- Develop a line of salvaging,
construction/repair and fleet maintenancevessels- Develop a standard Policing and Defensive series of vessles based upon the Vanilla, Pala, or Glima family of hulls
- Develop and advance "work"-tools within the industry and in planetary defense
- Ploishing...
- ... Open to discussion and deliberations, all subject ideas to be defered privately or publicly within given fourm (IE this thread) ...
And big hulking carriers to support said annoying-coffins.
My suggestion is that you add missions for people to test your ships out in. ;)
I will try to look at it this evening after work, If that makes you feel better. I haven't really played much of anyone's mods lately as I have been trying to work on mine...
Alright, I gave your two ships (I skipped the fighter) a run through. Here are my findings :)
First, aesthetically, the ships look a little color-pencil-y. This obviously doesn't fit in with the vanilla ships. but that is up to you. Spriting (as I know from experience) is not easy and people all have their own styles. IF you want to get closer to SS style ships, I would read some blogs on spriting which I posted links somewhere and if you want them I think I can dig them up.
...
So, in summary, this seems like a start, From your description this seems like this will be a mining industrial/civilian fleet. These two ships didn't really feel industrial or civilian with their "military grade" style weapons, but it is still early. Consider creating your own civilian conversion style guns like re-purposed welding lasers etc. It would make it more believable and interesting. Also definitely up the peak CR and CR/second, these ships will get murdered otherwise.
Keep it up, this mod has potential to fill an interesting niche not particularly filled by another faction mod (the Free Miner's Guild might be relatively similar though I don't know how complete or supported that is right now).
One more coding technical note. If you are trying to get your ships in balance with vanilla I would have to tell you that a frigate sized carrier is not a good idea. It is impossible to balance, hence why you don't see any in vanilla. If you want some good reasons, talk to Mesotronik, he and I had an in depth conversation on the subject when I tried the same thing.
If you want to still be able to launch the Nail fighter from the Aenet, consider changing them to a drone. That would make it more balanced. If you want to keep the PD drones as well, keep in mind that you can give drones drone systems effectively giving your ship two drone sets. Just be careful not to go overboard with that.
Anyway, keep it up! You have the talent and potential you just need to refine it (hell I still have a long way to go). Everything is a step toward getting better.
Alright, I gave your two ships (I skipped the fighter) a run through. Here are my findings :)
First, aesthetically, the ships look a little color-pencil-y. This obviously doesn't fit in with the vanilla ships. but that is up to you. Spriting (as I know from experience) is not easy and people all have their own styles. IF you want to get closer to SS style ships, I would read some blogs on spriting which I posted links somewhere and if you want them I think I can dig them up.
Operationally, both ships ran out of their effectiveness very quickly. (much quicker than the vanilla ships) Which made it difficult to have longer battles which will come up in my next point.
Next, the weapon choices forced any engagement to be very long. In my example I made a quick mission pitting the ships against 1 brawler and 1 hound.
The Aenet was dreadfully slow which made it hard to go toe to toe with the hound. Though, I was able to fend it off with the hypervelocity driver enough to be able to vent when needed. I definitely would have been able to win that fight (eventually) if the Aenet didn't run out of combat effectiveness so quickly. The inevitable malfunctions meant my demise as no matter how hard I tried I could not destroy either ship quick enough with the HVD.
The Spade was definitely more maneuverable (almost too maneuverable with the turning speed)and I think had a balanced level of flux for its speed. I couldn't head on with the brawler but that I think is justified. The two ion cannons were useful in fighting the hound, but the low real damage of the weapons meant I had to rely on the others to actually destroy it, unfortunately the PD laser was always pointing the wrong way and the sabot SRM was easily defeated by PD with a salvo of only 2. Again I could have eventually won that battle basically doing ion drive-bys but the combat effectiveness wasn't enough and again the malfunctions killed me.
So, in summary, this seems like a start, From your description this seems like this will be a mining industrial/civilian fleet. These two ships didn't really feel industrial or civilian with their "military grade" style weapons, but it is still early. Consider creating your own civilian conversion style guns like re-purposed welding lasers etc. It would make it more believable and interesting. Also definitely up the peak CR and CR/second, these ships will get murdered otherwise.
Keep it up, this mod has potential to fill an interesting niche not particularly filled by another faction mod (the Free Miner's Guild might be relatively similar though I don't know how complete or supported that is right now).
Miscellaneous
- Randomized ship deployment order within each row between ships of the same size class
- Ship AI:
- Much better survivability/not rushing into a bad situation
- More dangerous with missiles (aware of how many missiles are in play & how many to fire for a kill)
- Harder to bait out missile fire
- Conserves higher-capacity missiles (e.g. Harpoon/Sabot Pods)
- Missile overhaul:
- Changed missile behavior to reduce clumping and slightly increase pressure on PD
- Added nicer-looking continuous missile trails (rather than current particle effects)
- Harpoon MRM: significantly improved maneuverability, increased hitpoints by 50%
- Sabot SRM: fires 5 2nd stage projectiles instead of 1. Higher overall damage, much worse vs armor due to being distributed across 5 hits. Fired in a spread, less likely to miss completely.
- Annihilator: increased speed to 400 (from 250), increased acceleration
- Reaper torpedoes: faster, much higher acceleration
- Atropos torpedoes: faster, higher acceleration, very poor tracking
- Salamander MRM: improved maneuverability and top speed; much more reliable.
