsufficient "home on wheels". This is what wrong with this ship. It serves most of the roles and serves them simultaneously. Just can be tweaked in certain side.
_______________________________________________________________________________ _________________________

2) Each Paragon had at least 2 tachyons, one of them using quad tachyon loadout.

Both "Horror" bosses armed with tachyons.

Entire hegemony/remnant fleets armed with hypervelocity drivers/ion beams here and there.

Each "legion" had their hangars filled with thunders which armed with ion cannons each. On first test 1vs4 Legions it was 32 thunder interceptors swarm... all of them not been distracted by anything. Even 6 ion cannons is enough to keep weapons of any other ship permanently disabled.

All this without "Auto Repair Unit". "Resistant Flux Shunts" hull mod + "Rapid Repair" ship system makes Junk undisarmable.

Deal with it.
_______________________________________________________________________________ _________________________

3) This is cycle number 213 in my save file and all this time i travel with burn speed of 12. Nice "Player never using it". What? You thought i have some spare 40 ordnance points on my shieldless combat build? If only... i would spend them on efficiency overhaul or expanded rocket pods. I recorded hours of footage just to put it together in this short, little, meme vid.

Yep, bounty hunting is tough/impossible, as it should be for freaking mining barge don't you think?

What meant to be a thing what half done according to blueprints and half done according to imagination became one of the most desired ship in any fleet of any faction. It's even called "Junk". Something is wrong here. We need downsides, you know.
Title: Re: [0.9.1a] Hazard Mining Incorporated (Tweaks Ed., 0.2.2g)
Post by: AxleMC131 on February 22, 2020, 11:56:11 PM
I'm sensing tension. :o Remember to keep it cool, this is a discussion about the balance of mod content, not a bar-room brawl. Don't take opinions and suggestions as personal attacks, it achieves nothing.
Title: Re: [0.9.1a] Hazard Mining Incorporated (Tweaks Ed., 0.2.2g)
Post by: HopeFall on February 23, 2020, 12:31:51 AM
The meme vid seems more like a personal attack against HMI "balance". But I can see how it could've been done just for fun. Still...

1) Ok, let's have some math.

1 Junk = 4000 cargo, 2000 crew, 2000 fuel. This 1 Junk costs  36 supplies/m and 12 fuel/y

4.5 colossus freighters = 4050cargo, 900 crew, 540 fuel. This hypothetical 4.5 colossuses cost 27 supplies/m and 12 fuel/y
same fuel usage = 12. Have some spare supplies = 9.

But wait! We also need 2.43 (lol) phaetons to fill this fuel gap which is another 7.29 supplies/m and 4.86 fuel/y
which bring us to total: 4098.6cargo, 948.6 crew, 2000 fuel. This is already cost 34.29 supplies/m and 16/86 fuel/y

Good on you for the math, that helps a good deal to determine how they're fair, or balanced.

Let's see. So essentially, yes, I was correct. It's not efficient to run the Junk compared to those ships. Seven in total? Yes, I'm aware there's a limit on fleet numbers (never had to run a max fleet count, but hey, some people like really tiny, really shiddy ships).

So let's consider, what's the downside? Oh. Right. Non-max 20 speed. Yeah. No thanks. Also, there's your balance.

But to be fair, let's bring in the big boys into the discussion, since you pointed out needing more ships for a similar effect.

1 Junk - 4000 cargo, 2000 crew, 2000 fuel. This 1 Junk costs  36 supplies/m and 12 fuel/y
or
2 Atlas - 4000 cargo, 200 crew, 800 fuel. At 20 supplies/m and 20 fuel/y
1 Prometheus - 200 cargo, 100 crew, 2500.  At 10 supplies/m and 10 fuel/y

An excess of 1300 fuel. and 200 supplies. 6 less supplies, a good 18 fuel over. Which the insane extra volume of fuel should make up for. More efficient? Sure. 6 burn over 5, which is doubled for hyperdriving about. In this case, a Civilian grade hull is actually a benefit. Not only do you get the Augmented drive, but you can also run Militarized Subsystems for that extra much desired burn. Less Supplies, significantly, over time. The only benefit, here, is the extra freed logistic mod the Junk can have, but frankly, I'd take Military Subsystems on it if I could.
But what about crew? I actually feel more crew is a negative, given the monthly cost of running them. But given the Junk is expected to go into combat, fair enough.

Instead of your suggestion of forcibly keeping it at 5 burn drive, I'd suggest tuning it slightly. Less crew, for sure. It could be slightly less efficient fuel wise (but not by much, unless the burn drive is boosted to 6). Sounds to me, honestly, that this ship is competitive. That's what we call this.

Max efficiency? Run the faster, smaller ships. Want more combat ships because of fleet max? Get the bigger ones. Want even MORE combat ships? Run the junker, but lose efficiency and speed.

As for your combat analysis. Iunno. Maybe? As I said. *Never* had a problem fighting them. And we all know how Dooms behave in the player's hands. I fully understand that you can MAKE this ship super strong. It just doesn't come across like it is. Not many people run this flagship. (likely because of the slow burn).

I don't want to take ages to go mining. And in that case, I'd use other mods' Starlifter or Pathfinder. I don't want to burn massive supplies because one ship is keeping my entire fleet from operating. But again, that seems part of its balance for having good stats across the board. I think less crew, more fuel consumption. Don't go crazy with the nerfs. Consider its placement. But nuking its speed by 2, as your suggestion, AND lowering it's combat power, and lowering its cargo and fuel. Would literally make this ship Junk.
Title: Re: [0.9.1a] Hazard Mining Incorporated (Tweaks Ed., 0.2.2g)
Post by: PainProjection on February 23, 2020, 01:43:21 AM

So yes, you get my point, i get yours. Can we both agree what Junk's(and Fishkill's) stats have to be tuned down?

I shouldn't be suggesting exact numbers, but here is my complains with it:

- If they supposed to have such giant cargo holds - fine, we all know what even transplutonic ore is pretty cheap cargo sizewise. But they should have fuel capacity just enough to travel through core worlds solo or with small fleet, no more. And shouldn't act as free crew transports for surveying/colonisation missions. Currently they just to selfsufficient vessels.

- I don't like how this ships solves any problem, fulfil any of my desires. While playing with Junks in my fleet i never had a glimpse of thought what "i need to buy tanker" or additional freighter, or something. It is just universal ship what covers every demand, a basis-camp house for building your armada, which is role of supercapitals.

- For being hybrid of battle ship and support ship Junk are not really restricted as support ship. It's more lik a good freighters-tanker-transport which can also act as battle ship, unlike Atlas or Prometheus which stays undeployed in battles forever. Why should i buy Prometheus or Atlas or whatever smaller support ship, if i can buy Junk and it will serve as well as they are, but have a lot more flexebility. Also, i personally feels uncomfortable when my fleet drains more than 70 fuel per day, so for me Junk strat is much more attractive as it's more fuel cheap.

_______________________________________________________________________________ _________________________

I don't want Junk's combat stats to be nerfed, it is already pretty weak. I wrote short message in video description what it is "Pilot effect" which triples capabilities of any ship. That video wasn't a personal attack against HMI. It's more like attack against conservative minds who relies on old tactics and thinks what building entire shieldless fleets is stupid idea what never gonna work. HMI just serves the best for such idea.

It's a feature of this faction - very cheap, low tech ships.
And this two beasts are totally fine except what their Cargo, Crew and Fuel capacities has to be set a bit more gently.

You know, i am suggesting nerfs for faction what i fall in love, but currently some game aspects with certain ships are too easy. This is probably my favorite facton by far, except maybe interstellar imperium, but i don't like their style, just impressed with how the details are worked out.
Title: Re: [0.9.1a] Hazard Mining Incorporated (Tweaks Ed., 0.2.2g)
Post by: PainProjection on February 24, 2020, 02:12:46 AM
Another rework idea came to my mind. As we see what some people really hate limiting Junk's burn speed, what if:

-Junk will have "Compromised Storage" by default, like ludds ships have "Ill-Advised Modifications" even if it been manufactured from your own heavy industry, it still can be restored for additional credit investment ofcource.
-Junk will have "Civilian-grade Hull" hullmod. (It would make sence cause "Compromised Storage" cannot appear on non-civilian ships and also will create interesting choices.)
-Junk's burn speed reduced from 5 to 4 (Can be restored with "Militarised Subsystems")
-Junk's maximum crew decreaced from 2000 to 1150 (This is important, cause with comp storage it will be 805)
-Junk's skeleton crew decreaced from 500 to 400 (Oh wow! He suggesting a buff?)
-Junk's fuel capacity decreaced from 2000 to 800 (level of Prometheus II which is max for vanilla's non tanker ship)

_______________________________________________________________________________ _________________________

In this case we will have 2 logistic slots, most desired would be "Augmented Drive Field" ofcource. This will significantly upgrade burn speed from unacceptable 4 to bearable 6.

Second one will be the real choice:

- "Militarised subsystems"? Which is +1 burn = 7 in total (exactly what we have in this version with "Augmented Drive Field"), supply cost to recover is reduced by 30%, skeleton crew increaced from 400 to 800(remember why maximum crew is 1150?). Increases armour by 45%. Increases flux capacity & dissipation by 10%. Increases max speed, acceleration, deceleration, max turn rate & turn acceleration by 10%.

- Or "Expanded Cargo Holds"? +1200 cargo... 5200 in total. This is a lot. Probably not that much as "Militarised Subsystems" buffs, but if you don't have plans of utilising it as combat unit, when a lot of benefits is meaningful, it's just +1 burn for doubling skeleton crew. In my previous run that was my choice alongside with "Augmented Drive Field"

- But there is also "Efficiency Overhaul", for even more cheaper expluatation. But maybe you just like me who want to go "All-in" and spend every single ordnance point in to expluatation efficiency (overhaul + cargo holds), when enjoy your burn level of 10 (with character skill ofc), still should be playable, i used to 12, so it wouldn't be that much different.

So what i want is make real choice, a flexible base what can be customised to just 1 role, freighter or battleship. Like would you ever restore "Compromised Storage" D-mod? Or just use it as source of free ordnance points? What logistic hull mods you gonna install? Spending 40 for "Augmented Drive Field" is a lot for battleship, for junk it's critical ammount, it actually on the edge between being efficient in combat or complete trash (if we exclude lvl 103 commander).
It also relies heavily on hullmods from ship and weapon pack ("Extreme Modifications", "Shield Bypass").

I don't even know where i supposed to find another 25 ordance points for "Militarised Dubsystems" in my *Hull meta* loadout.. probably gonna deinstall "Insulated Engines" and some flux vents... i don't know. It will restore my burn level and sensor stats to normal (5 burn, default sensor strenght and size), but most importantly add 225 armor points. I would have to do it. But this ship no longer will serve me as tanker or colonisation vessel, 800 fuel is more than enough to support mining operations near core world. More than enough for combat freighter, it's already "combat", it's already "freighter". Right now if only this thing would have phase field generator it will collect every single role in this game.

What about Fishkill? Something similar, but instead of making hybrid between battleship and freighter it should be hybrid between carrier and tanker.
Title: Re: [0.9.1a] Hazard Mining Incorporated (Tweaks Ed., 0.2.2g)
Post by: tindrli on March 21, 2020, 09:53:57 AM
im a newbie but still i dont think that HMI ships should be nerfed. So at the moment with all due respect to all members please leave that big ship as it is.
Title: Re: [0.9.1a] Hazard Mining Incorporated (Tweaks Ed., 0.2.2g)
Post by: tindrli on March 23, 2020, 08:55:46 AM
is the update working. the game is constantly reporting new update but the download link is HMI_0_2_2g and after uopdating mod game reports an update again
Title: Re: [0.9.1a] Hazard Mining Incorporated (Tweaks Ed., 0.2.2g)
Post by: Ali on March 23, 2020, 09:40:07 AM
im a newbie but still i dont think that HMI ships should be nerfed. So at the moment with all due respect to all members please leave that big ship as it is.

2nd'd  :)
Title: Re: [0.9.1a] Hazard Mining Incorporated (Tweaks Ed., 0.2.2g)
Post by: Tindahbawx on March 24, 2020, 05:57:32 AM
is the update working. the game is constantly reporting new update but the download link is HMI_0_2_2g and after uopdating mod game reports an update again

It's on the Discord in the mod_updates channel, but it's a beta version and apparently a major rework of the mod, so I would suggest if you were to update it, you would also probably need a new game?

Thread for the Discord invite link is here:
https://fractalsoftworks.com/forum/index.php?topic=11488.0 (https://fractalsoftworks.com/forum/index.php?topic=11488.0)
Title: Re: [0.9.1a] Hazard Mining Incorporated (Tweaks Ed., 0.2.2g)
Post by: tindrli on March 24, 2020, 10:48:36 AM
is the update working. the game is constantly reporting new update but the download link is HMI_0_2_2g and after uopdating mod game reports an update again

It's on the Discord in the mod_updates channel, but it's a beta version and apparently a major rework of the mod, so I would suggest if you were to update it, you would also probably need a new game?

Thread for the Discord invite link is here:
https://fractalsoftworks.com/forum/index.php?topic=11488.0 (https://fractalsoftworks.com/forum/index.php?topic=11488.0)

thank you
Title: Re: [0.9.1a] Hazard Mining Incorporated (Tweaks Ed., 0.2.2g)
Post by: King Alfonzo on March 25, 2020, 05:17:24 PM
It should be pointed out that the Discord version is in Beta, and changes constantly as I change and tune and fix things. Once the mod is in a state where I'm not going to be tinkering with it daily, I'll post it up here. This can be frustrating, hence why I suggest you remain with the base version in the mean time.
Title: Re: [0.9.1a] Hazard Mining Incorporated (Tweaks Ed., 0.2.2g)
Post by: PainProjection on March 26, 2020, 05:26:04 PM
It should be pointed out that the Discord version is in Beta, and changes constantly as I change and tune and fix things. Once the mod is in a state where I'm not going to be tinkering with it daily, I'll post it up here. This can be frustrating, hence why I suggest you remain with the base version in the mean time.

I am glad to hear what you doing tests right now.

As i mention in my last post, Junk highly rely on 2 hullmods from separate mod.

