Fractal Softworks Forum

Starsector => Mods => Topic started by: Azmond on June 30, 2014, 01:20:16 PM

Title: [0.9.1a RC 8] Metelson industries: 7.3.4 08/22/2020
Post by: Azmond on June 30, 2014, 01:20:16 PM
Spoiler
(https://dl.dropboxusercontent.com/u/66536185/aspfleet.png)
[close]



Thank you for your interest in purchasing a Metelson product!!!


If interested in using this Product for purpose other than what is intended. Please refer to the bottom most PSA from our PR managers.


Have a nice day.


keep in mind this mod is not at a good level of Balance though and continues to be worked on.
CONSTRUCTIVE FEEDBACK IS APPRECIATED!!!





(http://i.imgur.com/cQWWHXh.png)


We greatly appreciate the business that you'll be giving us and rest assured we've produced some of the best mining, mineral extraction devices, and more in this portion of the Sector! We strive every day of the Cycle to best show that in our efforts of production and service~!

Please press any of the bars below for information about our company and Government, Items, and Ships.
this is subject to change.

====================
Information
====================
Vessels for sale!
Spoiler

Note: Current Catalog being loaded
...
_____________
Frigates

(https://i.imgur.com/j4y1KZt.png)  (http://i.imgur.com/3XsZsl8.png)  (http://i.imgur.com/hn05ZWx.png)
Mite Shuttle::Mudder Frigate::Hound (MI)

(http://i.imgur.com/2zdFhvK.png)  (http://i.imgur.com/sTxgXny.png)
M.o.C Pala Frigate::Farin Combat Freighter

(http://i.imgur.com/t2o8yOp.png)  (http://i.imgur.com/4NUqcdB.png)
Vigil Frigate::Stinulv Frigate

(http://i.imgur.com/fpu93DP.png)  (http://i.imgur.com/dhHuLXr.png) (http://i.imgur.com/CEy4IEb.png)
Cavos Gunship::Glima Heavy Frigate:: R.O.M.A Shuttle

_____________
Destroyers

(http://i.imgur.com/lJxIAZZ.png)  (http://i.imgur.com/xoqW1Px.png)(http://i.imgur.com/QsgjDfj.png)(http://i.imgur.com/QsgjDfj.png)
Securi Stout Destroyer :: Rastrum Drone Destroyer (c/ Drones)

(https://i.imgur.com/JabSwgE.png)  (https://i.imgur.com/N93NXwB.png)  (http://i.imgur.com/hmQN5B9.png)  (http://i.imgur.com/E8T4UsV.png)
Actel H35 Light Destroyer (without Cannon installed) and an (A) or Aux variant :: Custos Destroyer  ::  Hammerhead (MI)

(http://i.imgur.com/y92r2CV.png)
Varingur Cargo Carrier

_____________
Fighters

(http://i.imgur.com/deEtduW.png)   (http://i.imgur.com/pvyWKKv.png)   (http://i.imgur.com/WuNJRaB.png)   (http://i.imgur.com/0xkQdIK.png)
Obex :: Golgata :: Negl :: Grudiver

_____________
Cruisers

The Three-mainstays

The Gadfar System Cruiser :: The Mantarn Light Cruiser
(http://i.imgur.com/PD241BS.png)     (http://i.imgur.com/WIZ8SpW.png)
   
_____________
Capitals
(http://i.imgur.com/W9lp90U.png)(http://i.imgur.com/W9lp90U.png)(http://i.imgur.com/W9lp90U.png)(http://i.imgur.com/W9lp90U.png)(http://i.imgur.com/kpoy7Y4.png)(http://i.imgur.com/W9lp90U.png)(http://i.imgur.com/W9lp90U.png)(http://i.imgur.com/W9lp90U.png)(http://i.imgur.com/W9lp90U.png)
Acutor (c/ Drones)

(http://i.imgur.com/D1zSMsZ.png)  :::  (http://i.imgur.com/VYZomjf.png)
Drengur     Thrudgelmir

[close]
Mining and Security Equipment
Spoiler
Note: All Images and Information skewed slightly from Public view on an unsecured channel.
(https://i.imgur.com/xLVyKL6.png)
Miller Autocannon
(https://i.imgur.com/WI3V2ht.png)
Combat MG
(https://i.imgur.com/MCdJwhs.png)
Crackler
(https://i.imgur.com/8rnpQU7.png)
Light Maser
(https://i.imgur.com/fm1pScg.png)
Padent PD System
(https://i.imgur.com/43DloJh.png)
Kasta MRSM
--------------
(https://i.imgur.com/mHA0cCW.png)
Maser Lance


[close]
Corporate information
Spoiler

Metelson industries has a long history, however it wasn't till the past 300 cycles that it's developed to a point of rivaling with the TriTachyon. Developed Pre-Collapse, as a budding Rim-world mining corp. Metelson's had a humble start as a tool and Vehicle company for old mining techniques that required such tools or variations. As space mining was not always practical and sometimes still isn't.

As the Collapse happened, the company dwindled to a good few on the planet Ragnus where they had last planted a foot-hold. A new company head was founded there and from the Collapse till now, the company has continued to run and  go through development.

The First major step, however, into becoming a power to rival that of the Tri-tachyon in their local system was that of the production of Space-Mining Articles of custom design and Implementation. With the ubiquitous PDA of the Tri-tachyon, it was difficult to produce such things, but. It was done and soon, Metelson Modified Hounds came from Ragnus and had a good kick to them, as poor as they were.

it was during these past 70 cycles, that Metelon's might and true developmental power had risen! Armed with miners and honest people of all sorts (including otherwise unsavoury characters). Metelson Industries has since been able to hold their own system and grew to have taken it over when the independent government fell-out.

Though a Corporation, Metelson's founder believed in a Democratic-republic. So, naturally, it would be a democratic republic as well that would come. But, as Ragnus developed from mass riots and worse, Metelson's showed it had a Communist method of Governing during times of crisis.  During the first 30 cycles of Ragnus's repair an rebuilding it was a lenient Communistic (more socialistic)  Rule with Martial Law put into effect as needed. When Metelson Industries felt ready, the new Governments were put into place, and Communistic rule was phased out to a now fully Democratic Republic of Ragnus. The republic being governed in territories across the planet. Each territory being an Independent body, but, all answering to The Metelson council when push came to shove.

As it stands today, Ragnus is a thriving Arid world, orbiting a red dwarf. With a heavy mining ethic and Culture. Much of their ships are made to be easily seen as the tools used often result in explosive results or otherwise. However, simply because they are seen, doesn't mean they can't see you just as well.

For further Questions, please contact our P.R. department, All questions are not guaranteed an answer.
[close]

Download a full Cataloge of our Ships and Systems Information now~!  (https://github.com/Camashu/StarSectorMetelsonMod/raw/master/Metelson.zip)
^!^!^ DOWNLOAD THE MOD ^!^!^
Nexerelin COMPATIBLE / LAZYLIB IS REQUIRED FOR MISSIONS



(http://i.imgur.com/pLVSp2t.png)



Mod Direction, Current Status, and otherwise:::


Direction of Metelson Industries and CEO Open-letter
Quote

  • Develop a line of salvaging, construction/repair and fleet maintenance vessels
  • 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)  ...
Open-Letter to all patrons and associates:
Spoiler

It's be quite a while and during that time I have been working on the mod. Not as much as I should've been. The mod is NOT going to be dying, or going to be changing hands (oh hell no). I have seen that in the near future I need to work more on the mod as it stands to prepare it for SS further down the line.

To that end I'm going the route of THI.
I am going go away for a bit.
I am going to be a hermit.
I will make the mod.
I will do it quietly.

Why? Well, the mod at the moment is a large amount of stress. The mod is a small but potent part of my life. It is something that I love dearly and frankly have been enthusiastic about developing. However, seeing the mod and comparing it to others... I'm well aware it's not the best or the worse.

But I want it to be better. Some of the best work I made on my mod was when I was financially stable, working, and had a routine. At the moment, I have only one of the those three. I'm working, I'm working to be stable and to have a routine. Basically I'm looking to get a stable life.  I have other things I want to do, and things I need to do. The mod is something I want to do. Dwarf Fortress is a thing I want to do. I want to develop more as an artist- maybe make a few ship-girls.

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.

I'll be back with the mod at some point in the next year at most, at least, in the next 6 months an update will be produced. In the near furture I'll push out a few final updates, but, otherwise...

I'm going to go away.
I'm going to grow.
I'm not gone.
I'm working.

I'll be working on Dwarf-fortress, that's still fun and I've a few ideas for another mod later down the line. So... I'll still be working. I'm still here. Just... Not going to be posting in this thread so often.

That is all.  April 20th, 2018

[close]
================================
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.
(https://i.creativecommons.org/l/by-nc-sa/4.0/88x31.png) (http://creativecommons.org/licenses/by-nc-sa/4.0/)
Metelson Industries Mod by Azmond (http://fractalsoftworks.com/forum/index.php?topic=8100.0) is licensed under a
Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License (http://creativecommons.org/licenses/by-nc-sa/4.0/).
Any derivative work must also comply with Starsector's EULA




   
____________________________________________

Screen shots in spoiler below!
Spoiler
Outdated, working on some better ones.
Home sweeeaaugh... Who am I kidding? It's a rock...
It's... Pretty, dusty... Uah, ain't it?
(http://i.imgur.com/4WCamHl.png)
(http://imgur.com/ayWS3Qm)
(http://i.imgur.com/St0Gr6Y.png)

WHERE THE HELL IS THIS ROCK DAMN IT?!...
Oh...
(http://i.imgur.com/nrArtBW.png)

Drengur in action
(http://i.imgur.com/5fjHHhr.png)
Thrudgelmir with it's main beam!
(http://i.imgur.com/5h70YeU.png)

[close]


(http://i.imgur.com/mVbwrH4.png)
Mod pros and cons~! For poops an giggles
Pros                 
Simple to pick up and install
Small and manageable
Ships are varied and have a style aiming for Vanilla
NEXCELERIN SUPPORTED
Generally Midline with a great focus on Frigates and Destroyers


cons                 
The Mod does NOT add- nor aim -to add significantly flashy affects, effects, or ships, an can be somewhat boring.
The Mod tries to be small.
Very VERY crew strict, would recommend Blast-Doors as well as a Shuttle to hold crew. The Pala, Mudder, Mite, and Roma work well for this, as well as certain larger ships.

Change Log
Spoiler
===================================================
++++ Change Log starting from 4/16/2017 onward ++++
===================================================


Changes as of: 03/25/2020
   
Nexerlrin support offcially set up again. Let me know if anything screws up please!


As of 03/12/2020::
   
   Final set up for the new release. Mainly typos and making sure code isn't broken. Please let me know if you have any glaring issues or problems.

As of 10/09/19::

   Major changes-
      . Several ships have been removed.
         Pala MKL, Grancursor, and Cringer as well as several developmental ships that may be released later or for memetic/genuine reasons.
      . Fleet Composition edited to be a mixture of a neutral fleet with Metelson vessels.
      . Many, many lines placed into rules. If any errors are seen in spelling that is not intentional (EG, "Y'all've ye' ya' Hey'a etc etc.) please message me in the forums or in the UNoffical Starsector Discord.
      . Market conditions readjusted slightly and Rock ring-system toned down somewhat (only ONE asteroid-ring is needed Azmond, holy crap).
      . Added a new outpost in Tyle called Voutyro that orbits around Kardara (may develop this into a seprate planet with a moon).
         
         . . . Probably a butt-ton of other stuff I've honestly forgotten.


02/09/18::
   
   Thrudgelmir- sheilds normalized to upkeep of 1 and Effenciy of .6
             Hull increased to 16000 from 12000
             Armor from 1250 to even 1300
             Turrets and load-outs edited
   Drengur- Upkeep cahnged to 30 an 30 for delopment and upkeep/month
             all other stats unchanged
   Acutor-
         Hull lowered to a more reasonable level from 18000 to 11000
   
   no further bug-fixxes. . . ATM.
   

12/18/2017::

   Adjusted all Deployment costs/Repairs normalized, OP normalized and ship Variants adjusted for new OP stats.
   New usable ships:
      Scab - Cargo pod basically, marginally better than the Mudder in terms of usability for cost.
   Added Ship Ustos- ***NOT IMPLIMENTED***, but can be obtained in Console commands with mi_ustos_standard all Meletson ships will have the prefix mi_SHIPNAME_standard for the basic type.
   
   All ships have received a once-over and balance change in some way. I lost count and haven't the faintest what all the changes are.
   
8/12/2017::

   All CR normalized on Metelson vessels.
         All ships- save for one -have been given normal CR stats
            A lot has been done to the ships either to give them more load-outs that're worth a damn, or otherwise.
         Some load-outs are suicide or otherwise rare to see.
         Ye' have been warned and keep on your toes.

   Rostor Field's have been lowered to only 5 ships in the metelson fleet. Replacements have been made to the others.
      Rostor Fields no longer have individual boosts to speed.
      Rostor Fields now have the same cool-down and regen as the Damper Field.
   Actel H35 now set in standard fleet generation as a "2", meaning it's more rare to actually see (hopefully) Likewise, fleet generation has been normalized copying the Nueteral fleet generation.
      Actel h35 speed has been lowered to 60 from
      Actel hull has been lowered to 3000 from
      Actel CR lowered to 300 from 400
   Actel Cannon nerfed and flux generation increased
      Standard cannon has a default spread of 8 from 10
      Actel Canopy has a a max spread of 12 from 15.
         Both cannons have had an increase to their cool-down phase and flux generation.
         Both cannons have a projectile speed of 800 from 1000 making the shot easier to dodge for smaller targets.
         (unless it's point blank which, yeah, good luck...)         
   Obex- NERFED, no longer is it a flying Hammer barrage.
      removed one hammer torpedo and replaced the Mining laser and Molaris Blaster with a single Maser.
   Securi-
      CR reduced from 575 to 300
      Hull reduced from 4250 to 3000
      Armor reduced from 600 to 400
      Turn-rate lowered from 60 to 20
      Speed unchanged
      Flux reduced from 6000(!!!) to 4250
      Shield arc reduced from 220 to 200
   Pala:L
      Speed reduced from 170 to 165
      Acceleration reduced from 175 to 150
      Shield arc reduced from 270 to 220
   Thrudgelmir
      Fleet points increased to 20
         NEXE: mining strength reduced from 125 to 75
   NEXE:
      Additional mining weapons added-
            Molaris Blaster mining strength set to 5. Half of the standard mining blaster.
   
   Fighter refit time normalized
      All fighters have refit times parallel with vanilla counterparts.
      Grudiver is set to 5
      Negl is set to 10
      Obex and Golgata are set to 15
      
   Actel Egg removed

6/24/2017::
mi_Drengur
    turret layout changed
    overall nerf and now on par with Odessey
    FP unchanged
    OP to 212 from 260
    Hull set to 11000 from 15000 Armor nerfed to 1200 from 1500
    Max Fluxcahnged, Diss. unchanged. Max flux to 12500 from 15000
    Speed set to 60 from 80, it also now turns and accelerates like a brick through water...
        In otherwords... It's slow as balls to get up to speed and difficult to stop.
    Turning is nerfed as well making it a 15 turn-rate with 10 Turn acceleration.
    Arc lowered to 120 from 180, nerfed to 0.6 upkeep and 1.2 efficiency (in other-words it's a crap shield, but it works.)
        Basically, the ship should be less of a cluster-of-things-evil!
    mi_actelh35
        Speed lowered to 70
        Shield nerfed, upkeep increased to 1 while efficiency is set to 1.5 (the shield is for catching shots and sponging beams when able)
    mi_securi speed lowered to 80
    Actel Cannon/Canopy Flux per shot increased to 1500
        Canopy spread increased to 14 and decay lowered to 0.9333
        Cannon spread set to10 with a decay rate lowered to 0.6333
    Crackler spread increased
         Spread set to 25 with a minimum spread of 2. Decay is set to

6/17/2017::

General::
Fighters edited for use in the game and the mod is now upgraded from 7.2 to 8.1! (finally fudge-packing-hell!!!)
Rock moved south of the main worlds outside of Galatia as a spot for fueling and so on. no other systems added.

Ships--
   mi_drengur Offcially Added
   Thrudgelmir Lives!!!
   mi_cringer added
   several other ships have a slight graphics update

Ship-systems--
   
   Coiler Drones (Rastrum) changed to a built-in weapon, Rastrum given Active Flares

Descriptions--
   mining lance name changed to Maser Lance to fit with the Maser beam and So on
   Added new descriptions as needed.
   
Weapons--
   Gulimnjor added
   Padent system added
   Combat MG given a burst of 16 with 1.75 second chargedown (now rivals the Needler rather than being a plinky MG....)


==========
4/16/2017::

Ships--
   mi_wolf (stiulv) given Manuvering Jets and small buff to stats to compensate for Mobility loss making the ship viable for combat again.          Speed from 110 to 120
      armor from 180 to 220
      Flux from 1800 to 1950
      Dissipation from 140 to 150

Ship-systems--
   
   Rostor Fields nerfed slightly and given charges to avoid becoming overpowered.   

Descriptions--
   Varingurt is no longer on sale and has been removed from production. (Spelling error for Varingur fixxed)

Weapons--
   Kasta-MRSM given a buff:
       EMP set to 10
      Damage from 50 to 55
   Mining Lance OP added from 10 to 11
[close]




Work team for the mod and thanks to:


Thank you MesoTroniK, Biotic, Foxer360, Dark Revenant, those who play this Mod and those who have commented on this thread!
Without your help, comments, knowing/Unknowing encouragement, I would have made little in the way of progress and may've stopped my idea altogether!!!

Thank you one an all, enjoy my mod and please. Tear into them, tell me what sucks, what's awesome. Without help or comments, criteque or elsewise, this mod would be nothing!


 
Azmond         :: Development and Mod Lead, Head Sprite Artist, code-monkey, Ink-drinker (lore) and idea-monkey
MesoTroniK    ::Balanacing, Code assistance, script and Description help; Helpfulness and grand advice in general
Deathfly        ::Code Advice, Inital Coding assistance, occasional help.
Viymese        :: Concepts for Weapons,ships, and other objects. First Code monkey. (generally on Military leave with Erratic contributions.)
Foxer360       ::Balancing and General help


:**:Others of note and credit to be given:**:
Avanitia-- For general helpfulness and helping me get Metelson's out of it's slump.
Bastion.Systems-- For inspiration given on the new flag and Critique.
Blaze-- For general quality assurance and play-testing, as well as critique.
Dark Revenant-- initial help setting up for when I first begun modding
Deathfly-- Code assistance, first ship-systems, first help given to mod production, and general helpfulness
Helmut-- Graphics assistance, sprite creation/critique and advice
Tartiflette-- Graphics assistance and advice


Tools used :: netbeans IDE, Kitra (GIMP can eat it's heart out) and of course  Tryolbots Ship Editor! :)




====
Off topic somewhat:
====

Not required but quiet awesome if you do. Donate~!

https://www.paypal.me/AzmondsWorks

Donating helps give me coffee and is a bit of excitement for me. ^ ^
[/list]
Title: Re: I'm thinking of putting together a mod... would anyone be intrested?
Post by: Sabaton on June 30, 2014, 01:39:43 PM
If you want to make such a faction you might have to wait, another modder by the name of Okim came to the same realization that if you explore the industry branch at some point the game will override your work as development progresses.
Title: Re: I'm thinking of putting together a mod... would anyone be intrested?
Post by: Azmond on June 30, 2014, 01:46:09 PM
It's not going to add much to the game except for more Mining pods really and a more Industry centered faction. Most factions are military based or have little to no utilitlitaryian ship-roles. So, I was wanting to make a Mod that would offer ships of such nature, cheap annoying flying mining pods that're basically flying coffins. xD

And big hulking carriers to support said annoying-coffins.
It isn't going to add anything to the branch (it may use from the industy branch when development comes but for now it's just a faction in mind.)
Title: Re: I'm thinking of putting together a mod... would anyone be intrested?
Post by: Debido on June 30, 2014, 05:36:40 PM
Just because it's industrial, doesn't necessarily mean it can't deal damage. I'm fairly sure there are all manner of size of asteroid mining blasters, orbital drilling platforms and planet cracker class ships designed to reduce Corvus into usable construction materials.
Title: Re: I'm thinking of putting together a mod... would anyone be intrested?
Post by: Sleepyfish on June 30, 2014, 09:05:06 PM
I loved Keptin's Orbital Planet-crackers from his Interstellar Federation mod. I totally agree with massive mining station fleets composed of a large station+mining laser and a bunch of smaller mining vessels. So...

GET BACK TAH WORK!
Title: Re: I'm thinking of putting together a mod... would anyone be intrested?
Post by: Debido on July 01, 2014, 12:23:59 AM
Have a look at ICE's Kelpie for a laser cutter, maybe you guys could have a rig with an animated drill/grinding stone/saw technology thing to do some nice melee damage with.
Title: Re: I'm thinking of putting together a mod... would anyone be intrested?
Post by: Azmond on July 01, 2014, 01:51:32 AM
i just got home~! AND fugdenutters! Thanks a lot for the support guys!
If anyone can help us out PLEASE, by all means do, I'll post my sketch ideas and start an actual mod fourm when i'm able.

And you may be onto something debido, and thank you three for posting so far! a post is MUCH MUCH more appreciated and excitement educing for me~!

I've done some work on the spade an so has my brother, but we're not spriters or coders. I can do some good work and will likely get better. But some things still need help. either way.
off to bed at this moment in 7/1/14  02:00
Title: Re: I'm thinking of putting together a mod... would anyone be intrested?
Post by: Azmond on July 05, 2014, 01:56:14 AM
OKay. so i've made progress and have put together the Nota Mining Pod. it was orignal the Nut pod, but, yreah. That was cheesy. =3= and not he good cheesy from the 1980's either...
So, it's the Nota mining pod. I've also used some of my good drawing papter to make the line works for a heavy destoryer class carrier called the Lead. as in lead pipe. :P The name is simply Lead.
for now here're 2 of the ships as well as the first drawing of the Nota Mining Pod, and finally the end prodcut that came from the picture.

The images are here in order for the most part.

Though it seems i've no idea how to use the image tag...  So i've had to just upload them as an attachments but even has been giving me issues. So, here's the Anthrom and the Aenet. = ='

[attachment deleted by admin]
Title: Re: I'm thinking of putting together a mod... would anyone be intrested?
Post by: MesoTroniK on July 05, 2014, 02:03:26 AM
Those images are not working because they link to a webpage, not directly to the pictures themselves...


Spoiler
The Nota Mining Pod
(http://d.facdn.net/art/agesofking/1404545077.agesofking_100_3390.jpg)

The Aenet heavy Drone-frigate
(http://d.facdn.net/art/agesofking/1404548433.agesofking_100_3396.jpg)

The Anthrom Support Destoryer
(http://d.facdn.net/art/agesofking/1404550082.agesofking_100_3393.jpg)
[close]
Title: Re: I'm thinking of putting together a mod... would anyone be intrested?
Post by: Azmond on July 05, 2014, 02:32:50 AM
again, never used the tag till now.
thank you mesotron~!  ^ ^
Title: Re: I'm thinking of putting together a mod... would anyone be intrested?
Post by: Farlarzia on July 05, 2014, 04:34:34 AM
Non of those images work for me, they show the corrupt image icon, and upon trying to open them manually give me a 403 error, saying its forbidden
Title: Re: I'm thinking of putting together a mod... would anyone be intrested?
Post by: Azmond on July 05, 2014, 10:52:19 AM
Okay if that doesn't fix it I'm going to be just uploading down-sized pictures of the art.
and even that sucked~!!! @[email protected]
Title: Re: I'm thinking of putting together a mod... would anyone be intrested?
Post by: Farlarzia on July 05, 2014, 12:26:21 PM
That fixed it, but we seem to be missing the Nota Mining Pod now, not sure if that's on purpose
Title: Re: I'm thinking of putting together a mod... would anyone be intrested?
Post by: Azmond on July 05, 2014, 12:51:09 PM
I couldn't get it to work, or otherwise, so... I just uploaded the Anthrom and the Aenet as down-sized attatchments... = =;
here's the nota drawing and the nota pod end-prodcut (so far)

[attachment deleted by admin]
Title: Re: I'm thinking of putting together a mod... would anyone be intrested?
Post by: Azmond on July 08, 2014, 11:17:59 PM
butter-nuts... Who looked at it Fifty times?! xD
Title: Re: I'm thinking of putting together a mod... would anyone be intrested?
Post by: RandomnessInc on July 09, 2014, 10:56:44 PM
And big hulking carriers to support said annoying-coffins.


XD i fell out of my chair laughing
Title: Re: I'm thinking of putting together a mod... would anyone be intrested?
Post by: Azmond on July 16, 2014, 12:44:58 PM
Glad you enjoyed it. xD Maybe i should make the Nota really look more like a coffin, if it doesn't allready look like one.
Also, because my brother, "Doesn't know how to introduce" himself... His fourm name here is Viymese, you may've seen him asking around to try and make a ship's polygons by hand (stuborn &*@...)
Title: Re: I'm thinking of putting together a mod... would anyone be intrested?
Post by: RandomnessInc on July 21, 2014, 05:05:50 PM
well whatever, I like the idea of the mod and would like to be a beta tester (also please add the flying coffins tho the official release thread)
Title: Re: I'm thinking of putting together a mod... would anyone be intrested?
Post by: Azmond on July 26, 2014, 08:33:27 PM
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... > <
Title: Re: I'm thinking of putting together a mod... would anyone be intrested?
Post by: MesoTroniK on July 26, 2014, 08:41:57 PM
Upload your images to a website such as http://imgur.com/ then put the picture's link inside [img] tags :)
Title: Re: I'm thinking of putting together a mod... would anyone be intrested?
Post by: Azmond on July 26, 2014, 09:00:12 PM
What other Sites would work? I've a deviant Account.


nevermind i Think i'll just make and Imgur account, lots easier. = ='
Title: Re: I'm thinking of putting together a mod... would anyone be intrested?
Post by: MesoTroniK on July 26, 2014, 09:03:23 PM
Deviant Art would also work as long as you link directly to the picture. That was the primary problem when you were trying to imbed pictures hosted at FA previously, but it would be more ideal to use an alternate more stable photo host anyways.
Title: Re: I'm thinking of putting together a mod... would anyone be intrested?
Post by: Azmond on July 26, 2014, 09:58:39 PM
And that i have, I've made an Imgur account and will most likely be using that for images regarding mods or other such items.
Title: Re: Metelson Faction Mod developments [Sprite work]
Post by: HELMUT on July 27, 2014, 05:22:19 AM
You know you don't even need to have an account to upload pics on Imgur right?
Title: Re: Metelson Faction Mod developments [Sprite work]
Post by: Azmond on July 27, 2014, 08:09:11 AM
Yeah, but If i'm going to use it(and it'd probably be a better idea to use it for this...) i may as well make an account on it.
Also, an update. I've so far gotten to the coloring stage of the Lead Carrier. Not many details to it, but It'll get better as I get better at drawing. for now it's mostly just a go as i can sort of deal and any details that i can make that look good.
Title: Re: Metelson Faction Mod developments [Sprite work]
Post by: Lakis on August 02, 2014, 08:55:21 PM
Right, so I'll be posting for the first time to simple say hello and that the mod is still being worked on, Work and sleep for us both have priority though and are unlikely to update frequently, at least I'm not one to update frequently.

That being said to put a finer point on the progress that has been made.

Azmond has continued his work on the sprites as I've been tinkering with the code as well as looking into making the initial product balanced enough to be enjoyably difficult...  It's stupid when the faction you start with is so OP nothings a Challenge.
^^
Title: Re: Metelson Faction Mod developments [Sprite work]
Post by: Lakis on August 03, 2014, 04:47:58 PM
I realize this is a double post, but what the hell.

Talked to azmond 'bout the mod and how is progress on things were and with the information I received I went ahead and began to make some of the sprites myself so that I could have more than just the Spade to showcase when a playable demo is put up within the next two-four days?

There won't be anything using Dark.Revs shader lib or anything else as I've no idea how to use that or Lazy Lib for that matter... Still figuring that stuff out...

In anycase!

Some pictures now!

Aenet (Viy. Ver.)

[Removed from imigur account.]

Not quite finished, this is what I've manager to pull off in the last couple of hours. I did use most of the ox to represent the engine because of its low-tech and industrial feel.

That and I can't make engines worth spit at the moment...

Aenet's PD Drone(s)
(http://i.imgur.com/rCHidhs.png)

These little guys are unmanned drones, so no worries about the crew being set into small apartments that are just really really fancy coffins.  ^^
They'll be carrying a PD weapon of somesort, like dual MG... maybe something else, I dunno so I'ma have to ask Az for some input on the damned things...
Title: Re: Metelson Faction Mod developments [Sprite work]
Post by: Azmond on August 11, 2014, 02:46:48 PM
Very nice Viy, as you know i enjoy it. I've also been working on spirtes on my end, recently been up with work, so, aye... I've also been working with Viymese on some ideas for the mod and we've come to conclusion that this'll be the defact'o fourm posting/thread for it as such for development. Releases will be a seprate fourm that will link to development and vice-cersa with this one. at least when we get that far.

I'm alos very happy to see many people are open to the idea of this mod.  ^ ^ it's making me giddy to see those votes!
Title: Re: Metelson Faction Mod developments !!!*Update 8/14/14*!!![Sprite work]
Post by: Azmond on September 02, 2014, 03:35:59 AM
Alright, so i've started to redo the Lead Carrier to make it look more... Beliveable perhaps. And thinking that re-using some ship deisgns and essentially making a series of ships based around the same hull would be an awesome idea.

mrew, either way, I'll post updates when I get a chance and get done with things.
Title: Re: Metelson Faction Mod developments: New Ships !*Update 9/11/14*![Sprite work]
Post by: Azmond on September 11, 2014, 05:18:25 PM
And so I've made some... ... 5 6 7 odd ship sprites? Viy'l have to get to the coding bits. What you guys think so far?
Title: Re: Metelson Faction Mod developments: New Ships !*Update 9/11/14*![Sprite work]
Post by: Chaos Farseer on September 11, 2014, 06:28:56 PM
Well, you should seek out advice from more skilled individuals, but I think the ships look a bit too painted. Maybe it's a lack of greebling?

I do support the idea of an industrial fleet, and I wish you guys good luck!
Title: Re: Metelson Faction Mod developments: New Ships !*Update 9/11/14*![Sprite work]
Post by: Azmond on September 13, 2014, 02:06:05 PM
Believe me, I know... Viymese has been reaming me on it as well. I'll try greebling on some random projects and the spruce up the fleet one I feel like I've gotten the hang of it. Or ask for some outside help more officially in the starting post.
Title: Re: Metelson Faction Mod developments: New Ships !*Update 9/28/14*![Demo and Art]
Post by: Lakis on September 29, 2014, 02:01:45 AM
Status as of Sept. 30th 0154 -0800 UTC

Playable demo is now out and released. Versions 0.0.1

Features:

Two Frigates and one Fighter wing.