- Swarmer SRM: doubled ammo, first 4 shots per burst, 75 points of HE damage per missile instead of 300 fragmentation
- Pilum: improved top speed and acceleration. Can still be dodged effectively, just harder. Deadly vs non-omni-shield frigates w/o PD
- All missile pods: increased burst size to 4 and doubled rate of fire
Missions are going to be part of a more major update, ver. 0.0.3 - 0.0.5 is when they'll likely appear. They seem to be the two things that'll take a lot more time and effort on my part to complete and I'm still trying to figure out why my fighters won't spawn properly in the games campaign simulator... =\
id variant fleet pts hyperdrive formation num role refit base value
msinc_nail_wing msinc_nail_int 5 CLAW 4 INTERCEPTOR 10 5000
23002 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO - java.lang.RuntimeException: [msinc_nail_int] is not a valid fighter wing id
java.lang.RuntimeException: [msinc_nail_int] is not a valid fighter wing id
at com.fs.starfarer.campaign.fleet.FleetMember.õÖÖ000(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.B.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.float.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.oooO.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.null.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.privatesuper.super(Unknown Source)
at com.fs.starfarer.ui.F.processInput(Unknown Source)
at com.fs.starfarer.ui.T.o00000(Unknown Source)
at com.fs.starfarer.B.super.float$super(Unknown Source)
at com.fs.A.oOOO.Ã’00000(Unknown Source)
at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:745)
{
"bounds": [],
"builtInMods": [
"magazines"
],
"builtInWeapons": {
"WS0001": "lightdualmg",
"WS0002": "lightdualmg",
"WS0003": "lightmg"
},
"center": [
15,
25
],
"collisionRadius": 12,
"engineSlots": [
{
"angle": 180,
"contrailSize": 10,
"length": 34.5,
"location": [
-21.5,
-0
],
"style": "LOW_TECH",
"width": 10
}
],
"height": 50,
"hullId": "msinc_nail",
"hullName": "Nail",
"hullSize": "FIGHTER",
"shieldCenter": [
0,
0
],
"shieldRadius": 0,
"spriteName": "graphics/mi/nail.png",
"style": "LOW_TECH",
"viewOffset": 0,
"weaponSlots": [
{
"angle": 0,
"arc": 0,
"id": "WS0001",
"locations": [
14.5,
-0.5
],
"mount": "HIDDEN",
"size": "SMALL",
"type": "BUILT_IN"
},
{
"angle": -0,
"arc": 0,
"id": "WS0002",
"locations": [
14.5,
0.5
],
"mount": "HIDDEN",
"size": "SMALL",
"type": "BUILT_IN"
},
{
"angle": 0,
"arc": 0,
"id": "WS0003",
"locations": [
14.5,
-0
],
"mount": "HIDDEN",
"size": "SMALL",
"type": "BUILT_IN"
}
],
"width": 30
}
{
"displayName": "Nail Interceptor",
"fluxCapacitors": 0,
"fluxVents": 0,
"hullId": "msinc_nail",
"hullMods": [],
"variantId": "msinc_nail_int",
"weaponGroups": [
{
"autofire": true,
"mode": "LINKED",
"weapons": {
"WS0001": "lightdualmg",
"WS0002": "lightdualmg",
"WS0003": "lightmg"
}
}
]
}
Send what you have to me real quick and I'll take a look
Edit: via PM
Road map to full release of Metelson Industries:
update and revamp savable sprites
redo sprites as needed.
Get mod framework going with help (thank you foxxer!!! (citadel's fellow))
ensure ships actually spawn into Hegamony and other stations (for now)
Produce 6 civilian ships
BALANCE TEST, BALANCE AN TEST!!! FIX FIX FIX FIX FIX FIX RELEASE!!!
produce 2 favourable ships
BALANCE TEST, BALANCE AN TEST!!! FIX FIX FIX FIX FIX FIX RELEASE!!!
Produce 4 welcoming ships
BALANCE TEST, BALANCE AN TEST!!! FIX FIX FIX FIX FIX FIX RELEASE!!!
produce 6 Friendly ships
BALANCE TEST, BALANCE AN TEST!!! FIX FIX FIX FIX FIX FIX RELEASE!!!
produce # (not sure how many) cooperative ships.
BALANCE TEST, BALANCE AN TEST!!! FIX FIX FIX FIX FIX FIX RELEASE!!!
work on getting own system and lore set-up (i have ideas in mind)
BALANCE TEST, BALANCE AN TEST!!! FIX FIX FIX FIX FIX FIX RELEASE!!!
BALANCE TEST, BALANCE AN TEST!!! FIX FIX FIX FIX FIX FIX RELEASE!!!
BALANCE TEST, BALANCE AN TEST!!! FIX FIX FIX FIX FIX FIX RELEASE!!!
BALANCE TEST, BALANCE AN TEST!!! FIX FIX FIX FIX FIX FIX RELEASE!!!
BALANCE TEST, BALANCE AN TEST!!! FIX FIX FIX FIX FIX FIX RELEASE!!!
squish the bug!
Trust me, the Nota, Spade, Anthrom (possibly...), and a heavy destoryer called the Lead Carrier will probably be the first ships to be on the offical forms. Also, does anyone have any Idea how to get the stupid Image tag to work correctly? I've been trying to get it to work with no good results... > <(sorry i for not repliying for idk, a year mabey, i got a new coputer and was setting it up) no what i meant was to add the flying coffin in the official discription of the Nota
Your sprites are much better than when you started. They remind me a bit of Mendonca's junk pirates, which is pretty damn impressive.
probably better if it slid like the ship was still trying to get out of the infulance of the drive an the forces it created.
