Fractal Softworks Forum

Starsector => Mods => Topic started by: Snrasha on February 07, 2019, 03:49:27 AM

Title: [0.9.1a] Pulse Industry (Old: High Tech Armada)
Post by: Snrasha on February 07, 2019, 03:49:27 AM
Require:
LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0)
Download the mod v1.0 (https://bitbucket.org/Snrasha/armada/downloads/PulseIndustry1.0.zip)
High tech armada has be renamed Pulse Industry and many things has be removed for be simplified
For check update:
Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181.0)

(https://i.imgur.com/e4CnOfe.png)

Descriptions:
Quote
Creator:
-Snrasha: Have made somes of these kitbash sprite (everything go look weird and same theme with core)
-YuiChan: The co-creator for High-tech armada. (Everything who is unique  and not kitbash)
-Nia: Have perfectly fix qew things on some sprites like the Malice.
-Community: For have helped for the story and to be present.

What is the mod?

This is a Kitbash mod who add many weird kitbashed high-tech ship from the Pulse Industry Corp.
This mod add also a set of standard ship from Yui-Chan.

The Pulse Industry Corporation made low-crew requirement ships, often equipped with EMP system.

Tri-Tachyon's Kitbash Ships of Snrasha:
Spoiler
Lassitude Long Range Support
(https://i.imgur.com/A6p4iOk.png)(https://i.imgur.com/A6p4iOk.png)(https://i.imgur.com/A6p4iOk.png)
A tactical laser is nothing, but three?

Coupsur Long Range Support
(https://i.imgur.com/ImX3Nvy.png)(https://i.imgur.com/ImX3Nvy.png)
If tactical laser is not important for you,
graviton beam, maybe?

Pulsar fighter
(https://i.imgur.com/yiW3E2j.png)
The perfect fighter for hit everything

Cuo-class Kite
(https://i.imgur.com/6P2l7qR.png)
A personal frigate who is very popular.

Malice-class Frigate
(https://i.imgur.com/k9ZE2KK.png)
A frigate who have some power.

Bignouf-class Frigate
(https://i.imgur.com/mjggqOZ.png)
Lack of a EMP Emitter, but (TT)
version of a lasher.

Athenia-class Fast Carrier
(https://i.imgur.com/xklvXzF.png)
Fast BattleCarrier.
Lodium-class Heavy Cruiser
(https://i.imgur.com/8nZAfV4.png)
Size of a capital, power of a cruiser
SeekerPulse-class Module of Lodium
(https://i.imgur.com/dHe1jGz.png)
You cannot ignore it!
Minster-class Ultra-Heavy CapitalShip
(https://i.imgur.com/LXM8Hxc.png)
This is clearly and 100% just a
copy of the Cathedral from SWP.
[close]


Title: Re: [0.9a] High Tech Armada
Post by: haloguy1 on February 07, 2019, 06:35:18 AM
Wow, this is sweet gonna try it out soon. Great job.
Title: Re: [0.9a] High Tech Armada
Post by: Snrasha on February 09, 2019, 03:12:37 AM
Require:
LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0),GraphicsLib (http://fractalsoftworks.com/forum/index.php?topic=10982.0)
For check update:
Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181.0)

(https://i.imgur.com/e4CnOfe.png)

Version 0.6:
Quote
-Add three burst weapons for the Pulse Industry Corp.
-Modify many variants for incorporate these new weapons.
-Fix spawn, add also the crabunder on the remnant pool.
-Add the Remnant Wolf
-Improved AI for the Weak EMP emitter.
-Crabunder cost price has be increased to 30 000 from 24 000.
-Fix a shipsystem
-Add the Remnant Mora
-Add the Remnant Mining Drone
-Add a built-in hullmod  The Pulse Core Deviant.
-The Minster get this new hullmod

(https://i.imgur.com/mfhy92Y.png)
(https://i.imgur.com/sIZy52K.png)
(https://i.imgur.com/3H6Ha15.png)

For help the scavanger who used these ships for scavage remnants, they have only the Sunder.... now they have the Mora and the Wolf.




EDIT:
Out the v0.6b
For fix a crash!
EDIT:
The 0.6 break save, the 0.6c fix really the crash, but only for new game
Title: Re: [0.9a] High Tech Armada
Post by: Seifer on February 09, 2019, 06:05:45 PM
Nice :) I can't wait to try all the mods when I'll build my new desktop pc.
Title: Re: [0.9a] High Tech Armada
Post by: Snrasha on February 10, 2019, 01:19:09 AM
Nice :) I can't wait to try all the mods when I'll build my new desktop pc.

Do not hesit to feedback. If you found something too weak or too strong for what he is.
Title: Re: [0.9a] High Tech Armada
Post by: haloguy1 on February 10, 2019, 06:41:48 AM
Just wondering, is the remnant mora intended to be capturable or no? Because in my play through when fighting one i was able to Capture it.
Title: Re: [0.9a] High Tech Armada
Post by: Snrasha on February 10, 2019, 08:43:31 AM
Just wondering, is the remnant mora intended to be capturable or no? Because in my play through when fighting one i was able to Capture it.

Yeah, this thing is a pirate fake-remnant, he is pretty bad compared to a normal remnant. (Maybe a error to put that so weak....)
So yeah, he contains crew and can be obtainable.
Title: Re: [0.9a] High Tech Armada
Post by: haloguy1 on February 10, 2019, 10:40:56 AM
Okay cool, just wondering.
Title: Re: [0.9a] High Tech Armada
Post by: matveich on February 27, 2019, 05:58:21 PM
I have been trying to make caltrop work in my fleet but this ship needs improvements. The repair rate seems to be a little to low to make any difference. But most importantly the ship chooses any target but the one that actually needs repairing. I had two capital ships on guard order next to caltrop, one of them is under heavy fire, the other is full hp/armor. Caltrop never repaired the damaged ship even after the battle was over. It is even worse if there are two of them in the fleet as they will just keep repairing each other.
Title: Re: [0.9a] High Tech Armada
Post by: Snrasha on February 27, 2019, 11:41:30 PM
I have been trying to make caltrop work in my fleet but this ship needs improvements. The repair rate seems to be a little to low to make any difference. But most importantly the ship chooses any target but the one that actually needs repairing. I had two capital ships on guard order next to caltrop, one of them is under heavy fire, the other is full hp/armor. Caltrop never repaired the damaged ship even after the battle was over. It is even worse if there are two of them in the fleet as they will just keep repairing each other.