And when extreme modifications serves just as 5th layer of "junker" bonus, which downsides is completely mitigated by rapid repair, shield bypass is quite critical. The problem is what shield on Junk completely useless. More than that it actually make ship worse in AI hands, because it act as flux sink. "Do you have some spare flux? Activate shield and you gonna be overloaded in seconds!". No matter what you gonna do, AI just waste all flux trying to tank some damage and then became a dummy targed for enemies. So i highly suggest to remove shields from ship and buff base flux generation by 50%, techinacally making shield bypass effects as built-in.
Title: Re: [0.9.1a] Hazard Mining Incorporated (Tweaks Ed., 0.2.2g)
Post by: Chepe on March 26, 2020, 09:41:33 PM
I only made an account to say thank you for making a low tech faction. I love ballistic style weapons in space games over the pew pew lasers that is so prevalent. Most everyone I see makes midline or high tech so I hounded these *** ships like an orc boy on a tribal planet.
Title: Re: [0.9.1a] Hazard Mining Incorporated (Tweaks Ed., 0.2.2g)
Post by: HELMUT on April 05, 2020, 02:24:40 PM
I decided to play a HMI campaign with the beta version from the discord. I wanted to go with an Industry/Leadership focused playthrough, more focused on commanding a fleet than piloting. Because of the vast amount of content added by the mod, i preferred to focus exclusively on the Junker ships. I also disabled the sub-faction like Fang and Brighton because my PC is a also a junker. Anyway, here's how it went.

As i knew beforehand of the dubious quality of Junker ships, i started my campaign with the Nexerelin "small combat fleet" (Cockroach destroyer, Greasy and Shotglass frigates) start instead of going with just lone frigate. A few experiments in the simulator indeed confirmed my original thoughts about my new ships : they are junk. Slow, unshielded, unarmoured, with shoddy flux stats. The absence of proper shield or any defence system made the Junkers unable to fight for prolonged duration, and their lack of mobility left them extremely vulnerable to kiting. Even with their incredible amount of hull point, there was no way my ships would handle a long battle. All of those flaws ensured they would never survive in a fair fight.

Fortunately, Junkers neither need to fight fairly, nor to survive said fight.

There was a wise guy that once said that the best defence is a good offence. Another wise (?) guy also that said that quantity have a quality all its own. With this in mind, i went to build my warfleet. Every single ships were based on the idea of lobbing as many harpoons and sabots as possible, all in the purpose of maximising their alpha strike potential. The enemy can't shoot you if the enemy is dead. That's one way to resolve the survivability issue with Junkers.



Among the first few ships i got was the Shotglass. A frigate barely deserving of being crewed both for safety reasons and actual fighting ability. It's a piece of scrap, but it's a dirt cheap piece of scrap with a missile mount. If somehow you can't find a Kite laying around, the Shotglass will do. There's no magic trick that makes the Shotglass good, but it doesn't need to be "good", it just need to shoot at things sufficiently until they die. A few eliminate order, every weapons set to linked on the same weapon group... This is a good way to ensure your stuff will fire everything they've got before exploding. And when there's a few Shotglasses in the fleet just doing that, things start to die surprisingly fast, both on your side and the enemy's.

Thanks to their affordable price, i could buy a few more frigates before leaving for bounty hunting. The Snail was one of those frigate, and it is probably the most dangerous tool in the HMI roster. Even cheaper to deploy than a Vigilance, and with more missiles, it flies the same way the Shotglass does, recklessly and violently. With its ridiculous armament, it can burst through any frigates and even destroyers that get in range. It still needs to survive long enough to unleash its entire payload, but that was rarely an issue since my faster Shotglasses usually reach the frontline first to distract the enemy.

I also got myself a Streak. It's not as good as a Snail, but the medium missile hardpoint still makes the Streak an interesting addition in a fleet, and its numerous ballistic mounts gives it a very nasty bite if it can get close without exploding. It's also the best Safety Override frigate the Junkers have access to. With its numerous front facing mounts, it can pump out an absurdly high amount of DPS, enough to threaten even the biggest destroyers.

The Greasy works just like the Streak, although it trades firepower for resilience. There's not much to say here, the Greasy isn't as spectacular as the Snail or Streak at killing things, but it does a good enough job. It's not like i had a reason not to deploy as many ships as possible anyway, so every ship i could get my hands on were sent to the frontline.

The Cockroach destroyer was my first flagship. Like all Junker ships, the Cockroach tank hits with its hull, and it got a lot of hull, even more so with Reinforced Bulkhead and Blast Door, which are absolutely mandatory hullmods for Junkers by the way. It also got a very decent amount of missile mounts, and more than enough weapons to turn it into a Safety Override brute. Although at this point SO felt almost superfluous, since my fleet could end fights with missile saturation alone. There was no need to get close to actually fire my guns during early game, just sit at a reasonable distance and fire the missiles when appropriate.


This is with this merry band of clunkers that i went hunting pirates, derelicts and the occasional remnants. Battles were finished very quickly, and casualties, mainly due to hugging exploding ships, could be salvaged safely after the encounter thanks to Reinforced Bulkhead. I went with the obvious route of Industry and Leaderships skills for this campaign, with a few Technology ones. Very rapidly, i amassed a large armada of D mods ridden junks, but it's okay, Junker ships love D mods! Each D mod (up to 4 i think?) does increase the OPs and reduce the repair costs. Combined with the Industry skills, those ships becomes very cheap to maintain and repair. Although each D mods also reduce the quality of the fighters, that's a trade off to keep in mind.

I rarely went back to the core worlds, only to resupply in fuel and crew. Yes, Junkers ships run on meat instead of supplies. Well, not literally, but even with the proper skills and Blast Doors, i kept losing large amounts of crewmen during battle. Hull tanking will do that to you. Supplies however are relatively plentiful in the outer rim, and you barely spend any on repair anyway.


As the campaign went on, i got my hands on more Junker ships. The Creep destroyer is probably the one i salvaged and used the most. It is the logical evolution of the Streak frigate, a fragile glass cannon with a hefty amount of missile mounts. Just like the Streak, the Creep can be built in one of the meanest SO destroyer. Which is exactly what i did. Junkers do struggle to catch faster ships. Using a lot of missiles and Safety Override tends to mitigate that weakness.

Also got a few Convict carriers. Unexpectedly expensive to deploy (as much as a Drover!), very fragile and slow. Because of D mods degrading the efficiency of fighters, it makes for a relatively poor carrier. It compensate by being an extremely heavily armed missile boat. if noticeably starved in OPs. My main issue was getting them to the frontline before the battle ended. To resolve that, i start the battle with an escort order on my carriers, forcing my fleet to deathball around them. Once the main bulk of the enemy's fleet is engaged, i can cancel the escort order and press the red button.

Spoiler
(https://i.imgur.com/a2ujk3V.png?1)
The red button. When you absolutely, positively got to kill everyone in the room, accept no substitutes.
[close]

Junkers love the red button, it's the signal that the leash is off and they can ignore trivial matters such as self preservation. Not a good idea to use from the get go, because you don't want your ships chasing that Hound on the edge of the map. That's also a good reason to start with the escort order to keep a close formation before the big brawl. Of course, after a time during big battles, your ships will inevitably disperse to chase something, but you can still force them to regroup for a moment, then repeat the process.

I also got my hands on the cruisers, the Roach King and Slugworth. Both are very similar, big bricks of armour plates welded together, with more weapons than good sense. The Roach King is the brawler, the one that is on the frontline, hugging that capital ship while choking on its guns flux. The Slugworth is the support, the one that is on the frontline, hugging that capital ship while choking on its guns flux. Except it also got fighters. Both got a lot of missiles, both were loaded in a way they could kill things as fast as possible with a blatant disregard for their own safety. And it worked! Backed by the rest of the fleet, my cruisers could dive deep in the enemy's formation, and kept going until they reached the other end of the battlefield, ignoring torpedoes and bombers trying to deplete their huge, fat sack of hullpoints. My crewmen didn't liked this tactic one bit, but hey, it "works".

A bit later, i acquired a Junk, the HMI combat superfreighter. As its title implies, the Junk is not really a combat ship, but just like a butcher knife isn't a weapon, it will still wreck anything that would think it little more than an armoured Atlas. The Pummerer cannon reach far, is accurate, have a high rate of fire, and hit surprisingly hard. Sadly i couldn't make good use of it as my battles always devolved into messy close combat brawls with constantly blocked line of sight. Regardless, the Junk is still a worthy acquisition, even if only for its gargantuan cargo hold, and you'll haul a lot of crap when playing HMI. Yes, it's slow as sin, but at this point in the campaign, i was daring everyone to try to engage for a fight, so i didn't cared much for its slowness. Oh i almost forgot, the Junk is also armed with an inexplicable build-in swarmer near its bridge., for some reason.


Early, mid and even some late game battle were handled fast enough that the lack of armour and shield weren't too much of an issue. Very late game however, proved to be more complicated. Drowning the enemy under an avalanche of missiles works only if you have the number advantage. This is why i eventually disabled the 30 ships limit in the player fleet, so i could see how far i could push it. Battles often devolved into a bloody meatgrinder, with extreme causalities on both sides, but i just need to win, if i win i can salvage back all i lost and keep going as if nothing happened. Moreover, if you play with Starship legends, Junkers are under-evaluated in term of power level, every fight will be counted as an uphill battle. The bonuses for winning such fight, even with 90% causalities, will often be positives. So yeah, 90% causality rate makes for an acceptable win for Junkers.


I did take a look at the fighters too. I was pretty underwhelmed by the Trapdoors bombers. Dirt cheap and fast but also extremely fragile and barely armed. I don't think they're worth it. Maybe if there were six of those per wing, maybe as a cheap alternative...

The Shell drones are similar, although not as bad. Cheap, and heavily armoured, but also barely armed and frustratingly slow. In theory they could be really annoying when massed, blobbing around a ship. However with their lack of mobility they would spend most of their time trying to chase a target, and anything slower than Shells usually have the firepower to rapidly burst through their heavy armour.

The Bombardment drone is a much more interesting one. It is simply a flying annihilator launcher. Unlike the Kopesh that fires all their missiles in one burst, the Bombardment function like the small annihilator launcher does. Yes that includes its hefty ammo capacity. That makes the Bombardment a very decent support bomber that rarely needs to reload, one that is best to keep at the ship's side as it keep firing volleys after volleys of rockets. It's also extremely cheap to mount, what's not to love? Arguably overpowered when used on a proper battlecarrier, a constant and unlimited stream of Annihilators for such a cheap price feels really damn strong. One thing of note, unlike conventional bombers running out of ammo, the Bombardment drone does not go back to resupply to the carrier when set in engage mode, it needs to be done manually by regrouping them. The Scale fighter also suffers from this issue.

Speaking of which, the Scale function in a nearly identical way as the Bombardment, although its is much more expensive, and its Mbecke rocket launcher is much weaker. But it also have much longer range. That long range makes the Scale a pretty incredibly fire support alternative to the Xyphos. Not really adapted to the fleet i used during this campaign, but something to keep in mind when playing another faction.



After a surprisingly long campaign, i finally met my end during a reckless incursion in Mansa. Overconfident, i charged headlong against three local fleets. I didn't expected those feeder drones to be a hard counter to my missile spam, and those high-tech ships are also pretty good at kiting. Oh well, that was a fun ride at least. I'm very sad that i never found a Fishkill carrier. The Junker Astral was all i could have wished for during this campaign, lot of missiles, lot of bombers, a truckload of hullpoints...  Still, i managed to go pretty far with just a swarm of scrapships. As for the overall balance of the ships, it's... Hardto tell. Junkers does not really function like vanilla, or any other mod faction really, as such the comparison is difficult to make. The brutal missile spam deleting things obscenely fast could make them appear overpowered, but that's also something that vanilla ships can do, although to a lesser extent.

On top of bounty hunting, i also did some exploration, and i have to say i did quite enjoy the content added by HMI, the writing too. Vanilla is pretty barebone in that regard, so it's always a plus. The Domain Resurgent, the Horrors and the Mess also respectively bring some welcome mid, late and very late game challenge.

In the end, i did quite enjoy this campaign. The Junkers do have the chance of offering a playstyle completely different from other mods that i know of. It's also the closest thing we currently have to Warhammer 40.000 Orks in Starsector. HMI feels like a worthy addition to the modlist, although from my perspective it did feels more demanding on performances than other mods, which makes sense given all the stuff it brings in the sector. I personally won't use all the time, but for people that like exploration and plethora of content in the sector, HMI  is a very good bet.

Title: Re: [0.9.1a] Hazard Mining Incorporated (Tweaks Ed., 0.2.2g)
Post by: King Alfonzo on April 05, 2020, 06:50:14 PM
Many, many thanks for the review Helmut! I feel you captured the general playstyle of HMI Junkers - cheap, dirty crap that you can keep throwing at the enemy in huge numbers, not caring about casualties as long as you win. The idea that Junkers 'run on meat and not supplies' in many regards encapsulates the feel of this faction; that the crew are simply cogs in an industrial machine that you can throw away without needing to spend precious money on supplies.

In regards to their not being a fast enough ship in the Junker fleets to catch kiters - that's a fair cop, and I'll tweak some of the speed stats (particularly for the Creep, Streak and Convict) to be a tiny bit quicker.

I apologize for the Fishkill not appearing, but that ship was deliberately made rare because it is a very strong ship. That and HMI's industry is pretty dodgy to begin with, so they struggle to make it.

I'm glad you enjoyed playing the Junker aspect of the mod, and really really appreciated the playstyle. I'm also glad you've had fun with the secret content - I had a lot of fun making and writing it, and I hope to eventually do more in the future - except maybe in a different mod altogether. I apologize for the mod being overly demanding - I feel at some point I added a bit too much to the mod, but now everything's put together I can't exactly tease it apart.

Again, thanks for the review Helmut!
Title: Re: [0.9.1a] Hazard Mining Incorporated (Tweaks Ed., 0.2.2g)
Post by: HELMUT on April 06, 2020, 02:29:42 AM
I also forgot to mention something important considering the Junkers. The Rapid Repair system is i think their weakest point gameplay wise. It tends to completely invalidate EMP, flameouts and hullmods that are supposed to protect/repair against malfunctions. It's like a whole part of the game mechanics doesn't apply to them, which is a shame. I think they could become much more interesting with other systems, even simple ones like burn drive (which would help against kiting too). And it's not like they can't afford to add Automated Repair Unit to compensate for the loss of RR either.

The whole Junker fleet concept is fun, but the piloting is very similar from one ship to another because of RR (with a few exceptions), and it can become a bit boring after a while. I personally wish to see something more interesting in that regard.


Title: Re: [0.9.1a] Hazard Mining Incorporated (Tweaks Ed., 0.2.2g)
Post by: King Alfonzo on April 06, 2020, 07:57:39 PM
I also forgot to mention something important considering the Junkers. The Rapid Repair system is i think their weakest point gameplay wise. It tends to completely invalidate EMP, flameouts and hullmods that are supposed to protect/repair against malfunctions. It's like a whole part of the game mechanics doesn't apply to them, which is a shame. I think they could become much more interesting with other systems, even simple ones like burn drive (which would help against kiting too). And it's not like they can't afford to add Automated Repair Unit to compensate for the loss of RR either.

The whole Junker fleet concept is fun, but the piloting is very similar from one ship to another because of RR (with a few exceptions), and it can become a bit boring after a while. I personally wish to see something more interesting in that regard.