Frigate one: Aenet

Frigate two: Spade

No station, system, or any other custom bits till I can sit down and figure out those bits at a later date.

'Bugs' :

Balance work still needs to be done, but things should play relatively well.

Fighter wings might not separate into the formation they should be in. Claw or Box, can't remember at this moment in time. (This will happen in and out of combat, though in combat they like to separate. Any suggestions to fix this would be greatly appreciated!)


Old postings spoiled to save space.
Spoiler

Status as of Sept. 29th 0201 -0800 UTC

A playable demo is now ready, the NOTA fighter isn't quite finished and might be added either this demo release or the next; There's a little more balancing I need to do before we release it, that will happen tomorrow morning and then a demo release should come around later this week. The Spade has a few extra's from when I was tinkering with things that I need to clean up and I think that's 'bout it!

Thoughts so far:

Hull-mod ideas as well as how to implement them are wandering around, mostly based around drone systems as well as something geared towards explosives and mining...  Dwarf MLS? (Mine Layer System?)

Have to figure out hull-mods and making weapon animations and things of that nature...

Before that though, sleep, work, and life!   and destiny...


Speaking of doing work, I've got a playable demo coming along nicely. I've got the Aenet support Frigate setup right now, the Spade Multi-role Frigate is next and then I'll be fixing up the nail fighters and the NOTA Coffins.

_____________________________________________________________________________________________________________________________________________________________________________________________________________


Status as of  Sept. 24th 23.46 -0800 UTC


I've finished The Spade and The Aenet, The NOTA and the Nail fighters are next after I finish up balancing the Spade and Aenet,

The NOTA and Nail Fighters will be a project for my next day off, so till then I'm off!
[close]
Title: Re: Metelson Faction Mod developments: New Ships !*Update 9/28/14*![Demo and Art]
Post by: Lakis on September 30, 2014, 08:44:01 PM
So... Nobody has tried the mod?

No feedback, no "It's horrible try again!" or "It's great, but it's missing something!"?

Anyone?

Edit: Also forgot, thanks to MShadowy the Problem with the fighters has been fixed. (Their overlapping in and out of combat.)

New Ver. is attached.

[attachment deleted by admin]
Title: Re: Metelson Faction Mod developments: New Ships !*Update 9/28/14*![Demo and Art]
Post by: ORMtnMan on October 01, 2014, 05:52:22 AM
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...
Title: Re: Metelson Faction Mod developments: New Ships !*Update 9/28/14*![Demo and Art]
Post by: Sleepyfish on October 01, 2014, 07:58:02 AM
My suggestion is that you add missions for people to test your ships out in.   ;)
Title: Re: Metelson Faction Mod developments: New Ships !*Update 9/28/14*![Demo and Art]
Post by: Lakis on October 01, 2014, 09:10:05 PM
My suggestion is that you add missions for people to test your ships out in.   ;)

That is something I should definitely do... and that is what'll happen for the next upload. Ver. 0.0.2!

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...

Thank you, I know i sounded hurt in that post, but I'm not actually. That just means people are living their lives and I'm okay with that. ^^
Title: Re: Metelson Faction Mod developments: New Ships !*Update 9/28/14*![Demo and Art]
Post by: ORMtnMan on October 01, 2014, 10:14:54 PM
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).
Title: Re: Metelson Faction Mod developments: New Ships !*Update 9/28/14*![Demo and Art]
Post by: Azmond on October 01, 2014, 10:48:01 PM
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).


I'm the lead spriter for the mod and yes, I know it's not too... great. But I'm working on it, trust me... What'd help would be a better explination rather than a comment- which is gods appriciated as well as the compliment~! I'm very happy that you see a great bit of potential along with many other people... for the lastest sprite-work, look at the first post, that has all information needed regarding sprites for the most part. Code is handled by Viymese adn we've to talk a bit more on it...

... also, on the links, POST'EM~! Help'll never be turned down, at least, without some legit reason..
Title: Re: Metelson Faction Mod developments: New Ships !*Update 9/28/14*![Demo and Art]
Post by: ORMtnMan on October 02, 2014, 06:37:54 AM
EDIT EDIT: Just to point out I missed the part where you said the latest sprites were on the front page... so keep in mind this is in regards to the sprites in the package... I was in a hurry.

Fair point, my apologies for not expounding upon my my comment. In my defense I was tired and trying to get you some feedback before I hit the sack. hence why I am up now early in the morning.

Now always keep in mind my reviews and suggestions are my opinion. I am by no means (I repeat no means) an end-all authority on these subjects. I apologize if this runs a bit long but you asked for it ;)

Alright, here we go. For the following critiques I am using the Aenet as reference.

In most of the solid areas the coloration goes from light to very dark in several stroke like striations. The orange parts are the biggest offender here. Compounded with the heavy outlines that definitely look like pencil strokes instead of computer drawn lines (or better yet realistic lines) make it look like a color pencil drawing.

While having color variation is important it needs to be done subtly. To fix it I would use a smudge or blur tool and make the variation and shading smoother and more subtle from the base color. I'll explain the shading later.

Try to always avoid using black lines, they are distracting and don't look natural with the color. Try to get any outline as a darker version of the dominant color (EG the color of the higher on the ship part). Also try to keep any outline to 1 pixel wide. Use shadows to show different sections of s a ship.

EDIT: The spade is much better on this point, but try to make its outlines a bit thinner.

The whitened sections where you tried to introduce a shine may be a bit heavy fo an industrial ship. This is more your aesthetic but most ships like that are a but more matte do to hard work in harsh conditions. Though the shine does look a bit strange over the line on the lower bluish section. A shadow causing change in elevation on a section is usually dominant over a surface shine. I would consider toning those down a bit or at least making the line more visible.

For the glow sections (the what I am assuming is the dock) and the cockpit lights, consider adding a bit of white to the center of them to make them look more like a resonating light instead of a flat color. The Flight deck does it alright but the bridge lights are the real offender here.

Several sections look a bit flat shading wise. These are the upper part of the bridge section, the bottom left most chunk of grey in the open pipe.wiring section, the grey par just above the engine and the orange part with the emblem. This segues me into shading.

For shading, there are flat parts and the ship lacks depth. I explained the flat bits but the lacking depth is because it is impossible to tell which sections of the ship are higher than others. This is accomplished by creating shadows. To do this I use a black airbrush tool. For instance if the orange section is higher than the blue section create a drop shadow starting darker and moving lighter with the black airbrush. I usually don't go more than a couple pixels with shadows as you don't want to overwhelm the ship with shadow.

The same concept applies for structural shading. For instance if the orange sections are slope toward the outside of the ship (which I assume they do) shad fairly strongly from light to dark, if it is a curve, make the shading more subtle and slow. Be careful not to make the very bottom too dark though as you want your sprite to stand out against the space background.

As for some articles, I would read the blog post that David, one of the creators made a while back. It helped me a lot.
It comes in two parts but I am only linking you to the first
http://fractalsoftworks.com/2014/05/16/let-me-draw-you-a-starsector-ship/

next he lists a reference to another incredibly helpful instruction (which I used more than the blog)
http://androidarts.com/art_tut.htm
http://androidarts.com/pixtut/pixelart.htm

I would start with these links and if you need more google pixel art tutorials. Most everything else I found says the same things as the three references I gave you though.

So there you go! hopefully that gave you some direction, sorry for rambling on...

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.


Title: Re: Metelson Faction Mod developments: New Ships !*Update 9/28/14*![Demo and Art]
Post by: Lakis on October 02, 2014, 08:22:20 AM
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.

Hehe, we've never really had the intention to do a frigate carrier, but a frigate drone Carrier though is far more likely! Hence the Drone ship system.

I have no plans currently to do that, it sounds fun for a test, but for overall game play it wouldn't be as much fun simply because you'd stomp too many people too fast with such a swarm... *shudders*

===============================================================================
Spoiled to reduce size.

Spoiler
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).
[close]

Regarding ship stats:
Aenet I'll bump up it's speed just a little bit.
The Spade will get a slightly lower turning speed.
Both will be getting a revamped Peak CR time and CR loss per second.

Regarding ship weapons:
Civilian grade weapons won't be in effect until we figure out the sprite work and the code. (Which I'll take a more in depth look at today and get a head start on.)

Good point on the PD laser, but if it were omni directional it might lend a little bit to much power for the frigate (at least I would think that). The Swarmer SRM was chosen due to the lastest set of dev notes, especially regarding it's change from fragmentation to Explosive Damage.

Spoiled quote below.
Spoiler

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
[close]

That being said, the Spade's loadout makes it very lethal to low Tech. frigates, fighters, and some destroyers if you can keep out of the LOS!

Hrm... the reminds me, the Aenet will be getting it's own drones soon, so the ones you see will be no more! ^^ Some time this month, November will likely be a very dead month due to black Friday’s fast approach.[/list]
Title: Re: Metelson Faction Mod developments: New Ships !*Update 9/28/14*![Demo and Art]
Post by: ORMtnMan on October 02, 2014, 08:39:00 AM
Sounds good Viyamese, I guess I (mistakenly) assumed the Aenet was a carrier... if it isn't, all the better.

For the Civvie weapons, check out the Free Miner's Guild mod for some ideas. I never really played around with it but I imagine it will have some ideas for you.

The PD laser itself will never be too overpowered when it is by itself. Even in an Omni-directional slot. Though you have to take into consideration that anyone who gets the ship in campaign can put anything in that slot... so you are right in that respect. Keep it pointing backward, it protects the unshielded engines anyway.

Yeah, the change of the swarmer will probably make it a bit  more viable as a strike weapon. I agree with the strike ability of the Spade. I could take out many a ship if it didn't run out of CR (but we already covered that), though the Hound made the swarmer ineffective by both its speed and PD capabilities. So I had to rely on the ion cannons which don't deal much damage.

Assault drones for the Aenet may not be a terrible idea...

Anyway keep it up!
Title: Re: Metelson Faction Mod developments: New Ships !*Update 9/28/14*![Demo and Art]
Post by: Azmond on October 02, 2014, 04:14:00 PM
ORmtnMan thank you SO much for the critque among other things. I've always hated the Aehnet, and how it turned out for the most part... It has potential but I've squashed it flat due to poor design and thought. I'm wanting to know what you think of some of the other vassles. not an indepth, but a comment or two on them. So far I think the mk3 spade really puts out what i can do that's the best so far...

As for code, Viymese has allready adressed that and we'll talk at length about the stats among other things regarding the ships.


...


Also to the one who wanted coffins, how've they turned out if i can ask?... hello? person? Yes you in the back 2nd page there, yes you.
Title: Re: Metelson Faction Mod developments: New Ships !*Update 9/28/14*![Demo and Art]
Post by: ORMtnMan on October 02, 2014, 07:33:13 PM
Alright, I will start from the bottom and work your way to your favorite.

To prove you should not give up on the Aehnet, I took the sprite and made some of the modifications I suggested. I give you permission to use it but I really suggest you try to do it on your own.
(http://i.imgur.com/o51RWFg.png)
It is far from complete, but it is s move toward what I was talking about.

Anthrom, same suggestion on the black lines and smoothing out the surfaces. A lot more interesting parts on this ship. Again with the glows, remember that when things get brighter or darker than the middle they loose saturation, make the center parts more white, not just a lighter shade. Also, thin out some of the crease lines, 1 pixel wide with shading on either side is much better. More shadow! look at the reference I posted for what I mean. The hangar part looks good but the grey section around it needs to be smoothed out, (and possibly made less bland).

Sprinter, I don't think it looks too boxy, apply what I have said for the other ships to this one and it will look interesting. Also, side protruding jets may make it look more zippy.

Short Runner, The side part inside the orange outline looks like wood... get rid of the striation lines... other than that the crown parts look cool but need improvements on the shading so they look less pillow-y. I like the shape of this one, it's interesting. Again, shadows smoothing.

Long Runner, exact same comments I gave about the short runner apply here.

The fighters (Nota and Nail) aside from possible shading, these look great. I love the mining pod actually.

Original Spade. Shape is very cool, I like the upper side engines. apply the same suggestions to this ship as well, though this (and it's bigger sibling) are probably the least offensive when it comes to black lines and color-pencil-y-ness.

Spade MK3, I can see why it is your crown jewel. It is a vast improvement in both design and aesthetics than the original Spade.Great job on it! just smooth and shadow/shade!

There you go, these have potential so don't give up! Just practice, practice, practice.
Title: Re: Metelson Faction Mod developments: New Ships !*Update 9/28/14*![Demo and Art]
Post by: Lakis on October 04, 2014, 02:04:33 AM
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...  =\
Title: Re: Metelson Faction Mod developments: New Ships !*Update 9/28/14*![Demo and Art]
Post by: ORMtnMan on October 04, 2014, 07:01:23 AM
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...  =\

Are you trying to add the variant or the wing id?
Title: Re: Metelson Faction Mod developments: New Ships !*Update 9/28/14*![Demo and Art]
Post by: Lakis on October 04, 2014, 10:51:03 AM
Variant, I don't think that the wing_id would work because the game wouldn't have a variant to load...
Title: Re: Metelson Faction Mod developments: New Ships !*Update 9/28/14*![Demo and Art]
Post by: Toxcity on October 04, 2014, 11:48:18 AM
You have to use the wing_Id, for example talon_wing is what is used in the sim_opponents.csv file.
Title: Re: Metelson Faction Mod developments: New Ships !*Update 9/28/14*![Demo and Art]
Post by: ORMtnMan on October 04, 2014, 12:40:37 PM
Yeah, the wing ID links to a variant. If you don't use the wing id it doesnt know how to generate the fighter wing.
Title: Re: Metelson Faction Mod developments: New Ships !*Update 9/28/14*![Demo and Art]
Post by: Lakis on October 04, 2014, 12:53:39 PM
hrm...

so it should look like this?

Code
id	                 variant	      fleet pts	 hyperdrive	formation	num 	role	         refit 	base value
msinc_nail_wing   msinc_nail_int      5                      CLAW      4 INTERCEPTOR 10      5000

Title: Re: Metelson Faction Mod developments: New Ships !*Update 9/28/14*![Demo and Art]
Post by: ORMtnMan on October 04, 2014, 12:55:32 PM
Looks about right
Title: Re: Metelson Faction Mod developments: New Ships !*Update 9/28/14*![Demo and Art]
Post by: Lakis on October 04, 2014, 12:59:28 PM
Problem solved... I don't know how I did it, but I did it!

Spoiler
Nope, I get a nice error reporting that the fighter wing ID is invalid.

Spoiler
Code
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.Ò00000(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)
[close]

The code in both the .ship and the .variant are as follows.

.ship
Spoiler
Code
{
  "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
}
[close]
.variant (did a name change earlier from nail_fi_int to just nail_int)
Spoiler
Code
{
  "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"
      }
    }
  ]
}
[close]

They should all be correct, I don't notice anything wrong or out of place...

I brose through the ASP syndicate as well as the Gedune mods and they both have similar fields filled in... so I'm not quite sure what I've done wrong...
[close]
Title: Re: Metelson Faction Mod developments: New Ships !*Update 9/28/14*![Demo and Art]
Post by: ORMtnMan on October 04, 2014, 01:47:51 PM
Send what you have to me real quick and I'll take a look

Edit: via PM
Title: Re: Metelson Faction Mod developments: New Ships !*Update 9/28/14*![Demo and Art]
Post by: Lakis on October 04, 2014, 01:57:23 PM
Send what you have to me real quick and I'll take a look

Edit: via PM

Spoiler
I fixed it, but I can't remember how, I just know I fixed it.  I'm posting this as an improptu 0.0.2 release since it fixed that issue as well as added the newer images for the Spade and the Aenet.


edit:Also, ORMtnMan, Thanks for the help dude, both you and Toxicity. I didn't know that about the wing id bit and with that I started to get on the right track of figuring things out.  I don't think I'll quite know what I did to fix it, but I'll have to record some of my sessions one day to review what I did... =\
[close]

edit2: Okay, so while I fixed one problem, the mod was still not quite playable... ><;
Title: Re: Metelson Faction Mod developments: redux!! *Update 11/5/14*![read into it!]
Post by: Azmond on November 11, 2014, 03:14:31 AM
Hey guys, it's been a while since I've actually posted anything here, but, I've been BUSY! Busy busy busy... I'm hoping to NOT be so busy after this term and just... I'm just going to focus on LIFE. I'm trying to get a degree working at wal-mart currently. I've no time for myself, and I've bills to pay and things i want to do (like this mod, an draw!) so... I'm looking on getting out of wal-mart and into an admidistative job for my local city... Anyway.

ONTO THE MOD!!!

I've talked it over with Viymese, and have concluded, that I need to do a revamp of the mod. I've started to re-draw, re-think, and redo certian ships. Metelsons will come into being a faction, but not a ***... Barely functioning, hap-hazrd, weak-sprited,  mish-mash of ships and megear balance. I want a mod. So. I've devised a road-map of sorts.

Code
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!


That's pretty much the road-map in the most basic sense.... I'm hoping this, among help from others an the giants of this community- who need NO intro from me -possibly if I'm willing to ask or am able to get it. I hope to get the mod up an going.

Again, sorry for the long update, life's a ***. A lovely one, but still nasty.
Title: Re: Metelson Faction Mod developments: On Hatius till further notice.
Post by: Azmond on February 05, 2015, 01:46:48 PM
Still on the ropes and still alive. I've been making some head-way with sprites, and recently been distracted. As it stands now I think I'm ready to get back to work on sprites and you'll all see me more often in development hell... In some form or another.

That is all. :P
Title: Re: Metelson Faction Mod developments: Coming back.
Post by: Azmond on March 05, 2015, 01:25:44 AM
Still alive, actively making new ships and going to have a starting fleet of ...

The Negl, Grundiver, Obex, and Golgata being the starting fighters

The Pala, Myrdet, Glime as the 3 starting frigates.

The Varingur and Kringer as the 2 destoryers (one being a combat-cargo hauler and first carrier)

and finally, one cruiser.

... Thrudgirlmir.


The idea for thrudgirlmir is to have a system where teh ship can essentially ram you to death with it's sheilds breifly, but have a signifigantly low damge from weapons, poor as dirt steering, and a ton of speed...

Think of Seige mode for the SRA faction ships only... Less seige more, "HULK SMASH INTO TINY MAN-VESSLE WITH ORANGE GRILL OF DOOOOOOOOOOOOOM~!"

Hehha, more fun for the player than anything. but, renders the ship easy to attack once the system is done and activated by eithre shorting out, or the ship normally having a speed of a snail...  or both.
either way, this last ship is going to be my gem, and when I've the imgur account up agian with pics... That'll be the last one you see. >:3
Title: Re: I'm thinking of putting together a mod... would anyone be intrested?
Post by: RandomnessInc on March 08, 2015, 01:53:34 PM
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
Title: Re: Metelson Faction Mod developments: I HAVE GOTTEN BETTER! >:D (update 3/8/15)
Post by: Azmond on March 08, 2015, 10:48:09 PM
Ah, it's quiet fine.
And the Nota has become the Grudiver look at the front page for the first fighter... It's a Miner's Coffin.
Title: Re: Metelson Faction Mod developments: I HAVE GOTTEN BETTER! >:D (update 3/8/15)
Post by: Toxcity on March 09, 2015, 05:45:11 AM
Those new sprites look awesome!
Title: Re: Metelson Faction Mod developments: I HAVE GOTTEN BETTER! >:D (update 3/8/15)
Post by: WKOB on March 09, 2015, 05:52:51 AM
Ah, this has graphics now?

Nice, I dig the style. I'd say you should try to normalize the coloration a bit though, the various shades of blue and yellow seem inconsistent.
Title: Re: Metelson Faction Mod developments: I HAVE GOTTEN BETTER! >:D (update 3/8/15)
Post by: Azmond on March 11, 2015, 11:58:30 AM
I know, that's what Meso told me as well and I'm working on it, even got my own turret-bases made for the large and medium Turrets. The small turret, I see no real reason to change.
I'm going to be experimenting with things and making mulitpal layers in a  seprate ship image to see what might be the best from the orignal. Otherwise, I'll be working on getting more logo's and an actual "flag" for this small (considering the Tri-tachyon and perhaps ASP ) corporation. An thank you for the compliment. ^ ^




also, Thank you Toxcitity! ^ ^
Title: Re: Metelson Faction Mod developments: I HAVE GOTTEN BETTER! >:D (update 3/8/15)
Post by: CrazyDave on March 11, 2015, 03:26:29 PM
Mmm those ships are looking good. I really like the weapon mounts on the rastrum as well, keep up the good work :)
Title: Re: Metelson Faction Mod developments: I HAVE GOTTEN BETTER! >:D (update 3/8/15)
Post by: Azmond on March 12, 2015, 01:02:17 AM
Oh crazy one... Ooh, ooh, crazy one.... Your should see me laughing my buns off at work on the truck at wal-mart, heahhaha. (breaking Ice and trying to be funny at midnight or so my time aside)

Thanks for the compliment, and I'm actually working on a new revision of Varingur... When varingur returns, he is going to be much... Much more... ... Muley. and... well, OP probably with a single back-ward facing large Energy slot heaha. 2 sm. unis and a medium energy turret for the player to control... unless they work with using the Large turret at the back easily heaha.


And yeah, I know it's going against "Da Rules" But I'm ripping'em up to see what the hell I can come it with. as for the rules I'm refering to?...
Lookie here :http://fractalsoftworks.com/forum/index.php?topic=9052.0 (http://fractalsoftworks.com/forum/index.php?topic=9052.0)
It's more Guidelines, but they may was well be rules (and good ones) to consider and break. :P

edit: and why I haven't read that in a while... I was mistaken, I gues a Destoryer CAN, have a large slot, and it's only one... ... well damn.
Title: Re: Metelson Faction Mod developments: I HAVE GOTTEN BETTER! >:D (update 3/8/15)
Post by: ValkyriaL on March 12, 2015, 01:40:04 AM
multiple destroyers have a large slot as their primary armament. modded and vanilla alike.
Title: Re: Metelson Faction Mod developments: I HAVE GOTTEN BETTER! >:D (update 3/8/15)
Post by: CrazyDave on March 12, 2015, 02:14:46 AM
lol ive never read that. I think ive also thrown those rules out the window for all my sprites so far... xD
Title: Re: Metelson Faction Mod developments: I HAVE GOTTEN BETTER! >:D (update 3/8/15)
Post by: HELMUT on March 14, 2015, 09:40:43 AM
Your sprites are much better than when you started. They remind me a bit of Mendonca's junk pirates, which is pretty damn impressive.
Title: Re: Metelson Faction Mod developments: I HAVE GOTTEN BETTER! >:D (update 3/8/15)
Post by: Azmond on March 16, 2015, 09:36:47 AM
Your sprites are much better than when you started. They remind me a bit of Mendonca's junk pirates, which is pretty damn impressive.

Your comment has just made my day, and graced my fourm, heahah! even though I'm 2 days late on reading it... @[email protected]
Also I love those mods, and I actually modelled the faction after the ASP, a small faction with a particular goal in mind. With ASP it was ship-ment and logistical support. With Metelson Industries, it's mining and tool production. (so yes, at some point You'll start to see custom mining lasers and weapons for this mod. 


This is just an awesome day today.  ;D
Title: Re: Metelson Faction Mod developments: THRUDGELMIR!!! RIIIIASEEE!!! (3/25/15)
Post by: Azmond on March 25, 2015, 01:44:22 AM
ALLRIGHT!!! SO!!! I'm done for the night!!!! I made the damn ships I've redesigned them and FFAUAUUUUGGH! No more coffee! It's making me run to the toilet like a dog to a pile of dirty socks,~!!!

Anyway! Enjoy, critisim and suggestion always enjoyed!!!

Also, special thanks on the front-page!!!
Title: Re: Metelson Faction Mod developments: THRUDGELMIR!!! RIIIIASEEE!!! (3/25/15)
Post by: CrazyDave on March 25, 2015, 05:01:31 AM
Well I wish I could sprite like that! Definately on my to-download list (for when I finally get some free time to just play the game again...)
Title: Re: Metelson Faction Mod developments: THRUDGELMIR!!! RIIIIASEEE!!! (3/25/15)
Post by: Azmond on March 25, 2015, 10:30:19 PM
They still need work frankly. Shadowing, fine-details, etc etc... Otheriwse, they make for place-holders so i can get a code running up.

maybe a test-mission at the least?
Title: Re: Metelson Faction Mod developments: Basic missions up!!! (3/28/15)
Post by: Deathfly on March 28, 2015, 06:23:38 AM
Well... I was quite happy to see these things flew until I fitted something too big for them...
(http://)

[attachment deleted by admin]
Title: Re: Metelson Faction Mod developments: Basic missions up!!! (3/28/15)
Post by: Azmond on March 28, 2015, 06:31:47 AM
Well they are working, and that just goes to show I still need to work on it. With the Anti-matter blasters... They're a bit funky regardless an tend to be bulky IMO.

But in regards to the Glima? It's the back 'fins'. Makes it look like the weapon is diging into the hull everytime it turns... that'll be fixxed as I correct the graphics. (mostly doing as Meso and Bio have now hammered into my skull, SHADOWS! MOTHER CRAPING SHADOWS! USE THEM!)

Of course, not said in that tone or ferocity, but...
Point stands. Shadows! It's a demo of what you've helped me to get to Death, as well as how my sprite-work actually looks like ingame.
Title: Re: Metelson Faction Mod developments: Basic missions up!!! (3/28/15)
Post by: Deathfly on March 28, 2015, 07:01:00 AM
There are something bulging out the shield and you shuold pay attention to that...
Title: Re: Metelson Faction Mod developments: Basic missions up!!! (3/28/15)
Post by: Azmond on March 28, 2015, 08:20:45 AM
Yeah... THat's not too hard to miss... I'll... I'll fix that.

Too...

heha-hea...

EDIT: here's the fixxed version *Removed*
It still has the same grpahics for the Glima, which will change... But that'll be the next ship, the Rastrum! I'm getting the easy ships out of the way first an then dealing with teh phase-ship as well as the Fighters... Fighters shouldn't be too hard either.
Title: Re: Metelson Faction Mod developments: Rastrum is up, testing now! (3/28/15)
Post by: Azmond on March 28, 2015, 06:57:24 PM
Rastrum has also gotten a face-lift! :D Shadows an the like... I've LEARNED!!!! it is also my answer to the enforcer, though it isn't as heavy I belive... But, we'll see.
I've also leanred or re-learned that the turrets are drawn on from  f0001 to 0008 (in the case of the Rastrum) an that turret number matters!~ The last one is always on top!
Title: Re: Metelson Faction Mod developments: Basic missions up!!! (3/28/15)
Post by: EI on March 28, 2015, 07:04:29 PM
These ships look so adorable~ @[email protected]

I just want to eat them up. <3

And probably scrap them recklessly until my babies consumed every single piece to expand my armies further. *huehuehue*
Title: Re: Metelson Faction Mod developments: Basic missions up!!! (3/28/15)
Post by: Deathfly on March 28, 2015, 09:30:33 PM
Glima's side turrets's arc need to be reduce. When I aim to port side, the starboard side turret look as if it will blow my face off. :)

I am consider about the Glime Drive's behaviour. I found my self use it as a super shield instead of super maneuver drive more offen.
I may try to lock the accel and strafing control and see..
and about the full stop behaviour after Glime Drive power down... maybe a "not so full" stop to make it slide a bit will be better?
Title: Re: Metelson Faction Mod developments: Basic missions up!!! (3/28/15)
Post by: Azmond on March 30, 2015, 10:30:38 AM
I'd agree... 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. The fact that it can push an onslaught though is pretty friggin funny. I'll also make the turret arc adjustment as needed :)

As for you you red nut-case > >  ... You, you treat my ships nice before you devour them... an have fun with the Glima, hehah. (seriously that thing is awesome to just dig into ships with. hehe.)

Speaking of Glima again...
 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
I like the drive as it is- it's fun for me to play at least -but it is cheating I'd agree... again.... It can push the Onslaught!
not joking either!!
Spoiler
(https://i.imgflip.com/jiswv.gif)
[close]

Then again, anything humping the back side of a flamed out ship would probably be pushing it through space!
Title: Re: Metelson Faction Mod developments: Basic missions up!!! (3/28/15)
Post by: Deathfly on March 30, 2015, 11:04:53 AM
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.

Got a plan and needs to try.

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
Title: Re: Metelson Faction Mod developments: Basic missions up!!! (3/28/15)
Post by: Azmond on March 30, 2015, 12:46:05 PM

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

Well that'd force the player to ram them potentially heha, and as it stands the Glima is faster than the brawler and harder hitting with it's current turret-set. The Glime Drive would take the opposite route of the seige-mode which holds the ship in place generally... with this, it'd be, "you want to kick ass? OKAY! HAVE FUN! NO TURNING BACK! :D" an then they're stuck either ramming a ship for a while at escape-speed or otherwise... which would still be ridiculously funny. And the set speed may indeed do better. If we could have them burn-out for a small ammount of time- cool off the engines as it were?  -that'd be great but I don't know if we could do that. can we?
Title: Re: Metelson Faction Mod developments: Basic missions up!!! (3/28/15)
Post by: Azmond on April 01, 2015, 09:45:14 AM
Allright, so a bit of an update fellows! I've gotten a drone made that is basically a Borer drone for the Rastrum and I've fixxed the turrets and been working on a new varingur for the next realease ^ ^


YAY!!! I'M ACTUALLY DOING SOMETHING pretty damn awesome! hehahaha! and Deathfly didn't help with the drone system! hhah!! it wasn't that hard to copy  ^^;

Either way I hope to have a new version of the Development out for ya' guys at some point soon.
Title: Re: Metelson Industries: Hey, we got drones!! 4/10/15
Post by: Azmond on April 10, 2015, 06:18:13 PM
ALLLRIGHT FOLKS! We got a new version of MI for you guys to chew up and spit out, we've drones- BOOM BABY! -and ships that actually look pretty cool... and a ship that is a bit stupid but otherwise Awesome. (glima) we also have a flying log- (the Varingur) that is also, again, pretty awesome though turns too fast really... I'll need to balnce that, but as it stands.

HELL YEAH! Got a mod going! not much of one, but a mod regardless!!!!
Title: Re: Metelson Industries: Hey, we got drones!! 4/10/15
Post by: HELMUT on April 11, 2015, 03:03:48 AM
Just tried them a bit. As you said, they need some balancing. They aren't fundamentally broken but they're clearly better than their vanilla counterpart. I won't say much as it is obviously an early WIP but the Glima tends to flicker its shield when it uses its system.