Thank for the feedback, i will improve the Caltrop for the next update.

Sorry ^^
Title: Re: [0.9a] High Tech Armada
Post by: matveich on February 28, 2019, 06:08:12 AM
Thanks. I think one possible way to implement repair turret AI is this:
1) Get list of all player ships.
2) Remove ships out of range.
3) For every ship in range evaluate repair score.
4) Start repairing ship with highest repair score.

Repair score depends on number of factors, which multiply the score by some weight:
1) Ship size. Repairing capital ships is more important than frigates.
2) Remaining armor. As percentage of max armor.
3) Remaining hull hp.
4) Overload status.
5) Remaining flux.
Ideally, these parameters(and repair rate) should be in a separate config file, so a player can tweak ship's behavior.
Title: Re: [0.9a] High Tech Armada
Post by: Snrasha on March 01, 2019, 12:36:04 PM
Require:
LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0),GraphicsLib (http://fractalsoftworks.com/forum/index.php?topic=10982.0)
Download the mod v0.7 (https://bitbucket.org/Snrasha/armada/downloads/HighTechArmada0_7.zip)
For check update:
Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181.0)

(https://i.imgur.com/e4CnOfe.png)

Version 0.6e:
Quote
-Increase Minster OP to 360 from 340
-Double the price of the Minster, because  500K is nothing for it.
-Add a Space Mech
-Remove Blevis of TT and Independant market.
-Add Gladiator Society options. (Blevis can be found here.)
-Increase the shield radius of Minster. (Technically, a nerf for the AI)
-Modify the Claptrop, the armor repair has be too buggy.(And repair hull is more easy for handle the AI, too.)

Sorry, for the Claptrop, i have modified it to a hull repair, i have really not found the time to made a correct AI for detect the level of damaged armor on a ship. Too for repair. But the AI is improved else. And he focus more the player too.


Edit: Matveich, sorry, think to it too late, now, but yeah, i have forgot to put a hullsize factor for the choice of ship to repair.
Title: Re: [0.9a] High Tech Armada
Post by: matveich on March 02, 2019, 10:59:14 AM
Many thanks. I have ran a quick test and updated caltrop behaves much better. Too good to be honest. Unless the ship is focused it is pretty much invincible. The repair rate rate might need some nerfs.
Title: Re: [0.9a] High Tech Armada
Post by: Snrasha on March 03, 2019, 12:33:10 AM
Many thanks. I have ran a quick test and updated caltrop behaves much better. Too good to be honest. Unless the ship is focused it is pretty much invincible. The repair rate rate might need some nerfs.

it do not regen the armor, and i have imagined than they will take be focus and die easily. After yeah, if  it has good shield, armor is a useless stuff.
Title: Re: [0.9.1a] High Tech Armada
Post by: Snrasha on May 11, 2019, 11:47:46 AM
Require:
LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0),GraphicsLib (http://fractalsoftworks.com/forum/index.php?topic=10982.0)
Download the mod v0.7 (https://bitbucket.org/Snrasha/armada/downloads/HighTechArmada0_7.zip)
For check update:
Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181.0)

(https://i.imgur.com/e4CnOfe.png)


Out for 0.9.1, nothing more except some fix, less spawn of fake-remnant and more expensive cruiser/capital.
Title: Re: [0.9.1a] High Tech Armada
Post by: namad on June 30, 2019, 11:17:47 PM
I know this is minor feedback but I think the ships in this pack are way too common, I seem to be seeing a lot of these more frequently than I see some common vanilla ships. Given that this mod is designed to expand the catalog of ships with several new and interesting niche ships I think the ships in this pack which are most common should be a bit more uncommon.
Title: Re: [0.9.1a] High Tech Armada
Post by: Snrasha on July 01, 2019, 08:50:24 AM
I know this is minor feedback but I think the ships in this pack are way too common, I seem to be seeing a lot of these more frequently than I see some common vanilla ships. Given that this mod is designed to expand the catalog of ships with several new and interesting niche ships I think the ships in this pack which are most common should be a bit more uncommon.
They are more rare than scarab, this is a bit a problem ^^. But yeah, maybe i need to put more than anything in the universe.
Title: Re: [0.9.1a] High Tech Armada
Post by: namad on July 01, 2019, 04:56:06 PM
Maybe it's just my game then? I've found the scarab to be super-rare, at least rarer than say the malice. There are plenty of these ships I've never seen, feels though like 1or2 of them are set to common instead of rare, but again I'm not smart enough atm to know how to check that stat in the mod, nor do I even know if ships have a rarity stat or what.

Sorry if I'm wrong on my feedback, it's anecdotal really. So I could be biased.
Title: Re: [0.9.1a] High Tech Armada
Post by: Snrasha on July 01, 2019, 09:18:49 PM
Maybe it's just my game then? I've found the scarab to be super-rare, at least rarer than say the malice. There are plenty of these ships I never seen, feels though like 1or2 of them are set to common instead of rare, but again I'm not smart enough atm to know how to check that stat in the mod, nor do I even know if ships have a rarity stat or what.

Sorry if I'm wrong on my feedback, it's anecdotal really. So I could be biased.

Well, after recheck it, it seems than some are pretty common, weird Well, i will update that when i have time.
Title: Re: [0.9.1a] High Tech Armada
Post by: namad on July 02, 2019, 07:22:37 AM
Oh also, in case you didn't check them all.... it's not just the malice the cuo and moraunder are probably also too common? I think.
Title: Re: [0.9.1a] High Tech Armada
Post by: Snrasha on July 02, 2019, 09:05:32 AM
Oh also, in case you didn't check them all.... it's not just the malice the cuo and moraunder are probably also too common? I think.