One of the things I discovered during early play testing is that large shield-less ships suffer disproportionately from EMP and weapon damage. I'm not talking about temporarily being disadvantaged from losing one or two weapons, I'm talking about ships losing their entire weapons complement from even middling attacks, and being completely shut down by fighters or heavy combat very quickly. Further, when the disabled weapons turned back on, they'd immediately be turned back off very easily in heavy combat situations. Even with Automatic Repair and Armoured Weapon Mounts, it's still ridiculously easy to cripple a Junker ship, and then you have to chew through the hull of the now deactivated hulk without suffering any of the danger. I found that fighting against these ships was boring, and using these ships personally was frustrating. Further, it didn't fit with my vision of how these ships were supposed to be used - send into combat and watch them chew themselves out, refusing to die without first taking a few enemy ships with them.

I considered a hull-repair system and a lesser damper field system to mitigate this problem, before settling on Rapid Repair. Rapid Repair largely solved the issue - it became a lot more difficult to 'stun-lock' a Junker as they could turn their weapons back on under withering fire, and give them a grace period to hurt or push back the enemy where their weapons cannot be brought down. I do acknowledge that in its initial form beginning the Rapid Repair was far too OP, as it was very easy to just keep pressing the RR button under heavy fire, so I changed it in the beta to be more limited when the Rapid Repair becomes available. This ensured that you could use the system in emergencies or when you know you're about to enter into heavy combat, without granting the ship weapon and engine immortality. While these ships would be more interesting with burn drive or accelerated ammo feeder etc., I feel that you couldn't run them with other systems without the entire ship concept falling apart.

However, it may be that rapid repair is still a bit too powerful for what it does, so I'll experiment with making the cool down longer on the system, so it's use is more confined to emergencies. I may also look into making rapid repair a right-click system when the ship doesn't have a shield installed, and giving the ships more conventional ship systems to keep them interesting, although I'm unsure that my coding skills are good enough to pull this off.
Title: Re: [0.9.1a] Hazard Mining Incorporated (THE POWER IS YOURS! Ed., 0.3.1)
Post by: King Alfonzo on April 12, 2020, 11:05:13 PM
NEW UPDATE, NOT SAVEGAME COMPATIBLE.

This update is a MAJOR overhaul of just about every feature of the HMI mod. Countless things have been tweaked and messed with, and to list them would be a collosal pain in the neck, but the major changes are as follows:

-There is now a settings file.
-There are new Junker hulls, along with new ships that HMI has ''''discovered'''' and put into production - although how well they constructed these hulls is in severe doubt. Check out the first page for more information.
-Junker Hulls now lack the Rapid Repair system (besides the Junk and Fishkill), instead having a passive hullmod that increases engine and weapon repair rate if the ship does not have a shield installed.
-The Junker Hullmod now has greater maluses for using Extreme Ordinance, and has different maluses to fighters at higher d-mod levels.
-The (Scav) hulls have been removed from all the factions, and transferred to a new faction: the Brighton Federation. The spawning of this faction can be turned off in the settings file.
-Fang and Draco factions have been reworked - Fang ships lack shields but receive buffs to enable them to remain competitive despite this, and Draco ships have poor shield efficiency and range but good movement and vent stats. Both factions make bases and raid the sector - this feature can be turned off with the settings file.
-New stuff to stumble on out in the sector. Note, stumble upon - you don't need a mission to activate HMI content, you just need to find it.

DOWNLOAD HERE
Title: Re: [0.9.1a] Hazard Mining Incorporated (THE POWER IS YOURS! Ed., 0.3.1)
Post by: ShadowDragon8685 on April 14, 2020, 03:17:46 PM
HMI is...

Well, in a word, fantastic.

But, if I might;

The HMI-added resources seem to only exist to be smuggled for credits (or exported for same, if you happen to seize the systems where they're produced.)

I would really like for them to have a purpose for the player other than just getting credits, and preferably this wouldn't require building all-new industries, etc, that inevitably wind up competing with the player's existing industry slots from both vanilla and half a dozen other mods. Preferably they could be used to enhance vanilla functions somehow.

Quantum Liquid: This one's a bit tricky, since there isn't really anything the player can do in terms of research & development. The only vanilla activity I can think of that it might enhance somehow is techmining; with quantum liquid to supercharge the computers crunching through and trying to restore all those wrecked data systems, results that otherwise would take until the heat-death of the universe become potentially plausible; perhaps, then, quantum liquid will let a techmining industry run without depleting itself, or run normally if it already has?

Nanite Mass: This seems simple enough, since nanite mass is said to allow for one-time construction of any theoretical component, there's a lot of potential uses for it, which would surely be asinine to code. My suggestions would be:

1: Allows the player the duplicate any one piece of hardware they have an example of and want more of. Uses equivalent cost in nanite mass (rounded up; minimum 1 unit of mass), or perhaps twice that?

2: Allow the player to expedite buildings or industries on their colonies, at great expense in nanite mass. Something like being able to cut the construction time in half, by paying in up to the construction's cost worth of nanite mass to add one-half that value in progress to the construction timer.

3: Feedstock for Heavy and Light Industries, covering resource shortfalls?

Red Water: Honestly, it should just fill the need for recreational drugs. But given what it says it does instead, perhaps instead of fulfilling that need, it grands industries a production bonus, at the drawback of stability - everyone gets inspired to work real hard when on the red water, but being tormented by the demons of their past isn't exactly great for a harmonious dinnertime conversation.
Title: Re: [0.9.1a] Hazard Mining Incorporated (THE POWER IS YOURS! Ed., 0.3.1)
Post by: Drazhya on April 19, 2020, 08:25:34 AM
Is there something wrong with the Ionos? Ordnance and armor are about destroyer-average, flux cap/dissipation/speed are about cruiser-average, hull points are somewhere between the two. Cargo and fuel capacity are minimal, no innate hull mods. High Energy Focus and it's shield efficiency is good, that's the only thing even above-cruiser-average for this 22-point cruiser. It's garbage. One-for-one, the Falcon might be better, and it's 15 points.

100 ordnance points. Only dedicated carriers and logistics ships (and built-in artillery ships like Tiandong's Wuzhang and Torchships' High-Tide) get that low.
Title: Re: [0.9.1a] Hazard Mining Incorporated (THE POWER IS YOURS! Ed., 0.3.1)
Post by: PainProjection on April 20, 2020, 04:02:19 AM
No changes for Junk : (
Title: Re: [0.9.1a] Hazard Mining Incorporated (THE POWER IS YOURS! Ed., 0.3.1)
Post by: Alluvian on April 20, 2020, 06:30:45 AM
Quite enjoying this mod, and the updates you have made thus far. In particular, I am very fond of the low-tech look and feel of the ships, as well as the various hazards (pun intended) you have also built in. The three hostile factions you have included with the mod are quite interesting, covering a nice niche (bio-engineering / horror) in a way that is a good fit for Starsector. The Mess in particular, is a nice counterpart to the Remnant & Derelict threats of a similar vein.

One question at this time: While the Mess is clearly intended as a hostile NPC faction, do you have any intent to expand the Draco / Fang factions in a fashion to flesh them out more and make them playable in Nexerelin?

Title: Re: [0.9.1a] Hazard Mining Incorporated (THE POWER IS YOURS! Ed., 0.3.1)
Post by: Weltall on April 20, 2020, 06:45:36 AM
This is a bit off topic, but is there now a hidden Captain Planet in the modpack?
PS: Do ignore the comment if it makes no sense.
Title: Re: [0.9.1a] Hazard Mining Incorporated (THE POWER IS YOURS! Ed., 0.3.1)
Post by: Drazhya on April 20, 2020, 08:35:13 AM
I do appreciate this mod, but it's the things that don't seem right that have me posting. The Hippocampus(Draco) is another one. The Tempest has 50 ordnance, and Tempest(Draco) has 45. The Hippocampus has 80, and the Hippocampus(Draco) has... 45. And then the Wolf and Vigilance are both set to 45 as well, adding 5 for the Vigilance and losing 10 for the Wolf. Seems like a copy-paste error?

Draco vs vanilla is an interesting tradeoff, particularly (for me) the Tempests. The range difference and loss of the missile slot don't matter for how I build them, but the venting bonus doesn't seem to make a much of a difference in AI hands. The shield efficiency and ordnance loss hurt a lot, but at the end of the day, the reason I keep Tempests around is that they're fast, and the faster, the better. The Draco version has a nice aesthetic too.

The Hippocampus, on the other hand... even if it didn't have the OP penalty, that's a harder trade-off. The extra speed brings them up to fast-cruiser standard, which is at least a little helpful, but not enough to keep them out of trouble, so the shield penalty hurts a lot more, the fighter penalty is very painful, and the range penalty matters more.
Title: Re: [0.9.1a] Hazard Mining Incorporated (THE POWER IS YOURS! Ed., 0.3.1)
Post by: Copperwire on April 21, 2020, 09:50:32 PM
(oops, posted in the wrong thread)
Title: Re: [0.9.1a] Hazard Mining Incorporated (THE POWER IS YOURS! Ed., 0.3.1)
Post by: HeartofDiscord on April 22, 2020, 02:19:08 AM
I was planning to come in and shower some compliments and make a big write up after using the mod (seriously playing it) for the first time and HELMUT did all that and more. It kinda put what I was going to write to shame, so I think I'll hold off for now until I've tried more of the new April 12th stuff. That being said, I figured I'd jump in on some specific things and the Junk convo.

Just to get this out of the way, I think the Junk's stats are fine for having 5 burn. I honestly hate that 5 burn as much as some other people have posted about, I think messing with that layer of the game is probably not a great idea because most people (including me for transparency) are outright allergic to slow ships. I have to REALLY like something to go down to 7 burn base. That being said, I think minmaxing map layer logistics like fuel and supplies sucks, so I tend to favor stuff having "OP" storage. 5 burn is a huge downside, if it does get nerfed and I don't think it needs one, consider giving it at least 6 burn, especially since it cant use militarized subsystems. Having higher burn and lowered stats I think would be fine too.

Moving on, I love the design of everything in HMI. The lower than low tech feel is great, and I think the junker ships fit perfectly into their role. There have been several attempts to make shieldless ships workable through the years of mods and I think this one finally got it right. They have very clear weaknesses and strengths and the haphazard over saturated weapon mounts are one of the few times overgunning a ship is a good idea. I also love not having to worry about ships dying at all, it fits perfectly into a yellow tree prioritizing playthrough. The scavanged drone ships are also great, I was wondering when someone would use that idea. It fits perfectly with the image of a low tech faction struggling to make ends meet economically and field fleets.

Regarding weapons, again, I really like the themes of most of them. Cheap, user friendly weapons are a welcome addition that stand out even among most other mods. While some of them do seem a little too close to their vanilla inspiration, I don't think that necessarily a bad thing. Side grades can be good, especially if what they're based on has some glaring flaws. I do think some might need some help especially compared to their vanilla counterpart.

The Pummeler carbine I think could do with some soft stats like projectile speed to define its role a bit better, especially considering the lower projectile damage than Thumpers making it even worse against armor. The Williamson shotgun is similar, its lowered per-hit damage makes it hard to justify over an auto cannon especially considering the negative flux ratio. For example the Anderson MG is great, it feels very distinct but still grounded and balanced. The McGuyver mining laser probably needs at least slightly positive flux ratio to reward its close range as well.

Some things definitely feel off though, like Mbeke rockets and the Mark IV cannon. The rockets REALLY need some more ammo to fill out their low damage. They're presented as just being outdated rather than inferior, but their performance is kneecapped by their tiny potential damage. If they aren't going to be dirt cheap on OP, I think having a lot more ammo would go a long way. The Mark IV I love in concept but I don't feel like it ever justifies usage. Unless I'm missing something, this one in particular really just seems bad to me. The slight OP cost reduction over a Mark IX never feels worth it, even under ideal conditions like mounting them en masse to get the most out of expanded magazines. The cost of expanded magazines outweighs their OP cost, not including the range cut and having less than half the per-hit damage. It sounds silly at first, but its a huge difference against armor with massed fire, and if you're only mounting a single kinetic weapon its no contest. Its also called a strike weapon in its desc but fires pretty much continually with expanded mags. I think it should be at least noticeably better than a Mark IX if you're using expanded mags.

I'm not sure what direction you want to take all this stuff in (I know its okay for something to just be worse than vanilla) but I hope you'll tinker with the weapons somewhat. Most of them have enough nuance that I always consider using them in place of something else, and stuff that uses expanded mags well is rare enough that I want to see it shine.

[EDIT] I did some fiddling just for fun with the Mark IV and came to 381(288) dps with 160 damage, 8 ammo, 12 reload, 1.8 ammo/sec, 0.32 cool down. That might be a bit high but its easy to fiddle with. It also has a longer cooldown between bursts for a more strikey feel. Please don't take this as imposing, I was more doing it for my own testing and figured I might as well post it.
Title: Re: [0.9.1a] Hazard Mining Incorporated (THE POWER IS YOURS! Ed., 0.3.1)
Post by: PainProjection on April 23, 2020, 10:02:06 AM

Just to get this out of the way, I think the Junk's stats are fine for having 5 burn. I honestly hate that 5 burn as much as some other people have posted about, I think messing with that layer of the game is probably not a great idea because most people (including me for transparency) are outright allergic to slow ships. I have to REALLY like something to go down to 7 burn base. That being said, I think minmaxing map layer logistics like fuel and supplies sucks, so I tend to favor stuff having "OP" storage. 5 burn is a huge downside, if it does get nerfed and I don't think it needs one, consider giving it at least 6 burn, especially since it cant use militarized subsystems. Having higher burn and lowered stats I think would be fine too.


Take another look at my suggestion:

-Junk should have "Compromised Storage" by default. Like ludds ships have "Ill-Advised Modifications" even if it been manufactured from your own heavy industry, it still can be restored for additional credit investment ofcource.

-Junk should have "Civilian-grade Hull" hullmod. It would make sence cause "Compromised Storage" cannot appear on non-civilian ships and also allow player to use "Militarised Subsystems" on it.

-Junk's burn speed must be reduced from 5 to 4 (Can be restored with "Militarised Subsystems").

-Junk's maximum crew decreaced from 2000 to 1200 (This is important, cause with "Compromised Storage" D-mod it would go down to 840)

-Junk's skeleton crew decreaced from 500 to 320 ("Militarised Subsystems" doubles skeleton crew so you still can use it with "Compromised Storage")

-Junk's fuel capacity decreaced from 2000 to 800  which is level of Prometheus II - max for vanilla's non tanker ship

-Junk should no longer have shield and recieve +50% of flux vent stats effectively making "Shield Bypass" hull mod from S&Wpack as built in. (i explained why in separate post)

What i suggest is actually a buff, i see Junk in two separate loadouts: Miner and Combatant.