Not all the ships were there but so far they still looks interesting (if a bit generic) to play.
Title: Re: Metelson Industries: Hey, we got drones!! 4/10/15
Post by: Azmond on April 11, 2015, 06:58:21 AM
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?
Title: Re: Metelson Industries: Hey, we got drones!! 4/10/15
Post by: Deathfly on April 11, 2015, 08:47:44 AM
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?


I knew it...OK, I will got this one done in no time..
Title: Re: Metelson Development Fourms: Hi-ho hi-ho it's off to hell I go! 4/11/15
Post by: Azmond on April 12, 2015, 08:18:18 AM
Thanks again for your help death-fly. I can not say that enough!  :D
Title: Re: Metelson Development Fourms: HEY!!! COME CHEW THIS THING UP!!! IT'S NEW! 4/18/15
Post by: Azmond on April 19, 2015, 12:46:22 AM
Version of Metelson's up! New ship designs and such put into practice, as well as a new fighter, a drone, and the Varingur! Now a singular cargo ship with one purprose! Try and haul a little bit of everything!!! :D
Title: Re: Metelson Development Fourms: HEY!!! COME CHEW THIS THING UP!!! IT'S NEW! 4/18/15
Post by: HELMUT on April 19, 2015, 03:22:21 AM
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.
Title: Re: Metelson Development Fourms: HEY!!! COME CHEW THIS THING UP!!! IT'S NEW! 4/18/15
Post by: CrazyDave on April 19, 2015, 05:08:28 AM
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
Title: Re: Metelson Development Fourms: HEY!!! COME CHEW THIS THING UP!!! IT'S NEW! 4/18/15
Post by: Azmond on April 19, 2015, 09:42:14 AM
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.

I liked it a lot as well, but, that particular sprite didn't fit with the idea of what the glima was meant to be. Which basically was to be a sapce bull-dozer. With this sprite, it looks more like a bull dozer.
However... it's not going to be forgotten. When I first had the idea for the glima, it was an improvement from an earlier ship design that was meant for sectuiry. So I'll likely bring back the sprite to be an Enforcing Frigate or something.... Or a Gun Boat... who knows. A new paint-job would do it some good as well.

As for the Varingur, It's not ALL, that balanced I know. I'm working on it, and with it's profile I am going to have to jack the price up. a good spot fo rit would have to be around the 75000 mark at the least, or more likely 225000. Otherwise I'm looking to make it's turn-rate rediculously slow with a high acceleration for the turn-rate due to engine placement.  Likewise it's slow to get up to speed but is faster than the Rastrum by 10 points... At least, thats how I'm going to balnce it. There's a lot of stuff I have to do. @[email protected]

But I'm glad you're enjoying it Helumt! and as always, thanks for the comment!  ^ ^

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

I aim to please~! ;)  ... You lazy bum! :P
Title: Re: Metelson Development Fourms: HEY!!! COME CHEW THIS THING UP!!! IT'S NEW! 4/18/15
Post by: Azmond on April 25, 2015, 11:36:08 AM
Bit of an update, not a release however...
I'm looking to edit the current ships I have as well for balance and asstetics as well as produce maybe one, two more destroyers an a missile frigate or a mid-way between the Pala and the Rastrum. that doesn't look like just another variation of the same design...

I'll post drawings and such as I muddle through things. In other news, the Development of the mod may come to a crawl as the Apprenticeship I've been looking forward to has OPENED! SOOOOOooooooo, I'll have a job and school to work on as well as this, and a few family issues that'll hopefully sort themsevles out.
Aside from that, the mod is still plinking away~! :D
Title: Re: Metelson Development Fourms: ONLY A WEEK?! An two new ships?! (5/9/15)
Post by: Azmond on May 09, 2015, 06:12:44 PM
*Removed*

Hey guys! New ships for ya' to chomp on! an... basically a summary of wher ethe mod is goin'.
I'm looking to TRY an set up the mod for BASIC implementation and have the Faction spawn a few random fleets around Asharu, or in a small star-system near Corvous or something like that.

Anywho, the two new ships are the Cavo Frigate, an attempt to make a better version of the Pala that isn't the Rastrum and more like a ship in-between the two. It's likely to change.
IN any event though, There is also the Soldat! My first TRUE, gunship. The Soldat is a front-forward monster, it's major weakness is the lack of PD and a weak flux management depending on your load-out. It does however have a good set of turrets and at least ONE turret that won't be affected by EMP damage, a centeral small energy hardpoint.
Title: Re: Metelson Development Fourms: ONLY A WEEK?! An two new ships?! (5/9/15)
Post by: HELMUT on May 10, 2015, 08:01:45 AM
Got a bug on starting the game.

Code
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.Ò00000(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.Ò00000(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)
Title: Re: Metelson Development Fourms: ONLY A WEEK?! An two new ships?! (5/9/15)
Post by: Azmond on May 10, 2015, 08:42:41 AM
I'm aware, that's an old bug though.
I've been squishing'em left an right Helmut and it's been a tedious- but satisfiying -delight to burn the little crappers...  Right now one bug regarding a test market is making me go nuts!

EDIT: though I should probably post one that ISN'T, going to break games... I don't want a mob at my thread. > < at least, an angry mob.
Title: Re: Metelson Development Fourms: Oh, so that's what that does... Code UpDT (5/10/15)
Post by: Azmond on May 10, 2015, 09:53:34 AM
ALLRIGHT!!!
The code has been updated and should NO LONGER COME UP WITH BUGS OR OFFER ISSUE, if any bugs come up plese send all complaints to me and or if you find a problem and fix it- or have a fix. An feel so inclined to tell me, that'd be awesome!

to anyone who has downloaded the mod recently, re-download to fix any bugs.

Other than that, it's the usual!
Title: Re: Metelson Development Fourms: Oh, so that's what that does... Code UpDT (5/10/15)
Post by: CrazyDave on May 11, 2015, 12:58:17 AM
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
Title: Re: Metelson Development Fourms: Oh, so that's what that does... Code UpDT (5/10/15)
Post by: Deathfly on May 11, 2015, 06:53:53 AM
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

Campaign integration is WIP. But I think it will came out soonTM.
Title: Re: Metelson Development Fourms: Oh, so that's what that does... Code UpDT (5/10/15)
Post by: Azmond on May 11, 2015, 08:14:27 AM
All hail dethfly! He has brought death to the bugs and flown in to save my muddy work and make it a giant, SHINING BALL! OF MUD!
Seriously though, I'm a bit dum when it comes to code an'll have to work on getting things together.

As it stands YES, the mod in download is MISSION ONLY. It will NOT, break the game, it will NOT, break your saves.
I WILL, get a new version out soon with a copy-cat system (THanks forever to deathfly for getting the system to actually spawn and squishing the MAJOR BAD BUGS that i probablly couldn't figure out... @[email protected])

An dave... Thank you for commenting ^ ^

IT's always nice to hear another voice in here.
Title: Re: Metelson Development Fourms: update, I've a job soon! Mod dev slows! 5/20/15
Post by: Azmond on May 20, 2015, 09:44:03 PM
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!!! )
Title: Re: Metelson Development Fourms: update, I've a job soon! Mod dev slows! 5/20/15
Post by: Sleepyfish on May 21, 2015, 07:14:10 AM
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!!! )

Huzzah! Congratulations on your new job! Wherever you go, remember that we support you! And remember that it wouldn't hurt to come back once in a while to play a silly spaceship game though, right?
Title: Re: Metelson Development Fourms: Not much in the way of an update, just...
Post by: Azmond on June 07, 2015, 10:46:39 PM
More of a "hello! I'm still alive, yarg!"

Also on being alive, the mod is too~! AS some of you may've seen on the Mod Chat I've been busy with sprites and improving them, so... yeah I'm still busy. I'm also in the works of making the Crusier as well as a final frigate.  I'm also considering making some more fighters an having my Mod be sort of the 'Fighters' mod to go to. Who knows. It's an idea I've been playing around with. Other than that I'll be keeping things up to date as they happen an if the mod has to, "die" for a bit, then, I'll post that too.

Otherwise this Thread is still kickin' even if I'm the only one here or so...



Title: Re: Metelson Development Fourms: Graphical, Campgain, Screens update! 6/11/15
Post by: Azmond on June 11, 2015, 01:48:49 PM
Woo got some functioning systems, code, and descriptions made for most things, so, woohoo!  Other than that, I'll be working on balancing and pricing of the ships as well as putting in thrudgelmir for the first release of the mod.
Title: Re: Metelson Development Fourms: A.Ver1 COME GET ME BOYS! TIME TO EAT! 6/15/15
Post by: Azmond on June 15, 2015, 04:01:02 PM
THE MOD IS NOW IN OFFICAL ALPHA IN MY OPINION!!!  ;D

The mod now contains:

Custom Systems
Star Home System
Ships that you can buy
Running Missions and Random Battle for enjoyment of user!

and the demon has come...

THRUDGELMIR IS ALIVE! 1 Crusier, 2 Destoryers, 8 Frigates (3 of which are marked as Civilian) and 3 fighters and 3 drones for the full Alpha 1 version release!

As of this edit (6/17/15)

I will be looking to expand the Factions arsenal of ships and update the Thrudgelmir sprite a bit more as I feel it could be MUCH, better. But as it stands, it's quiet nice. I'll be looking to up the ammount of Fighters to a full 5 and add 3 more destoryers.

After that Release I'll Make a point to Update some of the Frigates and add some more ships as well as a more Militirized Version of the Pala with a better Weapon load-out... Perhaps a medium spinal-mount in the front with No to little turret arc?

After I get a good complement of ships I'll work on custom weapons.
Title: Re: Metelson Development Fourms: Ship Catalouge to be made, and ... IMAGE!
Post by: Azmond on June 18, 2015, 11:02:59 PM
STATUS UPDATE!
Welcome, please, browse the Catalogue!
http://imgur.com/a/x5W0e   
BOOM BOYS! I've been running! from... THIS! Blast from the ass...
(http://i.imgur.com/jGTbGU9.png)
TO THIS!!! Blast from the BRAIN!
(http://i.imgur.com/bpBnkG7.png)


In other news...
                One Destroyer of the 3 additional destoryers has been made. as well as a few other things. Mainly a redesign of Thrudgelmir, and I'm looking to get some more ships redesigned/etc as needed. :)
Title: Re: Metelson Development Fourms: Time to run boys, time to run. 6/18/15
Post by: Nanao-kun on June 18, 2015, 11:11:54 PM
Those ships look quite nice. Haven't had a chance to try the mod itself though.
Title: Re: Metelson Development Fourms: Time to run boys, time to run. 6/18/15
Post by: Azmond on June 19, 2015, 12:11:14 AM
Thanks, the Mod hasn't been updated to show the newer Sprites or any new ships. the catalogue is mostly a bit of a teaser for what's to be coming soon. >;3
Title: Re: Metelson Development Fourms: Still alive... Planning things... 6/27/15
Post by: Azmond on June 27, 2015, 10:45:25 AM
So a bit of a status update:

As you well may know, I've been working on graphic updates as well as Fighter/Destroyer additions, and I'm also thinking of of a few frigate additions...

I'm also looking to get my mod pretty balanced out and produce at the least ONE, capital-ship at some point.
I'm also hoping to get into using the Skin-System an Produce a few skins for my ships... Likely I'll be taking a look at JP or Vinialla SS and seeing how they did it... Likewise, I'll be focusing on lore this next few months as well as ships.  I've produced 2 of the 3 destroyers and have thought of 3 fighters to add. 2 security based fighters and one Bomber wing that is essentially an out of controll Parihhana perhaps... Who knows. But, I'll be busy with things an the like.

PS:
     ...
         When the heck did I move?!?!

Title: Re: Metelson industries (0.65.2a): Version 1.00 out an ready to be chewed! 7/1/15
Post by: Lakis on July 01, 2015, 12:32:31 PM
You moved when I got back and decided to say hi, still on military leave, but I'll be taking a more lore focused look at the faction in my spare time @ AIT for you and I'll pass things along to you for your approval and stuff. Still on military leave, but will return someday... time to be determined, just checking in for now.
Title: Re: Metelson industries (0.65.2a): Version 1.00 out an ready to be chewed! 7/1/15
Post by: Azmond on July 10, 2015, 08:17:44 PM
Allright, bit of a status update...

There is going to be a Stable version in place of the DEV zip I've been letting stand in place. This is going to be the go-to download. However, if you guys want to help with bug-testing I will place a link for the DEV zip.

As for mod direction it's still looking towards blancing and ship improvment as well as Compliment. AS it stands I feel that More fighters or even more frigates would do fine. try to fill some roles that the other mods may not do or don't want to do. I'll see what I'd like to throw my cards in and see where it'll go.

In the mean time I'm happy to see that people have enjoyed the Mod an that my brother is somewhat back from MIlitary leave- Though that isn't going to be taken off untill he's out of the military PERIOD.
But any help and such he wants/able to provide will be credited- as with everyone else on the list -and I'll continue to work on the mod without him. I have so far.

Like-wise, I'll be looking to put in a few variations of the Varingur, Pala, and perhaps an Updated variation of the Cavo.
 To explain read the spoiler below.
Spoiler

The Varingur- This ship I lOVE, it has the potential to really have a great design an be quite deadly. So I'll futs with the design an add some more two it, maybe make a combat variation that puts in a Burn-Drive an removes the Drones and fighter-bays in place of a compliment of weapons and armor. Bulky-hulky plaes that cover up the whimpy fighter-doors.

With the pala, the same can be said, an while the Cavo fills that role... i think an Updated looking Pala- an advanced Pala really you could say -with some more guns and looking more up to snuff would be a good idea. Likewise a more militarized Skin of the pala and a Defective pala could also be a good idea for variation in the mod.

otherwise, i'm hoping to keep the mod itself quite light, but... who knows.

[close]
Title: Re: Metelson industries (0.65.2a): Version 1.00 out an ready to be chewed! 7/1/15
Post by: RandomnessInc on July 11, 2015, 11:14:29 PM
can we expect potential nexraelin intergration
Title: Re: Metelson industries (0.65.2a): Version 1.00 out an ready to be chewed! 7/1/15
Post by: Azmond on July 12, 2015, 08:10:18 AM
Aum... I didin' even ask about that an lo an behold.... yeah, someone likes this mod very much it seems heh.

Regardless yes, it seems this mod is supported by Nexcelerin. I put the framework for it in. but didn't feel the mod was that high up for integration to it. And many of the fleets you'll find will potentially be a swarm of Thrudgelmirs, which is potentially dangerous... I need to make that more rare speaking of which maybe.

AS it stands I'm curious what he's done.


====== later ======

I would not reccomned playing it with Nexcelerin at this time- it has issues at geneation it seems. But if this is an issue on my end or Histines end I'm not sure. I'll bring it up with him.
Title: Re: Metelson industries (0.65.2a): Version 1.00 out an ready to be chewed! 7/1/15
Post by: Protonus on July 12, 2015, 09:56:20 PM
I think we all can't expect both sides to come out clean since we are simply like aliens who just went into a meeting room and have a random discussion, whether it means, for example, helping a cat out of tree. As the ideas come out it would simply be like: (1) Save a cat with telekinetic powers. (2) Let the cat suffer an undulating length of time being alone on a tree. (3) Just shoot the cat.

I did see the mod already compatible with Nexerelin right now, but there are some issues that do not relate to said mod, though.


Edit: Speaking of "ready to be chewed", if you see EI's faction, they are selling cookies. You should buy one.

*beat*

(http://i59.tinypic.com/bhx8qs.jpg)

These things look great. I handcrafted the cookies from Photoshop, by the way.
Title: Re: Metelson industries (0.65.2a): Version 1.00 (thread reconstruction in progress)
Post by: Azmond on July 31, 2015, 08:11:44 PM
More of a Status update than anything right now.

Bad news first.
The apprenticeship is bust, so I'm going to go into CNA (Certified Nursing Assistant) nursing instead as I'm allready a bit familiar with that and could likely find a job easier due to me entering a traditionally female field of work. (at least in the USA).

Likewise NO MORE UPDATES TILL THE NEWEST RELEASE OF STARSECTOR~!

BUT!- and heres the good news! :3

I've weapons in development- only a few right now -and I'm aiming to update some of the more... ... Angled. sprites, give them a more rounded look or at the very damn least get rid of the box mainia I have with the lines... Boxy boxy...

Now, otherwise I'm planning to have the Tri-tachyon being a main Enemy of the faction and luddies being sucpicious at best at worst, inhospitable.
Plans for an actual Phase ship are also in the works. as well as a true, friggin' battleship. Including a more High-tech speced Crusier to be named... Woadin. >:3 Have your thoughts on that.

Anywhosit~! That's it for now~! Now time to deal with the sun-brun I have...  guah.
Title: Re: Metelson industries (0.65.2a): Version 1.00 Corvus mode supported
Post by: Nanao-kun on August 02, 2015, 07:51:46 PM
Hmm, now that I'm playing with the faction, aren't these logistics costs way too low? I suppose that logistics costs are being removed with the next patch though, so I suppose it isn't a major concern.
Title: Re: Metelson industries (0.65.2a): Version 1.00 Corvus mode supported
Post by: Azmond on August 03, 2015, 09:11:33 AM
Aye, and I realize that in all, it's going to be messed with when the new update to SS comes out. So I'm working on updating my graphics, getting some custom weapons going- maybe... 4 at most ATM? And the entire faction will look a lot better as I work towards getting ready to mess with the files again for the 7.0 release. :)

So, Thrudgelmir will recive a BIG nerf of dakka ammount and more of a daka buff in some way. It's ship system will be modified- as well as the Glima's System -and in all I hope to get the mod into a better shape (again), for the release. So... Everyone'll have this OP as crazy mod to play and fuss around with a bit. While I get things reworked and 'unified' along a central colour theme and shape-theme/design ascetic. here's a teaser of the new THrudgelmir. :3  Think of a Pala on staroids... and that Large hardpoint is going to be made more like a hard-point rather than a weapon looking thing.


(http://i.imgur.com/KBafEms.png)

It's also very nice to have another voice in here. ^ ^
Title: Re: Metelson industries (0.65.2a): On Hiatus, see front.
Post by: Azmond on September 03, 2015, 12:56:33 AM
Progress has been slow. I've a job now- yay! -and I've been toiling away happily at both the job adn the mod. PRIVATELY.

Publicly, the mod is in a freeze state. I will update it once SS 7.0 has been out for a while. This is going to be my update into the new-year as well. Thus giving me time to work on the mod and my life.
So for anyone who is a fan of the idea my mod is trying to aim for- keep heart! IT IS NOT DYING OR DEAD, it is simply dormant for now. >:3
It will come back... soooon.
Title: Re: Metelson industries (0.65.2a): On Hiatus, see front.
Post by: Azmond on September 24, 2015, 12:05:05 AM
Still on Hiatus, Development is slow and mod is likely going to be down-sized considerably and made more... simply.
Think, ASP mod but with just a few more vessels to choose from.
Regardless, this is in reply to the change of my mod's status in the Mod-list.

This is also to say that YES, this man with nothing but a Pen is still alive m'friends an still very well kicking. I've a job at wal-mart, bills are being paid, and money is coming in.
Plans are being set as well and this mod is still going to be here, if not simply dead or moved back to development fourm at some point if seen as such.


Else wise it's been a fun ride, let's hope it gets better as I do.
Title: Re: Metelson industries (0.65.2a): On Hiatus, see front.
Post by: Lakis on October 09, 2015, 09:25:08 AM
Just say, Things are still alive and kicking. I've not been sitting on me behind doing nothing for the mod. I've got a good lot of ideas that I'm sorting through at the moment that I'll be handing off to azmond after I've given them a quick sctech. Mostly for weapons and their effects. Some are just idle thoughts or wishes, that's just me though. ^^
Title: Re: Metelson industries (0.65.2a): On Hiatus, see front.
Post by: Azmond on October 12, 2015, 09:31:53 PM
*Removed*

This a more balanced Fleet Generation.
No long should the player be swarmed with monsters of thrudgelmir as it now will barely spawn. it has a number of ONE, that is as low as it can go and that's the same number for the Hyperyon in the Independants faction. infact, it takes the indepent's fleet composition!

Anyway the mod should be more playable now, enjoy guys.

EDIT: Fixxed bug with double Monitors in the generation code causing crash on startup.
Title: Re: Metelson industries (0.65.2a): Wanna see the progress so far? TELL ME (Post)
Post by: Azmond on October 31, 2015, 01:36:05 AM
Just as the new title for the fourm says, want to see the new version I've been working on? Tell me, and I'll post it, otherwise I'll keep it down till the newest update to SS. :)
Title: Re: Metelson industries (0.65.2a): Wanna see the progress so far? TELL ME (Post)
Post by: sirboomalot on October 31, 2015, 09:41:03 PM
Ooh, Ooh, I want to see! Especially if there are more frigates or weapons!
Title: Re: Metelson industries (0.65.2a): Wanna see the progress so far? TELL ME (Post)
Post by: RandomnessInc on November 02, 2015, 05:09:37 PM
yes that would be awesome
Title: Re: Metelson industries (0.65.2a): Wanna see the progress so far? TELL ME (Post)
Post by: Azmond on November 03, 2015, 12:37:16 PM
Well you too have been the only ones on the fourms that've shown intrest, and i've allready left a download for those in the modding chat to see... I'll send you a link to see what I've done so far Joe.
Title: Re: Metelson industries (0.65.2a): Wanna see the progress so far? TELL ME (Post)
Post by: Takion Kasukedo on November 03, 2015, 11:08:24 PM
Well, i'm simply just waiting and seeing how many answers would pop-up, but...

Alright then, I would like to see the progress.
Title: Re: Metelson industries (0.7): COME GRIND IT UP~! IT'S HERE! :D
Post by: Azmond on November 29, 2015, 09:18:40 PM
Time to play folks! I've updated for 7.0, this is a DEV and has NO NEED FOR LAZYLIB. Missions have been removed for simplicity and after a while missions for testing ships. Then perhaps other missions will be added. likely a small story-arc for the sheer fun of it.

Either way, here's a Download to the dev and current download for 0.7 as of 11/29/15

*REMOVED*
Title: Re: Metelson industries (0.7): COME GRIND IT UP~! IT'S HERE! :D (testers wanted)
Post by: Deathfly on November 29, 2015, 11:39:39 PM
LAZYLIB free mean you are no lazy enough.
Title: Re: Metelson industries (0.7): COME GRIND IT UP~! IT'S HERE! :D (testers wanted)
Post by: Azmond on November 29, 2015, 11:47:05 PM
I don't like being lazy. but... in lazy libs case I think it's more EasyLib. Easily do something that normally would be quiet tedious~! xD
Title: Re: Metelson industries (0.7): COME GRIND IT UP~! IT'S HERE! :D (testers wanted)
Post by: Morrigi on December 02, 2015, 09:06:50 AM
Is this compatible with Nexerelin?
Title: Re: Metelson industries (0.7): COME GRIND IT UP~! IT'S HERE! :D (testers wanted)
Post by: Azmond on December 02, 2015, 10:15:03 AM
That would be on Histidine's end of the line mostly. However as the mod stands it is playable with two sperate weapons and a nice handfull of ships.
DO NOT PLAY NEXCELERIN with this mod. An older version is still in Nexcerlrin's folders.

BTW updated the Json file to show a version change and make it clear that it is not nexcelerin compatible ATM and DOES NOT require lazy lib. Redownload if you'd like to see. elsewise, no content added or changed.
Title: Re: Metelson industries (0.7): COME GRIND IT UP~! IT'S HERE! :D (testers wanted)
Post by: Histidine on December 03, 2015, 07:00:55 AM
To restore Nexerelin compatibility locally, open rules.csv and find the line starting with "ExerelinNGCJoinMetelson". Change the starting ship to mi_farin_standard.

Meanwhile, some oddities I found:
Title: Re: Metelson industries (0.7): COME GRIND IT UP~! IT'S HERE! :D (testers wanted)
Post by: Azmond on December 03, 2015, 11:54:56 AM
To restore Nexerelin compatibility locally, open rules.csv and find the line starting with "ExerelinNGCJoinMetelson". Change the starting ship to mi_farin_standard.

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?
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.
Else I'll post a fix for the mod today. I've an hour before I leave for work.
Title: Re: Metelson industries (0.7): Tooltips and markets updated V 2.15 (testers wanted)
Post by: Azmond on December 03, 2015, 12:59:16 PM
https://www.dropbox.com/s/fe0ocrkhf9c4fjz/mistable.zip?dl=0

This update adds the tooltips back in, updates the markets and is likely in need of some balancing. however ATM I need to go to work. This is probably a good stable though.
Regardless remove the old folder and reinstall the mod. This shouldn't break saves. But I'm not going to guarantee anything.
Title: Re: Metelson industries (0.7): Tooltips and markets updated V 2.15 (testers wanted)
Post by: Requal on December 03, 2015, 10:21:59 PM
It says "NOT NEXCELERIN COMPATIBLE ATM".
But is it Nexerelin compatible at least? :D
Title: Re: Metelson industries (0.7): Tooltips and markets updated V 2.15 (testers wanted)
Post by: Azmond on December 03, 2015, 11:04:45 PM
It says "NOT NEXCELERIN COMPATIBLE ATM".
But is it Nexerelin compatible at least? :D

... @[email protected] FFS... I don't remember the exact spelling and was a too lazy to look. You get the idea of what I was trying to say.
Title: Re: Metelson industries (0.7): Teaser for next update:Fighter update
Post by: Azmond on December 08, 2015, 01:54:14 PM
just a tease of what I'm working on... Hopefully the Fighters'll be fun for people to mess aroun' with. :)

Spoiler

(http://i.imgur.com/TS2pn2S.png)

[close]
Title: Re: Metelson industries (0.7): Nexerelin a-go! Next update:Fighter update
Post by: Blaze on December 10, 2015, 03:05:13 PM
If there's one thing I like about Metelson, it's that they let me kill my target my preferred way.

Death by a million cuts delivered via never-ending stream of good, old-fashioned, hot lead.

The combat mg is now my staple gun.

In any case, I notice a lot of ships are missing compared to 0.65, were they removed or are they on-hold due to rebalancing?
Title: Re: Metelson industries (0.7): Nexerelin a-go! Next update:Fighter update
Post by: Azmond on December 10, 2015, 11:57:27 PM
No, I've the sprites still and likely some will be reused if not redone entirely.
I felt that my mod was starting to turn into Rome. It became too big for me to manage effectively. So I went back to my root idea, and thus my root insperation and tried to mimic ASP as shown on the front page.
Asp has a Capital ship that serves a Non-combat purpose but can handle a destoryer for the most part and a frigate for sure.
They've a Destoryer and a Frigate.

I've a capital ship,  a Crusier posing as a destoryer ATM,  the Rastrum redone, two frigates and 4 fighters.

So I removed a LOT of the crazy ships, mostly for My sake, and for the sake of the mod.
They were okay, The sprites were messy though, and the colors were all over the place. They were not exactly what I was looking for to the T.
So I said to hell with it, and redesigned my ships, what you see is the end result of that progress.

Mantarn will be made into a Crusier and given some more weapon slots among other things.
The Varingur will make a come back and that'll be it for a while.

The mod I feel is at a good point, and it is based off the Nueteral faction. Which results in the mod blending well with the rest of the sector and not looking... off. they look as though they're SOMETHING. but they're not out of place.

Title: Re: Metelson industries (0.7): Nexerelin a-go! Next update:Fighter update
Post by: Azmond on December 30, 2015, 09:52:40 PM
Just a bit of an idea I want to have on paper... and generate intrest in the mod...

I'm thinking of making more frigates an possibly Metelson Versions of select Vanillia ships... As the lore in SS allows that so... Lets see what I can bash together...
Title: Re: Metelson industries (0.7): Nexerelin a-go! Next update:Fighter update
Post by: Blaze on December 31, 2015, 06:23:04 PM
Frigate/Destroyer person here, the best things always come in little packages.

There's a couple great ships and a few hit-and-miss ships; at least in combat. The Pala is great as a support frigate with decent cargo capacity, burn 10, and the M-Uni slot, but the Farin lacks the Flux stats to utilize both its shield and weapons - though it's a freighter so eh.

The Rastrum is a anvil, a lot tougher to kill than an enforcer; but has fewer weapons. The borer drones are of rather dubious value though. I believe you said you're revamped it so I'll hold on judging.

The Mantarn is a bit like a mini-apogee, decent all around ship. Feels a bit under-gunned though; though it's also going through reconstruction.

I can't really find a use for the Acutor, it feels like it tries to do too much; though I suppose that's kind of the point. The Repair apparatus only appears to speed-up repairs, not actually reduce their cost; which suffers from the issue its construction rig mounted variant does. On the other hand, it is the cheapest capship to field, supply-wise.

The fighters are significantly better. The Negl is a better broadsword, the Golgata is a dagger on steroids, and the grudiver leaves mining pods in the dust. The Obex... not so much; for starters, I don't think it even has enough flux to fire its mining blaster.

Ship choice is still pretty bare. You'll probably want a flight-deck alternative to the Acutor, but doing so pretty much dooms it to the back-end of the ship lineup. They lack a dedicated hauler/tanker. And it relies on fighters to deal the brunt of its damage.

I'd certainly like to see more mining weapons, you've got the mining laser and mining blaster and that seems to be it.
Title: Re: Metelson industries *NINJA UPDATE POST~! >:D*
Post by: Azmond on December 31, 2015, 09:11:35 PM
Thank you very much Blaze for the Comments. It really is nice to see what others think...

The Mantarn and Rastrum have been changed. The Mantarn is now a LIGHT crusier. Think of the Falcon, and has been given a buff in guns. The Rastrum is much the same though The drones will likely be replaced with a custom system that feature more... Aggresive, little sods.

Fighters are getting a major graphics and Balance update as well this coming new-year. (likely going to be updated AFTER newyear or during but no promisies.)

Likewise I'll be adding to the line up with some variations of Vanillia ships. taking a page from the THI and Meso himself and others.  So Here's a small list to tease of some of the Vessels I've chosen to throw *** at an see what works.

Viligance, Mudskipper (dedicated light hauler with 100 Cargo and 75 fuel), Mining Pod (Lore idea...), Venture(considering it's lore),  and otherwise. I'm going to add some strike ships. The Rops Frigate being an idea in mind I've had for a while...
elsewise do keep in mind that this is Based more on the ASP mod. it's main goal is to produce some unique ships with a faction to buy them from. it's not aiming to be a very complex mod either.

https://www.dropbox.com/s/gh5hp40f83koefx/miPUBLIC.zip?dl=0
Title: Re: Metelson industries (.7.1a): Varingur and Fighters live~! a2.50
Post by: Blaze on January 07, 2016, 09:04:17 AM
Ooh, how did I miss this?
Spoiler
The Farin got a flux boost that it needed, always good to hear. The lack of webbing turret arcs mean it's a lot less potent at attacking as the cerberus, but the shield more than makes up for it.