Likely it's speed only needs to be a 2x increase rather than a 3x as well. Changing the sheild absortion maybe help as well. The AI is a little dumb at using it, but on accident or occasion it DOES ram into other ships... again, probably by accident most times though. x3
Likely it's speed only needs to be a 2x increase rather than a 3x as well. Changing the sheild absortion maybe help as well. The AI is a little dumb at using it, but on accident or occasion it DOES ram into other ships... again, probably by accident most times though. x3
Maybe +200 instead of +200% will be better?
And I still think we shuold lock the accel and strafing control. Or I will activate Glima Drive and sit there using my shield to tank everything.
About the AI ramming...well... I just lie to AI so they thought Glima Drive would gave them only 125 speed bonus and then bang :P
I hope to change that in time. As it stands I guess this won't be moving to the Mod fourms at anypoint soon, and I've noticed that with the glima. The only way I can see fixxing that would be to allow the AI to have the shield on or off instead of constantly having it active when the system is.
Otherwise, I'm glad they're interesting to look at, if a bit generic still, but we all start from somewhere right?
Darker and grittier. Yeah, it fit more SS aesthetic.
I'm a bit sad the old Glima sprite was scrapped, i think it was quite good, not that the new one is bad. Good call on the reworked Varingur, the old one was underwhelming. However i'm a bit worried about having a destroyer carrier with a large mount, that's an awful lot of firepower. It could work but it'll need to be pretty expensive to field to be balanced.
have to say, i love the thread names hahaha. It's also helpful coz i dont really bother reading dates, im lazy like that xD
26938 [Thread-5] ERROR com.fs.starfarer.combat.D - org.json.JSONException: A JSONObject text must end with '}' at 2896 [character 1 line 114]
org.json.JSONException: A JSONObject text must end with '}' at 2896 [character 1 line 114]
at org.json.JSONTokener.syntaxError(JSONTokener.java:423)
at org.json.JSONObject.<init>(JSONObject.java:190)
at org.json.JSONObject.<init>(JSONObject.java:311)
at com.fs.starfarer.loading.LoadingUtils.ô00000(Unknown Source)
at com.fs.starfarer.loading.LoadingUtils.super(Unknown Source)
at com.fs.starfarer.loading.LoadingUtils.super(Unknown Source)
at com.fs.starfarer.loading.LoadingUtils.Ã’00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.this.super(Unknown Source)
at com.fs.starfarer.loading.SpecStore.ö00000(Unknown Source)
at com.fs.starfarer.loading.G.super(Unknown Source)
at com.fs.oOOO.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.Ã’00000(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Figured I'd pop my head in through the door and say good work. I havnt downloaded it as of yet as im focused more on my mod than actually playing the game right now lol.
Is it just missions or is it campaign integrated yet? Im not a massive fan of missions myself (although i do appreciate them) so maybe this will get me playing some campaign again if or when it's in. :D
Just as it says. i've a job coming up soon and I'll be having to dail down development of the mod, CONSIDERABLY. I'm going to be going into an apprenticeship to become a wizard of wires and power!!! POOOWWWWAAAAH! (I'll be the guy that makes your computer actually run bvecause it can get power frmo the friggin' house which get's it from the friggen' power Plant! I'm going to be an electrician!!! )
To restore Nexerelin compatibility locally, open rules.csv and find the line starting with "ExerelinNGCJoinMetelson". Change the starting ship to mi_farin_standard.The oddities I've been fixing. it has to do with the fact that the jar for the mod hasn't been updated. So this is just me being a lazy bugger.
Meanwhile, some oddities I found:
- Rock Citadel tooltip still say it's a Hegemony station when it belongs to Tri-Tachyon now.
- Why does only one of the four markets in Rock have a population market condition matching its market size?
It says "NOT NEXCELERIN COMPATIBLE ATM".
But is it Nexerelin compatible at least? :D
These designs are alraedy in SS+ yes?
The Negl will get it's own weapon that can be mounted by ships as described. it's Place holder is the Kenetic Variation you could say.The descriptions sounds pretty much like the vanilla Light Assault Gun. So perhaps a "Mining Spike", a kinetic round with a delayed explosive charge that deals additional HE damage on contact with hull/armor.
Likewise, the golgata was intended to be a very heavy fighter. As such it will liekly get put through development again with it's sprite and it's lore. As translated, its name is "Calvary".Instead of vulcans, maybe something with a bit more punch then.
Heh, it might be a good idea to do so. I'm waiting till Alex sends out the hot-fixxes an things settle. I'll update a little after the rest of the modders do.The hotfix has already dropped.
Might want to change the faction color, it's real easy to mistake them for the Hegemony.Beat you to it. :P Made them a color that I forget... the name of... Crap. auh, regardless, it's not hegemony orange now.