Require:
LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0),GraphicsLib (http://fractalsoftworks.com/forum/index.php?topic=10982.0)
Download the mod v0.7.1 (https://bitbucket.org/Snrasha/armada/downloads/HighTechArmada0_7_1.zip)
For check update:
Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181.0)
(https://i.imgur.com/e4CnOfe.png)
Mini-fix. (Yeah, i have not really anything to do on my mod)

Version 0.7.1:
Quote
-Reduce spawn-rate of every ships per ten or five.

The cuo appears on personal fleet, so yeah, it seems to appear more often because of that ^^.
Title: Re: [0.9.1a] High Tech Armada
Post by: namad on July 02, 2019, 03:21:10 PM
The moraunder might be the cheapest cruiser in the game (with a dozen ship pack and faction mods).

Was it's price increased much for 0.9.1?

https://docs.google.com/spreadsheets/d/1jPfV0NT2EwBeP1ekUfV2umQvjMe89SOVJLMFz5WsYlM/edit#gid=0


Also sorry if I'm annoying you, I just keep noticing super small/mild possibly non-existent inconsistencies.
Title: Re: [0.9.1a] High Tech Armada
Post by: Snrasha on July 02, 2019, 09:15:23 PM
The moraunder might be the cheapest cruiser in the game (with a dozen ship pack and faction mods).

Was it's price increased much for 0.9.1?

https://docs.google.com/spreadsheets/d/1jPfV0NT2EwBeP1ekUfV2umQvjMe89SOVJLMFz5WsYlM/edit#gid=0


Also sorry if I'm annoying you, I just keep noticing super small/mild possibly non-existent inconsistencies.
I have maybe forget to increase the price after the 0.9.1, yeah, sorry. After, the low price is also because this is a very bad Mora ^^.
Title: Re: [0.9.1a] High Tech Armada
Post by: namad on July 02, 2019, 11:05:19 PM
Actually if it's a very bad mora it's probably a fine price. It's about 85k and the mora 120-140k... but things like a venture are like 110k. I will say I haven't flown the moraunder, that's one reason I didn't mention it before, it's not been a high tech armada ship I've actually used.

So maybe 85k is totally fine if it's a really bad cruiser.
Title: Re: [0.9.1a] High Tech Armada
Post by: KanterZk on July 13, 2019, 02:25:12 AM
small bug, I have a bounty with a Minster-class Ultra-Heavy CapitalShip as leader to kill but it's impossible to leave combat because the game doesn't consider it's dead
Title: Re: [0.9.1a] High Tech Armada
Post by: Snrasha on July 13, 2019, 02:40:32 AM
small bug, I have a bounty with a Minster-class Ultra-Heavy CapitalShip as leader to kill but it's impossible to leave combat because the game doesn't consider it's dead

Vanilla bug caused per "armor" module,no? Have you the last version of starsector?
Title: Re: [0.9.1a] High Tech Armada
Post by: namad on July 13, 2019, 04:55:31 PM
small bug, I have a bounty with a Minster-class Ultra-Heavy CapitalShip as leader to kill but it's impossible to leave combat because the game doesn't consider it's dead

Vanilla bug caused per "armor" module,no? Have you the last version of starsector?

I think it's the module bug, and it's still present in 0.9.1 and the only solution is to not use module ships or to use consolecommands to endcombat?
Title: Re: [0.9.1a] High Tech Armada
Post by: Drackogon on July 14, 2019, 05:23:34 AM
yes, its the module bug.
everytime i find a lodium class cruiser in the battle. its pretty much a guarenteed module bug. only fought against a minster once and got the bug, but everytime there's a lodium, guarenteed bug.
it could be that either when the lodium cruiser gets destroyed, the core in the back doesn't register as destroyed aswell? or when the lodium cruiser retreats, it counts as the cruiser retreat and not the core?


By the way, completely unrelated with the above: can i buy a minster class ship? does it spawn on tri-tachyon military shops? i've been going arround and arround those tri-tachyon military shops and so far, nothing.

edit: spelling error and:
if the bug affected ships with modules. wouldn't the cathedral ship from SWP be affected too? i've fought against it in combat and never got the bug, only with lodiums
Title: Re: [0.9.1a] High Tech Armada
Post by: KanterZk on July 14, 2019, 08:01:46 AM
yes you guys are right I had a second bounty and this time it was fine, I didn't know about that bug sorry
Title: Re: [0.9.1a] High Tech Armada
Post by: stormbringer951 on July 14, 2019, 08:36:08 AM
Vanilla bug caused per "armor" module,no? Have you the last version of starsector?
I think it's the module bug, and it's still present in 0.9.1 and the only solution is to not use module ships or to use consolecommands to endcombat?
if the bug affected ships with modules. wouldn't the cathedral ship from SWP be affected too? i've fought against it in combat and never got the bug, only with lodiums

In 0.9.1a (fixed in future versions), when a ship with modules retreats the modules are not removed from a list of deployed things (http://fractalsoftworks.com/forum/index.php?topic=15614.msg252200#msg252200), which prevents combat from ever ending.

At that point you have to use the EndCombat command from the beta version of Console Commands to end the combat.
Title: Re: [0.9.1a] High Tech Armada
Post by: Drackogon on July 14, 2019, 09:16:00 AM
not sure if its possible, might be a crude fix. but wouldn't it be possible for the mod to have the console command dependency and trigger a "endcombat" on the console command mod if the battle detects no ship or no allied ship movement after 1 minute? don't have much knowledge in programming, not sure if its something that could be possible to do
Title: Re: [0.9.1a] High Tech Armada
Post by: grinningsphinx on July 14, 2019, 12:36:55 PM
26 CR for a 3 medium mount cruiser is dumb, no matter how fast it is....sorry.
Title: Re: [0.9.1a] High Tech Armada
Post by: Drackogon on July 14, 2019, 05:04:16 PM
can confirm now with screenshot. this bounty there was 2 lodiums and 1 minster. only 1 lodium escaped, had to end combat via console