Can't say much about the Vigil; It has slightly better stats, but the universal is more of a display piece than anything as it lacks the flux for a second non-missile medium. In other words, the description fits perfectly.

Mudder? Basically frigate class transport. Decent transport stats, burn 9 makes it inferior to the farin/cerberus in terms of transporting; but you can slap augmented engines on it and you can field 2 mudders for the supply cost of 1 of them; though at that point you might as well just get a buffalo. The mounts don't fit with its laughable 15-OP, but it's a transport so shouldn't be in combat anyway.

The Varinger is the ship I'm most excited about here. 200 cargo! Flight deck! Missile slots! Burn 9! +2 M-hybrids and the flux to use them. It's the support destroyer that I've always wanted! It's honestly a bit too good, its crew and recovery cost is lower than a condor! If I had any complaint about this ship it would be its awkward small center turrets' arcs and the fact that without a cautious/timid officer it burn drives right into the center of an enemy formation.

The Mantarn got a extra few weapons and is now a light cruiser. I still feel that it's a bit undergunned, especially compared to the Falcon which is superior in almost every way (faster, heavier weapons, significantly better turret arcs, tougher armor, more flux, etc). The biggest flaw is its low OP. fitting 3 triple-autocannons and some cheap secondaries takes up half of the 85 base OP.

The Negl lost its second swarmer rack, which puts it on par with the broadsword: Faster, Higher damage (4 fighters vs 3 fighters), but more fragile. The description suggests explosive mg rounds, but I don't see it.

The new Golgata has some identity issues. The description and classification imply its an interceptor, but the single harpoon, slow turn rate, shallow vulcan arcs, and huge (for an interceptor) size  say otherwise. It's a bit of a liability deploying these due to their long (for an interceptor) flight deck time, and the fact that they'll try to shoot heavier ships with their close range vulcans and get shredded.

If I had a suggestion for the Golgata, it'd be to ditch the vulcans and give it two wing mounted harpoons (If you keep the center one you might want to reduce it to a 2-fighter wing) or ditch the harpoon for more vulcans and give it a better turning rate and/or turret arcs. The sprite is too cool looking for it to be what it is now.

The Obex is the second ship I'm most excited about. Hammers! Glorious, glorious hammers! It's like fielding two pirate kites without having to worry about losing them!

Also might want to prod Histidine into giving Hammers mining capability as that's what the description implies.
[close]
Title: Re: Metelson industries (.7.1a): Varingur and Fighters live~! a2.50
Post by: Takion Kasukedo on January 07, 2016, 11:22:40 AM
MEEEETELSOOOOOOON!!!

Hell, it's about time.
Title: Re: Metelson industries (.7.1a): Varingur and Fighters live~! a2.50
Post by: Azmond on January 07, 2016, 07:10:50 PM
NINJA~!

As far as Balance goes Blaze, some things will be tweaked and messed with in the next developemnt. Which will be realeased at an announced tim eat some point later. ATM I've school and other things I'm working on. The mod will still be developing. But, much like when it was going through changes before. it will not be very public.

There are many reasons for this, but mainly these...

otherwise, I do agree on most things you've posted. And again, it's nice to have another view on the mod in here. ^^
As far as your particular criqtue goes... 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.
Likewise, the gologata 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".
Title: Re: Metelson industries (0.7.1a): Deliberations made Varingur and Fighters! a2.50
Post by: Azmond on January 13, 2016, 10:57:27 PM
I've made my Deliberations for the mod as it now stands.

Explanation below:
Spoiler


Metelsons, as it's own... Is not much. it is VERY, VERY much like ASP. And that was the goal.... The first goal.
Now that I've met that goal though. there now is another. Make the mod BETTER. And one of the ways to make it better, is to ADD more. Though... as we saw from early versions when it did add a lot, it also added something i didn't want.
Complexity.
I don't want to make this a very Complex mod, I want to keep this a very simple mod that any one. Anyone with a simple computer, that can run the basic game. Can pick up and play.

To that end, I want to add content that won't simply just pad the mod. But add to the game. Things that would make sense for what the mod tries to be.

That being, a Corporation to opposite what the Tri-tachyon is.
A friendly corporation with smaller goals, goals more in line with the Hegemony. Rather than simply to profit on others and support those who gave a profit. However that doesn't mean Metelson won't be it's own entity... It will simply have the Hegemony as a favourable faction. Someone they're willing to play with, usually without issue.

And so, many of the Hegemony ships, will also be "metelized" or made into Metelson Variations. The Variations will likely have a change in turrets, stats and overall appearance. Common ships- such at the Hermes, Mule, and Venture, will have parallel variations, or Re-imaginings.
But that's the basics... For particulars. I made a list and some of them have been made allready. A joke of a Muddskipper for sheer fun that I may edit again. A Vigil Frigate. Giving the Vigilance Hull an extra turret, and making it more suitable for combat other than being a support role. and a special project....

That'll be for the next update however. A Military update you could say, or Secutirty and Logistics update really.

Whatever it is, the next update will add more ships to allow Metelsons to stand on their own... A bit more.


Tell me what you guys think of the mod, Tell where you think it falls flat. Where it seems to shine. Critiques welcome, as well as anything else. Just please keep in mind this is my own work. If you want to help me do something, By all means do and you'll get credit...Also, PM me. If I ask for help Publicly in my thread, feel free to post.
[close]
Title: Re: Metelson industries (0.7.1a): Deliberations made Varingur and Fighters! a2.50
Post by: grinningsphinx on January 13, 2016, 11:58:11 PM
These designs are alraedy in SS+ yes?
Title: Re: Metelson industries (0.7.1a): Deliberations made Varingur and Fighters! a2.50
Post by: Azmond on January 14, 2016, 10:27:23 AM
These designs are alraedy in SS+ yes?


No, SS+ adds and uses designs from HELMUT, MesoTroniK, and other modders work for many reasons.
Most noteably MesoTroniK's own Infernial Machine, and Cycerin's Pirates Plus.

These will be my own designs for my own mod.  :)
Title: Re: Metelson industries (0.7.1a): Deliberations made Varingur and Fighters! a2.50
Post by: Blaze on January 14, 2016, 12:22:02 PM
Quote
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.

Quote
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.
Rapid. Fire. Shotguns. In Space.

If you're looking for ideas, I could list some of the low hanging fruit.
Lacks a dedicated large cargo hauler, cruiser-chassis would be ideal; as you only have a single cruiser.
A M-version of the hammer torpedo (Like the typhoon reaper) would kick much tush.
An alternate version of the mining laser, MI ships have almost no S-Energy slots to mount them (though they have plenty of M-Hybrid slots for mining blasters). The mountable Negl gun would fit the bill though; since it'd take a ballistic slot.

You can include Nexerelin mining capability without having Histidine do it by creating a data/config/exerelin folder and then adding mining_weapons.csv and mining_ships.csv files with relevant entries.
Title: Re: Metelson industries (0.7.1a): Deliberations updated Varingur and Fighters! a2.50
Post by: Lakis on January 21, 2016, 03:12:53 PM
Blarg still alive!

Just doing concepts and that's just about it, Concept Weapon, ship, and sprite design as well as thinking about lore and possible missions to go with it.
Title: Re: Metelson industries (0.7.1a): Deliberations updated Varingur and Fighters! a2.50
Post by: Azmond on February 22, 2016, 12:02:34 PM
A bit of a teaser post for things to com in the next update to 7.x  This will be an update to a.2.50 and throw it into a3.00.
Enjoy the two little ships I'm leaving you with to drool over. One is a drone, and the other is coming back with a vengence.
And yes, I'll do my damnest to make them balanced.

(http://i.imgur.com/b665X40.png)


(http://i.imgur.com/IjbPJLT.png)
Title: Re: Metelson industries (0.7.1a): Deliberations updated Varingur and Fighters! a2.50
Post by: SierraTangoDelta on February 22, 2016, 09:48:05 PM
Looks pretty cool, I'm assuming that's a cruiser? I'm definitely gonna add your mod for my next character.
Title: Re: Metelson industries (0.7.1a): Deliberations updated Testing testing... a2.50
Post by: Azmond on February 25, 2016, 10:27:55 PM
Looking for a few play-testers. If you'd be intrested, send me a PM. Otherwise, just wait for the update to roll out. :)
Title: Re: Metelson industries (0.7.1a): Deliberations updated Testing testing... a2.50
Post by: SierraTangoDelta on March 01, 2016, 01:31:09 PM
I'll wait on the full update, I'm committed to my current character, lol.
Title: Re: Metelson industries (0.7.1a): Deliberations updated Testing testing... a2.50
Post by: Azmond on March 01, 2016, 07:42:56 PM
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.
Title: Re: Metelson industries (0.7.1a): Deliberations updated Testing testing... a2.50
Post by: Midnight Kitsune on March 01, 2016, 08:52:34 PM
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.
Title: Re: Metelson industries (0.7.1a): Deliberations updated Testing testing... a2.50
Post by: Azmond on March 01, 2016, 10:54:36 PM
Then I need to hop to it and finish the touches it seems... Update will be out for metelson's shortly.
Title: Re: Metelson industries (0.7.2a): Military and Outpost update a2.70!
Post by: Azmond on March 02, 2016, 12:41:50 AM
(http://i.imgur.com/A0wuRCg.png) (https://www.dropbox.com/s/gh5hp40f83koefx/miPUBLIC.zip?dl=0)
Click to download

HERE WE GO FOLKS~!!! :D

We have now, TWO, locations to buy metelson ships. An Outpost in orbit around Asharu and then Rock.
Rock itself has gotten a change in apperance and has gotten very, VERY much up to it's name with a red dwarf star warming a series of rings around Ragnus. Ragnus itself being fairly well off.

All ships have descriptions and we've a few weapons to add!

All these weapons are mostly BURST, weapons. The Maser is a Metelson take on the IR pulse laser. The Mining lance, my first weapon attempted! Then, we've the Combat MG, Heavy Combat MG, and the Miller AC~!

All have a description and can be found in metelson markets alongside vanilla items~!!! ^^

Happy mining folks!
Title: Re: Metelson industries (0.7.2a): Military and Outpost update a2.70 3/2/1 6
Post by: Toxcity on March 02, 2016, 05:35:01 AM
Those vanilla conversions look great! I especially like the Enforcer one.
Title: Re: Metelson industries (0.7.2a): Military and Outpost update a2.70 3/2/1 6
Post by: Takion Kasukedo on March 02, 2016, 06:10:04 AM
...I see a midified Enforcer, possibly Energy weapons, unless it sticks to ballistics.

Very interesting.
Title: Re: Metelson industries (0.7.2a): Military and Outpost update a2.70 3/2/1 6
Post by: Azmond on March 02, 2016, 10:11:37 AM
Thanks guys, please give me any feed-back as somethings still need to be tweaked a bit. One thing i'm having issues with has been getting my weapons to spawn more in metelson markets. I'll bug some of the ginats for input about that. Otherwise, I'll be balancing things and catching typos. but not today. Today I have to go out and be an adult. :P

Update: Fixxed Typos and made sure all things had a description. Gave some of the ships a few of the new Ship Systems and adjusted a few things. nothing should break the game and ETC ETC, have fun folks.
Title: Re: Metelson industries (0.7.2a): Military and Outpost update a2.70 3/2/1 6
Post by: Toxcity on March 02, 2016, 08:36:59 PM
Might want to change the faction color, it's real easy to mistake them for the Hegemony.
Title: Re: Metelson industries (0.7.2a): Military and Outpost update a2.70 3/2/1 6
Post by: Nanao-kun on March 02, 2016, 09:58:15 PM
This mod has improved a lot since it first came out.
Title: Re: Metelson industries (0.7.2a): Military and Outpost update a2.70 3/2/1 6
Post by: Azmond on March 03, 2016, 12:14:46 AM
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.

The cogs in my head will never cease~! Heahhahah~!
Title: Metelson industries (0.7.2a) -- Linux
Post by: Lakis on March 06, 2016, 09:00:09 PM
Fixed issue, was simply running out of date unix and included JRE is only 32-bit. (I think.) So it could only go past 2 gigs.

Anyways, Azmond still needs to watch out for his spelling issues, mudskipper's MI needs to be lower case, otherwise it's all good.

Spoiler
So, to those users who run SS on linux!

There may be an issue if you run the Native JRE, are in a 64-bit environment, and run with more than 2048m of maximum memory.

Code
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

instead of the included JRE.

Code
./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


 I'll be updating this post as I try and figure out if this issue is specific with my system, or something else. If it's all just my system or my Java being FUBARed due to my tinkering, I'll edit the post to just be some sort of strange thing or other I guess.
[close]
Title: Re: [0.7.2a] Metelson industries : Military and Outpost update a2.70 3/2/16
Post by: Azmond on March 31, 2016, 09:23:29 PM
Bit of a Question... What would you like to see more of in the mod?
More ships, more interesting things? What'd you like to see in this mod a little more or think would be good to have?

Elsewise, this is a bit of an update: Life is going to get fun for me, and I'll be planning my time ahead of time if that makes sense. For I will basically be taking a Second job and that is going to be very... very... "Fun". So, tell me a little about the mod, what do you like, what do you hate, what do you find interesting or silly, whatever it is, critique this mod.
Title: Re: [0.7.2a] Metelson industries : Military and Outpost update a2.70 3/2/16
Post by: Azmond on April 10, 2016, 12:19:08 PM
(http://i.imgur.com/W1UY83m.png)
Thrudgelmir has come... Fear the damned an rotten heads of it's guns, and have fun killing it all. ;)
https://www.dropbox.com/s/gh5hp40f83koefx/miPUBLIC.zip?dl=0

Pre-expansion meaning: before the new system is added and or developed among other items.
Changes to the mod
==================

Hot fix with descriptions coming soon. I KNOW THERE ARE NO DESCRIPTIONS FOR THE NEW SHIPS. Hot-fix will not break saves. Hot-fixx will come at 4/12/16 or this coming wedsday. 4/13/16
Title: Re: [0.7.2a] Metelson industries : Military PRE-Expansion update a2.70 4/10/16
Post by: Abyz on April 10, 2016, 12:31:17 PM
Fack ya!
Title: Re: [0.7.2a] Metelson industries : Military PRE-Expansion update a2.70 4/10/16
Post by: Blaze on April 10, 2016, 12:33:51 PM
Are those four medium slots on the new Varingur?

Heck yes it's still going.

If you're asking what I'd like to see:
I'd like to see a conversion of the Brawler, it definitely needs some love.
A bit more presence really; in Corvus mode they tend to never leave their system. But that's more of a limitation of the game; so dunno what can be done there.
Mining weaponry, the mining lance is a really nice alternative to the pulse laser.
Title: Re: [0.7.2a] Metelson industries : Military PRE-Expansion update a2.70 4/10/16
Post by: Azmond on April 10, 2016, 11:23:26 PM
That is NOT, a Varigur. That is a Gracursor, and it will kick your butt from one end to another if you don't treat it like a threat. That's 4 uni small turrets, 2 medium kenetic turrets, and 2 LARGE kenetic turrets. it also has damper field... Actually...a few of my ships do. I love that system.
Might make a variation.
Title: Re: [0.7.2a] Metelson industries : Military PRE-Expansion update a2.70 4/11/16
Post by: Azmond on April 11, 2016, 01:02:19 PM
Hot-fix up. Descriptions up, Roma now in fleet compisition, will not spawn often- hopefully- will nerf spawn if needed.

Have fun folks.
Title: Re: [0.7.2a] Metelson industries : Military PRE-Expansion update a2.70 4/11/16
Post by: Azmond on April 13, 2016, 05:03:08 PM
Hotfix two: Nerfed Thdugelmir considerably, was much too Stronk to be balance worthy.
Title: Re: [0.7.2a] Metelson industries : Military PRE-Expansion update a2.70 4/11/16
Post by: Ratheden on April 13, 2016, 06:10:40 PM
If your after Colors for your fleets i think a nice orange, that is/or a mix of the flags red and yellow with grey strips would rock.

Title: Re: [0.7.2a] Metelson industries : Military PRE-Expansion update a2.70 4/11/16
Post by: Azmond on April 16, 2016, 12:06:09 AM
hello. I am not sure what you mean could you please rephrase that. I am going to assume that was a compliment.
Title: Re: [0.7.2a] Metelson industries : Military PRE-Expansion update a2.70 4/11/16
Post by: sirboomalot on April 16, 2016, 10:31:24 AM
I think he is suggesting colors for future ships.
Title: Re: [0.7.2a] Metelson industries : Military PRE-Expansion update a2.70 4/11/16
Post by: Azmond on April 23, 2016, 09:05:36 PM
School and work have gotten significantly better. So I will be adding more time to the mod and can further push updates out. This is going to mean that updates will be more content based and often based upon a theme. The main theme for the next upcoming update is, of course, military specialization.

The colors will remain the same to try an keep to the Vanilla style. That an keep a standard going. (I really like the Greenish yellows. :)  ) I won't introduce very fancy weapons, but I'll at least make something as interesting as I can make them. Personally, I prefer burst fire weapons like something of a three-shot burst work for shot and burst. One notable example is the Mining Lance. It is an effective burst laser that is on par and perhaps better than the Pulse Laser.

At the moment, I've been working with an idea-sheet of weapons and have been trying to peg down some weapon ideas. Some obvious ones, A Blaster like the Mining Blaster. That is something I've started to look into
One thing I'd like to make is a Strike weapon that is Kenetic. It won't one-shot sheilds (that'd be OP as all hell) but it'd one shot small ships for sure, and give less damage than an AMB with the same concept. However, it his going to be slightly long range- think 500 - to help give it more of an edge.  The idea behind the strike weapon is that you overload and then unload. And if you hit an UNARMORED section, you can slam the hull signigicantly. Armor is the main gaurd Vs. this weapon in the works. It's an idea, an may or may not come into play. :)

EDIT:: Was done on phone initially now on computer.
Title: Re: [0.7.2a] Metelson industries : Military PRE-Expansion update a2.70 4/11/16
Post by: Azmond on May 19, 2016, 08:58:41 PM
Just a monthly check-in more or less. Mod is still going, Looking forward to getting my carrer on track so the mod is more or less how it is untill voices are raised for a change in some fashion (multiple PMs from different people Et cetera et cetera). AS it stands I'm still developing military expansion points. Weapons, ships, Star-Systems and other things. One idea I have is based off of a french tank called the Hotchkiss.

http://www.tanks-encyclopedia.com/ww2/france/Hotchkiss_H35_39.php 
(http://www.tanks-encyclopedia.com/ww2/france/Hotchkiss-H35/Hotchkiss_H35_4cuir_1DLM.png)

This is a lateral view of it, however I've been playing World of Tanks recently and have gotten a few ideas from the World of tanks. No this will NOT be Tank-farer but it is an idea for a ship system and a ship with a unique gun. Basically I'll be making a Space-Tank.
This will be very rounged, and be of the Mid-tech sort of system and design as much as I can make it or feel that it fits.
The ship willhave a large bulit-in turret. This turret will also be the bridge in a sense and but, can be disabled. at least the gun can and thus turret movement.
The ship system i have in mind restricts a Ship to ONLY the large turrets and speeds the ship up by 70. To compensate for the lack of PD, engines will take damage or the Hull will take less damage by 25 Percent- which for some weapons is a lot! -and willbe based on the Damper system idea.

If it was the Damper system this would be OP.  The alos means the System will charge up and Charge down as a balance feature and is TOGGABLE. While it's charging up or down, the turret(s) will still be used till the the charge finishes it's cycle.  This also means that the ships normal COMBAT speed, will be limited to that of a destoryer. This is Intended to be a frigate, however it might prove to be better as a Heavy Frigate/Light Destoryer.

This is due to the Built-in wepon. as well as the load-out of turrets. Two small kenetic turrets in the back and front of the ship, Then at either FRONT side where the Tracks of a tank would be. ONE universal Turret with a 45 degree arc for additional fire-power when in it's Standard form. This makes for a good Escort that can come in to Tank hits from other ships and can fire back.

The gun itself, I'm unsure about. However I have in mind that it'd be a KENETIC strike wepaon with fairly fast reload. But Horrendous aiming and ridiculous starting spread. eh, it's an idea... regardless,that's it fro the update folks I gtg to bed. Clinicals and Wl-mart tommarow if I feel ambittious I only work at walmart now two days... But friday is shared with the Nursing-home. so... yeah. Gonn'a be fun... Faaugh.
Title: Re: [0.7.2a] Metelson industries : Military PRE-Expansion update a2.70 4/11/16
Post by: Azmond on June 06, 2016, 10:02:59 PM
So folks, time for my monthly sort of update to a fair amount of my online dealings... Most this place really and some other points of interest or otherwise.   Regardless, some good news on myself for those who were curious. The CNA courses are finished and as of today, it is offically over. I can take the CNA certification exam within a period of time before going into the CNA course again- if I chose to do so -and will gain or be deined certification. So, that's good. I've finished what I chose to do and it is DONE~!
During the course I had a few Episodes, you might call them. Where I basically had a panick attack or just, got overwhelmed putting it one way. Being a CNA is not easy, never expected it to be; never expected it to be as hard either. So, I will NOT be pursuing a carreer into nursing and will, somwhat not so, saddly. Be going back to Wal-mart Part/Full time rather than Poverty time of 16 hours a week, if less when something happened. And not so sadly because everyone i worked with was wondering if i was going to quit again...

So... I know I'm sorely missed. heh, that's kind'a comforting in regards to many things in some twisted fashion.

Now, onto the good news for the mod and possible bad news?
Probably not bad, but, that's subject to opinion as is the words good adn bad if you want to be Philosophical. :P

Potential Bad-news first, Doing a bit of a graphic's rehaul on some select vessles and bringing some of the older vessles back... Hulls like the Glima.
The Glima was once the hatchet:
(http://i.imgur.com/NzzpR9G.png)

The Hatchet was bored down into the Glima:
(http://i.imgur.com/BsOWAXi.png)
(http://i.imgur.com/spzgIVY.png)
(http://i.imgur.com/Rd8VGMy.png)
(http://i.imgur.com/hSLy0XX.png)

The Glima then changed shape and has been since pulled from the game. This is notably to keep balance in the mod as the system that it, and Thrudgelmir, were to take, was similar to that of the Damper-feild. However, unlike that system, this was a pure combat system and was ludicrously OP in regards to it's function. If piloted correctly and if the AI didn't kill itself, it could and likely would kill more ships than it otherwise normally would be allowable to do so in reason. Not joking either!!! it really was OP as all hell...
Spoiler
(https://i.imgflip.com/jiswv.gif)
[close]

So, I've been considering options and ideas while I've been in school doing my doodles of other artistic pursuits. and one of the ideas I've struck upon is bringing back some of the "Starting" designs... So... Heres the Withered, wretched old hulks and a bit of a request for anyone reading this newest post.
Spoiled, is the ships I had started to spread along these fourms. These are my starting examples and progress into modding from 2 years ago at this point I think. Almost a 2 Year Anniversary... Thinking about it, it's quite an achievement despite what some may think.

Take a look and tell me what you think, thank you one and all who take the time to do so:

Spoiler
MASA (Metelson Auxillary Space Appriati) Frigate
Cargo :  (http://i.imgur.com/VyOWq2d.png)   
Attack : (http://i.imgur.com/yl9XDm1.png)
Fueler : (http://i.imgur.com/bJncjUk.png)
Tow version was to be the ship stood alone with a large looking "Turret" in the back that acted as a decorative Pulsar/light. Unmade really save for basic form. Thought of the "Segemented" ships first.

Obex Heavy Bomber (more of a corvet... Rival for the Kite?)
(http://i.imgur.com/Vn4NWn9.png)
Ascea Drone Shuttle (had a small Drone system of 3 drones armred with IR lasers. Drones would NOT regen. But would be tough to handle things. was intended to act as a Dedicated Escorter of sorts. Easy to miss and have around. But, better than the MASA combat type)
(http://i.imgur.com/b3yzIR3.png)

The Longhaul, ShortRunner, and Sprinter  Cargo Series:
These three were to my dedicated cargo-hualers and were made with a LOT of hull in mind more than anything. think of the valkeriy only... With a somewhat fighting chance.
(http://i.imgur.com/GOaxaJB.png)(http://i.imgur.com/qXxlnTv.png)(http://i.imgur.com/5zFZuix.png)


The Spade Mk3
(http://i.imgur.com/jYscqVq.png)
Coming from the pala- a design I loved and still love as poppable as it is -this was something of a logical step. Make it $&%in' BIGGER! and GUNNER! AND MORE AND MORE!... SOMETHING! cause... SOMETHING! Is, SOMETHING!
I honestly have forgotten why exactly I made the ship. But, it's purpose is easy to grapse. Big dakka, often boom, much cackle. Then Thrudgelmir come, loose brain dribbles from ears.

Well, that was something of the thought at least.
[close]

That was it for the mixxed bag of news I gave there... For the good news. There will be some more weapons coming and I will have more time to mod again as well as other objects as I manage myself some more and work on things to have done. My previous posted more into that, but I'm also considering a Temporal Shell ship as well with Combat in mind either "traded" with the Tri-tachyon, or revrse engineered with some minor differances. Making bullet-time less, agressive and thus giving more time in general. Or being on a "Timer" with only the inital flux charge up.

Otherwise, the weapons will take some considerable time to craft and work on. The ones I have are good, but lacking in umph and depth in regards to keeping with the spirit of the game I fell in certain aspects.

Now, I'm off, time to finally pick up skyrim again or something... relax and enjoy my night for once... Or be an adult and fall asleep.


...


Anyone else for coffee?
Title: Re: [0.7.2a] Metelson industries : Almost 2 years, huh. a2.70 6/30/14 - 6/6/16
Post by: Blaze on June 10, 2016, 12:10:54 AM
A new system for the Glime is kinda tricky. I mean, the easier options would be to add an Ammo Feeder, but that would make it too much like a brawler (which its previous design also resembles, though it now has a damper field.) or a movement system (which would essentially make it into a more shield-dependent decurion).

IIRC, the old system was a ramming field which strengthened shields and made your faster; similar to a monitor. I rather like the idea of a ramming frigate (blame Homeworld Cataclysm), so how about making the ship stop to charge up and then charge forward a short distance? You'd be vulnerable while preparing to ram, although the AI might not make as good a use of it.

Alternatively, some kind of frontal ordnance dump? Say, 15 unguided frag bombs from the front in an arc triggered by ship system. Can be used offensively by dumping it onto an exposed hull or defensively by soaking up enemy ordnance. Lore could be that it's used to clear away smaller asteroids in a field.

Now, the MASA was easily one of the best frigate-sized cargo haulers I've seen. 210(?) cargo, decent shields (mostly due to no flux-using weapons), and a M-Missile slot. Of course, this came at a premium, costing about as much as a high-tech destroyer. This presented a conundrum as if I wanted cargo, I could buy two buffalos, and if I wanted missile slots, I could buy 1.5 vigilances for the same price.

So if I could make a suggestion, it would be to lower the fuel/cargo capacity to around 50 and add a group of ship-exclusive hullmods, of which you can pick one to decide its function.

Some examples:

1. Cargo Module - Increases cargo capacity.
2. Fuel Module - See above, but for fuel; also increases armor slightly to protect the volatile compounds.
3. Tow Module - The addition of a secondary set of thrusters increases speed and adds the ability to tow larger ships. This comes at the cost of fuel usage and maneuverability.
4. Sensor Module - The addition of high-powered sensors increases sensor range both in and out of combat. Furthermore, it increases the tracking efficiency of fired missiles. However, this comes at a cost of the ship's flux usage, and the sensors themselves increase the cost of maintenance.
5. Repair Module - The compact set of construction tools housed in this module allow it to repair and maintain frigate-sized ships. It can also construct fighters, though not during heated battle, increasing the recovery rate of fighter wings.
6. Weapon Module - This module sacrifices other aspects in order to attain maximum efficiency of its missile weapon, increasing firing speed and ammunition capacity. However, the flexibility of the MASA is also its weakness; in order to maintain the effect across the many missile types, sacrifices had to be made. The module is rather vulnerable due to its explosive cargo, and the lack of fixed inertial dampeners means that limits has to be imposed on the ships thrusters and maneuvering engines.
Title: Re: [0.7.2a] Metelson industries : Almost 2 years, huh. a2.70 6/30/14 - 6/6/16
Post by: Azmond on June 11, 2016, 08:41:44 AM
You are correct. The GLIMA had a system called the GLIME drive. So... Close,hehah. regardless, yes, it was a mess of a system and Thrudgelmir even had it. Making for a nasty if not OP as hell ship to play around with.

As far as the MASA goes. That was the intention. Make a lot of little ships with some specializations based on the Hull of ONE ship., it's namesake was an Acronym for "Modifiable Auxiliary Space Apparati" and I think some of the more Military aimed ships will have similar Acronyms. My brother Alex gave me some information about how some things in the military are named and it'll help I'm  sure. :)

In regards to your suggestion for a Brawler Variation, the Glima will be filling that role and the Glima's First itteration will be coming back as well under Hatchet for now. The First itteration I'm thinking of turning into a Stout Destroyer from it's sheer weight and size accompnaies with it's Orrdance. The Glima itself (while I initially wanted it to be a Space-dozer hence the system) didn't pan out, It's still a lovely design, so I made it more of an all rounder and will be making it a heavy Frigate with a bit of an Asymmetric design.
Title: Re: [0.7.2a] Metelson industries : Almost 2 years, huh. a2.70 6/30/14 - 6/6/16
Post by: Abyz on June 11, 2016, 03:20:25 PM
Is the mining lance (medium energy wep) still in the mod? I haven't seen one for sale in ages! Love that green blaster.
Title: Re: [0.7.2a] Metelson industries : Almost 2 years, huh. a2.70 6/30/14 - 6/6/16
Post by: Azmond on June 11, 2016, 06:17:20 PM
Is the mining lance (medium energy wep) still in the mod? I haven't seen one for sale in ages! Love that green blaster.