This mod has improved a lot since it first came out.
java -server -XX:CompilerThreadPriority=1 -XX:+CompilerThreadHintNoPreempt -Djava.library.path=./native/linux -Xms512m -Xmx2048m -classpath janino.jar:commons-compiler.jar:commons-compiler-jdk.jar:starfarer.api.jar:starfarer_obf.jar:jogg-0.0.7.jar:jorbis-0.0.15.jar:json.jar:lwjgl.jar:jinput.jar:log4j-1.2.9.jar:lwjgl_util.jar:fs.sound_obf.jar:fs.common_obf.jar:xstream-1.4.2.jar -Dcom.fs.starfarer.settings.paths.saves=./saves -Dcom.fs.starfarer.settings.paths.screenshots=./screenshots -Dcom.fs.starfarer.settings.paths.mods=./mods -Dcom.fs.starfarer.settings.paths.logs=. com.fs.starfarer.StarfarerLauncher
./jre_linux/bin/java -server -XX:CompilerThreadPriority=1 -XX:+CompilerThreadHintNoPreempt -Djava.library.path=./native/linux -Xms512m -Xmx2048m -classpath janino.jar:commons-compiler.jar:commons-compiler-jdk.jar:starfarer.api.jar:starfarer_obf.jar:jogg-0.0.7.jar:jorbis-0.0.15.jar:json.jar:lwjgl.jar:jinput.jar:log4j-1.2.9.jar:lwjgl_util.jar:fs.sound_obf.jar:fs.common_obf.jar:xstream-1.4.2.jar -Dcom.fs.starfarer.settings.paths.saves=./saves -Dcom.fs.starfarer.settings.paths.screenshots=./screenshots -Dcom.fs.starfarer.settings.paths.mods=./mods -Dcom.fs.starfarer.settings.paths.logs=. com.fs.starfarer.StarfarerLauncher
Is the mining lance (medium energy wep) still in the mod? I haven't seen one for sale in ages! Love that green blaster.
Due to hardware issues i have lost data... that also incudles all 4, 5 some odd months of work on the mod.
Untill futher notice, I'll be trying to salvage what I can.
God damn it.
You're so very lucky I had multiple copies of your Mod, from debugging for linux, you little shrike. xD
Don't forget, I've got your six bro.
soonTMYou MIGHT want to tone down those asteroid amounts as I remember they use to be a big performance hitSpoiler(http://i.imgur.com/ZQLo2BV.png)[close]
Hey Az. The miller autocannon in the description (and everywhere) says it's a mining weapon. It doesn't have a mining strength, however. Not sure if it's deliberate or not.
And don't worry too much about the time, I'm really happy you recovered after that lost-progress hiccup.You and me both... @[email protected]
Damn the actel h35 is op, its really hard to kill. A centurion on steroids DXYes, if anyone doesn't know why, or elsewise... Go watch Nemo's video... Or, get the rare oppertuinity to meet it yourself.... I tried to make it so that ship wasn't met as often. Shogun hasn't even seen it yet I beilive. It's got the same chance of being met as a Tempest I think... or an Omen. not sure which but it's not likely you'll see it as a standard edition.
I will eventually start play testing for Linux compatibility when I send back your old laptop and get my new one. For now, just thinking on various designs and drawing rough sketches for weapons or otherwise...
One thing I can confirm is that Version Checker & Metelson works and don't crash anymore.
Metelson's ethics tend to be grounded and heavy in "Work hard, earn yourself a name." sort of deals.Seems like a bunch of Ludd type of folk, no nonsense, no tricks, no breaking the laws of physics too much.
SpoilerHaven't played a Metelson campaign yet, but i still tested a few things. I noticed a few issues here and there. The faction could use a balance pass, and some descriptions have really weird writing. I also have a few issues with the Metelson-ised vanilla sprites.
The first simple thing i noticed, would be to rename the mod folder. "miPUBLIC" isn't really telling, a zip/folder named "Metelson" with the version number would be easier to manage for the player.
In the campaign, there's no description when hovering the mouse over MiShip Port in Corvus. As for the descriptions, there's quite a few weird ones. I won't list all of them, but the issue is quite obvious in Nemo's video (around 31:50).
https://youtu.be/k9Yn9OXieDg?t=30m50s
For the ships, i noticed Metelson crafts were always superior to their vanilla equivalent, sporting slightly better stats/mounts, for the same cost (Stinulv/Wolf, Mite/Kite, Farin/Cerberus, etc.). While there are some blatantly stronger ships (Actel, Varingur, Acutor...), they only really are because of their extremely cheap deployment price. The rest of the fleet tends to be more reasonable with the balance, although i just skimmed over them with the simulator, so i could have missed some things.
I have a gripe with the Rostor system series. I think there's 3 of those, all of them offers just slightly different stats but otherwise looks nearly identical to each other (and to their vanilla cousin, the Damper field). This is also part of what i think is the biggest issue with the mod : readability. You can't quickly identify who does what in a Metelson fleet, this includes ship systems and the Metelson/Vanilla variants. The video i posted above also highlight this problem, Nemo cannot immediately differentiate the Metelson ships from vanilla.
Here's what i did for the Custos, AKA Enforson :
(http://i.imgur.com/wOk9xc5.png)
Asides from the mounts and color, the Custos is pretty much a carbon-copy of the Enforcer XIV. On the right, i tried to Metelson-ize it while keeping the original shape. Other mods like Tiandong and the Ship/weapon pack offer a good execution of the whole "vanilla ship, but different" idea if you need some guidelines.
While this is not in-depth feedback, i hope this'll still be helpful for improving your faction.[close]
So, I have noticed that the Thrudgelmir/Thrudglemir is said to have a damper field, but the ability is a Burn Drive instead.
I also kind of remember how the Thrud had a pretty fun drive ability (I think it was Glime or something, pretty fun to use, but must have been taken out for a reason, possibly a good one.)
What I do want to know, or more likely kind of want to see is a "Damper Drive" which allows ships equipped with it to Burn/Maximum Drive with a Damper Field around it, to absorb damage.
Or probably even, to be more compatible with Metelson Industries is a "Rostor Drive", splicing Rostor Field and Burn/Maximum Drive together, to make a ships well suitable for ramming speed!
It sounds pretty cool on paper, but seeing Metelson are utilitarian, it wouldn't seem likely that they'd get something like this.