Current problem is what you can fit it as combatant and still benefit from enormous storage, fuel capacity and spare crew space. At the same time combatant stays at the edge of being good and completely suck. It highly relies on player perks/skilled officer to be effective so it need a slight buff to it's combat stats, which "Militarised Subsytems" just provide.
I want this 2 builds to be more separate, you should use it as 100% mining barge fitted with Xi Large mining collectors, Maglev mining generators and with Hammer Barrage in it's large missle slot OR as pure combat ship with some additional cargo as bonus.

My rework idea based around "Compromised Storage" D-mod and "Civilian-grade Hull"/"Militarised subsystems hullmods.

If you planning to use it as combatant you most probably never gonna restore "Compromised Storage" since this D-mod belong to "magnificent 5" group of D-Mods what doesn't change expluatation costs, but at the same time doesn't corrupt any important in-combat stats. The secret is what other 3 of these "magnificent 5" (malfunctioning comms, defective manufactury and damaged flight deck) is fighter based ones - they can appear on Junk, because it have some Hangar Bays, but at the same time Junk clearly not a carrier and never rely on it's fighters. I literally put in his bays 0OP mining drones to use them as additional projectile catchers, thats about it. In my playthrough i replaced "Compromised Storage" to "Unreliable Subsystems" so there is still a breathing room, because you only need 4 D-mods to reach full "Junker's" perk potential (maximum additional ordnance points).

At the same time what about maximum crew nerf from 2000 to 1200? Idea is simple, you need spare crew because mining consumes some, alongside with heavy machinery and supplies. You don't really need that many for battle, few hundreds for in-combat casualties is enough. With "Compromised Storage" 1200 goes down to 840, "Militarised Subsystems" doubles skeleton crew from 320 to 640 effectively left us 200 crew members for in-combat casualties from hull damage. There is even more (380) if you have "Safety Procedures 3".

Last, but not least - fuel ammount down from 2000 to 800. Again, for mining 800 is more than enough to supply not only the  Junk itself, but even a small fleet of auxilary miners/protectiong ships/cargo freighters, if you, for some reason, want to fly at the edge of the map to mine there - you can buy more specialised ships for your needs (tankers).

Now you start to understand? As combatant Junk will recieve slight nerf to it's logistic stats (-30% or -15% if you have "Sefety Procedures 3" Skill), but would you really care? You wanted combat battleship, you get it, as bonus here couple thousands of additional cargo - nice. But "Militarised Subsystems" would actually noticebly buff it's in-combat performance. Don't forget what my meme-vid based on lvl103 pilot what have all the perks, but, let be honest, without "Skilled-Up" mod you have tought decisions, as you mentioned in your post - this faction highly benefits from yellow skill tree. You also need skills for -25% fuel and supply consumption. So you can't just have every combat-related skill at this point even at max level and thats why Junk needs a buff.

"Militarised Subsystems" provide such buff
Apart from removing the penalties from a civilian-grade hull, and increacing maximum burn level by 1 (remember why base burn level should be decreaced by 1?) and reducing supply and combat readiness cost to recover from a deployment by 30% it will also:
-Increases armour by percentage 25/30/35/45
-Increases flux capacity & dissipation by 10%
-Increases max speed, acceleration, deceleration, max turn rate & turn acceleration by 10%
All these stats is very important for him, it have thin 500 armor, bad flux stats and horrible engine perfomance.

Additionally, if you planning to use Junk as mining barge then you should invest additional credits to remove "Compromised Storage" which is totally right thing because Junk the best or one of the best miners in entire modded game with possibility to turn it in to your flagship, but it's dirt-cheap vessel which is not right. It will pay for himself after few mining runs full of volatiles.


Title: Re: [0.9.1a] Hazard Mining Incorporated (THE POWER IS YOURS! Ed., 0.3.1)
Post by: Drazhya on April 23, 2020, 11:11:48 PM
...Okay, so I was having a great time fighting Draco and Fang... and then I got a blood harvest. Draco base 45 light-years away hitting my colonies with -3 stability and -50% accessibility. Stacking with pirate debuff. Isn't that a bit much?
Title: Re: [0.9.1a] Hazard Mining Incorporated (THE POWER IS YOURS! Ed., 0.3.1)
Post by: HeartofDiscord on April 24, 2020, 01:22:15 AM
I absolutely refuse to play with a max level cap because it results in there being exactly one optimal skill set for every play through, hence the yellow and red trees being all but ignored. The 103 captain meme video is funny but I'm not really sure its hugely indicative of anything as lots of ships become disgusting with that level of investment, and all in capitals tend to hard counter any other caps they beat in stats. They haven't been a problem at all in my game and I imagine heavy fighters would eat them alive. I do think SOMETHING needs to be done about EMP/weapon damage, as making it outright immune is probably the source of many of these problems. Without that protection EMP will destroy them, but maybe something that precludes other EMP resistance would be good and rapid repairs could instead put a cooldown on having weapons disabled, so it still resists EMP like anything else building for it, but can't be locked forever by EMP. That way it could still be hit with EMP for plays but not shut down entirely.

Also, I'm pretty sure if it has 4 burn literally no one will use it. Keep in mind with militarized and aug burn drives it no has 0 logistics slots left. I really think most people will just see 4 burn and immediately trash can it without even considering options that point. Remember that burn as a mechanic is mostly untouched or raised/lowered by 1 in extreme cases, and its already lowered by 1 here. Every point of burn lowered is 2 at full burn and none of this has an effect on combat, which seems to the source of the problems in question.

Consider this, how much storage would it take for you to be willing to go to 3 burn, or 2? Is there ever a point it doesn't matter how much storage something has, its just no longer worth dealing with because its too much of a pain? Normally you only go to 6 for capitals, something you only take to win fights, and only if you're planning on fight. Even an atlas hits 7 easily, and some capitals have 8 base, which is a common value lots of things share. 7 and 8 burn are nice because LOTS of stuff has those burn values. The next thing to consider is that going to means you probably only have one, maybe two types of ships with those burn values, so you likely want several of them. Now consider that for most people, the Junk is one of the only ships in the entire game with 5 burn as it is now, so you have exactly more Junk to efficiently fill your fleet with. Going even lower than that is insane, it will be literally the only ship in the whole modiverse with burn that low.

If stats need to come out of somewhere burn isn't it. The compromised storage idea is interesting and may be the best solution. Keep in mind lowering fuel cap and the compromised storage would be extra rough, and that all these problems and low burn speed actually increase maintenance costs and decrease map range by proxy. Also no way to fit eff overhaul because you have no logistic slots. A combat nerf may be a better solution, but that would take the ship in a different direction.
Title: Re: [0.9.1a] Hazard Mining Incorporated (THE POWER IS YOURS! Ed., 0.3.1)
Post by: PainProjection on April 24, 2020, 06:15:39 AM
If stats need to come out of somewhere burn isn't it. The compromised storage idea is interesting and may be the best solution. Keep in mind lowering fuel cap and the compromised storage would be extra rough, and that all these problems and low burn speed actually increase maintenance costs and decrease map range by proxy. Also no way to fit eff overhaul because you have no logistic slots. A combat nerf may be a better solution, but that would take the ship in a different direction.

If i gonna play without Skilled-Up mod i would use yellow skill tree anyway(at least sefety procedures, recovery operations and field repairs) , because this is the whole point of playing as HMI - to utilise their nature of dirt cheap salvagable zombie fleet.

All these hullmods are interconnected with each other. My idea grown from Compromised storage, but then i realised what it cannot appear on non-civilan ships, so i go deeper in to this idea and came up to my current point of view. This -1burn connected to military subsystems, as a guy who had 2 full HMI playthroughs i understand importance of high burn and suffered a lot by using junk. I just didn't want to accidently suggest a buff to his main downside.

(My 1st had augmented drive field and been used as ultimate freighter-tanker, later i just bought another two of them, that was rediculous. In my second playthrough i go "all-in" to combat so i played with literally 5 burn - 14 on march, no regrets, this is totally manageble speed except you no longer can bounty hunt weaker fleets)

And i totally aware about 2 logistic-slot limit. Miner can use Augmented Drive Field + Efficiency overhaul or Militarised subsystems. With restored Compromised storage it should still have plenty of man power for mining operations even with +100% skeleton crew from Militarised Subsystems. But, i can't see why not just make Militarised Subsystems as Built-In because it will no longer counted for logistic hull mod limit. Also in stats you still gonna see number "5" in front of "burn" parameter. I am suggesting things, don't treat this as real changelog, i am not an author and actually i start to lose my hopes about any of these changes would ever see the release.

About EMP - This thing eats EMP for beakfast. Damage Control 2(faster repair) + automated repairs and resistant flux conduits hullmods + rapid repair ship systems makes this ship undisamable. In my vid you have your evidence - every of these 4 legions from simulation fight had thunder heavy interceptors in each of their hangar bay - 4x4x2=32 ion cannons pounding Junk simultaneously and they didn't succeed. Then again 3 duels against paragons in a row, one of them had 2 Tachyon Lances, other had 4...

I am not okay about the fact what i can use 8 Junks in my fleet and have to see 32000 16000 16000 numbers in left-bottom corner of my screen. Man this is to much logistic stats. BTW here is perfect officer for them, almost the full potential of hullmeta, at least it had all important skills: https://i.imgur.com/yC9dQqS.jpg
While i create loadouts i always test it in hands of AI, thats actually what jumpstart this whole hullmeta idea, because AI [no words in the world can discribe my dissapointment] if they don't have "shield bypass" hullmod on their Junk
Title: Re: [0.9.1a] Hazard Mining Incorporated (Tweaks Ed., 0.2.2g)
Post by: PainProjection on April 24, 2020, 12:17:35 PM

He posted a 'kek' video that showcases how terrible the AI is in fighting. Against ships that don't have EMP to shut down that unprotected, shieldless disaster.



I also forgot to mention something important considering the Junkers. The Rapid Repair system is i think their weakest point gameplay wise. It tends to completely invalidate EMP, flameouts and hullmods that are supposed to protect/repair against malfunctions. It's like a whole part of the game mechanics doesn't apply to them, which is a shame. I think they could become much more interesting with other systems, even simple ones like burn drive (which would help against kiting too). And it's not like they can't afford to add Automated Repair Unit to compensate for the loss of RR either.

The whole Junker fleet concept is fun, but the piloting is very similar from one ship to another because of RR (with a few exceptions), and it can become a bit boring after a while. I personally wish to see something more interesting in that regard.



I do think SOMETHING needs to be done about EMP/weapon damage, as making it outright immune is probably the source of many of these problems. Without that protection EMP will destroy them, but maybe something that precludes other EMP resistance would be good and rapid repairs could instead put a cooldown on having weapons disabled, so it still resists EMP like anything else building for it, but can't be locked forever by EMP. That way it could still be hit with EMP for plays but not shut down entirely.


"Rapid Repair" is not the problem. EMP can be effectively mitigated by vanilla countermeasures. Here is example:

https://youtu.be/C2NIgAH7d7w

This ship don't give a
Spoiler
(https://i.imgur.com/mBIfkBX.jpg)
[close]
about Tachyon Lances, hes Hephestus Cannons didn't even stop fire for the entire lenght of the video. I really disapointed what Alfonzo just listen all of you and remove it from most of his ships, it helping, but this is not what cause this immunity to EMP.

It's like saying what Cathedral from Ship And Wepon pack is overpowered, while the core problem of this ship is vanilla 0-boost speed bonus which, for some reason, equal for all 4 ship classes, and, for some reason, uses flat bonus instead of %based, allow Cathedral, with installed make shift generators on it's auxilary modules, surf around at 80units of speed, cosplaying conquest, while being protected from damage and fire from all of his weapon mounts, which again, mostly rockets and mostly positioned outside "Core" part which abuses 0-flux boost.
Title: Re: [0.9.1a] Hazard Mining Incorporated (THE POWER IS YOURS! Ed., 0.3.1)
Post by: Argonaut on May 13, 2020, 02:14:45 AM
Really enjoying HMI and it's one of my favorite mods now. The Junk ships don't give me problems as they're not particularly hard to destroy, while they're pretty crazy and fun to fly, with me not having to worry about them being destroyed.

One aspect has me even more invested: the lore! I always read the little text that accompanies a planetary market and i'm glad you put effort in yours. It's pretty immersive.  It's troubling as well, however: i am friendly with the Draco group, so i colonized that Cristalline planet in Obsidian, since it seems it's been nuked into oblivion by some other faction, too bad i can't make my own quantum liquid. Soul as well. Nothing strange is going to happen on these colonies... right?

The domain resurgents, Obsidian, Kamikaze, Opuntia and Samiel (with its haunted rings...)  are all fun and make for atmospheric exploration. Next playthrough i'm starting with HMI commission. Some story/campaign content would be great to have, if there isn't some already. A suggestion might be to spread all these interesting systems around more, right now they're somewhat conveniently bunched together, despite being so unique.

EDIT: I did stumble on some more distant places and they were great. Doesn't change what i said about Opuntia, Obsidian and Mercy being perhaps too conveniently placed together.
Title: Re: [0.9.1a] Hazard Mining Incorporated (THE POWER IS YOURS! Ed., 0.3.1)
Post by: Razaghal on May 14, 2020, 02:23:42 PM
Is there any possibility to befriend the Draco Group and/or the Fang Society? I wonder since I have Industrial Evolution added, and I would like more raiders in my privateer base :>
Title: Re: [0.9.1a] Hazard Mining Incorporated (THE POWER IS YOURS! Ed., 0.3.1)
Post by: Cyber Von Cyberus on May 15, 2020, 07:08:38 AM
There is a small problem with Draco and Fang bases, when using Nexerlin you cannot send a fleet to destroy the base unlike pirate bases or Kadur/Cops camps.
This can be pretty annoying as they tend to be much nastier than pirates and have to be elimated quickly to avoid decivilization.
Title: Re: [0.9.1a] Hazard Mining Incorporated (THE POWER IS YOURS! Ed., 0.3.1)
Post by: unit098 on May 18, 2020, 12:48:12 AM
Can the nanite masses actually be used or are they just another commodity to be sold
Title: Re: [0.9.1a] Hazard Mining Incorporated (THE POWER IS YOURS! Ed., 0.3.1)
Post by: Alex on May 18, 2020, 09:11:36 AM
I've cleaned up the last several posts in this thread; since this is a long-term thread, I think it makes sense to do that rather than leave the posts around for clarity as to what's considered acceptable behavior.

@PainProjection: you've got an official warning and a PM.
Title: Re: [0.9.1a] Hazard Mining Incorporated (Choo Choo! Ed., 0.3.2)
Post by: King Alfonzo on May 23, 2020, 10:13:46 PM
The HMI-added resources seem to only exist to be smuggled for credits (or exported for same, if you happen to seize the systems where they're produced.)

I would really like for them to have a purpose for the player other than just getting credits, and preferably this wouldn't require building all-new industries, etc, that inevitably wind up competing with the player's existing industry slots from both vanilla and half a dozen other mods. Preferably they could be used to enhance vanilla functions somehow...