Yes, but many weapons are hit and miss. I need to learn a little more about the market configurations that inject more of the factions weapons. But, if you have the console commands mod.  All you need to do is type: add weapon or add item  mining_lance I f not mining lance out,"mi" in the front.
Title: Re: [0.7.2a] Metelson industries : Almost 2 years, huh. a2.70 6/30/14 - 6/6/16
Post by: Abyz on June 11, 2016, 08:39:20 PM
Right on, thanks bud.
Title: Re: [0.7.2a] Metelson industries : Almost 2 years, huh. a2.70 6/30/14 - 6/6/16
Post by: Azmond on June 12, 2016, 08:34:57 PM
http://imgur.com/yhCFWk7 Side by side, the old "Glima" and the New Securis teaser teaser
Title: Re: [0.7.2a] Metelson industries : Almost 2 years, huh. a2.70 6/30/14 - 6/6/16
Post by: Lakis on June 13, 2016, 09:27:17 PM
You... I will keep bugging you till it's fixed...

MI_mudskipper.png must start with lower-case "mi" ...

Don't forget... Because I will keep bugging you about these inane problems on Linux until they're all fixed since you aren't on Linux any more...

In fact, I daresay I'm the Linux Bug-tester for you now... At least, until I deploy... Then, I'm out for a while...
Title: Re: [0.7.2a] Metelson industries : Almost 2 years, huh. a2.70 6/30/14 - 6/6/16
Post by: Azmond on July 15, 2016, 12:01:12 PM
So, last time I posted... and a little further back in the month of June. I posted about expanding the Military sector of the Metelson's with a few treads back into older territory. I posted pictures of the Glima, where it came from, how, and what I had in mind for it to begin with this next update. If not, well, it won't matter too much.

But, for those of you who want to know exactly what I'm talking about, I'd say just click this (http://fractalsoftworks.com/forum/index.php?topic=8100.msg188507#msg188507). Give it a glance, come on back, and read further. Not much to miss though. As I said in the first of this though, I posted on the military, and I've decided on a more concrete list.
I'll be brining back the Glima, as well as a new ship based on it's older sprite. The teaser image I posted (which I'll share below) is all I'm going to show.  in regards to that. :)
I'll also be brining back these ships, and doing a redesign on others.
In addition, as I showed in the teaser image. I'll be putting in a few new designs and adding to the arsenal of Metelson Weaponry. Though, as for the weapons, i've not been working on them and may pull from old design doodles I did in high-school when my brother was here. As a  taste of things to come, here's the Actel H35. It's main goal is escort and support and will be fitted with strike cannon with a Ship-system put in place to limit it. Basically trying to balance i and the ship-system described is something I'm going to have help on. I'm not that well versed in magic, but we'll see how it goes. For now, enjoy the funky blue-ship. No, the color is not going to stay like that. I just don't want to see gray and found that color fun to work with. And yes, this will be a  Heavy Frigate or a Gunboat in a way. It's not a gunship like the Brawler or like the Dicurion, so, I think Gunboat would work for a designation... eh, either way, off to work.

(http://i.imgur.com/cZF6fgN.png)
Title: Re: [0.7.2a] Metelson industries :Teasing is fun a2.70 7/30/16
Post by: Azmond on July 30, 2016, 12:38:06 PM
I'm just going to leave these here...
Spoiler
(http://i.imgur.com/zU8Tdv6.png)

(http://i.imgur.com/uDzO6sX.png)

(http://i.imgur.com/IPeHvvB.png)

(http://i.imgur.com/vauXVVY.png) (http://i.imgur.com/YP8aL8G.png)
This is a lost Sprite I only had a flattened image to show, screen shot is newer one

[close]

Hehahahaha... This is probably the most evil I get to be. Hehaha. augh.
otherwise, Things have progressed, can't wait for the newest update!
Title: Re: [0.7.2a] Metelson industries :Teasing is fun a2.70 7/30/16
Post by: Blaze on July 30, 2016, 09:50:05 PM
I find that having your faction's ship variants use specific weapons makes them appear in their markets much more often.
Title: Re: [0.7.2a] Metelson industries :Teasing is fun a2.70 7/30/16
Post by: Azmond on July 30, 2016, 11:53:39 PM
Problem being, I don't want to have a ton of varriants that solely use one or two items. So... Weapons are on my TODO among other things... As it stands now. Not updating. But, definately going to have fun teasing heahha
Title: Re: [0.7.2a] Metelson industries: AUGH!!!!a2.70 7/30/16
Post by: Azmond on August 02, 2016, 08:29:38 PM
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.
Title: Re: [0.7.2a] Metelson industries: AUGH!!!!a2.70 7/30/16
Post by: Grizzlyadamz on August 03, 2016, 10:12:26 AM
***.  :-[
Title: Re: [0.7.2a] Metelson industries: AUGH!!!!a2.70 7/30/16
Post by: NightfallGemini on August 03, 2016, 12:27:54 PM
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.

Holy ***, sorry to hear. This mod has one of my favorite weapons in it, too. :<
Title: Re: [0.7.2a] Metelson industries: AUGH!!!!a2.70 7/30/16
Post by: Toxcity on August 03, 2016, 02:54:17 PM
That sucks.  :-[
Hope you can recover most of what was lost.
Title: Re: [0.7.2a] Metelson industries: ONWARD!!! a2.70 7/30/16
Post by: Azmond on August 03, 2016, 04:21:37 PM
Spoiled for size.
This is the signs I have on my monitor, guess which one is actually new.
Spoiler
(http://i.imgur.com/DQC7q3b.jpg?1)
If you guessed the top, you're wrong. :P

[close]

So, New pala can be salvaged, the Actel can be rebuilt via Screen-shots and such, other items though. I will saddly have to remake. Hopefully my brother has a working dev I gave him so I can avoid doing that. else-wise making a todo list to hang up on the top of the monitor as well. and yes, It is going to be littered in papers, and no, you don't want nor need to know what my desk looks like.

Suffice to say, standard mod download is now what I have to work with ATM.
So, time to restart form scratch as it were. ONWARD!
Title: Re: [0.7.2a] Metelson industries: ONWARD!!! a2.70 7/30/16
Post by: Midnight Kitsune on August 03, 2016, 09:50:44 PM
Next build should be called/ nicknamed Phoenix
Title: Re: [0.7.2a] Metelson industries: ONWARD & UPWARD!!! a2.70 7/30/16
Post by: Azmond on August 04, 2016, 12:03:51 PM
Eh, maybe that's too cheesy  :P

Either way, progess will be made. I'll  be cobbling what I can together again. I"ll be working on it day in an out at this point now. I'll be damned if I loose all that work, again. So, I'll be looking into setting up back-up system's and making hard-copies of my mod. CD's, cassetes, anything really that can sruvive a power outage multiple times or computer failure.
Title: Re: [0.7.2a] Metelson industries: ONWARD!!! a2.70 7/30/16
Post by: Grizzlyadamz on August 04, 2016, 03:55:00 PM
I hope he's got it. Maybe in history, or a cache somewhere..
In any case, best of luck to ya!
Title: Re: [0.7.2a] Metelson industries: ONWARD!!! a2.70 7/30/16
Post by: Weltall on August 04, 2016, 08:31:28 PM
..Definitely best luck. I hope no matter what happens, you will not feel too down Azmond.

Regaining lost time..
Title: Re: [0.7.2a] Metelson industries: The cogs turn once agian! a2.70 8/11/16
Post by: Azmond on August 11, 2016, 09:55:06 AM
Allright! So, it's been a week. During this week, I've remade the actel Cannon, I've remade the cockpit, I've remade the Actel itself and managed to slavage it all! NOW! Now it's time to Repaint the Mantarn (AGAIN!!!) and the Grancursor (a complete redesign for that ugly little space willy... it is so ugly... eaugh.)
*Removed*

NOW~! pardon me as I save my work and do a back-up of this month's work on the mod and the first back-up that is new.
Title: Re: [0.7.2a] Metelson industries: The cogs turn once agian! a2.70 8/11/16
Post by: Midnight Kitsune on August 11, 2016, 12:23:22 PM
A suggestion is that you should alternate the backups and their devices so that if one fails, the other isn't a YEAR old...
Title: Re: [0.7.2a] Metelson industries: The cogs turn once agian! a2.70 8/11/16
Post by: Azmond on August 11, 2016, 01:24:38 PM
Aye. Going to have an onboard back up and then a USB backup.  Not able to do otherwise. Mod is synched with dropbox now.
So, never again!!!  :'(
Title: Re: [0.7.2a] Metelson industries: The cogs turn once agian! a2.70 8/11/16
Post by: Weltall on August 15, 2016, 10:06:58 AM
Make sure to not get too stressed Azmond. That will be much worse. Just think of it like a dream.. a really bad.. long dream.. >.> I think I am making it worse  :-X

Ahem! I was just looking at my Acutor and saw that the System name is Actuor Drones, rather than Acutor drones. Just wanted to point that small thing out. I so did not know it had a flight deck up to now.

Again Azmond, thanks for all your hard work and for keeping this up..
Title: Re: [0.7.2a] Metelson industries: The cogs turn once agian! a2.70 8/11/16
Post by: Azmond on August 15, 2016, 11:16:30 AM
Oh bollocks, seems i still have to pass over the Descriptions file... Among other things. let me know if you spy anything else...
Title: Re: [0.7.2a] Metelson industries: The cogs turn once agian! a2.70 8/11/16
Post by: Blaze on August 15, 2016, 12:00:19 PM
You will endure this loss, and learn from it. (https://hydra-media.cursecdn.com/darkestdungeon.gamepedia.com/3/3b/Narration_expeditionfail5.ogg)

Hope to see new stuff soon.
Title: Re: [0.7.2a] Metelson industries: The cogs turn once agian! a2.70 8/11/16
Post by: Lakis on August 16, 2016, 09:07:48 AM
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.
Title: Re: [0.7.2a] Metelson industries: The cogs turn once agian! a2.70 8/11/16
Post by: Weltall on August 18, 2016, 03:21:39 AM
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.

Three cheers for Viymese!

(https://autismum.files.wordpress.com/2012/06/3cheerscard_01_860-640x496.jpg)
Title: Re: [0.7.2a] Metelson industries: The cogs turn once agian! a2.70 8/11/16
Post by: Grizzlyadamz on August 26, 2016, 10:17:52 PM
Seems like the AI is misbehaving around Rock Citadel- looks like they're repeatedly trying to dock with the station but being turned back by the corona.
Might be worth a look.
Title: Re: [0.7.2a] Metelson industries: The cogs turn once agian! a2.70 8/11/16
Post by: Azmond on August 27, 2016, 12:01:24 AM
It's not an issue with the AI so much as it's an issue with Placement of Citadel, it'll be fixxed come this next release. And with Slacaging coming out, well. I've a few more things being plunked together in my head though. I really should slow down before I end up with my foot in my mouth.
Title: Re: [0.7.2a] Metelson industries: The cogs turn once agian! a2.70 8/11/16
Post by: Weltall on August 27, 2016, 10:57:57 AM
Out of curiosity Azmond and mind you, in no way I mean to rush you, especially with how things have been hectic for you, do you think you will release another version for 0.7.2a? I am sure by now devs are looking towards what comes next, so they do not want to bother with what happens now. Well, I could be wrong though.
Title: Re: [0.7.2a] Metelson industries: The cogs turn once agian! a2.70 8/11/16
Post by: Azmond on August 27, 2016, 01:09:14 PM
soonTM
Spoiler
(http://i.imgur.com/ZQLo2BV.png)
[close]
Title: Re: [0.7.2a] Metelson industries: The cogs turn once agian! a2.70 8/11/16
Post by: Midnight Kitsune on August 27, 2016, 01:21:46 PM
soonTM
Spoiler
(http://i.imgur.com/ZQLo2BV.png)
[close]
You MIGHT want to tone down those asteroid amounts as I remember they use to be a big performance hit
Title: Re: [0.7.2a] Metelson industries: The cogs turn once agian! a2.70 8/11/16
Post by: Weltall on August 27, 2016, 01:27:43 PM
Would it be not possible to make them more static like the rings, so they affect performance less? At least in Corvus mode in Nexerelin, I can swear I have seen really large asteroid belts, but I did not feel the game getting much worse when around them. I mean.. it is the Rock Citadel and all.
Title: Re: [0.7.2a] Metelson industries: The cogs turn once agian! a2.70 8/11/16
Post by: Azmond on August 27, 2016, 01:55:19 PM
I'll make one large ring, though I don't think anyone has had an issue yet... but to avoid it in hindsight, I'll make one belt moving and another large on static. I'll mess around with it. Time for work now.
Title: Re: [0.7.2a] Metelson industries: The cogs turn once agian! a2.80 9/3/16
Post by: Azmond on September 03, 2016, 11:56:10 AM
(http://i.imgur.com/plk8rHw.png)

After a few months of tinkering and elsewise!
I finally have a release for all of you that I feel will work (or at least fix some issues with the mod and make it more fun to play.)
Metelson Industries 2.80!
Anywho! have fun and enjoy the mod folks!
Download now~!  (https://bitbucket.org/Azmond/metelson-development/downloads/miPUBLIC.zip)
^!^!^ DOWNLOAD THE MOD ^!^!^
Nexerelin COMPATIBLE / LAZYLIB NOT REQUIRED

Silent hot-fix (mostly a grammar fix that was much needed...) Redownload if you want better sentences. xD

Hotfix 9/14/16:  Issue discovered with Thrudgelmir ship system. Burn-drive given in place of it. Redownload.
Heavy Rostor feild tooled to generate less-flux to be more compatible with smaller ships with weaker flux-capacities. (mainly the Varingur)

Hotfix 10/8/2016:
ADDED VERSION CHECKER FINALLY!!!
Redownload, uploaded the wrong files on the 5th. Should work fine now!
I also edited the MillerAC to have "1" Mining Strength. weaker than the Mining-laser, but still mining capable.
Reason being is, that it's meant to break rock up and does so differently than the mining laser.
For those who're curious as to what Metelson has.
it's the
Light Maser
Mining Lance
and now the Miller AC

Also made the switch to bit-bucket for one-click downloading! :)

Title: Re: [0.7.2a] Metelson industries: Ship Catalog up! :) a2.80 9/3/16
Post by: Azmond on October 02, 2016, 08:09:35 AM
Monthly little update is all. No content release, more of a say on whats going on.
School has started for me and I'll be focusing on that a little more. In fact, quiet a lot more. But, that doesn't mean I won't still be working on the mod. Likely it means I'll be lagging behind things and coming out with a release a little while after the Giants have had their turn in the waters.
(EG Interstellar Impereium, THI, Black-Rock, SHI)

With the Scrap and Debris being in the game, as well as other objects. I'll be spending my time thinking of weapon-designs, Ship designs, and possibly- with some help or just Trail an error and disect Vanillia information. Some more Abilities... A dream really that one, but, one I want to aim for.
Elsewise, Some hull-mods to increase Scrap-gathering on Combat ships at a cost of something else would be good, (perhaps armor to make a hole for the Equipment? maybe with the primitive Fighter-bay you can have more fighters per-bay. Simply it takes longer to get them out on the feild?)

Either way... I'm off for now. Going to work on an assignment or two and then goof-off for a bit. All work an no play makes Jack a dull boy.
Title: Re: [0.7.2a] Metelson industries: ADDED VERSION CHECKER FINALLY!!! a2.80 9/3/16
Post by: Metadane on October 06, 2016, 08:29:36 AM
Love you.
Title: Re: [0.7.2a] Metelson industries: ADDED VERSION CHECKER FINALLY!!! a2.80 9/3/16
Post by: King Alfonzo on October 08, 2016, 02:19:14 AM
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.
Title: Re: [0.7.2a] Metelson industries: ADDED VERSION CHECKER FINALLY!!! a2.80 9/3/16
Post by: Orikson on October 08, 2016, 05:44:41 AM
Just reporting:

74421 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Error loading [metelson.version] resource, not found

I'm not sure what's wrong, but what I found was rather interesting.

It apparently has something to do with Version Checker mod. Deactivating the mod prevented the crash from happening.

I've tested Metelson with other mods. It's fine as long as Version Checker is off.

Even when activating only Metelson together with Version Checker (and TwigLib of course), the game will crash once the loading bar is full.
Title: Re: [0.7.2a] Metelson industries: ADDED VERSION CHECKER FINALLY!!! a2.80 9/3/16
Post by: Azmond on October 08, 2016, 09:44:06 AM
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.

Being forgetfull really on my part. The Cannon- in description -is yes intented to have some minig capability. But it's main goal isn't to mine so much as it is to break the rock and Material that lasers might have issues melting through that a simple kentic-round wouldn't. (something volitiale for instance)
I'll edit the Confg files i have for nex as well and give it the same Mining Strength as the std. Mining Laser in-game.

As for the error Mr.K
...  (testing the mod on my end) ...
it may be that I have uploaded the wrong files, as Metelson's comes up fine.
I'm sorry if this has caused any sort of damage towards your save, it shouldn't have.
Otherwise I'll have an update shortly folks... and test the Version-checker in a way.

the public file is missing some of the updated Content I'm holding back for the next major SS release. So, while some have Access to the development file, that's usually only Viymese (my brother) and a select few when I'm looking to get feed-back or elsewise.So, juggling things around I neglected to add the needed files that VC needs to work with metelson. It had the Config, just not the version file.
Title: Re: [0.7.2a] Metelson industries: ADDED VERSION CHECKER FINALLY!!! a2.80 9/3/16
Post by: Orikson on October 08, 2016, 06:53:44 PM
Sure, I don't mind waiting. There's no problem with my save files, I usually delete all of them because I restart constantly.

Waiting for the next major SS update is a good move I say, as it will definitely break a number of stuff while giving us more to play with (and work with if we're a modder).
Title: Re: [0.7.2a] Metelson industries: ADDED VERSION CHECKER FINALLY!!! a2.80 9/3/16
Post by: Azmond on October 08, 2016, 07:19:37 PM
Either way, if anyone has had issues with this current build. Please let me know and give a log file if need be. Hopefully now it'll work as intended. ^ ^
Title: Re: [0.7.2a] Metelson industries: ADDED VERSION CHECKER FINALLY!!! a2.80 9/3/16
Post by: Azmond on October 16, 2016, 09:55:28 PM
(http://i.imgur.com/4xbweHe.png)
WHEEEEEEEEEEEEEEE-! MISSLES FOR YA' FACE~!

I'm having fun with proto-types really... heh. regardless, count this as a Teaser for things to come with the new content release of SS- whenever it comes out this next/end of year. ^ ^
Title: Re: [0.7.2a] Metelson industries: ADDED VERSION CHECKER FINALLY!!! a2.80 9/3/16
Post by: DownTheDrain on October 23, 2016, 01:30:56 PM
Is the Securi supposed to have a 90 degree shield with an upkeep of 360 flux per second (1.2)?
Cause that's pretty rough, even with temporal shell and Metelson ships having thicker armor than most others.
Title: Re: [0.7.2a] Metelson industries: ADDED VERSION CHECKER FINALLY!!! a2.80 9/3/16
Post by: Azmond on October 24, 2016, 12:43:35 AM
Yes, as the ship itself is slightly faster and quite deadly when piloted correctly. It looses a flux-war with a standard medusa, and can easily be overwhelmed, even by an aggressive captain on a suicide-boat (read Luddy Cerberus).
 However with distractions or with apt piloting, can do well.

it has more armor than the medusa, can turn faster than the Enforcer, and has decent speed compared to the two of them without Systems activated. So the shield will stay as it is. Though, I will bump it's speed up to live up to engines it has. looking through a few others things, values will change slightly.

Title: Re: [0.7.2a] Metelson industries: Fixxin' m'crap... a2.80 9/3/16
Post by: Azmond on October 26, 2016, 11:09:22 PM
https://www.youtube.com/watch?v=XgI33afRM_M

I need to fix things... So, as an apology for those who have had to deal with my broken crap. I'll be shipping out a release with some new content and redone sprites. As shown, the Heavy CMG has lost it's Cartoony shape and is more like what you might think with a combat weapon. it also looks rather nice on the varingur...

(http://i.imgur.com/28e2GZq.png)


So... Expect a release within the month or two... I'd like to make sure it all clicks if'n you please.
Title: Re: [0.7.2a] Metelson industries: Fixxin' m'crap... a2.80 9/3/16
Post by: Phearlock on October 27, 2016, 05:23:10 AM
Video is private, I guess you wanted unlisted instead? edit: yay you fixed

And don't worry too much about the time, I'm really happy you recovered after that lost-progress hiccup.
Title: Re: [0.7.2a] Metelson industries: Fixxin' m'crap... a2.80 9/3/16
Post by: RandomnessInc on October 27, 2016, 06:59:18 AM
Damn the actel h35 is op, its really hard to kill. A centurion on steroids DX
Title: Re: [0.7.2a] Metelson industries: Fixxin' m'crap... a2.80 9/3/16
Post by: Azmond on October 27, 2016, 08:35:12 AM
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 DX
Yes, 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.

Either way, yes. I know... Much nerf, much borken speed of bullet. Much need of Less Stronk. Gauh.

as it stands, heading to school.



Ninja:    MISSIONS WILL REQUIRE LAZY-LIB AT NEXT RELEASE.
Title: Re: [0.7.2a] Metelson industries: Fixxin' m'crap... a2.80 9/3/16
Post by: RandomnessInc on October 28, 2016, 10:25:34 AM
No I like it, i have one in mah fleet pls don't nerf...
Title: Re: [0.7.2a] Metelson industries: Fixxin' m'crap... a2.80 9/3/16
Post by: NightfallGemini on October 29, 2016, 10:29:17 AM
I'm using an Actel as my flagship. It's really, really, reeeeeally good.

That said, there's multiple ways you can go with nerfing it.

Either lower its armor, lower the duration of its ship system, or treat it like a supership and make it rare and (somewhat) expensive, as 27k is just way too cheap for how good this thing is at the moment and depending on how someone spawns in Nexerelin, they could just start with it.
Title: Re: [0.7.2a] Metelson industries: Fixxin' m'crap... a2.80 9/3/16
Post by: Azmond on October 29, 2016, 11:45:51 AM
I'm not removing it, no ship will be removed. However, You will have SIGNIFIGANTLY less armor. the canopy WILL NOT have a bullet screaming out at 3000!!!
Speed for all ships has been nerfed, armor has been nerfed, and currently, I'm playtesting it.
Omni-shields are less common, sheilds are more balanced with low/midtech ships.

It's rare to meet but I can't controll really how rare it is to get. Not sure how really. regardless, it is not as common as say, the Rastrum or Varingur.

Things have changed and been introduced, be glad it isn't a borken borked peice of rotten pork!
Title: Re: [0.7.2a] Metelson industries: Fixxin' m'crap... a2.80 9/3/16
Post by: King Alfonzo on October 29, 2016, 05:44:10 PM
Personally I think the Varingur is a bit broken at the moment as well; it's an effective destroyer, a carrier, and a pretty decent cargo ship, and it's got a good rostor field system, relatively low supply costs and relatively high burn speed for all that muchness. Maybe if it were burn 8 instead, or slightly more expensive supply wise, or had dodgier flux stats it might be more balanced.
Title: Re: [0.7.2a] Metelson industries: Fixxin' m'crap... a2.80 9/3/16
Post by: Azmond on October 29, 2016, 06:44:16 PM
Bah... yeah, it is going to be getting a change. Again, as most ships have.   You'll have to wait till the next release to see the changes. But yes, I'm well aware... it it a  monster of an annoyance!!! So is the glima, God damn. @[email protected]  Play testing, why the hell didn't I do it sooner?!?

EDIT:: 
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...

I love you to glorious mirrored [email protected]#%$#!
Title: Re: [0.7.2a] Metelson industries: Fixxin' m'crap... a2.80 9/3/16
Post by: Lakis on October 29, 2016, 11:09:04 PM
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...
Title: Re: [0.7.2a] Metelson industries: Hi-ho Hi-ho!!! a2.95 9/3/16
Post by: Azmond on November 02, 2016, 10:30:00 PM
(http://i.imgur.com/plk8rHw.png)

After about a few weeks of tinkering, playtesting and screaming at my own idocy sometimes. I feel it has been balanced now, well... as balanced as it can be at the moment with the changes to SS coming eveutally.
Regardless, here's a list of what's new and changed with Metelsons 2.95B~!
Metelson Industries 2.9.5B or 2.95B!

Also, Metelson Ships are very crew-strict, carry a shuttle or two with you, a Pala, Mudder, or any civilian ship would do well. I'm not joking. Carry one, you will very well need it if you take crew causalities often.

Anywho! have fun and enjoy the mod folks!
Download now~!  (https://bitbucket.org/Azmond/metelson-development/downloads/miPUBLIC.zip)
^!^!^ DOWNLOAD THE MOD ^!^!^
Nexerelin COMPATIBLE / LAZYLIB IS INDEED REQUIRED FOR MISSIONS

Remove the Random Missions and edit the mission lists if you so chose.
Title: Re: [0.7.2a] Metelson industries: Hi-ho Hi-ho!!! a2.95 9/3/16
Post by: Orikson on November 03, 2016, 08:50:31 PM
One thing I can confirm is that Version Checker & Metelson works and don't crash anymore.
Title: Re: [0.7.2a] Metelson industries: Hi-ho Hi-ho!!! a2.95 9/3/16
Post by: Azmond on November 05, 2016, 12:10:28 AM
One thing I can confirm is that Version Checker & Metelson works and don't crash anymore.

Good, I was wondering if it would. Hehehe, ah I love it when things work.  ^^
Title: Re: [0.7.2a] Metelson industries: Hi-ho Hi-ho!!! a2.95 9/3/16
Post by: Lakis on November 06, 2016, 02:46:04 AM
Hear yes hear ye...

I'm rising from the dead and will be poking Azmond with some ideas for him to take a gander at. Since I'm currently out in the proverbial hyper space of earth. I can't do much... However, you may see some things pop up that were designed by a small rnd group on Viymese...

This post was done on my phone, it's a bit of a ***, but Iwill hold fast to this claim of rising from the dead (a little) and see what he thinks.

For the record, these are ideas which will be more in line with entry level high tech doctrine, focused on military applications... There may be a specific craft or two, but otherwise just weapons for now as I'm horrible at ship design and will be working the few designs I have with him over Skype or FaceTime... Depending on if my internet stays functional and isn't shut off by the local pirate faction SISI...  I can't think of a clever new name for them... I will in time though...
Title: Re: [0.7.2a] Metelson industries: You saw nothing (Patch)! a2.95B 11/21/16
Post by: Orikson on November 22, 2016, 12:42:01 AM
I'm not sure why, but the Version Checker is popping up that Metelson is outdated.

I've checked and downloaded the latest version of Metelson, but the message did not change.

There is a difference in the numbers indicating the mod's version 'metelson.version' and 'mod_info.json' files. Just missing the 'B' letter.
Title: Re: [0.7.2a] Metelson industries: You saw nothing (Patch)! a2.95B 11/21/16
Post by: Azmond on November 22, 2016, 08:34:23 AM
Strange... seems there is more to version Checker then I figured. Note to self before school put together a patch. Thank you Orikson for the information by the way I probably wouldn't have noticed it myself, derp...

Edit. Replying via phone


Computer::  Allright'y! So, it should work now as intended, again thank you Orikson. I probably wouldn't have noticed that for sometime...  So, redownload if you wish, otherwise, this will not break saves and will be a silent fix, as it's really quite small.
Title: Re: [0.7.2a] Metelson industries: You saw nothing (Patch)! a2.95B 11/21/16
Post by: Orikson on November 23, 2016, 05:50:21 AM
Yep, the Version Checker check shows the correct version now. Thanks for this minor fix!
Title: Re: [0.7.2a] Metelson industries: You saw nothing (Patch)! a2.95B 11/21/16
Post by: Bastion.Systems on November 26, 2016, 12:02:33 PM
Finally got around to trying this mod, the ships look very good! They capture the vanilla aesthetic really well.

Some critique:
I think the flag could look better if it was somewhat simplified, (I know that's pretty subjective).
Something like this maybe? Or just make the pickaxe solid color?
(http://i.imgur.com/ei845F3.png)

Here's the .svg file: https://drive.google.com/open?id=0By2Uc2I0ZA8wamdDNTBFdlBSanc (https://drive.google.com/open?id=0By2Uc2I0ZA8wamdDNTBFdlBSanc)
Title: Re: [0.7.2a] Metelson industries: You saw nothing (Patch)! a2.95B 11/21/16
Post by: Azmond on November 26, 2016, 12:33:24 PM
Uaah... Didn't see this coming, thank you! I have been busy with other things, but the crests and Flag, probably need more work soon here... (the colors are to try an help give the Mattock some definition.)

In reply to your critique (And to give people a bit of a monthly update... and a peering into what I've done and thought previously).
I've changed the flag many times. But it often was meant to have a few symbols to help define the faction with a simple glance.
One of the icons/symbols in the flag was to be the Mattock or Pickaxe.

These were meant to point to metelson's being more utilitarian in design- at least in attempted design -and the colors, they've changed throught the months/2 years. as well as the color designs. So, let's take the Pala- the standard little Poster-boy for Metelson -and then the flag.
OLDEST Pala
Spoiler
(http://i.imgur.com/jGTbGU9.png)
(http://i.imgur.com/bpBnkG7.png)
(http://i.imgur.com/0spzzCA.png)
(http://i.imgur.com/DwgCqIS.png)
[close]
NEWEST  Pala
As I improved, I moved to change the colors towards more Mid to lowtech. One of the colors that I thought was, was Orange. A bright brown rusty orange of sorts. it was similar to some colors seen on construction vehicles, but. As you can see I started out like crap and have been trying to get better. And even during expereimentations. it was clear that chosing a solid color-scheme was better than playing with multiple pallets... @[email protected]  Even working with skins i keep to a similar color-scheme now, adn have even used some of the crests currently to help add a Metelson Identity to some things.  ;)
Currently, With the flag, I feel it's the best iteration to date.
Spoiler
(http://i.imgur.com/6F6sY5P.png)
(http://i.imgur.com/b8eFldt.png)
(http://i.imgur.com/YiBbya4.png)
[close]

With the flag, I wanted to give a feel that Metelson was different. Again though, with colors I've had some issues and gotten better. The flag- at it's current best -goes for more subdued colors that suit the faction. Metelson's ethics tend to be grounded and heavy in "Work hard, earn yourself a name." sort of deals. Obviouslly that's a bit for PR, but, in general is a core idea or tenant. So, before this current flag. The previous flag was pretty bright, painfully-bright, ugly. But, was trying to symbolize ores. Gold, Silver, and Iron. it was also to symbolize the planets and system of Rock in some way. The pick/Mattock an obvious point towards, agian, the main point of Metelson.
Clearly it wasn't the best implimentation, so i went back to the board an begun to hammer out some ideas.

But, a bit of a update-post aside... I have to agree. A simplified flag might be best, though, personally, I like the current flag. if I can get the Mattock to look better- among removing some of those lines. Might work out for the best.
Regardless. Thank you! I really appreciate that you have enjoyed the mod and how it looks. :) Hopefully it isn't too much of a weird-one in regards to balance. as that's been one of the things i have been quiet worried about. xD

As it stands now as 12:33 or so my time, I have to get ready for work.