Did a little test flight, started with Metelson, flew around, engaged in some fights, did a few missions. It's cool to have mining/industry focused faction in the game, as most other factions are military mostly or scientific/military. Really liked design of the vessels, fit very well with factions focus. In combat didn't notice anything overpowered (yet), as well as anything weird, on the opposite, felt very natural to vanilla content. Can you elaborate a bit why you think it's weird? And please, don't make it OP, balanced factions are always more welcome.
Thank you, and I belive that Alfonzo took that thunder from me a bit... But:It's something that popped up in NaemoNemo's video series.
The main strength of Metellson is that the main ship system that you tend to see on their ships is their unique damper fields. In the past, they were obscene in how much damage a ship could tank. What's more, there was a frigate that could shoot really far, with a really powerful shot, while having the damper field active. Tacked onto that was a few squiffy stats on many ships that, although slightly off, made certain ships ridiculously good (The Varingur pre-fix comes to mind). Overall Metellson was a faction that was OP, but in a really subtle way. Azmond has, since then, gone back and done several fixes to tweak the playstyle so the faction is no longer overly OP, but it's an ongoing process.
He is correct. During a Pirate Nemo's Adventures, he would prey on Metelson's fleets. easily popping them for some quick profit. And in previous adventures refered to them as Lemmings (heh x3). So, diretly answering that. I upped the ante and developed my mod further to have a few more Military-style vessles. Prime among them was "Actel H35". It was the main-ship I sort of teased at, and I KNEW it was very strong. it was what lead to the Rostor-Field actually as I wanted something similar to the Damper-feild that would still allow movement/turret useage to allow the tank. To actually tank.
So, during his adventures, he found a Metelson patrol with the rare Actel (I made it as likely to be met as a Tempest in a Neutral's fleet!) and decided "I can do it!". He did it, but it took half his fleet to kill it... So, there's that. An the Kinetic Damage bullet was too fast at a speed of 3000, making it... Near, damn impossible for the AI to miss and be forever annoying at a ludicrous range.
Since then, with the public embarrassment at somewhat broken items. Despite it's hilarity, I toned things down and did significant feild-tests, tweaks, tinkerings, and redefined things. An threw in a few other goodies as an apology for those who had to deal with my mod's frustrations. (some new Graphics, and a new weapon... )
And, as stated before, it's weird. Because it's still growing, still changing, that's why it's in that catalog of weird. In fact, I'm wondering how to shove it more in the direction of mining/slavage. But, that's for another thread- not this one -so. Again, Metelson's is weird in that it is likely to change for some time to come, as the gears never stop.
EDIT:: For any further questions on Metelson, PM me or go to the Metelson thread please.
Quick notice:
Mod will likely be on small hiatus (3 months at most) in transitioning to the newest version. This is for a few reasons, and some personal reasons regarding school and life in general. Simply be told that things will be worked on though I will not reply to this thread on questions of the transition till I am ready to have the mod pushed out. I will answer other questions during such time (development questions may get very long answers depending on the question).
Otherwise, I'll be working an doing other things. Happy Holiday's folks~!
Here is some feed back about your mod. It's the only one I play with Tore Up Plenty.
Really like it overall. The feeling of miner corporation using yellowish ships and reconverted mining tools is really nice. The Rock System also greatly improve the experience with another military station for both Tri-tachyon and Independant.
My only major concern is about balancing. IMHO, the fields systems are sometime overpowered (the one on the Stout destroyer) and most of the time really boring. Fighting metelson fleets is mostly a game of patience in scraping piece by piece each ship. They have no sufficient loadout to be really scary, but you spend 20 minutes each time playing cat and mouse with ships that flee with their field. I think the idea of fields are great and a really nice touch in regards to the lore of the corporation, but 1) bonus should be lowered and 2) when overloading they shoud not be active.
Another little concern is the size of the Actel and Stout destroyer. They are too small for their class and weapon loadouts.
Anyway, thank you for this mod, even I made a little rant I really like it and hope it will be updated with th next version of Starsector
Sorry for late reply...Against, it's a bit hard to place them and you're on the right track. The Destoryers were named such again beacuse of their firepower and output more than shape. The Brawler is a heavy frigate, (Gunship). SO what's more fun to say? "I have a Heavy Frigate" or "I have a Stout Destoryer" Whenever I say that, I sort of giggle. that's just me though.
Now I understand your mind about the Stout Destroyer. I didn't meant the design the Stout is OP in itself (except the field), it's just that the Sprite could be a little big bigger. SOmetime it can be confused with other rounded frigates and seems a little bit "cartoon".
About the fields, I think they can be balanced by putting a longer recharge time OR reduce their overall effectiveness (bonus circa 15 to 25%)
The wings are really nice. I mean, in the current version, they actually manage to be efficient in their role (I like the mining pods for their interception ability and to be decoy). The huge bombers have surprise my ships quite a few times with devastating results.
The light cruiser could use a boost. Maybe the bunker-style turret can overlap in the front, I really like the sprite but it lacks some firepower.
Finally, the small green laser that shoots 3 bolts is my favorite small energy : flux efficient, good range, intermediate damage output. But maybe it's a little bit too good. Just adjust its cost to 6 OP should be ok I guess.
And thank for making the Vigilance frigate an efficient ship!
stats.getHullDamageTakenMult().modifyMult(id, 1f - (1f - INCOMING_DAMAGE_MULT) * effectLevel);
stats.getHullDamageTakenMult().modifyMult(id, 1f - INCOMING_DAMAGE_MULT);
It's definitely the latest version.