[attachment deleted by admin]
Title: Re: [0.9.1a] High Tech Armada
Post by: Snrasha on August 06, 2019, 12:28:49 PM
Require:
LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0),GraphicsLib (http://fractalsoftworks.com/forum/index.php?topic=10982.0)
Download the mod v0.7.1b (http://)
For check update:
Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181.0)
(https://i.imgur.com/e4CnOfe.png)
Version 0.7.1b(hotfix):
Quote
-Fix spawnpool. (Some ship will spawn correctly and some will appears less)
-Lodium nerf: 
      Reduce hull from 7000 to 6000
      Reduce armor from 600 to 500
      Reduce flux cap from 14000 to 12000
      Reduce flux diss from 900 to 850
-Lassitude up: Refit time reduce to 10 from 20
-Coupsur up: Refit time reduce to 15 from 25
-increase rarity of some fighter.
-Increase max burn of some ships.
-Reduce crew min for Minster to 200 from 500 and the crew max to 3500 from 5000
-Reduce the peak time to 640 from 720 of the Blevis.
-Display the Minster on the codex.
-Increase the cargo of Moraunder to 250 from 130. Reduce the crew min/max to 20/70 from 40/90
-Merge the mining moraunder to 6 from 3 (and reduce the moraunder launch bay to 3 from 4)



No idea why it seems than i have not answer to same question here...

Else yeah, we have always the bug with Lodium and Minster if they retreat with some module, vanilla bug, install Console commands with this mod. If you have the infinite battle because of that, just open the console and end the battle.

For the "26 CR for a 3 medium mount cruiser is dumb, no matter how fast it is....sorry.", this is high tech armada mod! :D


Title: Re: [0.9.1a] High Tech Armada
Post by: Snrasha on August 06, 2019, 09:26:58 PM
Require:
LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0),GraphicsLib (http://fractalsoftworks.com/forum/index.php?topic=10982.0)
Download the mod v0.7.1c (http://)
For check update:
Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181.0)
(https://i.imgur.com/e4CnOfe.png)
Version 0.7.1c(quick hotfix):
Quote
-Remove the need of MagicLib.
-Add exception if lack of library

Sorry for the trouble.
Title: Re: [0.9.1a] High Tech Armada
Post by: tron359 on August 07, 2019, 11:22:30 AM
Hey, your update link that UpdateChecker uses redirects to your Artefact Mod instead of this mod (:
Title: Re: [0.9.1a] High Tech Armada
Post by: Snrasha on August 07, 2019, 11:37:45 AM
Hey, your update link that UpdateChecker uses redirects to your Artefact Mod instead of this mod (:

Oups, thank you xD


If you have a feedback, i take it.
Title: Re: [0.9.1a] High Tech Armada
Post by: Snrasha on August 10, 2019, 02:29:26 PM
Require:
LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0),GraphicsLib (http://fractalsoftworks.com/forum/index.php?topic=10982.0)
Download the mod v0.7.1d (https://bitbucket.org/Snrasha/armada/downloads/HighTechArmada0_7_1d.zip)
For check update:
Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181.0)
(https://i.imgur.com/e4CnOfe.png)
Version 0.7.1d(quick hotfix):
Quote
-Just fix the module ship bug when they "retreat", the combat finish correctly.

Sorry for the trouble.
Title: Re: [0.9.1a] High Tech Armada
Post by: tron359 on August 11, 2019, 08:12:34 AM
Snrashaaaaa your update link used by VersionChecker still redirects to your Artefact moooooood!
Title: Re: [0.9.1a] High Tech Armada
Post by: Snrasha on August 11, 2019, 08:36:17 AM
Snrashaaaaa your update link used by VersionChecker still redirects to your Artefact moooooood!

This is not possible, my version send to 15060 and we are on the 15060.
Title: Re: [0.9.1a] High Tech Armada
Post by: WooksterRu on August 12, 2019, 11:01:18 AM
would you consider adding a mobile star fortress for the Remnants, kind of like what the Luddic Church and Tri-Tachyon has. I've modded my game to play as the Remnants and I find your mod to be a nice addition for some extra high tech variety :D
Title: Re: [0.9.1a] High Tech Armada
Post by: Snrasha on August 12, 2019, 12:25:30 PM
would you consider adding a mobile star fortress for the Remnants, kind of like what the Luddic Church and Tri-Tachyon has. I've modded my game to play as the Remnants and I find your mod to be a nice addition for some extra high tech variety :D

Exist already a mobile star fortress on remnant, you need to download Seeker mod of Tartiflette.
Title: Re: [0.9.1a] High Tech Armada
Post by: WooksterRu on August 12, 2019, 01:02:38 PM
would you consider adding a mobile star fortress for the Remnants, kind of like what the Luddic Church and Tri-Tachyon has. I've modded my game to play as the Remnants and I find your mod to be a nice addition for some extra high tech variety :D

Exist already a mobile star fortress on remnant, you need to download Seeker mod of Tartiflette.

Awesome, thanks for the info :)
Title: Re: [0.9.1a] High Tech Armada
Post by: Snrasha on August 12, 2019, 01:18:31 PM
would you consider adding a mobile star fortress for the Remnants, kind of like what the Luddic Church and Tri-Tachyon has. I've modded my game to play as the Remnants and I find your mod to be a nice addition for some extra high tech variety :D

Exist already a mobile star fortress on remnant, you need to download Seeker mod of Tartiflette.

Awesome, thanks for the info :)
Well, yeah, i have maybe a bit spoil you, but yeah, the remnant starfortress of Seeker is... well, get you qew capitals. And some popcorn.
Title: Re: [0.9.1a] High Tech Armada
Post by: Dreamyr on August 20, 2019, 05:56:21 PM
I feel like the Corprus is a bit underwhelming it's a "Super Destroyer" that has less OP and Flux than a Sunder. I always feel like I have to make it a beam boat so that I don't overload it with flux heavy weapons.
Title: Re: [0.9.1a] High Tech Armada
Post by: Snrasha on August 21, 2019, 09:40:50 PM
I feel like the Corprus is a bit underwhelming it's a "Super Destroyer" that has less OP and Flux than a Sunder. I always feel like I have to make it a beam boat so that I don't overload it with flux heavy weapons.