I'm glad you're having fun with the mod! I've done some experimentation with some of the features you have proposed, but unfortunately it is beyond my coding knowldge. SirHartley of Discord, who has much better coding knowledge than I, has looked into it and unless we change the core game files (something I will not do), doing these things is at the moment impossible.

Is there something wrong with the Ionos?

You were spot on Drazhya. The Ionos was defintely lacking power, which has been remedied in the next update.

Quite enjoying this mod, and the updates you have made thus far. In particular, I am very fond of the low-tech look and feel of the ships, as well as the various hazards (pun intended) you have also built in. The three hostile factions you have included with the mod are quite interesting, covering a nice niche (bio-engineering / horror) in a way that is a good fit for Starsector. The Mess in particular, is a nice counterpart to the Remnant & Derelict threats of a similar vein.

One question at this time: While the Mess is clearly intended as a hostile NPC faction, do you have any intent to expand the Draco / Fang factions in a fashion to flesh them out more and make them playable in Nexerelin?

I'm happy you're having fun with the factions! At the moment I'm still experimenting with the Draco and Fang factions, and how they fit into the experience of HMI. As I have learned recently, my mod adds well over 120 ships to the game, and is somewhat bloated. I'm actually considering cutting them from the mod altogether when the next major update of Starsector hits, or maybe splitting them off into their own mod as actual factions. I'm still thinking on it.

I do appreciate this mod, but it's the things that don't seem right that have me posting...

Thanks for the catch Drazhya, that was a big oof on my end. The Hippocampus (Draco) has had the OP restriction removed and is now a punchier missile-based ship, while the Tempest also has it's full complement of OP back. The Wolf (Draco) is supposed to have reduced OP, as it's missing it's rear small energy weapon mounts.

I was planning to come in and shower some compliments and make a big write up after using the mod (seriously playing it) for the first time and HELMUT did all that and more. It kinda put what I was going to write to shame, so I think I'll hold off for now until I've tried more of the new April 12th stuff. That being said, I figured I'd jump in on some specific things...

I agree that the Junk being burn 5 is a fairly big drawback to the vessel, as a lot of people prefer to have higher burn speeds. I feel the ship is sitting in a good spot at the moment, althought I did make a mistake at leaving its fuel capacity too high before release. That'll be fixed in the next version.

I'm glad you're having fun with HMI's playstyle. I do agree that some weapons need tweaking; the McGuyver has actually been nerfed after some conversations on Discord, the Williamson now does more damage, the Mark IV has a higher damage per shot, and the Mbeke is slightly weaker but now has a much deeper ammo pool. The Pummerer Carbine, I feel, is in a good position, as while it's weaker than the Thumper, it is better able to apply that damage to a target. This makes it very nice for Fighter/Torpedo swatting and pressuring ships.

What i suggest is actually a buff, i see Junk in two separate loadouts: Miner and Combatant...

I actually did like the idea of adding Civilian Hull to the Junk when you originally suggested it with the idea that you could switch between a civilian and military build, but then I thought about it and realized that there was really no reason to not take Militarised Subsystems. Burn speed is incredibly important for a lot of people, and if there is a hullmod that adds it, they are going to use it. And with that in mind, I felt that you'd end up drastically cutting down on the flexibility of the ship itself, reducing the number of logistics hullmods right off the bat. I feel HeartofDiscord nailed it on the head with:

Also, I'm pretty sure if it has 4 burn literally no one will use it. Keep in mind with militarized and aug burn drives it no has 0 logistics slots left. I really think most people will just see 4 burn and immediately trash can it without even considering options that point. Remember that burn as a mechanic is mostly untouched or raised/lowered by 1 in extreme cases, and its already lowered by 1 here. Every point of burn lowered is 2 at full burn and none of this has an effect on combat, which seems to the source of the problems in question.

I do agree that the Junk's fuel capacity was way too high, and I cut it down to your suggested 800 to prevent it from being a complete and total use-all.

...Okay, so I was having a great time fighting Draco and Fang... and then I got a blood harvest. Draco base 45 light-years away hitting my colonies with -3 stability and -50% accessibility. Stacking with pirate debuff. Isn't that a bit much?

That is because the station itself hasn't been killed - pirate stations do the same thing if left unheeded. Stacking with pirates is just something that can happen I suppose. For the moment I've set the standard option to have these bases turned off while I figure out the problem.

...Nothing strange is going to happen on these colonies... right?

...A suggestion might be to spread all these interesting systems around more, right now they're somewhat conveniently bunched together, despite being so unique...

Glad you're having fun Argonaut! Right now there isn't anything special about the colonies; I lack the ability to code for shenanigans and events about said colonies, althought I wouldn't mind adding them in the very distant future. And I do agree the planets are clustered a bit close together, but a lot of 'existing' space is already taken up by other mods, and I don't like the idea of spreading the systems out too thinly.

Is there any possibility to befriend the Draco Group and/or the Fang Society? I wonder since I have Industrial Evolution added, and I would like more raiders in my privateer base :>

Not really; Draco and Fang are supposed to be complete psychos who would regard the player as food. As I said earlier, I'm contemplating what to do with them.

There is a small problem with Draco and Fang bases, when using Nexerlin you cannot send a fleet to destroy the base unlike pirate bases or Kadur/Cops camps.
This can be pretty annoying as they tend to be much nastier than pirates and have to be elimated quickly to avoid decivilization.

Yeah, for the moment I've set the standard option to have these bases off while I figure out the problem. I might not even let them have bases again and elevate the factions to actual factions, but again, still sorting out what I want to do with the factions.

Can the nanite masses actually be used or are they just another commodity to be sold

As I mentioned previously, I've tried to implement them, but wasn't able to get it to work.

---

Now that that's out of the way.

NEW UPDATE, NOT SAVEGAME COMPATIBLE.

A lot of minor tweaks and fixes, mostly to just fix up one or two problems that emerged since last release, along with the introduction of two new ships.
-Added the HMI Junkship capital, the Locomotive. Many thanks to Helmut for helping with the sprite!
-Added the Prognosticator, a high-tech support ship that can slow an enemy using time dilution.
-Fuel capacity of Junk reduced.
-Small Mbeke ammo pool increased.
-Williamson now does less damage per shot, but shoots more of them.
-McGuyver now does significantly less damage.
-Mark IV Autocannon does more damage per shot
-Nerfed Marinas - it's now more dependant on its system.
-Fix for the spawning of [REDACTED]
-Removed Mulligan and Charlie from spawning in SCY and Great House fleets

With Vayra's Sector:
-Added a High Value Bounty, the Onslaught (P) - less weapons and less armour, but with two flight decks, upgraded TPCs, and the Locomotive's movement system.
-Added some uncommon bounties.

DOWNLOAD HERE.
Title: Re: [0.9.1a] Hazard Mining Incorporated (Choo Choo! Ed., 0.3.2)
Post by: PainProjection on May 24, 2020, 07:56:08 AM
Oh, that's surprise for me. I guess i have to say sorry about my previous post what even been deleted by moderator. Lack of feedback led me to such inferences.

Still think what nerfing extreme mods was a bit to much btw :) i mean, excluding modular ships like wurgandal or cathedral, only HMI was able to afford equipping this hullmod, not anymore.
Title: Re: [0.9.1a] Hazard Mining Incorporated (Choo Choo! Ed., 0.3.2)
Post by: King Alfonzo on May 24, 2020, 05:58:56 PM
No worries! I tend to really only do feedback once I've explored it and figured out what direction I want to take with it, after some poor experiences in the past. For instance, I've changed the stats of the Berserker (Scav) an inordinate number of times due to balance issues.

The Extreme Modifications nerf for junkers came about due to some Discord Shenanigans. I'm not sure if you're aware, but on the Discord server there was recently a PvP tournement, where players would make fleets and pit them against opposing fleets in AI controlled battles. It was discovered that Extreme Modifications was ridiculously broken with carriers, which when combined with some HMI Junker hulls resulted in some very scary things occurring.

Further, I had to change the auto-repair system as I wanted the ships to have more flexible ship systems. I experimented with having rapid repair as a right click system, but if I did that the ship would never have a shield installed. So to compensate, I put a built-in hullmod on a lot of the Junker ships that reduced repair times on engines and weapons if a shield was not installed. This wasn't implemented in the Junk and Fishkill, as they still have Rapid Repair as actual systems, but for the other vessels it meant that extreme modifications suddenly became a no-brainer - you automatically heal a ton faster already, so why not? And in the case of the Junker and Fishkill, you can mitigate the malus of Extreme Mods just by activating your ship system, so why not?

To compensate for these two issues, I added the Extreme Modifications nerf to the Junker Hulls in order to make the hullmod a little less attractive. Sure, more stuff breaks down, but when combined with automated repair and the built-in hullmods/ship systems, it's not necessarily as bad as you would expect.
Title: Re: [0.9.1a] Hazard Mining Incorporated (Choo Choo! Ed., 0.3.2)
Post by: PainProjection on May 26, 2020, 05:19:31 AM
due to some Discord Shenanigans. I'm not sure if you're aware, but on the Discord server there was recently a PvP tournement, where players would make fleets and pit them against opposing fleets in AI controlled battles.

No, i kinda new in this party, i discover Starsector from Sseth review video, so yeah, i play ~9 months. In the beginning i heard about such tournaments and wondering how this is possible what every single person in community agreed with stuff what mods bring in to the game? Turns out they don't, there is definitely OP ships here and there, for example ED's creations usually are pretty overpowered, same for Pulse Industry, Mayasuran Navy etc. And i think what it was like that for years.

Right now i am a bit burnout after my last playthrough, so i can't find any motivation to spend hours of my life arguing and proving what ships are OP, what exactly makes them OP and suggest balancing tweaks. Not necessary i am right in everything, not everyone will agree with my thoughts, so i must provide at least raw footages to complement my words and most importantly, not everyone want's to hear thoughts from such noname like me. For example, i wrote a wall of text about Cathedral, but seems like Revenant doesn't open for suggestions, so i keep my thoughts for myself. At the end of the day ships not necessary must be all in line, there must be stronger ones, there must be weaker ones and define them by yourself is a part of gameplay.

Anyway, i guess your Locomotive based on Ed's Newfoundland, which already makes me excited. I hope i come back soon to play with it.

Edit: Ugh, that's an awful englandsky, i should check my writing better, sorry about that, this is my 2nd language, learned it by playing video games.
Title: Re: [0.9.1a] Hazard Mining Incorporated (Ascendente! Ed., 0.3.2b)
Post by: King Alfonzo on June 16, 2020, 03:29:16 AM
Quick and Minor Update, Compatible with Previous Save

-Ascendente has had it's flux capacity and vent statistics improved; the ship is now a lot more frightening
-Weaver tweaked in flux capacity and deployment points to be more balanced.
-Clyde's range has been increased from 800 to 900. Damage has been slightly reduced to compensate.
-Fang fleets no longer spawn Onslaughts (as often), instead spawn Atlas Mk IIs.
-Similarly, Brighton will spawn Atlas Mk IIs as well.
-A couple of minor tweaks to the Clyde and Andersson MG sprites.

-QUICKFIX
-The Onslaught (P) HVB will be available from Prism Freeport if destroyed in combat.

Download Here! (https://bitbucket.org/King_Alfonzo/i-will-make-sindria-great-again/downloads/HMI_0_3_2d.zip)
Title: Re: [0.9.1a] Hazard Mining Incorporated (Ascendente! Ed., 0.3.2b)
Post by: BigBeans on June 22, 2020, 03:37:19 PM
Slightly minor request but would it be possible to get the Pirate Onslaught in a rare BP? For folk like me who want to see the sector burn by giving it to the pirates?
Title: Re: [0.8.1a] Hazard Mining Incorporated (Beta)
Post by: xenoblade1 on June 22, 2020, 04:35:28 PM
(https://cdn.discordapp.com/attachments/283664461707870209/409374701346095104/unknown.png)
Seems to be a bit of an issue with damage and flux per second values here
I think its ment to be a meme gun lots of damage loads of projectiles and fun times I think
Title: Re: [0.8.1a] Hazard Mining Incorporated (Beta)
Post by: connortron7 on June 22, 2020, 07:22:54 PM
(https://cdn.discordapp.com/attachments/283664461707870209/409374701346095104/unknown.png)
Seems to be a bit of an issue with damage and flux per second values here
I think its ment to be a meme gun lots of damage loads of projectiles and fun times I think
that was from 2 years ago
Title: Re: [0.9.1a] Hazard Mining Incorporated (Ascendente! Ed., 0.3.2b)
Post by: saif ag on June 24, 2020, 05:29:13 AM
yo can you retrieve mess ships after combat??

would be kinda cool to have em in my fleet

Title: Re: [0.9.1a] Hazard Mining Incorporated (Ascendente! Ed., 0.3.2b)
Post by: Frosterus on June 25, 2020, 09:05:20 AM
I can't seem to get the AI to use missiles when they're assigned to the Roach King's 3 small composite hard points (on the right side of the ship). No matter what type of missiles I use (vanilla/HMI), the AI just doesn't want to fire them. I can manually do it myself, but obviously it sucks to lose firepower when an AI is piloting the ship.

Has anyone else had this problem? I'm not using any mods that change the game's AI.

Edit: Missiles that have tracking don't seem to get used when they're in the small composite hard points. Even ones with infinite ammo like Seth Drone Fabricators. I've "solved" the problem by just putting missiles with no tracking (like Rocket Launchers), which seem to work almost 100% of the time. Odd.
Title: Re: [0.9.1a] Hazard Mining Incorporated (Ascendente! Ed., 0.3.2b)
Post by: duckasick on July 12, 2020, 01:05:55 PM
82203 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: java.lang.RuntimeException: Market in HMI_dieman system refers to invalid entity dieman3
java.lang.RuntimeException: java.lang.RuntimeException: Market in HMI_dieman system refers to invalid entity dieman3
   at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.N.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.K.dismiss(Unknown Source)
   at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.I.Ò00000(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.O0Oo.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)
Caused by: java.lang.RuntimeException: Market in HMI_dieman system refers to invalid entity dieman3
   at com.fs.starfarer.campaign.econ.A.o00000(Unknown Source)
   at com.fs.starfarer.campaign.econ.A.o00000(Unknown Source)
   ... 14 more

Full log: https://paste.ee/p/oqNdZ

Seems to be related to this mod, but am noob, so I could be wrong.
My game worked fine last night, but it keeps crashing today when I try to create a new save. I was on 0.3.2b, updating to newest version from the discord (0.3.2c) didn't help.