I think I may have found the problem in the field's script.Codestats.getHullDamageTakenMult().modifyMult(id, 1f - (1f - INCOMING_DAMAGE_MULT) * effectLevel);
Since INCOMING_DAMAGE_MULT is 0.1f, and effect level is 1...
1f - (1f - 0.1f) * 1f
1f - 0.9f
0.1f
Since you're using modifyMult, all damage is reduced to 10% of what it should be.
Changing it toCodestats.getHullDamageTakenMult().modifyMult(id, 1f - INCOMING_DAMAGE_MULT);
Should get it to work.
Though I'll have to admit that it was kinda funny to watch Nemoanemo gawk when the dinky Actel tanked his entire fleet. :D
Dare to give an estimated ETA?
Dare to give an estimated ETA?
It'll be out REDACTED.
Thanks for the Cheers by the way guys. :)
Ready to melt the sneer off a pirate-ship's face!
(http://i.imgur.com/VYZomjf.png)
AW MFERS I CANT WAIT TO TRY! GOOD JOB MFER!
That is a very sexy Thrudgelmir. I assume that IS the Thrudgelmir.
IMPORTANT NOTE FOR MODDERS
The removal of reflections in Starsector 0.8 means the old Nexerelin compatibility check (used in many mods) will no longer function.
Instead you will need to include ExerelinCore.jar as a library in your mod project, and call SectorManager.getCorvusMode() directly.
A partial example is provided below:Code: javaimport exerelin.campaign.SectorManager;
//[...]
public class MyModPlugin {
@Override
public void onNewGame()
{
boolean haveNexerelin = Global.getSettings().getModManager().isModEnabled("nexerelin");
if (!haveNexerelin || SectorManager.getCorvusMode())
new MySectorGen().generate(Global.getSector());
}
//[...]
}
(not guaranteed to work with Janino runtime compilation)
Er, Azzie...Don't you need to call import exerelin.campaign.SectorManager in the plugin?SpoilerIMPORTANT NOTE FOR MODDERS
The removal of reflections in Starsector 0.8 means the old Nexerelin compatibility check (used in many mods) will no longer function.
Instead you will need to include ExerelinCore.jar as a library in your mod project, and call SectorManager.getCorvusMode() directly.
A partial example is provided below:Code: javaimport exerelin.campaign.SectorManager;
//[...]
public class MyModPlugin {
@Override
public void onNewGame()
{
boolean haveNexerelin = Global.getSettings().getModManager().isModEnabled("nexerelin");
if (!haveNexerelin || SectorManager.getCorvusMode())
new MySectorGen().generate(Global.getSector());
}
//[...]
}
(not guaranteed to work with Janino runtime compilation)[close]
Yeah, looks like you might have to - Rangus isn't showing up, nor are the markets in corvus etc.
Can confirm - it works.
HA HA time to mine!
--
Hey Azzie - the Acutor and Rastrum drones are available seperately from their ships.
Also: The Gruvdner Mining wing is hilarious in how broken it is. That level of mining power for 5 OP needs some serious nerfing. Might want to drop the system weapon mining power a smidgeon. The Acutor and Rastrum drones are also hilariously broken if they are stuck on different ships.
I just tried this mod for the first time, and damn I love the H-35. Panzersector. The AI seem to really overestimate their ability to "tank" (hahah) hits in it though. But as a player ship, it's awesome. I only got to use the Cavos and Stinulv alongside, the latter seems very weak to me, but the Stinulv is just right. I love how battles play out using these ships, Metelson fleets are like a steamroller. Easily get surrounded, but that's right where you want them with a one-shot overload cannon.
It's amazing just how much your sprites have improved since your first release.
It's amazing just how much your sprites have improved since your first release.agreed! O:
"interceptor":{
"talon_wing":10,
"grudiver_wing":30,
"thunder_wing":10,
"fallback":{"fighter":1},
},
"fighter":{
"negl_wing":40,
"golgata_wing":30,
"gladius_wing":10,
"fallback":{"interceptor":1},
},
"bomber":{
"dagger_wing":10,
"piranha_wing":10,
"obex_wing":30,
},
Delete the following from Metelson/data/world/factions/metelson.faction:Code: json"interceptor":{
"talon_wing":10,
"grudiver_wing":30,
"thunder_wing":10,
"fallback":{"fighter":1},
},
"fighter":{
"negl_wing":40,
"golgata_wing":30,
"gladius_wing":10,
"fallback":{"interceptor":1},
},
"bomber":{
"dagger_wing":10,
"piranha_wing":10,
"obex_wing":30,
},
(also graphics/meti/ships/Pala.png and graphics/meti/weapons/irMaser have Linux filename case crashes)
This mod is quite nice and the ships look great, nice job. Something to note, many of the variants have unused OP and empty flight decks.
In terms of balance, the Obex seems way too strong for only 10 OP and crackers are a bit too good at for their size and OP cost.
Varingurs got a typo in its description; "...respectable cargo cargo capacity"
Glad to see this mod updated, it always felt unique
Ack! Me sides, me poor sides! :D
I did wonder why that hullmod didn't show up when installed, good thing is that I can remove it by stripping the ship.
Was basically my dumb luck noticing that hullmod first, thought it as a new addition as I've not seen it before but I did get the idea that it mainly adds more energy weapon damage only.
By the way I used the Console Commands' AllHullMods command and is probably why I got it, usually ship specific hullmods don't get added so I agree.