I will check that for the next update. Thank.
Title: Re: [0.9.1a] High Tech Armada
Post by: Ed on August 28, 2019, 11:11:32 AM
I found the Blevis an amazing tank/rammer (the shield is so strong i simply push enemy capitals around while shooting them), but i can't find a good way to use the Minister, what would be a good build?
Title: Re: [0.9.1a] High Tech Armada
Post by: Snrasha on August 28, 2019, 11:41:21 AM
I found the Blevis an amazing tank/rammer (the shield is so strong i simply push enemy capitals around while shooting them), but i can't find a good way to use the Minister, what would be a good build?
Damned, i will need to nerf the Blevis, this is so rare to get it, so i have not think to that. Thank for the feedback.

For the Minster, this is not really a combat ship, but i know than some people love it for the anti-fighter power. (Put every smalls slots with missiles and modded weapon i suppose)
Title: Re: [0.9.1a] High Tech Armada
Post by: Ed on August 28, 2019, 11:58:43 AM
I found the Blevis an amazing tank/rammer (the shield is so strong i simply push enemy capitals around while shooting them), but i can't find a good way to use the Minister, what would be a good build?
Damned, i will need to nerf the Blevis, this is so rare to get it, so i have not think to that. Thank for the feedback.

For the Minster, this is not really a combat ship, but i know than some people love it for the anti-fighter power. (Put every smalls slots with missiles and modded weapon i suppose)

If you nerf the Blevis defense then please boost his offense by allowing the 2 back side turrets to face forward (specially if they lose their ability to shot backwards making his engines even more vulnerable). Or leave it sturdy and lower the side turrets to medium size.
Title: Re: [0.9.1a] High Tech Armada
Post by: Ed on August 28, 2019, 01:07:05 PM
(https://i.imgur.com/mEOyUKw.png)

Here an idea, instead of nerfing why not redesigning? Make it into a specialized close range brawler/rammer?

Lower shield arc to 150
Lower maneuverability by 50%
Lower armor by 200
Remove the 2 back Large Energy Turrets
Add 2 Medium Synergy Hardpoints
Change the special ability into Burn Drive, Fortress Shield or High Energy Focus

It would be a very powerful frontal energy blaster with powerful weapons and shields, but extremely vulnerable from the sides and back, specially when swarmed by fighters since it won't have the EMP anymore.
Title: Re: [0.9.1a] High Tech Armada
Post by: Davido on August 28, 2019, 10:25:29 PM
Can you get blueprints of those ships somewhere?
Title: Re: [0.9.1a] High Tech Armada
Post by: Snrasha on August 29, 2019, 06:05:58 AM
Ed,
A another solution is also to delete it of the game. This is a very wrong capital anyways. You cannot get it on blueprint because of that, but well, bad idea too.
I will just hide it on the next update then delete it on the next version of Starsector.


Davido,
You can, except the Blevis, every ships can be obtainable.


Pre-changelog:
-I will say that now, but every "fake remnant ships" than you can found on this mod will be disabled for a tiny amount of time. (They will only appears on scavangers fleets)

Title: Re: [0.9.1a] High Tech Armada
Post by: Atlas on August 29, 2019, 10:33:24 PM
SO heres a question how rare is the heavy-capital? and where would you recommend looking? because so far i havent found it at all. and im 50-60hours in this playthrough
Title: Re: [0.9.1a] High Tech Armada
Post by: Snrasha on August 30, 2019, 01:27:55 AM
SO heres a question how rare is the heavy-capital? and where would you recommend looking? because so far i havent found it at all. and im 50-60hours in this playthrough

Tri-Tachyon for the Minster (the heavy-capital), same for the Blevis.
And yeah, this is pretty rare (because this is a pulse industry ship so the Tri-Tachyon do not have a real reason to use it frequently) but you can get the blueprint of the Minster or buy it on the Prism market of Nexerelin/SCY if it has be enabled.

Title: Re: [0.9.1a] High Tech Armada
Post by: ZeCaptain on September 18, 2019, 03:50:20 PM
I saw this modpack and I saw it had a big superheavy capship, and I thought "I must have it!", after 2 ingame years of construction, then using it, it just seems it's just a bigger, slower, and more expensive apogee than anything else.

I will give it this though, it's an ok frontliner I guess because it's so tanky and it has alot of weapons coverage.

The superheavy capship is not a "battle ship", this is a support ship, this is not a player ship. This is a freighter, tanker, carrier and disable shield ship.

Looking more and more at the stats, you are indeed right.

I need to get 6 of them and roam around the sector, in style.
Title: Re: [0.9.1a] High Tech Armada
Post by: Snrasha on September 19, 2019, 12:07:48 AM
I saw this modpack and I saw it had a big superheavy capship, and I thought "I must have it!", after 2 ingame years of construction, then using it, it just seems it's just a bigger, slower, and more expensive apogee than anything else.

I will give it this though, it's an ok frontliner I guess because it's so tanky and it has alot of weapons coverage.

The superheavy capship is not a "battle ship", this is a support ship, this is not a player ship. This is a freighter, tanker, carrier and disable shield ship.
Title: Re: [0.9.1a] High Tech Armada
Post by: scrye on September 21, 2019, 12:38:22 AM
@Snrasha; Hi, I like the work you've done with your mod.  The ships look cool and I'm giving them a go in my current run. =)

I'm wondering if you'd like some help cleaning up the English text though; your translations are pretty decent overall, and certainly do convey the key intent of what you're trying to say; but they definitely feel a bit choppy to my eyes as a native speaker.  I believe I can help make them cleaner without changing the intent too much.

If you're interested, send me a PM and we can go from there.  If not, no worries.  Thanks for the mod.
Title: Re: [0.9.1a] High Tech Armada
Post by: Snrasha on September 21, 2019, 02:57:39 AM
@Snrasha; Hi, I like the work you've done with your mod.  The ships look cool and I'm giving them a go in my current run. =)

I'm wondering if you'd like some help cleaning up the English text though; your translations are pretty decent overall, and certainly do convey the key intent of what you're trying to say; but they definitely feel a bit choppy to my eyes as a native speaker.  I believe I can help make them cleaner without changing the intent too much.