Any idea what's causing this?
Title: Re: [0.9.1a] Hazard Mining Incorporated (Ascendente! Ed., 0.3.2b)
Post by: King Alfonzo on July 13, 2020, 03:59:44 AM
I'm honestly not quite sure what could've caused that. It might be a glitch going from an older version of HMI to 0.3.2b, as there was an issue with how I had named dieman3 in the older version which I corrected in 0.3.2b. Alternatively, you may have overwritten the mod file by copy-pasting the HMI folder over the existing HMI folder on update, which may have caused the problem. I honestly couldn't tell you where the issue came from, beyond deleting the old folder and redownloding.
Title: Re: [0.9.1a] Hazard Mining Incorporated (Ascendente! Ed., 0.3.2b)
Post by: duckasick on July 13, 2020, 10:38:52 AM
It seems like disabling the brighton federation causes the game to crash. I removed a couple of lines and files regarding the dieman system, and the crashes have stopped, but I'm still not sure what exactly caused it.

E: Apperantly the dieman system itself did spawn, but the brighton or any other faction didn't colonize it. All the planets and one station are there, but nothing else.

E2: sidenote: I think the pirate onslaught I got from the vayra bounty has a broken special system. Pressing F just doesn't do anything. It doesn't matter if I'm locked on or off a target.
Title: Re: [0.9.1a] Hazard Mining Incorporated (Ascendente! Ed., 0.3.2b)
Post by: CrixM on July 18, 2020, 08:54:35 AM
Isn't the weaver just a reskinned blackrock ship? Another one of the ships look suspiciously like a tiandong ship too.
Title: Re: [0.9.1a] Hazard Mining Incorporated (Ascendente! Ed., 0.3.2b)
Post by: AxleMC131 on July 19, 2020, 12:41:31 AM
Isn't the weaver just a reskinned blackrock ship? Another one of the ships look suspiciously like a tiandong ship too.

They're not reskins so much as hat-tips to those ships from other mods. I actually mentioned this to Alfonzo, how cool the comparison was for one or two that I recognized, but apparently quite a lot of them are referenced from notable ships in other mods.
Title: Re: [0.9.1a] Hazard Mining Incorporated (Ascendente! Ed., 0.3.2b)
Post by: Muffin_man on July 25, 2020, 02:45:28 AM
Hey wondering if anyone else is getting this, I think I may have found a bug. The 'Junker' trait seems to be not applying to any of the HMI Junker ships.

Here's a screenshot, notice how in the bottom left it appears that the Slugworth has 190 ordnance points available with it's 3 d-mods. However when actually fitting the ship it only has 160 ordnance points available.

(http://)

It doesn't appear to matter if the ship has no d-mods or 5 d-mods it still remains the same. This is happening for all of the HMI Junker ships. I absolutely love this mod and would like to take full advantage of all of HMI's perks. Hopefully this is an easy fix, please let me know if you need anything else from me to assist in resolving this bug (Assuming it is a bug ).

Note* Also tried uninstalling and reinstalling the mod but I'm still getting the same result.
Title: Re: [0.9.1a] Hazard Mining Incorporated (Ascendente! Ed., 0.3.2b)
Post by: mora on July 25, 2020, 11:12:15 AM
Hey wondering if anyone else is getting this, I think I may have found a bug. The 'Junker' trait seems to be not applying to any of the HMI Junker ships.

Here's a screenshot, notice how in the bottom left it appears that the Slugworth has 190 ordnance points available with it's 3 d-mods. However when actually fitting the ship it only has 160 ordnance points available.

(http://)

It doesn't appear to matter if the ship has no d-mods or 5 d-mods it still remains the same. This is happening for all of the HMI Junker ships. I absolutely love this mod and would like to take full advantage of all of HMI's perks. Hopefully this is an easy fix, please let me know if you need anything else from me to assist in resolving this bug (Assuming it is a bug ).

Note* Also tried uninstalling and reinstalling the mod but I'm still getting the same result.
This "bug" is more of a starsector thing than a HMI thing. The OP bar above doesn't account for negative OP values on hullmods. This is probably because vanilla doesn't have any hullmods with negative OP and the developers didn't expect that kind of thing. The OP bar will stay at 0 until you use more than 30 in your screenshot example.
Title: Re: [0.9.1a] Hazard Mining Incorporated (Ascendente! Ed., 0.3.2b)
Post by: Muffin_man on July 25, 2020, 11:15:41 PM
Hey wondering if anyone else is getting this, I think I may have found a bug. The 'Junker' trait seems to be not applying to any of the HMI Junker ships.

Here's a screenshot, notice how in the bottom left it appears that the Slugworth has 190 ordnance points available with it's 3 d-mods. However when actually fitting the ship it only has 160 ordnance points available.

(http://)

It doesn't appear to matter if the ship has no d-mods or 5 d-mods it still remains the same. This is happening for all of the HMI Junker ships. I absolutely love this mod and would like to take full advantage of all of HMI's perks. Hopefully this is an easy fix, please let me know if you need anything else from me to assist in resolving this bug (Assuming it is a bug ).

Note* Also tried uninstalling and reinstalling the mod but I'm still getting the same result.
This "bug" is more of a starsector thing than a HMI thing. The OP bar above doesn't account for negative OP values on hullmods. This is probably because vanilla doesn't have any hullmods with negative OP and the developers didn't expect that kind of thing. The OP bar will stay at 0 until you use more than 30 in your screenshot example.

Oh I see! So it subtracts the OP used to a certain amount depending on the amount of dmods such as first 15 op is considered free so on and so on. Just tested it and yap that was it. My bad for not understanding the mechanics. Thanks for the clarification, now to continue my HMI playthrough!
Title: Re: [0.9.1a] Hazard Mining Incorporated (Ascendente! Ed., 0.3.2b)
Post by: mora on July 26, 2020, 02:06:09 AM
Its been like this since I've installed this mod, perhaps longer than that but the Bombardment Pod has a name so ridiculously long, it sticks out of the fighter equip dialog. Maybe change the variant name to "Auxiliary" like the vanilla drone?
Title: Re: [0.9.1a] Hazard Mining Incorporated (Ascendente! Ed., 0.3.2b)
Post by: Justinx931 on July 26, 2020, 05:20:38 PM
probably a bug, it seems draco stuff are turned off by default but i encountered them on some system and got their ships i think it was a system near obsidian, i think kamikaze or some other.
Title: Re: [0.9.1a] Hazard Mining Incorporated (Ascendente! Ed., 0.3.2b)
Post by: Hiroyan495 on July 27, 2020, 08:27:37 PM
Minor typo.

Also, Seele still doesn't work, as the enemies in the research station don't appear on the map. Battle is empty, no enemies, allies don't move.
I'm using the newest version and I properly updated it by removing the previous version completely and installing this one. It's a new save file, so it can't be that either.
Title: Re: [0.9.1a] Hazard Mining Incorporated (Ascendente! Ed., 0.3.2b)
Post by: King Alfonzo on July 28, 2020, 10:19:50 PM
Its been like this since I've installed this mod, perhaps longer than that but the Bombardment Pod has a name so ridiculously long, it sticks out of the fighter equip dialog. Maybe change the variant name to "Auxiliary" like the vanilla drone?

Will look into shortening it.

probably a bug, it seems draco stuff are turned off by default but i encountered them on some system and got their ships i think it was a system near obsidian, i think kamikaze or some other.

That's intended; the option in the config prevents the raider bases from spawning, not the faction itself. They still show up along with Fang in Obsidian.

Also, Seele still doesn't work, as the enemies in the research station don't appear on the map. Battle is empty, no enemies, allies don't move.
I'm using the newest version and I properly updated it by removing the previous version completely and installing this one. It's a new save file, so it can't be that either.

Seele not working is probably a consequence of your battle size being too small; the ships might be too large to deploy in battle relative to what battle size you've set, and so the game 'glitches' and doesn't spawn anything. So you'll need to increase the battle size before they'll spawn, I'm afraid.
Title: Re: [0.9.1a] Hazard Mining Incorporated (Ascendente! Ed., 0.3.2b)
Post by: mora on August 06, 2020, 09:30:38 AM
Is there plans for Scav versions of HMI original remnants/derelicts? I feel you can make interesting ones since you made the sprites. also still waiting for that radiant(scav)

I have an idea for the Kane Torpedo, I still found it hard to choose over the normal one despite the damage buff to 1500. So I tried changing it to a Squall-type second staged missile with a increase to the turnRate (10 to 60) and it became a hammer torpedo that can be used on missile hardpoints that face the sides or something. This way, now it can do something that the hammer torpedo can't (other than not hitting allies) which should be justified by its +1 OP cost.

Also, the Herakles (RG) sprite needs some cleaning up in its transparent parts. Some pixels have like 1~10 opacity and some show up in the armor cell UI ingame.
Title: Re: [0.9.1a] Hazard Mining Incorporated (Ascendente! Ed., 0.3.2b)
Post by: tobymaxgames on August 24, 2020, 09:33:34 PM
Can i make a Request for a Ship?
Spoiler
I love the appearance and layout of the atlas mk2 but its stats SUCK. A Domain Resurgent version of that ship with thicker armor, hull, flux and a combat speed boost would alleviate most of my problems with it. a cool purple-orange version of this ship would finish up a DOMRES fleet with capital ships.
[close]
Title: Re: [0.9.1a] Hazard Mining Incorporated (Ascendente! Ed., 0.3.2b)
Post by: Hrothgar on August 25, 2020, 03:32:09 AM
Can i make a Request for a Ship?
Spoiler
I love the appearance and layout of the atlas mk2 but its stats SUCK. A Domain Resurgent version of that ship with thicker armor, hull, flux and a combat speed boost would alleviate most of my problems with it. a cool purple-orange version of this ship would finish up a DOMRES fleet with capital ships.
[close]

You should check
Spoiler
Atlas MKXIV from vayra mod
[close]
Title: Re: [0.9.1a] Hazard Mining Incorporated (Ascendente! Ed., 0.3.2b)
Post by: BreenBB on September 07, 2020, 04:12:27 AM
Quite interesting mod which add a lot of unique campaign content. About suggestions, Brighton lacks own capital vessel, I think both Guardian(Scav) and Radiant(Scav) will be good fit, and maybe option to generate unique systems like one with Mess in Nex randomized sector, because if playing with random sector alot of mod content will be missed.

Also interesting how Brighton will be balanced when next version of Starsector came out, where you can use actual automated ships.
Title: Re: [0.9.1a] Hazard Mining Incorporated (Ascendente! Ed., 0.3.2b)
Post by: SukmaZaki on September 14, 2020, 05:22:29 PM
Quite interesting mod which add a lot of unique campaign content. About suggestions, Brighton lacks own capital vessel, I think both Guardian(Scav) and Radiant(Scav) will be good fit, and maybe option to generate unique systems like one with Mess in Nex randomized sector, because if playing with random sector alot of mod content will be missed.

Also interesting how Brighton will be balanced when next version of Starsector came out, where you can use actual automated ships.

I think Brighton completely strip out the "AI" for of those ship so it's going to function differently than a pristine Remnant Ship, the Scav variant is basicly a poor man high-tech, also King Alfonzo already working on Radiant(Scav).

---------------------------------------------------------------------------------------------------------------------------
I little feedback, i play with HMI_0.3.2d version of the mod and Herakles is so easily mal-function, all of her weapon can broken seemingly at random, it's kinda make it un-viable for now.
Title: Re: [0.9.1a] Hazard Mining Incorporated (Ascendente! Ed., 0.3.2b)
Post by: Spess Mahren on September 19, 2020, 03:46:19 PM
So I just cleared one of the special systems from hmi and would like to give a bit of feedback.

Spoiler
The system in question was Manchester and I hit it at the highest level of explorium alert so every battle was at its biggest, I liked how the posts consisted of a suicide rush of Safety Override strike frigate drones that were actually capable of swarming some of your ships to death, The satellites seem way out of wack though, crazy mine spam because something like three out of four ships in every drone fleet had the minefield hull mod, I lost many ships in those fights and I couldn't really come up with a way to insure no losses. Lastly the guardian stations were the easiest out of the three strangely enough, the stations were push over's and its swarm of escorts were just ground into burger meat at no risk. The named stations I have a hard time remembering but they came across as easy since their drone fleets were pretty mediocre, although they sometimes had 1-3 minefield ships that spiced things up a bit. I would recommend swapping the mine spam fleets with the guardian station fleets if you wanted the unending tide of high tech teleporting mines and it would feel like a boss fight, although I'm not sure how to make the stations dangerous. I doubt you intended that though since it just seems frustrating so you will likely have to tone down the amount of ships with the minefield hull mod so it is possible for a player to focus fire them to death before they manage to saturate some ships to death. Perhaps you could have carrier drone fleets replace the ones that don't have a gimmick and are rather boring as a result? Domres has a lot of custom drone strike craft after all. The named stations could be a mix of the three gimmicks I suppose to differentiate them from the others and prep the player a bit on what to expect. Overall I liked it.
[close]
Title: Re: [0.9.1a] Hazard Mining Incorporated (Ascendente! Ed., 0.3.2b)
Post by: Farya on September 20, 2020, 01:39:29 AM
Can i make a Request for a Ship?
Spoiler
I love the appearance and layout of the atlas mk2 but its stats SUCK. A Domain Resurgent version of that ship with thicker armor, hull, flux and a combat speed boost would alleviate most of my problems with it. a cool purple-orange version of this ship would finish up a DOMRES fleet with capital ships.
[close]
It does not really make sense for them to make one though. Though they could use more warship types in general and some logistics ships too to spice things up. Why not a militarized Atlas for bulk trade? Maybe with some cargo containers replaced with modular crew quarters. That could be nice designated colony ship which would really fit the theme of their propaganda.
Title: Re: [0.9.1a] Hazard Mining Incorporated (Ascendente! Ed., 0.3.2b)
Post by: Neitronus on September 23, 2020, 08:32:37 AM
Is it possible to update to fix version checker issue? There's an issue with version file being unreacheble on bitbucket after recent bitbucket change AFAIK.
Title: Re: [0.9.1a] Hazard Mining Incorporated (Ascendente! Ed., 0.3.2b)
Post by: immortalartisan on October 01, 2020, 07:27:59 PM
need some help with Manchester. i have no idea how to counter those ships
Title: Re: [0.9.1a] Hazard Mining Incorporated (Ascendente! Ed., 0.3.2b)
Post by: SukmaZaki on October 02, 2020, 05:28:04 AM
need some help with Manchester. i have no idea how to counter those ships

You supposed to loss a lot of ship there. You gonna take a lot of casuality unless somehow you get 10 paragon and 10 competent officer.
Title: Re: [0.9.1a] Hazard Mining Incorporated (Ascendente! Ed., 0.3.2b)
Post by: Avanitia on October 02, 2020, 06:08:51 AM
Nah, it's all about having a lot of point defense to protect against all mines and missiles.
Get some good ranged ships and mobile force with movement systems and you'll be golden.