Az out folks.

Also, portraits are something to  that I'm thinking on as well, but, we shall see.


NINJA TEASER!!!
Spoiler
(http://i.imgur.com/cQWWHXh.png)
[close]
Title: Re: [0.7.2a] Metelson industries: You saw nothing (Patch)! a2.95B 11/21/16
Post by: Bastion.Systems on November 27, 2016, 02:04:08 AM
Wow the iterative progress on that ship!
I think I like the old flag a little better than the current one, 3d effects and gradients blur to a mess at distance. A good test is how it looks on the Intel tab notifications.

On the symbolism, if you look closely I have put the mattock on the new one in a highly stylized form (because I suck at complex shapes :P in Inkscape).


Also, about the map colors: every time I see a Metelson fleet I do a double take to check if they are not pirates, if I turn on f.lux I can't tell the difference without a mouse over. 

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.

I made a wallpaper 1080p wallpaper from the .svg for some reason, enjoy:
https://drive.google.com/open?id=0By2Uc2I0ZA8wXy1uSXZ0Wk9WaHc
Title: Re: [0.7.2a] Metelson industries: You saw nothing (Patch)! a2.95B 11/21/16
Post by: HELMUT on December 04, 2016, 04:02:34 AM
Haven'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.
Title: Re: [0.7.2a] Metelson industries: You saw nothing (Patch)! a2.95B 11/21/16
Post by: Bastion.Systems on December 04, 2016, 08:12:40 AM
I agree with that, you would think the ships are something close to Tiandong with the backstory and theming (as good as vanilla but different), but Metelson modified ships have clearly better stats in all categories. So they fall more towards BRDY and Try-Tach stuff.
Title: Re: [0.7.2a] Metelson industries: You saw nothing (Patch)! a2.95B 11/21/16
Post by: Azmond on December 04, 2016, 11:16:38 AM
Spoiler
Haven'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]

You clever little ducky... You cannibalized my ships! I've tried that before, but I'm still not quiet as good, as I'd like to be. perhaps this'd be a good time to give it another swing.
And, frankly since the few fiascos that Nemo- and undoubtedly others -have had to work with, I have been very much thinking on what to do in regards to balance.   With the 3 teir System, I'm still in the works of changing thing around and will very likely add different systems from Vanilla's catalouge instead of the Roster-Series. Which is overused on my ships (which I freely have admited here).
As for theme, well, funnily enough, Metelson came out first. But THI did it better. When THI came out, Metelson's theme was still in the works as well as the graphics and was far from what it is today.

However, continuing with Balance, I've been thinking of what to do. I've made ships very crew-strict and I think that's an idea of sorts... Most people tend to work on Armor, however,  I think I'll give balnacing via Hull, Speed, Turning and CR a go instead. I'll do some heavy play-testing throughout my vacation after school finals are done.  The main idea behind this is the fact that Metelson Industries is primarily intended to be utilitarian in most forms. So, initially, the idea was to have more armor and hull. But, it occurred to me. If metelson ships are for Mining, survivablity, longevity and Work-force efficacy are some of the main ideas behind modern mining equipment. Why not try to balance that by reducing speed, cahnging turn rates, etc....    Regardless, trust me when I say. I've been a bit freaking out over the balance issues, and have been trying to mend them... @ [email protected];

As for the descriptions, they have been fixxed and will be shipped out with the newest the realse of Meteslon Industries. ^ ^    Meso helped with that.
The Flags and Crests- in reply to Basition -have also been fixxed.  So, either way guys, I'm well aware, and having another set of eyes take a look at things, tends to help. So, HELMUT, Bastion, anyone really that feels they have some authority in their craft (spriting, piloting, etc etc) give me a Criqtue, tell me what you think.  I may not use what you say. But, it helps to see it from another view regardless. :)
Title: Re: [0.7.2a] Metelson industries: You saw nothing (Patch)! a2.95B 11/21/16
Post by: Azmond on December 17, 2016, 12:52:36 AM
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~!
Title: Re: [0.7.2a] Metelson industries: You saw nothing (Patch)! a2.95B 11/21/16
Post by: Takion Kasukedo on December 24, 2016, 08:41:40 PM
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.
Title: Re: [0.7.2a] Metelson industries: You saw nothing (Patch)! a2.95B 11/21/16
Post by: Azmond on December 25, 2016, 12:20:11 AM
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.



That was for balance purposes as well as a bug I could not figure out. Also, if it states that, you... Might have an older version...
I would recommend updating.

As for the particulars of Thrudgelmir, it is still very much in the works and as it's been shown in the past. I've had issues with larger ships... Thrudgelmir is the ONLY ship of that size that I have painted together. And I *&*#ing hate it, I hate how it looks, how it feels, and how it looks like something that even pedo-bear would be disgusted with.

in short: I'm debating cutting it in place for anther cruiser or otherwise trying a different tact for making Thrudgelmir. As it's meant to be a massive Pala essentially.


In regards to your idea and memory of the Glime Drive (and now the more recently contrived Rostor Field (and variations)). The orginal idea behind the glime, and it's sister-ship, the Glima. Was to basically, have a space-Dozer. But that isn't practical in space. and otherwise rather silly... It just didn't make sense. But, as a ramming or Escape idea, it did. Raise the shields burn as fast as you can an ram'em.  The AI however derped on it, and it was too easy to exploit or otherwise ruined a game. The ship was given a large ammount of mass (10000 I think) when the system was actived so it had the proper umoph when it hit... Though, that, didn't really work.

So, I scrapped that. The Rostor feild was- similarly -developed in tandem with the ship it was intented for. The "Tiniest Destroyer Ever", see this... At around 10 is when the battle starts... an... Well, yeah. 
Much is stronk of tank. Too stronk for geam! MUS NERF!!!! AAUGH!!!! WHY?!!?
Spoiler
 AUGH WHY!?!  (https://www.youtube.com/watch?v=pIek4rL6IiQ)
[close]


So, after that- and other...
Spoiler
https://www.youtube.com/watch?v=k9Yn9OXieDg
[close]
Incidents, I've since changed the Rostor-field to 3 variations. a Light, a Standard (the default for the Actel), and finally the Heavy. Though, that is going to be changing and doing other much things.
So, as stated in a few articles of the fourms....  It's, yeah... it's weird.


and with that. good night. Enjoy the wall of text.

::NINJA::

And as I've said once before:
Spoiler
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.


[close]
Title: Re: [0.7.2a] Metelson industries: You saw nothing (Patch)! a2.95B 11/21/16
Post by: Takion Kasukedo on December 26, 2016, 11:23:49 AM
Well, seeing that the Thrud, for whatever reason doesn't seem as tough as the Custos/Actel H35...

I may have an idea on what the next plan is.

With the Thrud already in play, and looking out of place compared to some of the others...make it as mean looking as possible (even if it means breaking the mold a bit, like more engines on the sides or a metric-ton of armor or hull). Knowing it's already capable of wielding a H35 cannon (I think that's it's name), it would make some sense for it to be able to take more hits than an Onslaught on steroids, seeing that the Metelson industries are utilitarian (I think I got that right), and how currently the Thrud from my tests in the simulator cannot seem to withstand an onslaught for very long, compared to ships like Custos, Varingur, etc...

I'm aware it is based off of the Pala MoC Freighter, and you'd probably want to keep it that way, but the reason i'm mostly asking or more likely informing the toughness of a Thrud is not up to usual from what I see is it feels...out of place (is there some massive hidden toughness to those ships i've mentioned? Or are they really that sturdy? :/)

Anywho, take your time making the decision whether to make a new capital or not. (Although if Thrud gets more engines built in, with a more different shape (I am not sure how different, was you thinking of a hammer or a crescent?), mabye it'll get a maneuverability-inducing version of the rostor field specific to the Pala series? Thrud looks like a horseshoe crab, except space-faring) Albeit, the Thrud is kind of one of the staples right now, it's your call.
Title: Re: [0.7.2a] Metelson industries: You saw nothing (Patch)! a2.95B 11/21/16
Post by: Azmond on December 26, 2016, 02:54:12 PM
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~!


That's one of the reasons that I'm going to be a Hiatus in regards to the transition between things. Mostly to get ships GOOD.  It is going to be something that I need to work on in tandem with the new systems/UI/Fighter-system, and a whole load of other things.

As far as being utilitarian. That is the theme of the mod, try an find a balance between war-ships and utility in some fashion or another. As for the Thrudgelmir, it's an Ice-giant IRL, hence the broken-ship that is basically not going to be or going to be in the next release... Again, I need to work on it. I fully well know. xD

Though, I may take more of a look into the shape as despite You thinking it's a horseshoe-crab. I feel it crap... The Glima- as fine as it is -is another example. It's good, an better than the thrudgelmir in the design department. But it could be better. Suffice to say, that's been fixed. The pala is next, as well as a few other things...

Either way. You'll have to wait an see.  ^ ^
Title: Re: [0.7.2a] Metelson industries: On Hiatus (see CEO letter) a2.95B 11/21/16
Post by: MajorTheRed on March 09, 2017, 10:42:59 AM
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
Title: Re: [0.7.2a] Metelson industries: On Hiatus (see CEO letter) a2.95B 11/21/16
Post by: Azmond on March 10, 2017, 10:48:17 AM
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

2) when overloading they should not be active.
That's a BIG red flag there! I wasn't aware of that issue to be honest~!  It may be a side effect of the cool down system, I'll ask around for some help to fix it. As coding is not my strong suit compared to the art assets.

As far as your concerns for the mod being updated 0.8 please see the Open CEO letter at the first page under "Mod Direction, Current Status, and otherwise". That details most of my reasoning about the mod and it's release of 0.8. :)

Regarding your critique of the fields and play-style for metelson's. That comes down to an AI issue with the fields, and changing them to be "offensive" AI while still being described at Defensive may help that. I'll do more thorough testing over school break.  As for the "Stout" Destoryers. They are called such because of their weapon layouts, fire-power, and over all effectiveness. They are intermedatry's between destoryers and frigates and, calling them "Heavy Frigates" is a tad boring I felt. I chose the prefix of "Stout" for the durability of those two particular ships, as stout's definition fits well with what they are respectively. One is a Time-warping power-house in a small package that was based on station defense systems. the Actel H35 is a space-tank with a single large and POWERFUL gun that rivals the Guass cannon in a mobile, tight little nut of alloys and other spacey-jargon.
There is a need for balnce though, you are correct, and as previous posts have shown, I'm very well aware and worried about this, and the CEO letter will state this as well.

I will be damned an burned if I produce a shoddy product; worth nothing more than a volatile fart-joke or some-such.

I mean it when I say that.
Looking at the feilds, I'll lower the times of use on the feilds and slightly increase the cool-down times. I might also pull more from the 3-charges of the orginal damper field (which these fields are based on) see about making it more in the moment rather than "jeopardy jingle here".  But, it's difficult to balance such a field. We'll see what happens. At the worst, i remove them in place of something else.

Thank you for the information, it's always nice to hear another voice.


Title: Re: [0.7.2a] Metelson industries: On Hiatus (see CEO letter) a2.95B 11/21/16
Post by: MajorTheRed on March 16, 2017, 12:27:37 PM
Sorry for late reply...

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!
Title: Re: [0.7.2a] Metelson industries: On Hiatus (see CEO letter) a2.95B 11/21/16
Post by: Azmond on March 24, 2017, 12:05:04 AM
Sorry for late reply...

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".
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.

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%)

They were given charges with reduced run-time. Now instead of 5 10 15 for the feilds (liten, Rostor, and heavy Rostor). It's been toned down more to 3, 5, and 8.

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 Golgata will be getting a face-lift and the Obex, well... I think you've seen what maddness the Obex is. heheha. That, that swarm is very much something.

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.

What it lacks in fire-power it makes up for in staying power. That is the crux of it.  The mounts are hidden, so they can't be disabled unless you overload. The major hitting Large-turret is too large to cover (says me the lore master) and that's  the limitation of it. Without the limitation I'm afraid that it may be too powerful. Even then i think with the most recent changes I made to it, the front turrets barely reach into overlaping with the middle turret.

To be correct, this is the Mantarn we're speaking of yes?

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.

Good idea.

And thank for making the Vigilance frigate an efficient ship!

^ ^ 

Thank you for adding your voice. As i've said before, it's always nice to hear another voice in here.
Title: Re: [0.7.2a] Metelson industries: On Hiatus (see CEO letter) a2.95B 11/21/16
Post by: Azmond on April 06, 2017, 08:36:02 AM
New month, new update of sorts:  Sprites as being worked on and I've set up a day to stream if anyone wants to watch me for poops an giggles. I'll be playing music from Pandora in the background, but can play form my own library. Pandora is just easier and things can be added on the fly.

The streaming service I chose was Picarto: https://picarto.tv/Azmond
Fair Warning, my internet is slow as balls at 2mbps... So, the highest I can go without issue is 480 quality.

Likewise, I'm excited as all hell for what's going to be happening this next update! I'll likely kit-bash a few of the newer ships that HAVEN'T been exposed to us. Additionally, I'll continue to expend Salvaging and repair utility ships. Though, that ultimately depends on the new systems. These newer ships I'm also thinking of will liekly try to play a better role in Surveying. Perhaps a Surveying Boat for small-timer operator or an even larger vessel for captains of a massive surveying corp. Who knows. I'll have to develop them after the fact.

I can ceritnaly throw things together, but. I'd like to see what the new mechanics are, how they work, and some of the ships that influence it to see what some common aesthetic choices are done (coincidence or not). :)

Either way. Just a post to start off April and yes, I'm in school again. But, With weekends free to me (aside from homework). I can make time and manage myself better certainly. With that, have a good day folks.

Title: Re: [0.7.2a] Metelson industries: On Hiatus (see CEO letter) a2.95B 11/21/16
Post by: DinoZavarski on April 08, 2017, 01:58:19 AM
There are some typos in latest version that prevent game from starting on Linux when the mod is installed:

- data/weapons/maser.wpn
  lines 7-9
  "irMaster" has to be "irmaster"

- data/hulls/mi_pala.ship
  line 62
  "Pala.png" has to be "pala.png"
Title: Re: [0.7.2a] Metelson industries: On Hiatus (see CEO letter) a2.95B 11/21/16
Post by: Azmond on April 08, 2017, 09:23:33 AM
That is going to pluage me often. Thank you DinoZ, I'll make the change shortly. Thank you kindly for the information. :)
Title: Re: [0.7.2a] Metelson industries: On Hiatus (see CEO letter) a2.95B 11/21/16
Post by: Blaze on April 08, 2017, 05:14:12 PM
Hey Azmond, could you double-check your Rostor field systems? I noticed all ships with them withstanding absurd amounts of damage. Testing in simulation, I fired 6 clarents at a Cavos frigate and it survived; which is a bit ridiculous.
Title: Re: [0.7.2a] Metelson industries: Streaming, see CEO letter for more a2.95B 11/21/16
Post by: Azmond on April 08, 2017, 07:53:26 PM
Oh hell... If they are THAT messed up something really went wrong. Is it the newest update for the mod by the by? If it isn't, update.
Title: Re: [0.7.2a] Metelson industries: Streams, see CEO letter for more a2.95B 11/21/16
Post by: Blaze on April 12, 2017, 06:19:32 PM
It's definitely the latest version.

I think I may have found the problem in the field's script. For example, the basic Rostor Field

Code
		stats.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 to
Code
		stats.getHullDamageTakenMult().modifyMult(id, 1f - INCOMING_DAMAGE_MULT);

Should get it to work.

Title: Re: [0.7.2a] Metelson industries: Streams, see CEO letter for more a2.95B 11/21/16
Post by: Azmond on April 12, 2017, 06:25:09 PM
It's definitely the latest version.

I think I may have found the problem in the field's script.

Code
		stats.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 to
Code
		stats.getHullDamageTakenMult().modifyMult(id, 1f - INCOMING_DAMAGE_MULT);

Should get it to work.





I freely admit. I am not a very decent code master at all. So in all this would be the reason why the ships with the roster fields have been so difficult being killed.
Via phone.
Title: Re: [0.7.2a] Metelson industries: Streams, see CEO letter for more a2.95B 11/21/16
Post by: Blaze on April 12, 2017, 06:37:17 PM
Remember to change them for all rostor field types, Basic/Liten/Heavy/Thrudgelmir. That mistake made it so that the basic field was stronger than every other type. Metelson got a bad rap in comments in some LP's with them, so I'll spread the word that it's been fixed and Metelson can properly take its place among the the rest of the sector.

Though I'll have to admit that it was kinda funny to watch Nemoanemo gawk when the dinky Actel tanked his entire fleet.  :D
Title: Re: [0.7.2a] Metelson industries: Streams, see CEO letter for more a2.95B 11/21/16
Post by: AxleMC131 on April 12, 2017, 06:40:26 PM
Though I'll have to admit that it was kinda funny to watch Nemoanemo gawk when the dinky Actel tanked his entire fleet.  :D

Hehe, I think I remember that encounter.  ;D
Title: Re: [0.7.2a] Metelson industries: Streams, see CEO letter for more a2.95B 11/21/16
Post by: Azmond on April 12, 2017, 07:16:07 PM
Oh please... I don't need to have that drudged up again. It's allready on the internet FFS. @[email protected];
I don't need to have it reminded, oh gods above.

I'll impliment the changes, see what happens an speak with some others who have code experience (double tap right?) and see what they think as well.
Title: Re: [0.7.2a] Metelson industries: Streams, see CEO letter for more a2.95B 11/21/16
Post by: AxleMC131 on April 12, 2017, 07:49:00 PM
Haha, sorry about that. ;) That's why you have people test of course - don't sweat it. A problem has been brought to your attention, and now you're going off to attend to it. You ain't doing anything wrong.  ;D
Title: Re: [0.7.2a] Metelson industries: NOT BORKED NOW I HOPE!!! a3.00 11/21/16
Post by: Azmond on April 12, 2017, 10:17:56 PM
Coming to a system near you!
(http://i.imgur.com/kpoy7Y4.png)

This is the new Acutor. Shortly I hope to continue putting togther a new capital or two.
In this newest change from 2.95a to 3.00 I have given you new graphics influanced by HELMUT, Flag design's inspired by Bastion's critique- (which I need to credit him for as well, d'oh!) -along with new icons on the new flag.
Finally, new text by the grand Mesotronik. With his assistance which I'm forever grateful for among many others. You now have less eye-cancer when trying to read my "Trying-way-to-hard-to-impress" text.


In this update:
=================


With that, happy post-0.8! Sorry for the blunders and thank you all so much for dealing with me as I again. Blunder through things an figure crap out. It's always nice- more than I like to admit -hearing another voice for the cogs to process here.

:: NEW DOWNLOAD LINK HERE (https://bitbucket.org/Azmond/metelson-development/downloads/Metelson.zip) ::

Edit:: Download up at 10:28 pm 4/12/2017 Oregon West Coast
Title: Re: [0.7.2a] Metelson industries: NOT BORKED NOW I HOPE!!! a3.00 11/21/16
Post by: Phearlock on April 13, 2017, 03:50:19 AM
Damn it I just started a new campaign. Love the updated looks, really looking forward to trying it out. =D
Title: Re: [0.7.2a] Metelson industries: NOT BORKED NOW I HOPE!!! a3.00 11/21/16
Post by: Blaze on April 13, 2017, 04:16:02 AM
You should be able to continue the game with all the fixes, but you won't see the new capship without restarting. Although technically you wouldn't be able to see the capship at all; because Azmond seems to have forgotten to add the ship graphic to the mod which means it won't load.  :D

Speaking of which:

"spriteName": "graphics/meti/ships/drengur..png",

There's an extra period in there.
Title: Re: [0.7.2a] Metelson industries: NOT BORKED NOW I HOPE!!! a3.00 11/21/16
Post by: Azmond on April 13, 2017, 06:21:10 AM
Drengur is not fully implemented however, the ship can be gotten through console commands. Consider it an Easter egg for things to come... It's just a prototype. ;)
Via phone.

Edit:: though 2 skins need/should be able to be gotten... Sigh,. Expect a patch shortly. A minor one to implement the skins among Linux/Unix spell checking.

Edit2:: Yup, okay, expect a patch here like friggin' now... Gimmie a bit.


edit3:: I am a moron.
Title: Re: [0.7.2a] Metelson industries: New download link!!! NOT BORKED!!! a3.10 11/21/16
Post by: cjuicy on April 13, 2017, 12:00:37 PM
The Acutor cleaned up well. It looks like I'll have to take another look at this mod.
Title: Re: [0.7.2a] Metelson industries: New download link!!! NOT BORKED!!! a3.10 11/21/16
Post by: Blaze on April 13, 2017, 11:07:06 PM
I've played the restructured faction a bit, and while I don't have the time to currently outline each given aspect; I'll go ahead and jot down the more glaring aspects:

1. Is the Stinulf supposed to have a phase teleporter? This might make up for its vastly degraded speed compared to the regular wolf, but the description says it's an electronics downgrade whereas the phase teleporter is Hyperion-level in technology.

2. The Kasta is a kinetic missile, but uses the heatseeker ai. So it spins behind and strikes the engine, which tends to not be shielded; negating the kinetic bonus.

3. The Actel should probably get a hullmod that disables the addition of ITU or DTS.

4. The Obex's mining laser affects the AI so it rarely uses its Molaris blaster. Also said blaster does not have a mining bonus; though this may be intentional since it's a 3-fighter wing now.

Also, the Varingur is misspelt "Varingurt".
Title: Re: [0.7.2a] Metelson industries: New download link!!! NOT BORKED!!! a3.10 11/21/16
Post by: Azmond on April 14, 2017, 10:39:07 PM
1. Is the Stinulf supposed to have a phase teleporter? This might make up for its vastly degraded speed compared to the regular wolf, but the description says it's an electronics downgrade whereas the phase teleporter is Hyperion-level in technology.

Belive it or not, yes. It lost a LOT of it's mobility when the speed was taken out, making it quite vulernable. Given that I'm not fully aware of the Tech-levlels to such a degree I'll change the Desc slightly for the next patch. I'll also tweek the System so it's not as long. Currently it's at 800 Su i think as far as range goes with about 3 charges.

2. The Kasta is a kinetic missile, but uses the heatseeker ai. So it spins behind and strikes the engine, which tends to not be shielded; negating the kinetic bonus.
It is meant to do that, yes. It's PD-fodder and Cheesing a portion of the AI. If the ship in question continues to move, it will liekly be hit by the missles or they'll continue to circle. The idea is for distraction more than anything and it does that just fine. :)

3. The Actel should probably get a hullmod that disables the addition of ITU or DTS.
That would be a good idea... As mcuh as it'd be hard to use it at that range, it would just as easy for it to break things instead. So, that'll be worked on, likely I'll cannabilize something.

4. The Obex's mining laser affects the AI so it rarely uses its Molaris blaster. Also said blaster does not have a mining bonus; though this may be intentional since it's a 3-fighter wing now.
Yes, that is Intentional. Considering the fact that you will have about 12 hammers being thrown at you for a full wing, and a potential follow up on the blaster!!!  I think limitations are in order with that... the Obex is scray enough, are you trying to tell me it ISN'T scary enough!? xD Cause it is as far as I'm concerned.


Edit:: Vargingurt...  Varginurt! Now part ofa healthy breakfeast while supplies last! :D

Edit EDIT::  I was working on a different variation of the Phase Skimmer and thought THAT was what was in the file, so... NO It was meant to have something else that I described however, in my haste, I didn't check that. It's the devils in the details.
Title: Re: [0.7.2a] Metelson industries: Varingurt is no longer sold! a3.1.2 11/21/16
Post by: Azmond on April 16, 2017, 10:45:54 AM
In a system near you!
(http://i.imgur.com/y92r2CV.png)


So In this Patch we have a few things that're fixxed and hopfully things that will work properly. I have not implimneted the ITU/DTS block to the Actel yet, but, that'll be for later.
=================

4/16/2017::

Ships--
   mi_wolf (stiulv) given Maneuvering Jets and small buff to stats to compensate for Mobility loss making the ship viable for combat again.
      Speed from 110 to 120
      armor from 180 to 220
      Flux from 1800 to 1950
      Dissipation from 140 to 150

Ship-systems--
   
   Rostor Fields nerfed slightly and given charges to avoid becoming overpowered.   

Descriptions--
   Varingurt is no longer on sale and has been removed from production. (Spelling error for Varingur fixxed)

Weapons--
   Kasta-MRSM given a buff:
       EMP set to 10
      Damage from 50 to 55
   Mining Lance OP added from 10 to 11


:: CLICK HERE TO DOWNLOAD (https://bitbucket.org/Azmond/metelson-development/downloads/Metelson.zip) ::

Title: Re: [0.7.2a] Metelson industries: in a REDACTED mood... a3.1.2 11/21/16
Post by: Azmond on April 24, 2017, 01:48:37 PM
To those who are wondering if Metelson's will be coming out sometime soon it will need to be given some time- primarily for my own fun and then some.  The mod will come out sometime this summer and will feature a few far-flung outposts (read salvaging centers) hand-placed with randomized items in-system for any sector generation. So, below is a small list of what I have in mind, that may or may not come to fruition and needs me to work on. Likely this summer I'll be taking less classes at school and focusing on the mod, or my blood will become coffee and music will be blarring in my ears.

=======================
TODO and ideas::
=======================
+Populate and create star-systems for use in campaign (only 2 planned, however, more can be made closer to the home-worlds.
+Re-balance fighters for new mechanics
+Adjust Rock and related markets to account for new system information.

++!!!SHIPS IN GENERAL!!!++
+++Adjust certain weapons to account for Salvage operations and so on.
+++Adjust ships for Breakage
+++Adjust ships for vanilla balances
+Replace Thrudgelmir / Drengur
+Add 5 new ships/ship series:
++Pala mk3  (hehehe, excited for this one.)
++Venture MI-Variant
++MASA series
++Varginur inspired vessels  (have a few ideas...)
++Actel R70 (it's not as bad as it sounds, maybe.... I hope not, not, maybe. Heehee.)
+++Cannibalize Vanilla ships (avoid spoiling REDACTED for self...)

++!!!SHIP SYSTEMS!!!++
+++Change drone systems if need-be.
+++Cannibalize Vanilla systems and code with caution. (All hail the backup-system!!!)
+++Triple-check Rostor Fields to avoid Mora tedium... (the buzzing still rings in m'ears!)
Title: Re: [0.7.2a] Metelson industries: in a REDACTED mood... a3.1.2 11/21/16
Post by: Azmond on June 07, 2017, 09:41:32 AM
Just a reminder I am alive.

(http://i.imgur.com/6YmhE2I.png)

(http://i.imgur.com/Gm7hNfS.png)


PS: Happy birthday to this fellow in june.
Title: Re: [0.7.2a] Metelson industries: in a REDACTED mood... a3.1.2 11/21/16
Post by: Krelian on June 07, 2017, 10:06:02 AM
really pretty sprites!
Dare to give an estimated ETA?
Title: Re: [0.7.2a] Metelson industries: in a REDACTED mood... a3.1.2 11/21/16
Post by: c0nr4d1c4l on June 07, 2017, 10:08:05 AM
Oh cool! Finally there's Metelson craft to compete with the Onslaught! also happy birthday man, cheers! Good to see it's still alive as well.
Title: Re: [0.7.2a] Metelson industries: in a REDACTED mood... a3.1.2 11/21/16
Post by: Drokkath on June 07, 2017, 10:49:08 AM
Oh, darn. I miss having this mod installed too along with few others that aren't yet updated.

The ships from this mod are awesome, as awesome as the ships from Tiandong. Haven't yet gotten around to testing ships from other mods yet despite having some of them installed.
Because of that reason I'm more familiar with this mod and the Tiandong mod as I've seen their ships the most in action of fleet battles often and me either aiding them in a battle or having a small fleet of my own and still aiding them whenever there is a fellow faction member in need of reinforcements. As for the ship I used the most and liked having as my main ship when with the faction from this mod is the Securi Stout, its big enough to have three damaging medium weapons and small enough to fly fast with the Temporal Shell helping out at dire needs to glide away from danger and/or pour some more hot lead into an enemy. Sure is a useful and an awesome ship as one can even catch those pesky phase ships when using the Temporal Shell at the right time.

Happy birthday by the way then too if it's indeed your birthday! Live long and prosper.
Title: Re: [0.7.2a] Metelson industries: in a REDACTED mood... a3.1.2 11/21/16
Post by: Azmond on June 07, 2017, 12:40:36 PM
Dare to give an estimated ETA?

It'll be out REDACTED.

Thanks for the Cheers by the way guys. :)
Title: Re: [0.7.2a] Metelson industries: in a REDACTED mood... a3.1.2 11/21/16
Post by: Krelian on June 07, 2017, 01:46:29 PM
Dare to give an estimated ETA?

It'll be out REDACTED.

Thanks for the Cheers by the way guys. :)

epic answer is epic.
Happy birthday btw :)
Title: Re: [0.7.2a] Metelson industries: in a REDACTED mood... a3.1.2 11/21/16
Post by: Azmond on June 17, 2017, 08:37:28 PM

Ready to melt the sneer off a pirate-ship's face!

(http://i.imgur.com/VYZomjf.png)



6/17/2017::

General::
Fighters edited for use in the game and the mod is now upgraded from 7.2 to 8.1! (finally fudge-packing-hell!!!)
Rock moved south of the main worlds outside of Galatia as a spot for fueling and so on. no other systems added.

Ships--
   mi_drengur Offcially Added
   Thrudgelmir Lives!!!
   mi_cringer added
   several other ships have a slight graphics update

Ship-systems--
   
   Coiler Drones (Rastrum) changed to a built-in weapon, Rastrum given Active Flares

Descriptions--
   mining lance name changed to Maser Lance to fit with the Maser beam and So on
   Added new descriptions as needed.
   
Weapons--
   Gulimnjor added
   Padent system added
   Combat MG given a burst of 16 with 1.75 second chargedown (now rivals the Needler rather than being a plinky MG....)


==========

The mod's direction and public letter will be changed after further deliberations.
screenshots updated as well,

==========


Doing a stream now (6/17/2017) if anyone want's to watch~! :)
Title: Re: [0.8.1a] Metelson industries: !!! BOOM CHAKA CHAKA !!! a4 6/17/2017
Post by: c0nr4d1c4l on June 17, 2017, 08:42:19 PM
Yeah-yuh! Good to see Metelson up and running again! Good job Azmond!
Title: Re: [0.8.1a] Metelson industries: !!! BOOM CHAKA CHAKA !!! a4 6/17/2017
Post by: dk1332 on June 17, 2017, 09:27:56 PM
Finally! One of the mods that I have been waiting.