If you're interested, send me a PM and we can go from there.  If not, no worries.  Thanks for the mod.
I am sure than some of them has already be clean per some others peoples, maybe not at of them. Sorry for the inconvenient, but i will appreaciate your help. This thing will be more easy on the discord ^^.
Title: Re: [0.9.1a] High Tech Armada
Post by: Snrasha on October 04, 2019, 02:42:41 AM
Require:
LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0),GraphicsLib (http://fractalsoftworks.com/forum/index.php?topic=10982.0)
Download the mod v0.7.1e (https://bitbucket.org/Snrasha/armada/downloads/HighTechArmada0_7_1e.zip)
For check update:
Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181.0)
(https://i.imgur.com/e4CnOfe.png)
Version 0.7.1e(hotfix):
Quote
-Fix the heal of the claptrop to a better number
-Remove remnant wolf,mora, sunder of remnant fleet.
-Reduce price of deployement of Lodium.
-Reduce price of the Cognitif.
-Add remnant wolf,mora and sunder on the Scavanger fleet.
-Nerf the wolfunder topspeed to 120 from 140.
-Nerf the weak EMP Emitter cooldown to 4 from 3 seconds.
-Minster cost increased of 300 000 credits.
-Block Safety Override on pulse core deviant too.
-Remove ammo on the Purified Burst Beam of Teco fighter. (Cooldown of 4.5seconds)
-Reduce flux dissipation of Blevis of 200.
-Reduce flux capacitor of Blevis of 2000.
Title: Re: [0.9.1a] High Tech Armada
Post by: ratemal on November 18, 2019, 04:06:21 AM
Is there a way to find the stats of weapons fighter wings are using? Some of them (like purified beam used by Plot fighters) are not in the codex.
Title: Re: [0.9.1a] High Tech Armada
Post by: Snrasha on November 18, 2019, 10:23:18 AM
Is there a way to find the stats of weapons fighter wings are using? Some of them (like purified beam used by Plot fighters) are not in the codex.

Like many weapons of many fighters of others mods ^^.
The purified beam is just a weak tac laser if you wish to know. Display them on the codex will be a issue like we do not display these fighters weapons (vanilla has fighter weapon like that). But yeah, further, i will probably rename this weapon to "Short tac laser" for be clean. Sorry if this is a real issue. After, you can always "cheat" them for get them with the console commands and the id of the weapon than you can found on the weapons.csv.
Title: Re: [0.9.1a] High Tech Armada
Post by: NephilimNexus on February 17, 2020, 01:08:25 PM
Ummm... "enemy ships"

[attachment deleted by admin]
Title: Re: [0.9.1a] Pulse Industry (Old: High Tech Armada)
Post by: Snrasha on April 10, 2020, 12:37:01 PM
Require:
LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0)
Download the mod v1.0 (https://bitbucket.org/Snrasha/armada/downloads/PulseIndustry1.0.zip)
For check update:
Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181.0)
(https://i.imgur.com/e4CnOfe.png)
Version 1.0: (BREAK SAVE)
Quote
After a big decision, i have decided to remove everything i dislike. But like this is a co-work, i have needed to remove everything of Yui-chan. And like the name is own per Yui-Chan, i have renamed my mod Pulse Industry.
You can found the Yui-chan ships on their thread. I will update this post when i will know when.
Title: Re: [0.9.1a] Pulse Industry (Old: High Tech Armada)
Post by: Mondaymonkey on April 11, 2020, 05:32:44 AM
I've been using pulse ships for a some time and satisfied of them. Only two things should be said:

1) Pulse blueprints are too common. Sometimes I salvaged it 3 times in one system.

2) I found minsters ineffective. Yeah, yeah... heavily protected, lot of guns can be mounted... still ineffective. Only two large mounts, and both are right in a center of the large vessel, decreasing effective fire range. Lot of middle energy mounts? Really a lot. But you can't concentrate them on a single target. And, yes, medium energy weapons are either low DPS or low flux efficiency. Flux capacity might be hight, but dissipation is awful for it's size - you can not feed your numerous mount. Bombers, you say? Yes, they can increase firepower, but it costs a lot of OP for installing LPC and carrier hullmods. In fact, that is the main issue - minster does not have enough OP(360 compared to 370 paragon). If not their uber system, they would be useless at all. It is just a personal opinion, but this thing need a slight buff.
Title: Re: [0.9.1a] Pulse Industry (Old: High Tech Armada)
Post by: Snrasha on April 11, 2020, 06:29:31 AM
I've been using pulse ships for a some time and satisfied of them. Only two things should be said:

1) Pulse blueprints are too common. Sometimes I salvaged it 3 times in one system.

2) I found minsters ineffective. Yeah, yeah... heavily protected, lot of guns can be mounted... still ineffective. Only two large mounts, and both are right in a center of the large vessel, decreasing effective fire range. Lot of middle energy mounts? Really a lot. But you can't concentrate them on a single target. And, yes, medium energy weapons are either low DPS or low flux efficiency. Flux capacity might be hight, but dissipation is awful for it's size - you can not feed your numerous mount. Bombers, you say? Yes, they can increase firepower, but it costs a lot of OP for installing LPC and carrier hullmods. In fact, that is the main issue - minster does not have enough OP(360 compared to 370 paragon). If not their uber system, they would be useless at all. It is just a personal opinion, but this thing need a slight buff.

1) The rarity of the Pulse Industry package blueprint is the same than all others vanilla blueprints. You just do not have luck.

2) The Minster is not a battle ship. This is more a civilian ship, same if it do not have the civilian hullmod. I love this ship on the current state and i will not buff it. And some people abuse of shield hullmod because all hullmods of the ship go to these 4 shields module.

Thank for the feedback.
Title: Re: [0.9.1a] Pulse Industry (Old: High Tech Armada)
Post by: Mondaymonkey on April 11, 2020, 09:19:30 AM
Quote
This is more a civilian ship

Oh... Haven't read the description. So, it is basically a logistic ship with ability to shot-dead lone capital? Make sense.

If so, isn't it too hight in maintenance? 75/month is kinda to hight. Efficiency overhaul and solar shielding (hyperspace storms) can be considered as a must-have hullmods, still it too hungry in supplies.
Title: Re: [0.9.1a] Pulse Industry (Old: High Tech Armada)
Post by: Snrasha on April 11, 2020, 09:37:01 AM
Quote
This is more a civilian ship

Oh... Haven't read the description. So, it is basically a logistic ship with ability to shot-dead lone capital? Make sense.