Thanks for the in-game warning though, usually when my hull points start going down fast I'm barely able to keep watching what is shot at me and so I notice missiles first. Exactly the reason I find Temporal Shell so useful as my thinking is slow and it makes it easier for me to see what's going on and plan ahead without pausing the game.
And I know what it feels like to mess something in a mod up and notice some stupid error much later on, it's why I burst out laughing right now because I know more or less what one feels like in such situation. At first it's not funny at all but later on thinking back it suddenly can become hysterical. Like the times I'm tired and wanna find out why the heck a game keeps crashing still and then about 2 hours later I'm like; "Argh, this small bloody thing! *headdesk*" ..it happens.
EDIT: Thinking of creating a secondary character just to experience the game as a Metelson's miner, salvager, freelance mercenary and an explorer combined. What makes me relate to Metelson ships and weaponry is that they are quite close to default game weapons and putting some default weapons on the Metelson ships fits like a glove due to their paint schemes matching more or less together quite well like chaingun, high-velocity driver, mauler and a few others.
As for the look of the ships, Metelson's own unique designs that look like mish-mash variations of spheres and oval shaped hulls which makes sense for them to be able to take more natural punishment and yet they are still awesome to see, its this practical look-wise thing I like about them, heck I find so many factions in their own way likeable that sometimes I have a hard time to decide who to join with! Pretty much anything that isn't Sindrian Diktat, Luddic Church, Luddic Path, and the infamous Templars.
Tri-Tachyon and Hegemony are kinda in my grey list. Metelson though made me wanna try out a bigger fleet consisting of tanky escorts and other faster storage ships, which is a first, tbh. usually I just have two or three ships and not +8 of them like I ended up doing in 0.7 of the game. Tiandong has similar effect on me but their slow speed is why it's rather painful to catch faster ships or at all.
Enough said for now as I have some Templars to maim, Luddic Path to kill and Luddic Church to burn.
Good grief, that's overpowered? Yikes, I can't even borderline function without a ship that isn't overpowered with capacitors, vents and about 90% of hullmod galore added along with more powerful weapons in the game.
I can't even use stock Securi Stout in its default state as it's just miserable for me trying to only function and rely on extremely very limited choices, no matter what combinations one would recommend to me, Sorry but no, I have RL to consider and in a game and by default I'd rather be free and cheat to my hearts content to feel joy and bend the rules of a game a bit than be restricted and limited like in RL.
Basically I have only flown Securi Stout in its hullmodded to-the-brim glory with help from the Console Commands and that's the custom variation version I like the most. I like that the ship can be turned superior in such a way I find it awesome and a useful dakka-dakka commando ship without having to make a separate copy of the ship.
The reason the Obex is OP are its 4 hammer torpedos. One wing can force down the shields of a destroyer and then annihilate it with point blank hammer launches.
There are a few other issues I found. Many of the frigates (Cavos and Pala and Pala:L) are very fast, and can kite most vanilla frigates. Additionally, due to their higher peak times, Metelson frigates can win any engagement with stock non-phase frigates.
The Thrudgelmir has higher flux capacity than and nearly the same shields as a Paragon, which I assume is unintentional based on the midline-ish look of the ship. the Drengur is borderline overpowered with its mix of high speed, large ballistics, thick armor and 4 fighter bays.
I'm fairly certain that any ship you enjoy is in dire need of severe and immediate balancing, Drokkath ;D
Would you be able to make it so the H35's shells ignore/punch through those tiny asteroids, and missiles? It's kinda frustrating to have that one shot you get to make every 5 or so seconds interrupted by something so insignificant
ignore me if this is intentional, but is the actel canopy meant to appear in markets? i was under the impression only the cannon was with the canopy being restricted to the actel itself
Yesterday I decided to boot up SS again. After some causal fun with my Dramlord-class giving what-for to the Templars as if they were paper.
After I had my fun with that I switched characters and I looked at my Metelson character's fleet of Metelson ships, looked at Glima and took it out for a test-fly, loaded it with my oldest idea of a loadout consisting of chainguns and a light dual machinegun, gave some of the frigates in the simulation some dakka dakka and finally found that ship interesting enough to use but as usual too slow to make some serious DPS on fleets quickly or be safe without a shield.
Ended up making a personalized symmetrical version of Glima which I temporally for the time being have named Brynjar to tell apart which one is the altered one and which one isn't in-game. As for the personalized ship sprite edit, I mainly used the Glima's right side to even out the left side and I ended up with something that is more-or-less a space equivalent of
the Immortan Joe's ride The Gigahorse from Mad Max: Fury Road as the nose of the ship looks more like a massive engine or a reactor for weaponry and a secondary power source for the ship's thrusters probably, particular for the four which Maneuver Jets system used and which I replaced with my Temporal Red Shell ship system (has longer slow-mo effect and purple colored glowing effect emanating the powers of the Warp) and made the extra four thruster exhaust active by default. Also reduced the min crew and max crew numbers quite a bit and made it a half-automated droneship. That reduction to make more sense aside, everything else is almost as overpowered as my Dramlord.
Basically I had fun personalizing my first ship from the Metelson ship designs and I was wondering if that's okay with you, Azmond. The altered ship is overpowered anyway for anything other than my own personal reasons and intentions and all main sprite-work thanks goes to you as I'm no sprite artist, I'm more of a sprite scavenger really who welds different parts together like the Corvus Scavengers but with the help of Paint.NET and sf-ship-ed program to rearrange weaponry, engines, boundaries and etc with occasional manual file edits.
================================
Product Permissions and licensing
================================
This mod is provided as is, free of charge, and is subject to common usage as most other mods are. Use at your own risk, as mods are mods, and mods can break things.