Btw is this compatible with the current version of Nex?
Title: Re: [0.8.1a] Metelson industries: !!! BOOM CHAKA CHAKA !!! a4 6/17/2017
Post by: Azmond on June 17, 2017, 10:38:46 PM
It likely will need a change or two regarding weapon ID changes.... among other things I'm really not sure though. So, eer on the side of caution and DO NOT use nexi just yet.

Otherwise, I'm glad you guys've enjoyed the mod! ^ ^


EDIT:: Gimmie a bit... Patch'll be out to update that.
Title: Re: [0.8.1a] Metelson industries: !!! BOOM CHAKA CHAKA !!! a4 6/17/2017
Post by: Mealstrom on June 17, 2017, 11:26:34 PM
AW MFERS I CANT WAIT TO TRY! GOOD JOB MFER!
Title: Re: [0.7.2a] Metelson industries: in a REDACTED mood... a3.1.2 11/21/16
Post by: Takion Kasukedo on June 17, 2017, 11:32:49 PM

Ready to melt the sneer off a pirate-ship's face!

(http://i.imgur.com/VYZomjf.png)





That is a very sexy Thrudgelmir. I assume that IS the Thrudgelmir.
Title: Re: [0.8.1a] Metelson industries: !!! BOOM CHAKA NEXE PATCH !!! a4.1 6/17/2017
Post by: Azmond on June 17, 2017, 11:55:18 PM
AW MFERS I CANT WAIT TO TRY! GOOD JOB MFER!

??? Auh... Thank you?  Not sure how to reply... Thank you?

That is a very sexy Thrudgelmir. I assume that IS the Thrudgelmir.

Have fun. ^ w ^



PS:

patch is out for weapon id conflicts that might occur with Nexe. Otherwise, there'll likely be another content patch later in the year.
Title: Re: [0.8.1a] Metelson industries: !!! BOOM CHAKA NEXE PATCH !!! a4.1 6/17/2017
Post by: King Alfonzo on June 18, 2017, 12:01:56 AM
Er, Azzie...Don't you need to call import exerelin.campaign.SectorManager in the plugin?

Spoiler
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: java
import 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]
Title: Re: [0.8.1a] Metelson industries: !!! BOOM CHAKA NEXE PATCH !!! a4.1 6/17/2017
Post by: Azmond on June 18, 2017, 12:07:02 AM
Er, Azzie...Don't you need to call import exerelin.campaign.SectorManager in the plugin?

Spoiler
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: java
import 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]


Right.... gimmie a bit, again... bollocks.

... an time to cannibalize.

Hey! I didn't have to kill any virgins or eat the flesh of others.

Title: Re: [0.8.1a] Metelson industries: bollocks a4.1 6/17/2017
Post by: King Alfonzo on June 18, 2017, 12:10:40 AM
Yeah, looks like you might have to - Rangus isn't showing up, nor are the markets in corvus etc.
Title: Re: [0.8.1a] Metelson industries: bollocks a4.1 6/17/2017
Post by: Azmond on June 18, 2017, 12:31:21 AM
Yeah, looks like you might have to - Rangus isn't showing up, nor are the markets in corvus etc.

 beat ya' to it I think (hope).
Title: Re: [0.8.1a] Metelson industries: Nexe support added boom baby! a4.1.1 6/17/2017
Post by: King Alfonzo on June 18, 2017, 12:32:19 AM
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.
Title: Re: [0.8.1a] Metelson industries: Nexe support added boom baby! a4.1.1 6/17/2017
Post by: Nanao-kun on June 18, 2017, 06:23:58 AM
It's amazing just how much your sprites have improved since your first release.
Title: Re: [0.8.1a] Metelson industries: Nexe support added boom baby! a4.1.1 6/17/2017
Post by: Morbo513 on June 18, 2017, 01:08:52 PM
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.
Title: Re: [0.8.1a] Metelson industries: Nexe support added boom baby! a4.1.1 6/17/2017
Post by: Azmond on June 18, 2017, 03:36:22 PM
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.

Good god I really suck sometimes...
Right, I'll have to do a balance-patch here. I didn't balace with Nexe so, I wasn't expecting that... I'll need to nerf the weapon they use as the wing isn't what has the power, it's the weapon.
As far as the drones go, that was something fun I was expecting to be used. I wouldn't be surprised if Drones in general are able to be mass produced in turn for fighters. (I mean, it makes sense, we can build fighters in a bay with a nano factory, I can build drones just as easy!) If anything I can balance out their use by adding to their OP and limiting their deployment range to a strict 1500 as far as being a Wing goes as well as lowering their speed to be a standard 200. Enough to keep up with a ship, but not enough to become chasers in their own right... I'll have to work on it.

And this is partly why I pushed out this update. I'm terrible testing my own stuff and often don't see what other's might. So... RIP'EM UP!!!

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.

I'm glad you've enjoyed the space-tank as intended, as far as steamrolling goes I expect that in other factions it happens in much the same way if you exploit a certian ship or go for a zerg-hound-rush. xD

Either way, I'm glad you've enjoyed my work, I'll keep it going as much as I can. ^ ^

It's amazing just how much your sprites have improved since your first release.

Hard to think it's been 3 years now... yes, three years! Now time to work on drawing portraits for a later release (after a patch for Nexe again and then some. Bollocks!)


Title: Re: [0.8.1a] Metelson industries: Nexe support added boom baby! a4.1.1 6/17/2017
Post by: Sy on June 18, 2017, 03:43:21 PM
It's amazing just how much your sprites have improved since your first release.
agreed! O:
Title: Re: [0.8.1a] Metelson industries: Nexe support added boom baby! a4.1.1 6/17/2017
Post by: Azmond on June 18, 2017, 06:20:27 PM
Added a patch to change some things to avoid players getting broken drones so easily and the drone are also less borken. the Acutor's drones are limited to 6 (the size of the borer wing) and both drones are very rare to actually get. They can still be had though and their OP has been upped with their range lowered to stay within range of the ship thus rendering them to extra weapons rather than more and insanely reproducing fighters.
Title: Re: [0.8.1a] Metelson industries: Nexe support added boom baby! a4.1.1 6/17/2017
Post by: Terbulus on June 19, 2017, 04:32:42 AM
Getting a fail to startup with this error
48015 [Thread-4] INFO  data.scripts.variants.DS_Database  - Metelson interceptor...
48110 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Ship hull variant [grudiver_wing] not found!
java.lang.RuntimeException: Ship hull variant [grudiver_wing] not found!


Looks dynasector related disabling it allows proper startup
Title: Re: [0.8.1a] Metelson industries: Nexe support added boom baby! a4.1.1 6/17/2017
Post by: Cyan Leader on June 19, 2017, 05:42:49 AM
Got the same issue here with Dyna.
Title: Re: [0.8.1a] Metelson industries: Nexe support added boom baby! a4.1.1 6/17/2017
Post by: Histidine on June 19, 2017, 07:42:26 AM
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)
Title: Re: [0.8.1a] Metelson industries: Nexe support added boom baby! a4.2.2 6/17/2017
Post by: Azmond on June 19, 2017, 08:20:08 AM
Derp is derp is derp.... Fighters aren't ships anymore they're flying weapons. So, yay for throw-back code.

Patch will be out shortly.
For those that don't allready know, Dynasector and metelson (at the time of this writing) will not play nicely due to how fighters are handled. You can remove the code manually just as Histidine stated:
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)

and in the mean time I will deal with the fighter and linux issue (this is somewhat why I miss developing ON a linux OS.)

EDIT: It should work now, easy fix easy fix... and linux should function now as well.(knowing my luck it won't...)

Title: Re: [0.8.1a] Metelson industries: We derp, thank you understanding! a4.2.2 6/17/2017
Post by: Drokkath on June 19, 2017, 03:35:44 PM
*has trouble continuing playing SS while pondering what is missing*

Ah, this mod! *downloads the mod*


EDIT: *cue the haunting moment of realization*:
Spoiler
https://www.youtube.com/watch?v=6z2mf0kjEP8
[close]
Iconic Hullnodes, Metelson Specs + Reactive Armor from SCY if more explosive resistance is needed? Awesomely splendid. O_O

Stat-wise those two hull mods seem really useful to me along with the explosive weaponry protection hullmod from the other mod because for some strange oddball reason I get killed by explosive stuff most of the time if I lose my shield bubble or if I forget or don't notice that being nearby a large or larger ship that is about to blow and go down is a very bad idea or predicament to be in. Happens only when I use default stuff or one of my nerfed super-ship prototypes for field testing. That and I've started using energy weapons more often which I have found useful so; Iconic Hullnodes? Heck yes!
Title: Re: [0.8.1a] Metelson industries: We derp, thank you understanding! a4.2.2 6/17/2017
Post by: Azmond on June 19, 2017, 08:25:22 PM
Auuh, no... No no no, you should not have metelson Specs as a hull mod... That is a bug. That is a very very very bad bug.
That is being patched RIGHT now, RIGHT BLOODY NOW! OOH GODS CRAP!!!
Get ready for 4.2.3  (this is a very minor thing and won't kill a game but you SHOULD NOT be able to get that hullmod.)
The MI Specs were for two vanilla ships with metelson logos.  The Hammerhead (MI) and the Hound (MI)
I am so bad at this sometimes...


Also, be aware that the beams are what'll kill you... 75% incraease to beam damage for the 25% less projectile dmage This mitigation do NOT effect missiles.
Title: Re: [0.8.1a] Metelson industries: We derp, thank you understanding! a4.2.2 6/17/2017
Post by: Drokkath on June 19, 2017, 10:23:40 PM
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.
Title: Re: [0.8.1a] Metelson industries: We derp, thank you understanding! a4.2.3 6/17/2017
Post by: Death_Silence_66 on June 21, 2017, 12:56:07 AM
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.
Title: Re: [0.8.1a] Metelson industries: We derp, thank you understanding! a4.2.3 6/17/2017
Post by: Kwbr on June 21, 2017, 06:02:47 AM
Varingurs got a typo in its description; "...respectable cargo cargo capacity"

Glad to see this mod updated, it always felt unique
Title: Re: [0.8.1a] Metelson industries: We derp, thank you understanding! a4.2.3 6/17/2017
Post by: Azmond on June 21, 2017, 09:44:42 AM
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.

Balance is something very hard to get I've found. At least for myself. As far as the Obex goes, that probably is the main blaster weapon it has and the flux.  Due to how the AI works I gave the Obex the Molrais blaster and the flux to fire it at least a few times, otherwise it'd never fire the thing! @[email protected]
And previously Obex had a wing of 3 which was way too much. So, I removed one but buffed the speed slightly while also lowering the acceleration and deceleration.

Cracklers on the other hand might be given a slight inscrese to spread to make them more inaccurate. As I feel that'd help temper it though, I'll have to see while I'm working on other things. xD

In regards to the Variants however, I honestly just piled weapons on some of the ships forgoing flight-bays in certain cases, or leaving some unused for the sake of a weapon. That and some of the variants likely should only show up in fleets for flavor. nyeah hell.

Varingurs got a typo in its description; "...respectable cargo cargo capacity"

Glad to see this mod updated, it always felt unique

Thank you, and the typos will continue to catch me and others up.... D'oh!
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.

Aye, it's how development hell works! Try try, try, burn, try try fuagh!

And thank you for the compliments. ^ ^  Be warned, Metelsons are rather crew-strict and repair-heavy. In otherwords, always have supplies on you for repairs and always have a surplus of crew it'll help! Personally I agree about most factions. SRA (ShadowYards) is orangic and flowing with a very unique pallet of colors, II is an imperial-themed golden might, THI is in the same vain of Metelson- and beat Metelson to the punch in theme -with a gritty ascetic of the Asian descent, SCY is scientific endeavors and experimental theories,  EXI is just as experimental as SCY with even more demension folding (I mean, FFS, if I remember they had a BLACK HOLE that they went into!) and the sister faction Aramanithen Association (I know I'm mispelling it) is a living asteroid fleet man!
Black Rock Drive Yards is a fan favourite for it's superb sprites and crazy weapons! (Fear the floating wisp that is secretly a missile!), and then my personal faveorite and the oldest mod still going (IIRC) Junk Pirates. I love junk pirates for the shapes, weapons and attitude of the mod in general, as well as the smaller mods that've been cobbled with it. :)
Title: Re: [0.8.1a] Metelson industries: We derp, thank you understanding! a4.2.3 6/17/2017
Post by: Drokkath on June 21, 2017, 06:02:55 PM
Indeed. :D To me modding SS is at least more interesting somewhat and also more fun when testing ships or weapons or both and with high replay-ability of the core game along with Command Console which is a personal must-have as it all makes starting a new game easier and not that much of an issue as either way I'll see some sort of 2D Star Control 2-esque battlescape action but with more ships, at slower pace and more choices.

Haven't tried majority of the mods out yet as about half of the installed ones I'm still getting to know still, so it's pretty much a plus-one-mod at a time strategy more or less that works for me.

Aside from that, looks like it's finally the time again to reboot my secondary character who's a part of Metelson. Will have to switch off Dynasector though as it has given me nothing but misery and about 4-6 failed attempts at playthroughs due to most of the mods still not being entirely compatible with it, kept running into a fleet or two from other mods too that failed to generate from a port at random times and me checking if I have the latest updates of every mod after the game crashed. All I know for now is to keep Dynasector locked away or have a miserable time running into yet another kraken of CTD. x_x

Thanks though about mentioning of the crew-strict and repair-heavy element of the ships, did notice the repair time being more longer even in 0.7 version of the game using a small Metelson fleet of my own in-game. Already did a quick test run too to see how an over-hullmod-modified Securi fares against fleets in normal difficulty and it looks like thanks to changes to the core game in .8 version I have to go with difficulty set to easy mode this time around as it's too stressful for me to keep the piloted ship from blowing up and piloting bigger ships is just as stressful when trying to catch evading ships.
With less perk/skill elements of .8 compared to more perk/skill elements in previous .7 version of SS, I'm even worse trying to use default/mod-default ships normally, had to even increase my personalized ships' values to a higher level just to survive heavier punishment from Templar ships than before.


EDIT: Heh, seems like I don't need easy mode after all if I add and spawn an edited variant file with hullmods and hullmods like shielded cargo holds that can't be bought, sweet. Gives me just enough edge more or less that I need to be able to play comfortably anyway. Only a couple of escorts and other small combat ships in my fleet away from being able to steamroll bigger fleets in a small swarmer-like fashion, hit hard and quick, shoot while gliding and sliding, get some distance to re-focus, rinse and repeat while checking if the engine pipe-ends are out of harm and check where my support ships are to keep them from harm too and give some orders to other officers with their own set of escort and support ships.

Basically the only strategy and tactics that I'm able to keep track of the best as it gives me some thinking space to have officer ships protected by escorts or supports or both to have larger chance of pulling the whole fleet from losing a ship. Worked the last time I tried a Metelson playthrough.

This post got quite long again in a short span of time. I think slow but upon putting them into words I type it down quite fast and in long lengths. 'scuse me.
Title: Re: [0.8.1a] Metelson industries: We derp, thank you understanding! a4.2.3 6/17/2017
Post by: Death_Silence_66 on June 21, 2017, 10:33:12 PM
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.
Title: Re: [0.8.1a] Metelson industries: We derp, thank you understanding! a4.2.3 6/17/2017
Post by: Drokkath on June 22, 2017, 02:10:10 AM
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.
Title: Re: [0.8.1a] Metelson industries: We derp, thank you understanding! a4.2.3 6/17/2017
Post by: JDCollie on June 22, 2017, 02:17:12 AM
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.

I'm fairly certain that any ship you enjoy is in dire need of severe and immediate balancing, Drokkath  ;D
Title: Re: [0.8.1a] Metelson industries: We derp, thank you understanding! a4.2.3 6/17/2017
Post by: Azmond on June 22, 2017, 08:36:39 AM
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.

The frigates will be de-buffed regarding CR and Flux was lowered on the Obex... The 8 (4 per obex) hammer torpedoes however are staying, with the ship losing speed to help destoryers keep away or at least have more time to dodge... Might also increase the attack-run range so there's more of a chance for AI or players to dodge.

I'll futz around with it. :)


@JDCollie and Drokkath
Uh, that's subjective. Some people think it's OP (the actel being an example among others...) So, I couldn't tell you one way or another percisely. However, I will tell you that Death is correct as far as frigates go. They're somewhat broken from CR being a bit much. Most frigates have now been lowered to either 200 (20 seconds more than the standard frigate) or a standard 180 with the highest being 240 for most Military frigates.

@Death_Silence_66
As far as that goes in more specifics. I was trying to balance the cost of repair and CR, but, I went overboard and didn't touch it since last editions having focused on so many other things in the mean time. So, I'll add this as a patch, 4.2.4 shortly after some play testing and tweaking.
Title: Re: [0.8.1a] Metelson industries: We derp, thank you understanding! a4.2.3 6/17/2017
Post by: Drokkath on June 22, 2017, 09:28:18 AM
I'm fairly certain that any ship you enjoy is in dire need of severe and immediate balancing, Drokkath  ;D

Heh, if that balancing means turning it into a steamroll variant or a completely copied into another ship config-wise then yeah. :D
Was merely baffled is all, I did test default Securi Stout and my variant file of it where I had put a bunch of hullmods only so I can apply it to a default Securi Stout with ease after setting the ordnance points extremely high with Console Commands. Comparisons of the two were more than just night and day.
Title: Re: [0.8.1a] Metelson industries: We derp, thank you understanding! a4.2.3 6/17/2017
Post by: Morbo513 on June 22, 2017, 09:57:13 PM
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
Title: Re: [0.8.1a] Metelson industries: We derp, thank you understanding! a4.2.3 6/17/2017
Post by: Drokkath on June 22, 2017, 11:48:42 PM
In previous .7 version of the game I've seen Tiandong macrocannon's round get interrupted more or less similarly, so my guess is that it's not that fixable still. Come to think of it I have had a few good shots with typhoon reaper from Hermit-class ruined by something small and not instantly visible due to all the battle and debris. :-\ Best advice I can give is to get up close and personal and treat those good shots like a shotgun blast at close range, less chance for failure at least and more rounds/missiles left in ammo counters.

I'd also recommend having a shield raised as I've even blown myself up due to not paying attention about my flux and shield states in the thick of a shooting gallery.


EDIT: Darn, didn't see until recently that Metelson has it's own lite version of a Hammerhead! I really do need to zero the clock a bit and find joy or silver linings in slower travel times of burn 8-11. Slow speed is the main factor that make me want faster big ships but with emergency burn and sustained burn added to the game, this should no longer bother me as much.

I keep looking at Metelson's ships for a past week now and having a very hard time to choose a ship to make a super copy of because they are all awesome! To a point I'm willing to give the faction a several more tries. I feel like a little kid again who doesn't know exactly what lego-set to pick amongst every other awesome lego-sets. :D
Title: Re: [0.8.1a] Metelson industries: We derp, thank you understanding! a4.2.3 6/17/2017
Post by: Azmond on June 24, 2017, 10:19:59 AM
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

The standard cannon will keep that however the Actel H35's canopy will have that code removed. In the actel H35 it is a major handicap- espically considering that it's the main crux of the ship. As a standard weapon...
Denied.

Balance patch for Drengur and for Crackler is going to be out... Drengur was broken adn something i threw together. Should be more coherent and less of a bore/nightmare and have a better design.

EDit of Edit:

Balance patch is out, change log to be posted.

Changes for 4.2.4~!
6/24/2017::
mi_Drengur
    turret layout changed
   overall nerf and now on par with Odessey
    FP unchanged
    OP to 212 from 260
    Hull set to 11000 from 15000 Armor nerfed to 1200 from 1500
    Max Fluxcahnged, Diss. unchanged. Max flux to 12500 from 15000
    Speed set to 60 from 80, it also now turns and accelerates like a brick through water...
        In otherwords... It's slow as balls to get up to speed and difficult to stop.
    Turning is nerfed as well making it a 15 turn-rate with 10 Turn acceleration.
    Arc lowered to 120 from 180, nerfed to 0.6 upkeep and 1.2 efficiency (in other-words it's a crap shield, but it works.)
        Basically, the ship should be less of a cluster-of-things-evil!
    mi_actelh35
        Speed lowered to 70
        Shield nerfed, upkeep increased to 1 while efficiency is set to 1.5 (the shield is for catching shots and sponging beams when able)
    mi_securi speed lowered to 80
    Actel Cannon/Canopy Flux per shot increased to 1500
        Canopy spread increased to 14 and decay lowered to 0.9333
        Cannon spread set to10 with a decay rate lowered to 0.6333
    Crackler spread increased
         Spread set to 25 with a minimum spread of 2.

Next on the list, fighters and content patch...
Edit:
Fighter Patch is next... Fighters...

Did I mention I sometimes suck at balancing?
Title: Re: [0.8.1a] Metelson industries: I suck sometimes, Bal. Patch! a4.2.4 6/24/2017
Post by: DinoZavarski on June 25, 2017, 10:22:23 AM
Found game-breaking typo in last version:

in data/weapons/maser.wpn al ocurences (4) of "/irmaser/" have to be replaced with "/irMaser/"
Title: Re: [0.8.1a] Metelson industries: I suck sometimes, Bal. Patch! a4.2.4 6/24/2017
Post by: Azmond on June 25, 2017, 11:22:26 AM
Game breaking for linux/unix yes, windows no... Thank you for letting me know Dino the change has been made. :)
Title: Re: [0.8.1a] Metelson industries: I suck sometimes, Bal. Patch! a4.2.4 6/24/2017
Post by: Kwbr on June 27, 2017, 12:57:23 AM
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
Title: Re: [0.8.1a] Metelson industries: I suck sometimes, Bal. Patch! a4.2.4 6/24/2017
Post by: Azmond on June 27, 2017, 07:36:06 AM
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

Call it an Easter egg.  It's not practical to get really and i wanted to see what would happen.  I'm going to remove it from market in the next patch...  Once I get my borked computer repaired.  The power supply is dying so I have to remove it or risk damage to components. And I would rather not brick my system.

It has a rarity of one. So it is rather difficult to find in the first place by 20 each game being different it was bound to happen eventually. Unless I confused the settings for the Rarity of an item.
Title: Re: [0.8.1a] Metelson industries: I suck sometimes, Bal. Patch! a4.2.4 6/24/2017
Post by: Drokkath on July 04, 2017, 12:31:31 AM
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.
Title: Re: [0.8.1a] Metelson industries: I suck sometimes, Bal. Patch! a4.2.4 6/24/2017
Post by: Azmond on July 04, 2017, 10:53:56 AM
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.

Aye? That's why it has manuvering jets, more of a tease really... Go on.

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.

??? Never seen mad-max (I suck at pop-culture and movies in general). But it sounds neato!
I like how you actually know how to mod.

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.

Dude, you're fine!


More of an explanation, you're not using my sprites and claiming them as yours. You're not being a pirate and using them in a game without permission. Basically, you're having fun with my sprites and that's fine. If you want to post them though, give credit where it's due and link to the mod or credit me by my handle (name).

================================
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.

You're using it for a PERSONAL MODIFICATION, as in, you and only a few others are likely to see and use it. I don't mind, again,
YOU ARE FINE so long as you don't go around pea-cocking it as your own stuff.

So, have fun.  :)
Title: Re: [0.8.1a] Metelson industries: I suck sometimes, Bal. Patch! a4.2.4 6/24/2017
Post by: Drokkath on July 05, 2017, 04:31:58 AM
-snip-

Thanks! Was just-in-case explaining about half a post later or so and aiming to remain humble. Like with Dramlord which customized sprite is all thanks to Alex or whoever else or both pixel-art drew and painted the small tanker's aka Dram's textures and also the same kind of thanks goes to the initial Dram's config files that gave me the base to build on and the same thing applies to your Glima-class' assets I used to create something that also makes my in-game character(s) stand out from the rest as a true reverse-engineering scavenger.

Also sent you a PM with an image of the alternate Glima (D)-class with superior light and heavy mortars, forgot to add a title to the message so it's just the generic (No subject), 'scuse me.

EDIT:
Spoiler
Heh, the moment I mentioned about thinking of making a smaller/compact version of the default game's swarmer missile and its launcher basically in that PM, I ended up modding that very idea into my game. The launcher is about as big as the two other small missile weaponry aka Micromissile and Magicbox from Diable, except I used Swarmer SRM's sprite and files to cobble together a functional, thin and neat but slower firing missile weapon. Every aspect of the weapon is standalone in terms of modding as its got its own depending files like any other weapon. Probably should be posting this tidbit somewhere else but at the moment I'm satisfied that I ended up making it happen as I've needed that weapon on other vessels too, particularly for smaller vessels where a row of missiles of a launcher eat up most of the ship's sprite.
[close]

Other than that, once again glad that a mod has given me motivation to add something extra from existing stuff to make some more existing but customized stuff.
Title: Re: [0.8.1a] Metelson industries: I suck sometimes, Bal. Patch! a4.2.4 6/24/2017
Post by: King Alfonzo on July 08, 2017, 12:53:10 AM
Hey Azzie.

The Obex fighter wings are...well...hilariously borked at the moment. 2 x Hammer torpedoes, laser and the ship system roster field turns them into something horrific, able to destroy destroyers, cripple cruisers and capitals quite easily for 10 OP. If the Obex were 15 OP and had (single) Hammer torpedoes, they'd be a bit more balanced, but right now, they are downright terrifying.
Title: Re: [0.8.1a] Metelson industries: I suck sometimes, Bal. Patch! a4.2.4 6/24/2017
Post by: Azmond on July 08, 2017, 07:22:50 AM
I never gave them the field. I never gave them the roster filled how the hell is Young Opex you mix doesn't have it it shouldn't have it which ship are you talking about cuz honestly they do not have it they do not have it. And if they do I have seriously screwed up.

Edit:. Yay for text to speech.... I'm shoving out an update tonight, the obex shouldn't have that... What you may've been seeing was the Targeting Feed of a carrier.

Edit edit: It'll be done when it's done, at the moment, it's not as broken as it was last time and the game is still playable though it is far from ideal, I'd rather not rush things out...
Title: Re: [0.8.1a] Metelson industries: I suck sometimes, Bal. Patch! a4.2.4 6/24/2017
Post by: Drokkath on July 09, 2017, 08:12:55 AM
I'd rather not rush things out...

I hear ya. Can relate from experience with wanting something modded into the game by myself faster than I'm able to keep up sometimes.
Still sluggishly playing the game on and off and having most fun with blasting opposition apart with prototype franken-starships or with occasional test drive of something from one of the mods aka TUP, SCY, Blackrock and my current character's loyalty to Metelson.

Speaking of sluggish. I love the design of Pala L-type and Cringer Heavy MoCF. They remind me this rock-being's ship from FTL, the one on the left:
Spoiler
(https://ksr-ugc.imgix.net/assets/001/091/617/29ba4215d1b2855bbf49ab9bf1f6e01a_original.png?w=639&fit=max&v=1381565661&auto=format&lossless=true&s=f064ce0b9856ca64690500a134e85805)
[close]

So, yeah a lot of new material for me to comb through in-game in terms of gameplay to-do's.
Title: Re: [0.8.1a] Metelson industries: I suck sometimes, Bal. Patch! a4.2.4 6/24/2017
Post by: Azmond on July 28, 2017, 11:11:53 AM
Still alive, that is all. Here is part of the up-coming change log.

Code
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.
Title: Re: [0.8.1a] Metelson industries: I suck sometimes, Bal. Patch! a4.2.4 6/24/2017
Post by: Drokkath on July 28, 2017, 01:03:12 PM
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.

*bursts into hysterical laughter*
I'm quite sure it's supposed to be Field not Feild unless that forcefield-thingy is intended to fail and thus is named a Feild instead.
I started reading the new post with a serious face and mind.. good thing I didn't drink anything as I was reading.
This made me laugh literally just way too much for some reason! :D I'll show myself out now and tend to my painful stitches.
Title: Re: [0.8.1a] Metelson industries: I suck sometimes, Bal. Patch! a4.2.4 6/24/2017
Post by: Bastion.Systems on August 05, 2017, 04:19:54 AM
Holy damn this mod has gone a Loooong way, the new ships look so good. This is vanilla level quality, excellent work!
Title: Re: [0.8.1a] Metelson industries: I suck sometimes, Bal. Patch! a4.2.4 6/24/2017
Post by: Azmond on August 05, 2017, 11:23:32 PM
Hard to believe that it has been 3 years of work hasn't it really the largest difference of quality has been within the first who years when I was developing my ability. Hopefully I continue to develop other skills as I produce content for this modification. This is via a phone with speech to text.

I would reply via the computer what I have just shut it off and I do not wish to turn it on once again.
Title: Re: [0.8.1a] Metelson industries: I suck sometimes, Bal. Patch! a4.2.4 6/24/2017
Post by: FreedomFighter on August 10, 2017, 10:01:21 AM
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.
Title: Re: [0.8.1a] Metelson industries: I suck sometimes, Bal. Patch! a4.2.4 6/24/2017
Post by: Azmond on August 10, 2017, 11:55:30 AM
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've been messing with the fighters for a while, so consider it noted. :)
Title: Re: [0.8.1a] Metelson industries: Working on balance. Patience. a4.2.4 6/24/2017
Post by: FreedomFighter on August 10, 2017, 12:03:27 PM
I see. Good to hear. I like the overall design of Metelson and the clumsiness of their ship. Definitely give them the heavy industrial feeling.

Oh, the Molaris Blaster can't mine the ore despite it is the combat/flux efficient version of Mining Blaster? That is kinda bummer since most of Metelson weaponry are dual purpose to combat and mining.
Title: Re: [0.8.1a] Metelson industries: Working on balance. Patience. a4.2.4 6/24/2017
Post by: Azmond on August 10, 2017, 12:25:30 PM
Odd.... I'll look into that. 

Via phone
Title: Re: [0.8.1a] Metelson industries: Working on balance. Patience. a4.2.4 6/24/2017
Post by: FreedomFighter on August 10, 2017, 12:34:21 PM
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
Title: Re: [0.8.1a] Metelson industries: Working on balance. Patience. a4.2.4 6/24/2017
Post by: Azmond on August 10, 2017, 07:45:14 PM
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

Hmm. If anything the balance for that is likely going to be 1/4 compared to the standard mining-blaster due to the nature of the weapon.
I've been working on balance a lot- hence why things are still somewhat broken -and hope to not be worrying too much about balance after this and working mainly on fleshing out some content.
Title: Re: [0.8.1a] Metelson industries: Terra or Stardust, we'll work! 4.5.6 8/12/2017
Post by: Azmond on August 12, 2017, 02:46:12 AM
(http://i.imgur.com/6vsfs7k.png)



Big patch and a teaser at what's going into the next release of metelson's, Portraits!!!
Yes, I'm working on content as well as balance passes. Hopefully this newest patch with be more balanced than the previous with little to no issues up front from players, mods, and the rest alike!
=================

8/12/2017::

   All CR normalized on Metelson vessels.
         All ships- save for one -have been given normal CR stats
            A lot has been done to the ships either to give them more load-outs that're worth a damn, or otherwise.
         Some load-outs are suicide or otherwise rare to see.
         Ye' have been warned and keep on your toes.