I've solo'ed some of these fleets using superfrigates.
Title: Re: [0.9.1a] Hazard Mining Incorporated (Ascendente! Ed., 0.3.2b)
Post by: immortalartisan on October 02, 2020, 03:22:59 PM
so um i would like to say that locomotive is op as *** and also it made a great starting system. what is the second system though mentioned in the Manchester relay? because there is a huge constellation in that direction and dont feel like searching the whole thing what is the name of the second system?
Title: Re: [0.9.1a] Hazard Mining Incorporated (Ascendente! Ed., 0.3.2b)
Post by: SukmaZaki on October 04, 2020, 10:27:22 AM
In defense of Locomotive, if you look at the stat it's look like so OP but if you look at the overall gameplay, it's balance. Locomotive is rare, slowdown your entire fleet, consume a lot of supplies, bad againts high tech, etc. 
Title: Re: [0.9.1a] Hazard Mining Incorporated (Ascendente! Ed., 0.3.2b)
Post by: GrayTheOdd on October 10, 2020, 07:20:33 AM
The download link seems to be dead.  :(

Just finished 7 hours of modding as I get back into the game. This is the last to install but I can't start without it.
Title: Re: [0.9.1a] Hazard Mining Incorporated (Ascendente! Ed., 0.3.2b)
Post by: PredatorNima on October 10, 2020, 12:41:28 PM
Hi i think your mod's download link is dead
Title: Re: [0.9.1a] Hazard Mining Incorporated (Ascendente! Ed., 0.3.2b)
Post by: fastdino on October 10, 2020, 11:17:35 PM
The domain resurgent broadsword and warthog drones seems to fire in prolonged bursts with a huge noticeable delay in between each spurt of bullets. For the domres broadsword, it shoots both weapons normally until they stop for around 3 seconds (sometimes all at once) and fly around the target aimlessly. The domres warthog, functions a bit weirdly, where it shoots both it's assault guns in a rapid short burst, then switches to a slower sustained fire rate that alternates between the two guns, afterwards the same delay behavior kicks in and they stop shooting for a while. The delays I observed where much longer than the vanilla broadsword and the warthog, and during the delays the drones where prone to just drift aimlessly as well, as if their engines where disabled (ordering the fighters to regroup moves them however).

I'm just wondering, since the domres talon shoots normally, is this intentional?
Title: Re: [0.9.1a] Hazard Mining Incorporated (Ascendente! Ed., 0.3.2b)
Post by: Kyam on October 11, 2020, 08:21:52 AM
Link dead

:( 
Title: Re: [0.9.1a] Hazard Mining Incorporated (Ascendente! Ed., 0.3.2b)
Post by: Deageon on October 11, 2020, 08:43:23 AM
mod's being updated to split Brighton and the two Raider Factions off into their own sub-mods to clear up bloat, give it a few hours and it should be updated, or come onto the discord and get the downloads there.
Title: Re: [0.9.1a] Hazard Mining Incorporated (Ascendente! Ed., 0.3.2b)
Post by: King Alfonzo on October 11, 2020, 05:33:22 PM
Ooops, sorry everyone. While clearing out some old files I accidentally deleted the file for this mod. Regardless, as Deadeon said, an update is in the works, and I'm reasonably sure I can release the debloated version of HMI later today. I'm afraid you're just going to have to wait a bit before Brighton, Fang and Draco get released as separate mods in this thread, as they're the ones I'm a bit less confident on being balanced.

EDIT: In the mean time, while I'm playtesting the mod to make sure nothing explodes, I've updated the link to the most recent build of the game before I took it apart. This one has one or two added bits and pieces relative to 0.3.2b, and isn't really that different from 0.3.2b, but this puts the mod at it's largest size.
Title: Re: [0.9.1a] Hazard Mining Incorporated (Ooops Preview Ed., 0.3.2d)
Post by: mora on October 12, 2020, 09:51:09 AM
The separated supervillain and brighton mods still have the same sim_opponents.csv from HMI.
Title: Re: [0.9.1a] Hazard Mining Incorporated (Ooops Preview Ed., 0.3.2d)
Post by: SukmaZaki on October 12, 2020, 10:10:24 AM
But HMI debloat version haven't release yet.
Title: Re: [0.9.1a] Hazard Mining Incorporated (Ooops Preview Ed., 0.3.2d)
Post by: connortron7 on October 12, 2020, 12:03:49 PM
But HMI debloat version haven't release yet.

It has in a beta stage on the discord
Title: Re: [0.9.1a] Hazard Mining Incorporated (Ooops Preview Ed., 0.3.2d)
Post by: mora on October 12, 2020, 04:46:38 PM
Or you can shave off the filename from the mod download link and access the entire downloads folder which contains the beta.
Title: Re: [0.9.1a] Hazard Mining Incorporated (Ooops Preview Ed., 0.3.2d)
Post by: ObscureD on October 12, 2020, 07:12:08 PM
There is a problem with Opuntia.

It is always hunting season there.  It is just a little too obvious a move to farm there.

Compare it to pirate activity in an inner system.  You get like 60 days and then it is over.

Suppose if it moved between inert and active states?
Title: Re: [0.9.1a] Hazard Mining Incorporated (Ooops Preview Ed., 0.3.2d)
Post by: A.z.s on October 12, 2020, 08:47:46 PM
Is 0.3.2d still WIP? It seems that Locomotive and Onslaught_P now have different shipsystems, but Onslaught_P lost the description and Locomotive cannot start the shipsystem.
Title: Re: [0.9.1a] Hazard Mining Incorporated (Ooops Preview Ed., 0.3.2d)
Post by: SukmaZaki on October 12, 2020, 11:12:01 PM
Yeah, that version kinda get scuffed, even in my previous playthrough with it, some pirate ship simply doesn't spawn. In the Bitbucket repository, it's have the old version, you can use that if you want.
Title: Re: [0.9.1a] Hazard Mining Incorporated (Ooops Preview Ed., 0.3.2d)
Post by: Arcagnello on October 20, 2020, 03:43:41 AM
Just popping in to say I love the mod and HMI is now my adoptive daddy since Kadur Remnant got nuked by the Hegemony in around 3 years of in-game time.

Everything looks fairly balanced aside from one ship I managed to get my hands on: Roach King

It should really cost more FP, the amount of pew pew you can fit into it is just ridicolous. There are so many weapon mounts on its deceptively compact frame I actually struggled to even see them all.

My current variant of the Roach King with 3 d-mods has 4 Arbalest Autocannons, 3 heavy Mortars, one Aegis Flak cannon, 12 Reliant HMGs and a total of 8 Salamander MRMs all pointing forward (minus some PD weapons) but it does not even end there. The amount of retrofits I managed to cram into it is just ridicolous:
1)Integrated Armor
2)Heavy Armor
3)Armored Weapon Mounts
4)Solar Shielding
5)Reinforced Bulkheads
6)Integrated Point Defence AI
7)Flux Distributor (also has 36 vents)
8)Weapon Inhibitor
9)Particle Accellerator
10)Gunnery Control AI
11)Integrated Targeting Unit

Spoiler
(https://i.imgur.com/EJuU4iP.png)
[close]

The result can actually 1v1 an onslaught with an officer. I prefer this version to the Annihalator Rocket one since it has a lot more staying power and can be useful on long battles with multiple back-to-back deployments, but that one can probably solo the Onslaught with health to spare.

I really think the roach king fully deserves 22, 24 or even just 25 FP since it's comparable to a dominator without d-mods and just gets more and more ridicolous from that point onwards.
Title: Re: [0.9.1a] Hazard Mining Incorporated (Ooops Preview Ed., 0.3.2d)
Post by: Arcagnello on October 20, 2020, 06:54:29 AM
Writing another reply instead of an edit of the post above since it's not related:

I am currently repelling a Legio Infernalis saturation bombardment of the colony in the Mess system, I bought some new junker ships but discovered that the Mongrel-class gunboat does not come in with the Junker Hull Mod despite it being classified as such. I went to the OP to make sure it was not from the other ship types without the Junker mechanic but it is not there.

Edit: looked a bit more closely to the ship stat tab and while Junker ships with the hullmods are written in red and with a (HMI) tag behind me, this Mongrel Class only has a faintly red tint to its name and with no (HMI) behind it. Is it a ship in development?
Title: Re: [0.9.1a] Hazard Mining Incorporated (Ooops Preview Ed., 0.3.2d)
Post by: mora on October 20, 2020, 08:56:39 AM
Edit: looked a bit more closely to the ship stat tab and while Junker ships with the hullmods are written in red and with a (HMI) tag behind me, this Mongrel Class only has a faintly red tint to its name and with no (HMI) behind it. Is it a ship in development?
It doesn't have (HMI) in its name because it isn't a HMI ship. That and similar ships with the faded-out Junker tech design are from Underworld.
Title: Re: [0.9.1a] Hazard Mining Incorporated (Ooops Preview Ed., 0.3.2d)
Post by: Arcagnello on October 20, 2020, 10:03:14 AM
Edit: looked a bit more closely to the ship stat tab and while Junker ships with the hullmods are written in red and with a (HMI) tag behind me, this Mongrel Class only has a faintly red tint to its name and with no (HMI) behind it. Is it a ship in development?
It doesn't have (HMI) in its name because it isn't a HMI ship. That and similar ships with the faded-out Junker tech design are from Underworld.

Ah I see now! Did the two mods have some sort of collab a while ago exposing why Underworld has HMI ships?
Title: Re: [0.9.1a] Hazard Mining Incorporated (Ooops Preview Ed., 0.3.2d)
Post by: mora on October 20, 2020, 11:14:31 AM
Ah I see now! Did the two mods have some sort of collab a while ago exposing why Underworld has HMI ships?
I think its merely a coincidence, as the idea of a ship being made from space debris/junk isn't too rare.
Title: Re: [0.9.1a] Hazard Mining Incorporated (Ooops Preview Ed., 0.3.2d)
Post by: Arcagnello on October 20, 2020, 03:47:34 PM
Ah I see now! Did the two mods have some sort of collab a while ago exposing why Underworld has HMI ships?
I think its merely a coincidence, as the idea of a ship being made from space debris/junk isn't too rare.

I mean, the specification of the ship is the same, the color palette of the ship is the same, the overall aesthetic of it is nearly identical too, the only thing missing is the Junker Hullmod  ???

Anyway, I made a claim about the Roach King being kind of....on the overpowered side and provided a screenshot and the overall setup of it. Now I've got some data:

This was the first real uphill battle in the mid-game. I actually did not have my fleet control a relic battlecruiser worth 75FP and dealing disgusting amounts of damage and wanted to see just how much I could push my Junker ship roster and this is the result, quite impressive:
Spoiler
(https://i.imgur.com/D2oktPk.png)
[close]
With nothing above 20FP being fielded, I managed to level a fleet with 12 Capital Ships. Okay the Chronos isn't all that good but still!
Spoiler
(https://i.imgur.com/u1kQS2J.png)
[close]
Now, if you think 1500% damage dealt is amazing, just wait until you see what one of my little pests did!
Spoiler
(https://i.imgur.com/byaZGGf.png)
[close]
Yup, that's an Overridden Scav that within its 101 second peak performance time (I've got automatic orders having it retreat when it starts getting malfuctions) did 2000% damage across two back to back engagements.

I already shared the build I'm using for the Roach King, so here's the Scav Build:
Spoiler
(https://i.imgur.com/YFOz3eM.png)
[close]
This Vanilla friendly version works just as well
Spoiler
(https://i.imgur.com/OvdxIuN.png)
[close]





Title: Re: [0.9.1a] Hazard Mining Incorporated (Ooops Preview Ed., 0.3.2d)
Post by: Arcagnello on October 21, 2020, 05:23:25 AM
Just popping in to say that I thought the Scale Support Fighter was kind of meh until I actually found a proper ship to put it in. I had a very unpleasant run in with a Hegemony taskforce (how dare they try and take back a planet I just invaded) wich actually cost me some ships and I had to fill the leftover gap with something, wich ended up being a D-modded Legion.

Assuming the Scale missiles are a bit worse than Annihalator rocket pods and one wing accounts for 1.5, this legion variant can fire 11 Annihilator Rocket Pods into a single target at the same time, 6 of wich never running out of ammunition.
Spoiler
(https://i.imgur.com/4spORM0.png)
[close]
Just watch the AI control it with Sabaton - PanzerKampf in the background for best viewing experience.


I've got to playtest it for a bit more, but I feel the Scale does so much damage it might warrant an OP increase. You can easily slap it on a battlecarrier (maybe just on a plain old carrier too if the Scale actually switches between allied ships but still has to come back to reload in the mothership) and have it deal effective HE damage on the target while the mothership does kinetic. It's quite effective, not to mention the support fighters carries its own PD weapons to help mommy out.

Edit: They do just that actually, I like how their low speed and fighter-like range can hamper them and have them travel more than firing their rockets. I guess we'll have to see how these rocket puppies will perform in 0.9.5 (with its general fighter craft and related modspecs getting a nerf) since they're already quite taxing on fighter replacement times with their restocking of ammunition before seriously talking about any possible balance changes. Please give even smaller importance of my ramblings about balance for now :P


Edit 2: I soon realized I actually put expanded magazines instead of missile racks  ;D

I've also been playtesting the Scale and the damage per missile is quite low compared to annihilators, making it a lot less effective against armored targets.
Then there's also the issue of range, capital ship fights usually take place above 1200-1300 units and the scale seems to have around 1000-1200 units of range itself, making it just sit around doing nothing most of the time. I guess its true utility is that it's going to escort other units in the fleet as the mothership itself gets close but I still have to see the kind of damage it does in a prolonged battle.


Title: Re: [0.9.1a] Hazard Mining Incorporated (DEBLOATENING Ed., 0.3.3c)
Post by: King Alfonzo on October 23, 2020, 09:14:22 PM
THE DEBLOATENING HAS COMMENCED!

Due to everyone complaining about how HMI is too big and strenuous on existing systems, I have decided to split up the content, removing the Brighton Federation, Fang and Draco from HMI. HMI now runs a bit smoother now a few scripts have been removed, and the lower ship number reduces strain on computer systems. In the course of splitting up the mod, I also made Brighton and HMI Supervillains (Fang and Draco) useable independantly of HMI and each other. So if you want scavenged derelicts and remnants without having to deal with junker ships - you're all good. HOWEVER, all the secret content is tied to the main HMI mod.