Credit is to go me and others as needed. If you're unsure who owns what, ask and I'll help. (not like that'll be an issue considering the size an scope of the mod.)
Otherwise keep to common sense please.
-snip-
I'd rather not rush things out...
Rostor Feild's have been lowered to only 5 ships in the metelson fleet. Replacements have been made to the others.
Rostor feilds no longer have indidiual boosts to speed.
Rostor feilds now have the same cool-down and regen as the Damper Feild.
Rostor Feild's have been lowered to only 5 ships in the metelson fleet. Replacements have been made to the others.
Rostor feilds no longer have indidiual boosts to speed.
Rostor feilds now have the same cool-down and regen as the Damper Feild.
I feel like most of their Fighter Wing need to be replenish faster especially the low OP one. It take 10s to replace a miner pod and it doesn't even that durable.
I looked into mining_weapons.csv and there is no variable for Molaris Blaster. Only these
id,strength
maser_lance,12
maser,4.75
minerAC,1
light_maser_beam,3
The planet cracker damage is quite underwhelming for the build-up time it taken. I might adjust it's damage on my own since if it can't one shot a Dram, how come it can crack an asteroid? Otherwise, the ship itself is damn good at mining.
Thrudgelmir is Metelson Industry's largest vessel for massive mining projects and defensive purposes when the need arises. This beam called a Planet Cracker but, "Planet Cracker" is a bit of an exaggeration. Gulimjnor however is intended to crack massive asteroids that normally would take many smaller lasers using the same principles as the padent system, but on a larger scale.
The laser is admited to be an exageration when it comes to using the term, "Planet Cracker".QuoteThrudgelmir is Metelson Industry's largest vessel for massive mining projects and defensive purposes when the need arises. This beam called a Planet Cracker but, "Planet Cracker" is a bit of an exaggeration. Gulimjnor however is intended to crack massive asteroids that normally would take many smaller lasers using the same principles as the padent system, but on a larger scale.
But I see the reasonsing, and as others have pointed on the Discord as well. Metelson ships aren't very actively combat styled. However they are combat Competent at the least. So, I'll fuss with the beam again- I went for under-powered for a few reasons -and release a minor content patch later with the update beam specs. :)
Is theorizer that most asteroids are just big rubble piles rather than a single solid piece, meaning you could just scoop material off them.This is actually what the immense majority of asteroids are: A congregation of dust and pebbles barely holding together in micro-gravity.
Auh, It's been a day, I come back. And my thread is about how asteroids work for the past few replies.
about the Guilmjnor Planet Cracker - it seriously needs some immersive FireSoundOne - with sirens and warning announcements and "commence primary ignition"
i mean, its basically deathstar superlaser.
also maybe add pierceSet:ASTEROID and FIGHTER. its a PLANET cracker, it should not be bothered by pityful chunks of rock and metal
Yep it is a brochure term mostly over in lower the weapon is supposed to be used at full power outside of combat. Inside of combat it would not be feasible e usable dudes for the power restrictions are placed on the ship during operation. Basically if you wanted the full power you to have to shut everything off except the engine. So you would then have the ship being a Sitting Duck with no Shield no other weapons and no PD.I could make it work. (spawns a mother load of escort ships)
Azmond, whether yours mod will have a "Dynasector" support?
But now it is possible to make support. At least from version 1.4.0 so became. Now enough mods can work with him. Like "Arsenal Expansion" or "Dassault-Mikoyan Engineering".Azmond, whether yours mod will have a "Dynasector" support?
I think that is for DR to implement. Otherwise, no. Not atm
-snip/read-
If I keep worrying about how people are playing the mod, if the mod is doing well in the tournament, among other things I have going. The mod simply stalls.
-snip/read-
I'm alive and I'm working on it slowly but surely. Things have just gotten, difficult. So, slowly but surely Metelsons will come again.Great to hear, and please take your time. Look forward to what the new version brings.
I installed Metelson a couple weeks ago and have to say that it's probably one of my favorite faction mods I've tried so far. It's pretty balanced and the ships look nice and not too flashy.
a couple of notes I've noticed:
1. In Nexerelin, the Metelson is almost completely passive (doesn't use agents/declare wars) but will literally never stop fighting someone when they do get attacked.
They ally with the League a lot and will literally always vote "no" for alliance actions, causing wars to be dragged out for ridiculous amounts of time (i.e. war with the Tri-Tachyon for literally 4 years). Also Votuyro Outpost gets targeted for invasions a lot, though I've never seen a faction actually succeed at taking a Metelson colony.
2. Ragnus has too many industries on it
3. Asharu Shipyard has the same traits as Asharu itself
4. The Vigil, and Hammerhead barely ever appear in markets but do appear in patrols, and the ROMA doesn't seem to appear anywhere at all
5. (more of a suggestion) Metelson ships seem to accelerate/decelerate/manuever a lot slower than their top speed suggest (especially the Securi).
all of this is just what I noticed after 5 cycle long campaign though, and I don't know if these are intended.
Metelson Industries is out with a balance update of sorts. It's a very loose updateThank you for your hard work! The art of Metelson is charming, really love them ;)
Metelson Industries is out with a balance update of sorts. It's a very loose update. Mostly- as some of you may very well know -Thrurdgelmir is... auh, cheesey with certian things. This has been changed. Likewise, the industries on Ragnus have been spread out slightly and there is now a new planet! Anvil! It's basically a massive astroid but, it's a good Base for Ship-buidling an so on.