If so, isn't it too hight in maintenance? 75/month is kinda to hight. Efficiency overhaul and solar shielding (hyperspace storms) can be considered as a must-have hullmods, still it too hungry in supplies.

Pulse Industry got some defense on their mothership. And for the maintenance. Really not because this ship is very much bigger than a vanilla capital. And it has the storage capacity for supplies.
But anyways, you need just to see it like a bad ship. Not really a ship than you want on your fleet, like i never put many capitals, cruiser, destroyer or frigates on my fleet because i dislike them. But the Minster, when i got one, i put one.

Else, maybe than yeah, i put Efficiency Overhaul on every ships of my fleet, but meh, ah ah.
Title: Re: [0.9.1a] Pulse Industry (Old: High Tech Armada)
Post by: Mondaymonkey on April 11, 2020, 09:50:14 AM
Well, I will try it as an exploration flagship. Surveying equipment theoretically able to negate it hungriness. I guess, it will be good in it's role.
Title: Re: [0.9.1a] Pulse Industry (Old: High Tech Armada)
Post by: grinningsphinx on April 11, 2020, 01:46:20 PM
you can easily change the OP cost to what you think is reasonable for cost/performance ratio. Everyone is going to have a different idea about whats fair...and most of the time the costs of things are fair...but then sometimes something, whether it its a weapon, hull, or hull mod..yeah, needs to be adjusted up or down.
Title: Re: [0.9.1a] Pulse Industry (Old: High Tech Armada)
Post by: Delta7 on April 12, 2020, 08:30:58 AM
Was it necessary to remove a third of the ships in this mod? I mean, I get that you're trying to clear out "garbage" and have the mod fit one specific theme, but I actually liked some of the non-pulse industries designs. Stuff like the Caltrop and Colchester were the entire reason I used the mod. High tech shiny blue ships that play exactly like every other high tech shiny blue ship are kind of boring, they don't have the character of the ships that used to be a part of this mod.
Title: Re: [0.9.1a] Pulse Industry (Old: High Tech Armada)
Post by: Snrasha on April 12, 2020, 08:47:52 AM
Was it necessary to remove a third of the ships in this mod? I mean, I get that you're trying to clear out "garbage" and have the mod fit one specific theme, but I actually liked some of the non-pulse industries designs. Stuff like the Caltrop and Colchester were the entire reason I used the mod. High tech shiny blue ships that play exactly like every other high tech shiny blue ship are kind of boring, they don't have the character of the ships that used to be a part of this mod.
For reason, we have decided to cut the co-work. They have not dissapears, they are always on High Tech Armada, just not here, because this is not High Tech Armada anymore this thread.

You can found these ships (caltrop and colchester) on Yui-Chan thread (But she is busy or do something big for High Tech Armada). You can download on this temporary link:
https://bitbucket.org/Snrasha/armada/downloads/HighTechArmada.zip
Contains the 4 ships of Yui-Chan.
Title: Re: [0.9.1a] Pulse Industry (Old: High Tech Armada)
Post by: Delta7 on April 12, 2020, 10:16:26 AM
Ah, okay, thank you. I didn't realize there was a separate mod for it now.
Title: Re: [0.9.1a] Pulse Industry (Old: High Tech Armada)
Post by: PainProjection on April 13, 2020, 09:47:24 AM
I've been using pulse ships for a some time and satisfied of them. Only two things should be said:

1) Pulse blueprints are too common. Sometimes I salvaged it 3 times in one system.

2) I found minsters ineffective. Yeah, yeah... heavily protected, lot of guns can be mounted... still ineffective. Only two large mounts, and both are right in a center of the large vessel, decreasing effective fire range. Lot of middle energy mounts? Really a lot. But you can't concentrate them on a single target. And, yes, medium energy weapons are either low DPS or low flux efficiency. Flux capacity might be hight, but dissipation is awful for it's size - you can not feed your numerous mount. Bombers, you say? Yes, they can increase firepower, but it costs a lot of OP for installing LPC and carrier hullmods. In fact, that is the main issue - minster does not have enough OP(360 compared to 370 paragon). If not their uber system, they would be useless at all. It is just a personal opinion, but this thing need a slight buff.

Totally agree with that, Minister been based on Cathedral from S&W pack, but while Cathedral probably the strongest super capital i ever seen, this thing is abysmal...

Key difference is flux management. To make Cathedral GODLIKE all you need is install makeshift shield generators on each module. Something like this - https://i.imgur.com/lLxw0lO.jpg
What makes it so strong is fact what center piece have almost none weapon mounts and all of them are composites, so you can install rockets and forget about wasting flux on weapons at all. All flux goes to main shield and when it about to break you vent it while auxilary parts able to protect themselves using their own shields. You just need to minimize downtime of main shields and make sure what smaller shields are durable enough to sustain damage while you venting. It also allows you to move extremely fast for such beast - abusing 0-flux boost while keep yourself mostly protected from damage. This opens conquest-like playstyle of super kite-capitalship. Pretty hilarious for such enormous ship.

Minister been done completely opposite. It's shield modules are weaponless and very fragile capacity and armor vise, they not able to absorb any decent ammount of dps and fall apart after 1-2 overloads. At the same time all your weapon mounts concentrated under core control, so you have dilemma: shot or try to survive. No matter what you chose this gonna lead to rapid overload of main ship and auxulary shields aswell, leading to complete inability to fight against any decent capital-sized comlement to enemy's fleet. This thing can deal some significant damage, especially against Paragons (glad to minister shipsystem), but can hardly withstand against even minor focuse fire.

Solutions? Obviously it needs a buff. It's not even capital ship after all, it is super capital, the 5th class. But it just underperforming. I would prefer to use pair of Paragons as AI-controlled complementary to my main ship instead of Minister, because they literally almost immortal (very important to not lose your capital ships) and able to support me with 4 large energy mounts each. More ordnance points, better shield modules, maybe less small and medium mounts, but more large ones? Medium energy is just very poor choice for capital, even with mods there is none even half-decent ones. Also it would be nice to make mounts more standardized. I mean ffs minister had 16 universal mounts and... 3 small rockets? Why not just 19 small universals then? Why you force player to make 5th weapon group with, for example, 3 small reapers? It makes 0 sence.

p.s. by the way, ai just never uses quantum discharge, which is another nail to the minister's coffin.
Title: Re: [0.9.1a] Pulse Industry (Old: High Tech Armada)
Post by: Snrasha on April 13, 2020, 10:47:21 AM
I've been using pulse ships for a some time and satisfied of them. Only two things should be said:

1) Pulse blueprints are too common. Sometimes I salvaged it 3 times in one system.