NOT SAVEGAME COMPATIBLE WITH HMI 0.3.2d; YOU WILL NEED TO START A NEW GAME TO USE THIS CONTENT

Changelog (and it's a doozy)

0.3.3 Changes:
Campaign:
-Draco, Fang and Brighton have been removed.
-Obsidian has been retooled into a more 'conventionally' hazardous system.
-Several Market tweaks have occurred to help - not guarantee, just help - prevent HMI markets spamming the 'best place to sell' listing, and also make them more robust to attack.
-Mercy has been beefed up with more Luddic Path markets and an increase in Soul's defensivenessand maybe some weirdness there idk

Ships
-Added some new Ship Names to Scavengers and HMI.
-Added the Dominator (P), and phaseless TT prototypes of the Afflictor (Forgiveness), the Harbringer (the Appeasement) and the Doom (the Pardon).
-The Phlognosticator has been made a bit rarer and a bit more dangerous.
-TT Prototypes and HMI Techmined ships have been made more common
-The Hammerhead (HMI), Cerberus (HMI) and Lasher (HMI) have been reworked into techmined ships and renamed
-The Hammerhead (TT) has been reworked, and turned into a TT Prototype
-Removed the Shepherd (L), the Donkey and the Hammerhead (C); Although if there is outrage I might re-add the Donkey and Shepherd Light
-'Fixed' the Locomotive's system - right now I'm looking into how to fix this problem, but right now you'll find that you'll be able to use the system when you've lost the engine module; I.E. when you shouldn't be able to. I'm looking into it, apologies.

Weapons
-Flux efficiency of the Richardson reduced.
-Mess Feeder drones now work properly.

Other
-Version Checker Fixed.
-Fixed the Domres blueprint, made fighters not flux out.
-Fixed an incompatibility with Brighton's Absence

Get HMI HERE (https://www.dropbox.com/s/31ahcgbqyveijs9/HMI_0_3_3c.zip?dl=1)

BRIGHTON FEDERATION
Changes in 0.0.1

-Split off from HMI
-(Scav) renamed to (BRV)
-Added the Radiant (BRV)
-Removed the Warden (BRV)
-Derelict and Remnant (BRV) ships now come with hullmods that reduce weapon and engine health and increase repair times, along with making their CR degrade faster outside of peak performance time.
-Added Reconstructed ships - these are vanilla base blueprint vessels that come with terrible maluses, but have a lot of big missile slots.
-Fixed Brighton Nex starts

Get Brighton Federation HERE

HMI SUPERVILLIANS
Changes 0.0.1

-Split off from HMI
-Added Phaseless phase ships to Draco
-Ionos (Draco) has been changed to be a lot more forward firepower focused.
-Added Atlas (Fang), Mora (Fang), Colossus (Fang) and the Burro - an incredibly angry Enforcer with consolidated forward firepower.
-Draco gets their own system of Prester John; a black hole system in the West of the sector.
-Fang gets their own system of Phylum; a red dwarf system with lots of small markets.
-Both Fang and Draco fight over the planet Infinity in Gallus.
-Fang and Draco will use Raider Bases if Varya's Sector is installed and Raider Bases are allowed.
-Draco Engines now look fancier

Get HMI Supervillains HERE

And, as always, give me a yell if anything goes wrong.
Title: Re: [0.9.1a] Hazard Mining Incorporated (DEBLOATENING Ed., 0.3.3c)
Post by: mora on October 23, 2020, 10:53:53 PM
The variant hmi_fang_mora_Assault has its hullId set to "mora" so it just spawns the vanilla Mora. The Fang probably cannot use their version because of this.

You made the rear small slots on the Radiant (Scav) asymmetrical unlike the beautiful symmetric layout of the original. An atrocity of this scale cannot be hidden.
The Radiant (Scav) has a Burn Drive. In my opinion the best part and also what makes the Radiant unique is the Phase Skimmer system on a capital ship. Vanilla already has a degraded version of the phase skimmer. Would it be too good if it had it? Even losing some large slots or the fighter bays are worth it I think.
Title: Re: [0.9.1a] Hazard Mining Incorporated (DEBLOATENING Ed., 0.3.3c)
Post by: King Alfonzo on October 23, 2020, 11:22:40 PM
Thanks for the catch on the variant file, I'll update it in the next version.

I can't really justify sticking the phase skimmer on a reconstructed, reclaimed ship from a lore angle, especially one with medium and large ballistic slots from a gameplay aspect.
Title: Re: [0.9.1a] Hazard Mining Incorporated (DEBLOATENING Ed., 0.3.3c)
Post by: mora on October 23, 2020, 11:46:33 PM
I can't really justify sticking the phase skimmer on a reconstructed, reclaimed ship from a lore angle, especially one with medium and large ballistic slots from a gameplay aspect.
Even the original radiant says something about a phase skimmer on a capital ship being impossible so I guess yeah. How about a Plasma Burn then? Its kinda like the Phase Skimmer... except it can only go forward.
Title: Re: [0.9.1a] Hazard Mining Incorporated (DEBLOATENING Ed., 0.3.3c)
Post by: Arcagnello on October 24, 2020, 03:14:25 AM
I can't really justify sticking the phase skimmer on a reconstructed, reclaimed ship from a lore angle, especially one with medium and large ballistic slots from a gameplay aspect.
Even the original radiant says something about a phase skimmer on a capital ship being impossible so I guess yeah. How about a Plasma Burn then? Its kinda like the Phase Skimmer... except it can only go forward.

You could also tear a page off the Kadur Remnant and giv it an ability that boosts if forward, disables shields/reduced handling but that reduces damage taken and increases rate of fire/flux rate?

Also, damn I just started an HMI campaign and I want this stuff so bad xD
Title: Re: [0.9.1a] Hazard Mining Incorporated (DEBLOATENING Ed., 0.3.3c)
Post by: Arcagnello on October 29, 2020, 10:00:22 AM
Dropping by once again to say that I managed to get my hands on not one but two Locomotives and I'm having a blast with them.

Imagine being the Luddic Path and attacking a heretical, AI riddled planet but realizing you've got to fight three battlestatons instead of just one on the way in  ;D

Spoiler
(https://i.imgur.com/fJLXZzI.png)(https://i.imgur.com/OZR1i9D.png)
[close]

I have not yet found and used all the ships this mod introduces. I'm still missing on getting Junk/Fishkill Junkers and Vidit, Calico, Weaver and Herakles HMI Techmined but every other one I have more or less tested in battle and either included or discarded in my fleet along the way

I'm planning on writing a text wall of feedback on most (if not all) ships and weapons in the future (say one week, two max) but if you've got any ship in particular you'd like some quick rambling on ask ahead, provided it's not one of those listed above, wich I have not tested yet.

P.S: I've said this before in the thread, but HMI ships and Pirate bootleg conversions from Underworld mix really well togheder.
If I had someone with no clue of what either faction is looking at the following screenshot, he'd probably guess they're from the same faction!
Spoiler
(https://i.imgur.com/AvvKhU6.png)
[close]
Title: Re: [0.9.1a] Hazard Mining Incorporated (DEBLOATENING Ed., 0.3.3c)
Post by: Arcagnello on October 29, 2020, 01:24:34 PM
Bug Report

You know, I had this coming. I somehow think having two Locomotives in the same fleet is not really the way you should play HMI. This is further reinforced by the fact that saving a setup of the main body and trying to refit the other Locomotive with it crashes my game, two times out of two so far.

I would post the crash report but I don't actually know where I can find that.
(https://encrypted-tbn0.gstatic.com/images?q=tbn%3AANd9GcRlf3D0Xo6yadfLUxf0u9jYf7p5dlcKM9IMvQ&usqp=CAU)
Title: Re: [0.9.1a] Hazard Mining Incorporated (DEBLOATENING Ed., 0.3.3c)
Post by: SukmaZaki on October 29, 2020, 10:22:33 PM
Really? I have like 11 Locomotive in the end game, one for myself and 10 for my officer, it's run just fine.

Why i have 11 Locomotive you ask? I hate the fact that Locomotive doesn't have rocket trail in the overworld, it's trigger my OCD so i make my entire Fleet with Locomotive to get rid rocket trail all together.
Title: Re: [0.9.1a] Hazard Mining Incorporated (DEBLOATENING Ed., 0.3.3c)
Post by: Arcagnello on October 30, 2020, 04:02:39 AM
Really? I have like 11 Locomotive in the end game, one for myself and 10 for my officer, it's run just fine.

Why i have 11 Locomotive you ask? I hate the fact that Locomotive doesn't have rocket trail in the overworld, it's trigger my OCD so i make my entire Fleet with Locomotive to get rid rocket trail all together.

Heh, I have not gone that far yet. Is there actually a blueprint for it that I have not found yet by the way?

I also wondered why it does not have a trail in the overworld but it does not bother me as much. This mod made me swallow a lot of bitter pills, like simmetrically refitting my ships and...err...having a shield against that pretty little battlestation with tach lances  :-X
Title: Re: [0.9.1a] Hazard Mining Incorporated (DEBLOATENING Ed., 0.3.3c)
Post by: Arcagnello on November 05, 2020, 01:35:14 AM
Just dropping by to say that I'm playing a new campaign where I&the enemy don't use any officers and I also barred all commander skills improving combat performance to both challenge myself AND also provide some better feedback as a side effect.

I've just gone into one of the hardest battles with HMI ships so far against a Remnant Sub-Ordo busting me thru a Hyperspace Storm (thank you Ruthless sector, just thank you xD) and I've got to say that an Overridden variant of the Roach King may have just become my favourite ship.

Remnant Sub-Ordo with 4 cruisers, two destroyers and 4 frigades against my force of mostly shieldless HMI ships totaling 5 cruisers, 4 frigades and some combat utility ships. Using more crew per lightyear than supplies and fuel combined is not a meme anymore  :-[
Spoiler
(https://i.imgur.com/BUdmCPF.png)
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Also, losing 90% of your combat ships just for all of them to be recovered with extra ordinance points has got to be one of the most orgasmic feelings modded Starsector has to offer. Bravo :P
Spoiler
(https://i.imgur.com/5OkqWTf.png)
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And those battle results, oooohhh baby.
Spoiler
(https://i.imgur.com/TaeY5Ot.png)
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Suggestion: Is there a way you could disable Insurance being applied to junker ships? It does not really make sense for you to get money when a ship getting destroyed and coming back with extra D-mods also has better ordinance points and maintenance.

Title: Re: [0.9.1a] Hazard Mining Incorporated (DEBLOATENING Ed., 0.3.3c)
Post by: SukmaZaki on November 05, 2020, 08:59:25 AM
Too hard to implement and end-up scuffed other mod just for a single type of ship, it's too 'hardcoded' i think.
Title: Re: [0.9.1a] Hazard Mining Incorporated (DEBLOATENING Ed., 0.3.3c)
Post by: mora on November 10, 2020, 10:41:42 PM
Dieman from Brighton doesn't have the usual cleanup() in their system gen files. It was like this from before the split, is this like some kind of flavor thing so their system looks concealed?
Title: Re: [0.9.1a] Hazard Mining Incorporated (DEBLOATENING Ed., 0.3.3c)
Post by: ObscureD on November 11, 2020, 01:57:35 PM
I am currently running:

GraphicsLib
HMI
HMI_Brighton
HMI_Supervillains
LazyLib
Luddic_Enhancement
MagicLib

And it sure looks like the "Salvaging" skill is inoperable.

Specifically searching ruins, stations and probes fails to spit out more then 3 blueprints in 1/4 of a regular sized space map.
Title: Re: [0.9.1a] Hazard Mining Incorporated (DEBLOATENING Ed., 0.3.3c)
Post by: Arcagnello on November 11, 2020, 03:23:43 PM
I am currently running:

GraphicsLib
HMI
HMI_Brighton
HMI_Supervillains
LazyLib
Luddic_Enhancement
MagicLib

And it sure looks like the "Salvaging" skill is inoperable.

Specifically searching ruins, stations and probes fails to spit out more then 3 blueprints in 1/4 of a regular sized space map.

I'm rather certain this is not caused by mods, but by the overall salvaging skill of your fleet when exploring ruins, salvaging derelicts and various stations, not to mention it's still RNG based no matter how much salvaging skill you've got.

As an example, my HMI fleet gives me around 230% salvaging capability when salvaging a station when combined with my commander skills. The higher it is the more stuff you'll get on average ad a lot of HMI ships do have salvage gantries, especially the big ones!
Title: Re: [0.9.1a] Hazard Mining Incorporated (DEBLOATENING Ed., 0.3.3c)
Post by: Avanitia on November 12, 2020, 05:43:15 AM
Salvage gantries don't boost drop rate of 'rare items' such as Blueprints, Nanoforges, etc; they only boost drops of commodities like supplies, fuel, domestic goods, etc.
Title: Re: [0.9.1a] Hazard Mining Incorporated (DEBLOATENING Ed., 0.3.3c)
Post by: Arcagnello on November 12, 2020, 07:12:05 AM
Salvage gantries don't boost drop rate of 'rare items' such as Blueprints, Nanoforges, etc; they only boost drops of commodities like supplies, fuel, domestic goods, etc.

Hah forgot about that one but yeah. Also remember to salvage debris fields from all stations a couple of times at the very least, especially research stations. I've obtained just a corrupted nanoforge when salvaging a domain explorarium station just to get a pristine nanoforges on like the second debris salvaging shortly after that.
Title: Re: [0.9.1a] Hazard Mining Incorporated (DEBLOATENING Ed., 0.3.3c)
Post by: Farya on November 17, 2020, 04:47:14 AM
Could you possibly add Apogee (BRT) as high value bounty ship? Might be incredibly fun to see one plated with Remnant parts by some crazy salvager. Or it could be a part of custom start with derelict drones.
Title: Re: [0.9.1a] Hazard Mining Incorporated (DEBLOATENING Ed., 0.3.3c)
Post by: King Alfonzo on November 21, 2020, 12:27:15 AM
Apogee (BRT) and Odessey (BRT) are possible additions in future updates.

Anyway, minor update to:

Brighton Federation

Changes:
-Changed the location of Griffith so Dieman isn't a perpetual murder machine - needs a new save to see.
-Added the Atlas Mk II (BRV), Colossus (BRV), Nebula (BRV), Hermes (BRV), Kite (BRV), Dram (BRV) and Phaeton (BRV).

Savegame compatible with previous version.


Download HERE. (https://bitbucket.org/King_Alfonzo/i-will-make-sindria-great-again/downloads/HMI_brighton_0_0_1h.zip)

HMI Supervillians

Changes:
-Fang ships now have much more durable weapons, and frigates and destroyers now have better armour.
-Reduced the armour of stats of the Burro and Aventurarse
-Flux stats of Ionos and Appeasement along with some other stats to help differentiate them and their fleet roles.

Savegame compatible with previous version.


Download HERE. (https://bitbucket.org/King_Alfonzo/i-will-make-sindria-great-again/downloads/HMI_Supervillains_0_0_1e.zip)
Title: Re: [0.9.1a] Hazard Mining Incorporated (DEBLOATENING Ed., 0.3.3c)
Post by: SukmaZaki on November 21, 2020, 09:26:03 AM
King, will you do crossover with other mod? I see that Herakles have the Red Guard variant, maybe we can have scav variant of Solar from SWP or Nova from Seeker, too bad Brighton get nerf so hard it's no longer warmonger faction  ;D

Anyway, thanks for the update! Highly appreciated!