2) I found minsters ineffective. Yeah, yeah... heavily protected, lot of guns can be mounted... still ineffective. Only two large mounts, and both are right in a center of the large vessel, decreasing effective fire range. Lot of middle energy mounts? Really a lot. But you can't concentrate them on a single target. And, yes, medium energy weapons are either low DPS or low flux efficiency. Flux capacity might be hight, but dissipation is awful for it's size - you can not feed your numerous mount. Bombers, you say? Yes, they can increase firepower, but it costs a lot of OP for installing LPC and carrier hullmods. In fact, that is the main issue - minster does not have enough OP(360 compared to 370 paragon). If not their uber system, they would be useless at all. It is just a personal opinion, but this thing need a slight buff.

Totally agree with that, Minister been based on Cathedral from S&W pack, but while Cathedral probably the strongest super capital i ever seen, this thing is abysmal...

Key difference is flux management. To make Cathedral GODLIKE all you need is install makeshift shield generators on each module. Something like this - https://i.imgur.com/lLxw0lO.jpg
What makes it so strong is fact what center piece have almost none weapon mounts and all of them are composites, so you can install rockets and forget about wasting flux on weapons at all. All flux goes to main shield and when it about to break you vent it while auxilary parts able to protect themselves using their own shields. You just need to minimize downtime of main shields and make sure what smaller shields are durable enough to sustain damage while you venting. It also allows you to move extremely fast for such beast - abusing 0-flux boost while keep yourself mostly protected from damage. This opens conquest-like playstyle of super kite-capitalship. Pretty hilarious for such enormous ship.

Minister been done completely opposite. It's shield modules are weaponless and very fragile capacity and armor vise, they not able to absorb any decent ammount of dps and fall apart after 1-2 overloads. At the same time all your weapon mounts concentrated under core control, so you have dilemma: shot or try to survive. No matter what you chose this gonna lead to rapid overload of main ship and auxulary shields aswell, leading to complete inability to fight against any decent capital-sized comlement to enemy's fleet. This thing can deal some significant damage, especially against Paragons (glad to minister shipsystem), but can hardly withstand against even minor focuse fire.

Solutions? Obviously it needs a buff. It's not even capital ship after all, it is super capital, the 5th class. But it just underperforming. I would prefer to use pair of Paragons as AI-controlled complementary to my main ship instead of Minister, because they literally almost immortal (very important to not lose your capital ships) and able to support me with 4 large energy mounts each. More ordnance points, better shield modules, maybe less small and medium mounts, but more large ones? Medium energy is just very poor choice for capital, even with mods there is none even half-decent ones. Also it would be nice to make mounts more standardized. I mean ffs minister had 16 universal mounts and... 3 small rockets? Why not just 19 small universals then? Why you force player to make 5th weapon group with, for example, 3 small reapers? It makes 0 sence.

p.s. by the way, ai just never uses quantum discharge, which is another nail to the minister's coffin.

The minster shipsystem has be fixed on the last release and the range is very small (1500).
I will modify these 3 missiles to universal for the issue to have 5th weapon group.

But Minster is not a ship for battle for me. Not created for battle.  I will think to maybe reduce a bit the maintenance cost because of that.
Title: Re: [0.9.1a] Pulse Industry (Old: High Tech Armada)
Post by: PainProjection on April 14, 2020, 07:47:36 AM
I look at the stats and on paper Minister better in everything, it's already a bit cheaper, have 2.5x base flux vent, 40k flux capacity, more efficient shields... his pulse core makes large energy mounts more powerful, but in real combat it somehow performs a lot worse. I have to say what i didn't understand this ship.

Can you share your loadout in form of image, similar to mine? I just wonder how author sees his role.
Title: Re: [0.9.1a] Pulse Industry (Old: High Tech Armada)
Post by: Snrasha on April 14, 2020, 08:31:14 AM
On player hand, you can play him a bit different, but like if i need to play with it, i prefer a layout like that:
Spoiler
(https://i.imgur.com/z0xdb6T.png)
[close]
Beat a onslaught or any vanilla capital except the paragon where this is more a draw (but against a paragon, any 1v1 are often a draw).

Because of the 1v1, ennemi do not engage too near the Minster, so it cannot use the shipsystem.
On a fleet, it is very good too.

But for others peoples who use it, they just put beam everywhere. A disco ball. This is a paragon with ATC and massive amount of tactical laser. Can be seen bad, but after, when you think to it, you do not run the Minster alone without a army.


Title: Re: [0.9.1a] Pulse Industry (Old: High Tech Armada)
Post by: Mondaymonkey on June 26, 2020, 07:23:40 AM
Oh... I just remember I forgot to reply here about my experiences with minster as an exploration flagship.

So. Overall estimation is "good". Seriously. It have plenty of cargo and fuel, able to survey planets and built-in sensors. And unlike of any other civilian cap in your fleet it able to defend itself and even be a semi-decent offensive option, especially vs pirates and derelict drones. So, even being civilian-modification you can decrease amount of warships you need to have to effectively explore. Obvious minuses - bad burn even with ADF and really bad efficiency against remnants and high-tech fleets. Reasonable price for what it gives, IMO.

P.S. "good" could be "excellent" if this thing have a "salvage gauntry", which logically make sense for hub-ship.

P.P.S. Suggest made an "efficiency overhaul" built-in and decrease OP by 15. Seriously, players should not even try to use it without it.
Title: Re: [0.9.1a] Pulse Industry (Old: High Tech Armada)
Post by: Lilly112 on July 08, 2020, 11:15:52 AM
Changing from High Tech Armada to Pulse Industry is not save-game compatible. I don't know if you know that but it isn't on the front page...