   Rostor Field's have been lowered to only 5 ships in the metelson fleet. Replacements have been made to the others.
      Rostor Fields no longer have individual boosts to speed.
      Rostor Fields now have the same cool-down and regen as the Damper Field.
   Actel H35 now set in standard fleet generation as a "2", meaning it's more rare to actually see (hopefully) Likewise, fleet generation has been normalized copying the Nueteral fleet generation.
      Actel h35 speed has been lowered to 60 from
      Actel hull has been lowered to 3000 from
      Actel CR lowered to 300 from 400
   Actel Cannon nerfed and flux generation increased
      Standard cannon has a default spread of 8 from 10
      Actel Canopy has a a max spread of 12 from 15.
         Both cannons have had an increase to their cool-down phase and flux generation.
         Both cannons have a projectile speed of 800 from 1000 making the shot easier to dodge for smaller targets.
         (unless it's point blank which, yeah, good luck...)         
   Obex- NERFED, no longer is it a flying Hammer barrage.
      removed one hammer torpedo and replaced the Mining laser and Molaris Blaster with a single Maser.
   Securi-
      CR reduced from 575 to 300
      Hull reduced from 4250 to 3000
      Armor reduced from 600 to 400
      Turn-rate lowered from 60 to 20
      Speed unchanged
      Flux reduced from 6000(!!!) to 4250
      Shield arc reduced from 220 to 200
   Pala:L
      Speed reduced from 170 to 165
      Acceleration reduced from 175 to 150
      Shield arc reduced from 270 to 220
   Thrudgelmir
      Fleet points increased to 20
         NEXE: mining strength reduced from 125 to 75
   NEXE:
      Additional mining weapons added-
            Molaris Blaster mining strength set to 5. Half of the standard mining blaster.
   
   Fighter refit time normalized
      All fighters have refit times parallel with vanilla counterparts.
      Grudiver is set to 5
      Negl is set to 10
      Obex and Golgata are set to 15
      
   Actel Egg removed


8/18/2017::
     
Liten Field Removed due to annoying and random bug that I have no idea how it occurred.


:: CLICK HERE TO DOWNLOAD (https://bitbucket.org/Azmond/metelson-development/downloads/Metelson.zip) ::

Title: Re: [0.8.1a] Metelson industries: Terra or Stardust, we'll work! 4.5.6 8/12/2017
Post by: Azmond on August 17, 2017, 01:33:25 AM
This is to inform everybody that there is a mug that intermittently occurs in Mendelson Industries regarding the Litton field which is a light variation of the roster filled. I am unsure how the mod comes to crash and frankly it has been a bothersome occurrence. I am uncertain how to replicate this error how to fix it or where it is exactly occurring. this mod is not intended to cause issues during gameplay.

Initially when the bag first surfaced while working it was during the main menu it had never occurred while I was playing a game however since recently it has occurred in a player's game this bug is something I need to work on ASAP. As such if anyone would be willing to help knowing some code. Please by all means send me a message in Discord at the starsector chat. A p.m. via the forms or through Skype if anyone happens to have me on there.

This has been a PSA to inform you that I am aware of the situation. This has been via my phone. I will be going to bed now.


EDIT:
8/18/2017::
     
Liten Field Removed due to annoying and random bug that I have no idea how it occurred.
Title: Re: [0.8.1a] Metelson industries: Dust or Space-debris, it'll run!!! 4.6.6 8/12/2017
Post by: Azmond on August 22, 2017, 10:40:50 AM
Welp, I got a job again, and school'll be coming up, SOOO, the only updates will be major- as in game-breaking and otherwise 0.7 Rostor Field balance shininigians -realases. Some of these might be content releases that are developed over the months in my spare-time.

To sum it up shortly:  I'M GOING TO BE BUSY

So don't expect many updates unless they're critical.
Title: Re: [0.8.1a] Metelson industries: Dust or Space-debris, it'll run!!! 4.6.6 8/12/2017
Post by: FreedomFighter on August 26, 2017, 03:51:09 AM
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.
Title: Re: [0.8.1a] Metelson industries: Dust or Space-debris, it'll run!!! 4.6.6 8/12/2017
Post by: etherealblade on August 26, 2017, 08:19:37 AM
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.

My thoughts exactly. Otherwise, I really enjoy your mod. 8D
Title: Re: [0.8.1a] Metelson industries: Dust or Space-debris, it'll run!!! 4.6.6 8/12/2017
Post by: Azmond on August 26, 2017, 08:25:25 AM
The laser is admited to be an exageration when it comes to using the term, "Planet Cracker".

Quote
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.

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.  :)
Title: Re: [0.8.1a] Metelson industries: Dust or Space-debris, it'll run!!! 4.6.6 8/12/2017
Post by: Drokkath on August 26, 2017, 04:00:30 PM
Despite me playing from time to time currently as a evil-esque version of my alien character. I still can't bring myself to roleplay out a playthrough against mod factions too, any other default core game faction (apart from independents) is a victim to my ship's front end but once I see a fleet of Metelson, Corvus Scavengers, Diable Avionics, O.R.A, Blackrock Drive Yards and SCY Nation and etc. I just don't really want to or bring myself to wreck their ships and if I do I feel usually a bit worse after that, thus I end up with a story of an originally evil character who over the course turned one's mindset and values to good and in a way realizing the value of not only human life but all of other life from creatures to sentients and why taking it away is a sad thing. Ironic thing is that my good characters turn evil and my evil characters turn good, go figure. :-\

EDIT: Whoops, due to typo "r" was previously "c" there. *facepalm*
Title: Re: [0.8.1a] Metelson industries: Dust or Space-debris, it'll run!!! 4.6.6 8/12/2017
Post by: FreedomFighter on August 26, 2017, 05:38:35 PM
The laser is admited to be an exageration when it comes to using the term, "Planet Cracker".

Quote
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.

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.  :)

I know it is exaggerated. It just doesn't feel right when it can't even crack a small random asteroid that floating around in the field too. I'm a bit bias toward mining laser stuff in space sci-fi since if it can crack a hard dense space asteroid, it should be able to tear down ship's armor plating with ease. You mess with miner, your ship get mining!
Title: Re: [0.8.1a] Metelson industries: Dust or Space-debris, it'll run!!! 4.6.6 8/12/2017
Post by: Mr. Nobody on August 26, 2017, 06:15:04 PM
Is theorizer that most asteroids are just big rubble piles rather than a single solid piece, meaning you could just scoop material off them.
Title: Re: [0.8.1a] Metelson industries: Dust or Space-debris, it'll run!!! 4.6.6 8/12/2017
Post by: Tartiflette on August 26, 2017, 11:05:43 PM
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.
Title: Re: [0.8.1a] Metelson industries: Dust or Space-debris, it'll run!!! 4.6.6 8/12/2017
Post by: Mr. Nobody on August 27, 2017, 07:17:47 AM
Still strong enough to stop a RKV/gauss cannon/wave motion gun/giga drill breaker/nicoll-dyson beam/macro cannon/particle beam dead in it's track
Title: Re: [0.8.1a] Metelson industries: Dust or Space-debris, it'll run!!! 4.6.6 8/12/2017
Post by: Drokkath on August 27, 2017, 10:41:29 AM
Weak vanilla mininglaser is exactly a thing I made a superior copies of along with some sprite alterations and color hue changes to fit in with darker areas, made one of them a symmetrical version using the mininglaser's left side and then some light polishing and light alterations afterward. I call it a Small D-Beam A1™, D-beam stands for Desolator Beam which is a type of particle-laser beam weapon tech, not only is it using regular laser beam but a laser beam enhanced with other exotic elements that ultimately have a devastating outcome and the more of them I have installed the more overpowered the speed of mowing down a fleet is and I enjoy that so much more than having to grind and strain my brain to think how to take down a fleet.

Have tried many times now to play SS more like a RTS with a pause button and a fleet of ships but just like in all RTS games.. I just can't keep track of things since I suck at multi-tasking and it has driven me to a point of nervous breakdowns too many times and even more so if I lose too many of my own, all of it just enough times that I loathe almost all strategy elements and just wipe the floor with one ship or a unit on cheat steroids instead. Sorry about that though, not all of us are a strategy master.
Title: Re: [0.8.1a] Metelson industries: Dust or Space-debris, it'll run!!! 4.6.6 8/12/2017
Post by: Azmond on August 27, 2017, 10:57:57 AM
Auh, It's been a day, I come back. And my thread is about how asteroids work for the past few replies and how the Gulimnjor is a wimpy weapon... On that, partly the reason it was limited, was that it has the tendnacy to hold things still by cheesing a stat within the weapons... It can even hold an Onslaught in place. Now, how could that be useful? Holding him in place fro fighters... Holding in place for his butt to get buggered by a ROMA or other phase-ship easier.... Lots of potential Game-breaks.

But, to help it be more of a weapon. I have increased the dmage and lowered the flux to something more manageable.
Title: Re: [0.8.1a] Metelson industries: Dust or Space-debris, it'll run!!! 4.6.6 8/12/2017
Post by: FreedomFighter on August 28, 2017, 03:15:07 AM
Auh, It's been a day, I come back. And my thread is about how asteroids work for the past few replies.

I see nothing wrong with Metelson enthusiastic discussing about asteroids  ;D
Title: Re: [0.8.1a] Metelson industries: Dust or Space-debris, it'll run!!! 4.6.6 8/12/2017
Post by: Azmond on August 28, 2017, 08:58:17 AM
Nope, nothing wrong At all, just found it tickled my funny bone a bit
Title: Re: [0.8.1a] Metelson industries: Dust or Space-debris, it'll run!!! 4.6.6 8/12/2017
Post by: Azmond on September 09, 2017, 10:26:13 AM
So it's been a while since I've done any sort of update on the mod other than things as needed (bug, crappy things causing crap... Nyeah). So, to update, the mod is still more of less ont he same direction as before. But deliberations will have to be done on what the next direction. As well as how I'm going to get the mod to that state.
I've some ideas in mind for combat based vessels. Most of metelson's ships are Combat Capable, but not Combat Competent. The difference being in the usefullness in a combat situation. Some are combat copetent however. The glima, Cavos, Rastrum, Mantarn, and a few others are good examples. But they also need fleet support.

In this, I want to develop vessels that can be used on their own or with a smaller fleet profile, as some people have made mention of the need for a fleet to support metelson's. So, time to tackle that problem and develop a Military Research arm of Metelson's.

So, as stated in the rather outdated ceo open-letter, things are up for discussion. If you've an idea or something you'd think would mesh well that I can do, let me know. I'll consider it and the mod is my own to take however I wish. :)


PS: School is coming up and crap is getting heavy, soooo, I'll likely not be here very often or as active on discord (HA! I lurk, what the hell am I talking about?! Active... HA!) till things have calmed down though, I'll try.  I enjoy it.
Title: Re: [0.8.1a] Metelson industries: Dust or Space-debris, it'll run!!! 4.6.6 8/12/2017
Post by: Seth on September 09, 2017, 11:27:43 AM
Really now, big thanks for keeping this mod updated, it so much fun! This faction is amazing.
Title: Re: [0.8.1a] Metelson industries: Dust or Space-debris, it'll run!!! 4.6.6 8/12/2017
Post by: Death_Silence_66 on September 10, 2017, 04:03:54 AM
The best part of this mod IMO is the actel cannon. It looks gorgeous.
Title: Re: [0.8.1a] Metelson industries: Training in progress! 4.6.6 8/12/2017
Post by: Drokkath on September 21, 2017, 12:15:33 PM
Woah. I've been under a false thought of not being able to use a Hammerhead with ease in normal difficulty too anymore (personal medical reasons with mental health).

I spawned a Metelson variant much earlier today to get other very useful hullmods on the ship and stuck two chainguns on the front, on the right side's chaingun is a horizontal-flipped mirror version of the default chaingun with stats unaltered, thus only a cosmetical flipped version to maintain symmetry but that chaingun is not the point here as stat-wise it is the exact same thing.

What actually is the point is that I figured I'd just do another ship test run but this time against an Onslaught, an Eagle and a Falcon at once since I needed big targets to see how fast or slow can I grind down the foe's heavily armed giants. What came next is just pure awesome as I didn't expect the odds being in my favor in normal difficulty like dozen other times I've tested various ships. The opposing ships barely scratched the surface of my own overmod-variant-only MI Edition Hammerhead as I was able to block and/or dodge away either by speed or shields, mostly the shields obviously.

When I saw that I can manage and survive THAT and then some, I felt awesome. Yes, I know that having almost all hullmods on a ship is cheating but I don't give a single damn. I do however give a damn about if those hullmods can actually provide me much needed leverage to dominate the battlefield with a default ship. All hullmods I stuck there were only what the core game and the mods bring as I needed a baseline comparison test first.

Spoiler
https://www.youtube.com/watch?v=E-6BPoLVTwU

 8)
[close]
Title: Re: [0.8.1a] Metelson industries: Training in progress! 4.6.6 8/12/2017
Post by: Azmond on September 21, 2017, 05:01:19 PM
Metelson industries will be entering what is BASICALLY going to be a Hiatus. Posts will occur once monthly or as needed to address ideas and bugs that come up.
Metelson's WILL CONTINUE TO BE WORKED ON HOWEVER.
Any updates will be far and inbetween thought due to the fact that I have school coming up and I'll be able to finish it (hoo-diddly-ra!) within the year or next two years after 5 years bouncing back an forth and finally get a career set up somewhere in this slimey murky rock called Oregon! At least when it's not on damn fire!

The CEO open letter will be updated to reflect any changes later and will be added to the OP so people don't have to dig through to find the reason for training in progress.
Otherwise, wish me luck- I'll take anything I can get -and please enjoy the mod, keep to the rules, and if you've ideas please let me know. I may use them :)




@Drokkath::
Hopefully you've a good life, good health or not.
I'm glad you've had your fun with the mod. :) A game is a game. If you want to break it for yourself have fun, though... If you expect others to help repair it when it's borked then... Well, either have good friends or just a good internet to redownload if you do bork it somehow~! xD

Or backups...
Title: Re: [0.8.1a] Metelson industries: Training in progress! 4.6.6 8/12/2017
Post by: Carabus on September 23, 2017, 11:50:59 AM
You forgot to update metelson.version file. After downloading 4.6.6, Version Checker says its version is 4.5.6 and there is a newer one available.
Title: Re: [0.8.1a] Metelson industries: Training in progress! 4.6.6 8/12/2017
Post by: Azmond on September 23, 2017, 05:46:12 PM
of course... Right, That's not game-breaking (thank goodness) but quiet annoying. Updated Silently. Otherwise, not going to be any number change.

So, re download if you don't want to have Version Checker parroting my mistake.

If you don't care, then, hey, that's all.
Title: Re: [0.8.1a] Metelson industries: Training in progress! 4.6.6 8/12/2017
Post by: Azmond on October 06, 2017, 12:16:44 PM
Happy Halloween to all and to all a merry Holiday of cluster-bucket madness.

As far as Metelson indutries is concerned things continue to move forward and the mod is slowly being worked on as will be stated in the new CEO-Letter that will be placed in the IP. As for what is actually being worked on. Graphics are given an update and when I've gotten most all the mods in the modiverses that I feel would likely be played along side with Metelson I'm likely to make a secondary system outside of the core world. It's an idea in the works and as with most things at this point in time.

 I've been winging it.


So don't ask for particular details, even I don't have them usually depending on what's being asked. In regards to ship design, certain Metelson ships WILL be altered for better or for worse (hopefully the better). Likewise, I'll be moving towards more Ambiguous designs that aren't very clear on whether they'd be Metelson design or part of vanilla. that'll be difficult but, hey, it's possible! Then again, one way or another people'll figure it out. Still, a good challenge an can add some more chaff to fleet generation for sheer variety sake.

Otherwise, weapons will be getting a similar once over- primarily the oldest weapon that has not been touched the Mining Lance, or Maser Lance -as needed and some new one's might be banged together some how. really, again I'm jus' winging it! But some images and more will be shown to keep interest (and motivation) for the mod going~!

With that, again, happy Hallown and good luck with the cluster bucket of madness that will shortly be coming up with how most holidays tend to go in america sometimes.

Title: Re: [0.8.1a] Metelson industries: Training in progress! 4.6.6 8/12/2017
Post by: ThatSwoleGuy on October 20, 2017, 02:17:53 PM
The ships are absolutely beautiful but damn they are so dreadfully slow! A few of the weapons also feel very underpowered.

I will be editing this with more well thought out opinions on balance.

A good example in regards to weapons, the combat mg could certainly find a place in the game as a low flux, low damage kinetic option at 55 or so dps with 70 flux usage, the problem is the damned thing costs 6 op which is more than even the dual autocannon at 5 o.o with 140-140 ish flux/dps. The combat mg should cost 3 op, 1 below the standard autocannon at 4 op and 110 flux - 100 dps.

The Grancursor also feels quite op starved, you would have to give it 0 op interceptors for it to even use it's mounts efficiently at all which feels off.

Mantarn at 105-110 op? Really cool ship but it has less op than a falcon which has lesser firepower, starts with higher flux dissipation and cap. All of that would be fine considering it is a little more defensible but it doesn't really come with OP to design it well. I would suggest at a minimum giving it 125 OP, if not 130.
Title: Re: [0.8.1a] Metelson industries: Training in progress! 4.6.6 8/12/2017
Post by: Azmond on November 18, 2017, 10:42:46 AM
Hello ans happy holidays folks! It's been a while and I have been a bit busy to say the least. School, the mod, holiday crap and then some if you watch the news... or wear a tin hat.
Anyway!
I'm writing this to tell folks the state of things as they stand and where I plan to go. As i've said a few times in the discord and perhaps in the thread i am utterly winging it! Well, yes and no; I'm winging the execution rather than where I'm actually going.  So, to put it in defined terms. I'm experimenting with how I want to get to my destination.
My destination or the goal is to add some better graphics to the current lineup and add some chaff-ships of sorts that fill more strictly civilian roles in SS. Looking at Metelson's as a whole, that makes sense to me. They're not exactly the same when it comes to the tri-tachyon. They want profit of course but, they're more consumer centric I'd feel within the universe. If that could be likely.

To that end, I think some strictly civilian ships that fill or help add variety to certain roles while looking as if they don't belong exactly to metelson's is my goal. Likewise, in the process of these ships being created, new graphics and new military ships are in my list of milestones to get to.  That may have to be next year for implementation if it all isn't lined up as I'd like it.
I don't like springing massive surprises, though, small ones i think are good. :) keep's a player on their toes with a new mod.

So, in the works currently:

New Mantarn sprite
4 ship designs in the design and paper state (where I draw them on paper as a visual guide very useful for Asymmetrical ships.)
1 ship sprite in Krita ready for working on
and about 5 at most older ship designs i want to reconsider. Something I've satated before on the thread here is that I wanted to bring some of my older designs back from the grave-yard.

Otherwise I have some weapon designs in mind as well and have been looking into music production though, again that'll be implimented later as I find, commission, or produce my own sound/music. :)

With that, have a happy holiday everyone!


PS: Stay home on black-friday!
Title: Re: [0.8.1a] Metelson industries: Training in progress! 4.6.6 8/12/2017
Post by: Delta7 on December 12, 2017, 10:42:01 PM
attempting to refit a farin causes instant crash.
Title: Re: [0.8.1a] Metelson industries: Training in progress! 4.6.6 8/12/2017
Post by: Azmond on December 12, 2017, 11:11:14 PM
That's new. Do you have the crash log and a list of Mods?


EDIT:: To be honest, you haven't told me anything I can use. So without that, well, I'm in the dark.

Edit2.  Note to others, please have your crash logs and mod list ready.
Title: Re: [0.8.1a] Metelson industries: Training in progress! 4.6.6 8/12/2017
Post by: Delta7 on December 31, 2017, 02:11:27 AM
Sorry for being so late, I have dozens of mods, but I took a couple of hours of my time to try and find the specific one it has comparability issues with. I tried recreating the exact circumstances of the crash on a new save file: all the same mods enabled, a mothbolled Pala class frigate with two cracklers installed on the small port and starboard mounts and found that it did cause a game crash.

My next test was with all of the same mods, and it appears that attempting to modify the loadout of either a Pala or a  when they are mothballed causes the game to crash with the error message "null".

Final test, only four mods: Lazy lib, Graphics lib, Console Commands, and Metelson. Fresh save file, used console commands to acquire a Pala and a Farin for testing. Attempting to refit a mothballed Farin or Pala causes the game to crash.

At least those two Metelson ships cause a game crash when attempting to refit them if they are currently mothballed. This happens even in an otherwise nearly vanilla game.

I tried including crash logs, but the forum seems to be having it's own issues.
Title: Re: [0.8.1a] Metelson industries: Training in progress! 4.6.6 8/12/2017
Post by: Azmond on December 31, 2017, 08:17:04 AM
I'll try to replicate the crash to find out what happened. Otherwise I recommend checking to see that you have the latest version of the mod.

I'm not sure how the ships would be causing the crash... Might be a variant not loading properly... Idk

EDIT:

After going through several games I'm not finding any sort of crash. Make sure you've the latest version... GET VERSION CHECKER FOOL!
Title: Re: [0.8.1a] Metelson industries: Training in progress! 4.6.6 8/12/2017
Post by: Histidine on January 04, 2018, 04:38:49 AM
Quick note: Drengur costs 60 supplies to deploy, but only 20 to maintain per month.
- This quietly breaks the 1:1 rule, quite dramatically too
- It costs 33% more per deployment than Odyssey and 20% more than Paragon, without being obviously better at fighting than the first (much less the second)

EDIT: Also, Maser Lance has a 1.50 damage/flux ratio. This is off the charts even for a ballistic weapon, much less energy ones.
Title: Re: [0.8.1a] Metelson industries: Training in progress! 4.6.6 8/12/2017
Post by: Azmond on January 04, 2018, 11:35:36 AM
Noted, Add Deployment normaliziation to the list of things to do and Weapons pass-over too. I don't know how to calculate that stuff and didn't think of it. Long sotry short, I need a poke in the right direction sometimes. with a very pointy stick.

So, thank you! I'll be normalizing the Deployment values for Drengur- and might as well do the rest of the fleet.
Weapons will get a pass-over as well to avoid being too "flux friendly" so to speak.
Title: Re: [0.8.1a] Metelson industries: Training in progress! 4.6.6 8/12/2017
Post by: Azmond on January 09, 2018, 09:48:03 AM
School in session. Expect a small update that will hopefully improve QoL and other items of the mod.


Edit:
Update will be out in Febuary.
Title: Re: [0.8.1a] Metelson industries: Balance pass for 0.8! 5.0.0 2/9/2018
Post by: Azmond on February 09, 2018, 10:02:34 PM
(http://i.imgur.com/cQWWHXh.png)

12/18/2017- 2/8/2018::
   Adjusted all Deployment costs/Repairs normalized, OP normalized and ship Variants adjusted for new OP stats.
   New usable ships:
      Scab - Cargo pod basically, marginally better than the Mudder in terms of usability for cost.
   Added Ship Ustos- ***NOT IMPLIMENTED***, but can be obtained in Console commands with mi_ustos_standard all Meletson ships will have the prefix mi_SHIPNAME_standard for the basic type.
   
   All ships have received a once-over and balance change in some way. I lost count and haven't the faintest what all the changes are.
   

This WILL NOT break saves in a vanilla game. I can NOT vouch for use with other mods and with settings. Otherwise, enjoy the balance pass, a few weapons were affected as well, but not much honestly. I've... I've frankly lost track in the middle of school n' all.


DOWNLOAD HERE (https://bitbucket.org/Azmond/metelson-development/downloads/Metelson.zip)
Title: Re: [0.8.1a] Metelson industries: Balance pass for 0.8! 5.0.1 2/9/2018
Post by: Sooner535 on February 10, 2018, 08:52:19 AM
Woohoo! Thanks for updating and all the hard work
Title: Re: [0.8.1a] Metelson industries: Balance pass for 0.8! 5.0.1 2/9/2018
Post by: Drokkath on February 10, 2018, 12:08:37 PM
I read "Scab - Cargo pod basically" and "Added Ship Ustos-", thus I then instantly downloaded the mod without a second thought. :D
Title: Re: [0.8.1a] Metelson industries: Balance pass for 0.8! 5.0.1 2/9/2018
Post by: passwalker on February 10, 2018, 10:54:53 PM
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
Title: Re: [0.8.1a] Metelson industries: Balance pass for 0.8! 5.0.1 2/9/2018
Post by: FreedomFighter on February 11, 2018, 08:07:11 AM
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

You really buy into Metelson advertisement brochure. It does not crack the planet at all. It just the biggest mining laser in the sector right now with huge mining bonus. It is a powerful fighting tool but should not rely on it.
Title: Re: [0.8.1a] Metelson industries: Balance pass for 0.8! 5.0.1 2/9/2018
Post by: Azmond on February 11, 2018, 10:38:11 AM
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.
Title: Re: [0.8.1a] Metelson industries: Balance pass for 0.8! 5.0.1 2/9/2018
Post by: A Random Jolteon on February 11, 2018, 10:39:28 AM
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)
Title: Re: [0.8.1a] Metelson industries: Balance pass for 0.8! 5.0.1 2/9/2018
Post by: Azmond on February 11, 2018, 12:20:32 PM
now that I'm on the computer:

Planet Cracker is more of a marketing term. It made sense in my head. Really, it's a moon stripper. It doesn't out-right kill a planet like "PEW!" start-wares death-star style.  It sends a beam of particles that interact with the matieral at a atomic level causing disruptions. This can understandably lead to explosions and more. So, it's more of a giant rock-scrapper than anything else.

So, in comabt, to avoid the whole "WHERE IS MY *** ESCORT" or, "OH MY GOD IT ALL HURTS, THE ENGINES ARE DEAD, I'M SLOW, OH GOD." and the fact that I can't do code very well. well, yeah it's weak as crap in combat compared to the marketing for it's use as a mining-tool.

Title: Re: [0.8.1a] Metelson industries: Balance pass for 0.8! 5.0.1 2/9/2018
Post by: DrakonST on February 11, 2018, 11:22:19 PM
Azmond, whether yours mod will have a "Dynasector" support?
Title: Re: [0.8.1a] Metelson industries: Balance pass for 0.8! 5.0.1 2/9/2018
Post by: Azmond on February 12, 2018, 08:39:26 AM
Azmond, whether yours mod will have a "Dynasector" support?

I think that is for DR to implement. Otherwise, no. Not atm
Title: Re: [0.8.1a] Metelson industries: Balance pass for 0.8! 5.0.1 2/9/2018
Post by: DrakonST on February 12, 2018, 01:03:58 PM
Azmond, whether yours mod will have a "Dynasector" support?

I think that is for DR to implement. Otherwise, no. Not atm
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".
Title: Re: [0.8.1a] Metelson industries: Balance pass for 0.8! 5.0.1 2/9/2018
Post by: MesoTroniK on February 12, 2018, 06:51:51 PM
Dynasector support done in a mod, is a far cry from it being done for real in Dynasector.
Title: Re: [0.8.1a] Metelson industries: Balance pass for 0.8! 5.0.1 2/9/2018
Post by: Azmond on February 12, 2018, 11:20:25 PM
And again I am not very confident with code at the moment.
Title: Re: [0.8.1a] Metelson industries: Balance pass for 0.8! 5.0.1 2/9/2018
Post by: Drokkath on February 13, 2018, 05:28:21 AM
I myself am extremely leery about using Dynasector, but mainly because of how much intentionally overpowered ships and weapons I have that Dynasector could give access to npcs which has never ever been my intention due to the unorthodox way I play SS. It's also why I haven't bothered making a mod I could share with others here, plus (and it is a colossal plus +) my sense of balancing anything is next to none, zilch, zip, zero and so I'd end up climbing up the walls going completely along the lines of:

Spoiler
*Begins playing with ketchup and mustard onto an empty plate* I'm telling folks, If I don't find a way out of this soon, I'm going to lose it. *all people raise one of their eyebrow* Lose it. It means "go crazy". Nuts. Insane. Bonzo." *Drokkath playing with ketchup and mustard onto the now half-full plate intensifies* "No longer in possession of one's own faculties! Three fries short of a happy meal! WACKO!!!!? >:(
[close]

:D
Title: Re: [0.8.1a] Metelson industries: Balance pass for 0.8! 5.0.1 2/9/2018
Post by: Sooner535 on February 13, 2018, 07:31:50 AM
Nice SG quote >.<
Title: Re: [0.8.1a] Metelson industries: Balance pass for 0.8! 5.0.1 2/9/2018
Post by: Azmond on April 20, 2018, 03:21:55 PM
It's be quite a while and during that time I have been working on the mod. Not as much as I should've been. The mod is NOT going to be dying, or going to be changing hands (oh hell no). I have seen that in the near future I need to work more on the mod as it stands to prepare it for SS further down the line.

To that end I'm going the route of THI.
I am going go away for a bit.
I am going to be a hermit.
I will make the mod.
I will do it quietly.

Why? Well, the mod at the moment is a large amount of stress. The mod is a small but potent part of my life. It is something that I love dearly and frankly have been enthusiastic about developing. However, seeing the mod and comparing it to others... I'm well aware it's not the best or the worse.

But I want it to be better. Some of the best work I made on my mod was when I was financially stable, working, and had a routine. At the moment, I have only one of the those three. I'm working, I'm working to be stable and to have a routine. Basically I'm looking to get a stable life.  I have other things I want to do, and things I need to do. The mod is something I want to do. Dwarf Fortress is a thing I want to do. I want to develop more as an artist- maybe make a few ship-girls.

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.

I'll be back with the mod at some point in the next year at most, at least, in the next 6 months an update will be produced. In the near furture I'll push out a few final updates, but, otherwise...

I'm going to go away.
I'm going to grow.
I'm not gone.
I'm working.

I'll be working on Dwarf-fortress, that's still fun and I've a few ideas for another mod later down the line. So... I'll still be working. I'm still here. Just... Not going to be posting in this thread so often.

That is all.  April 20th, 2018
Title: Re: [0.8.1a] Metelson industries: Balance pass for 0.8! 5.0.1 2/9/2018
Post by: Drokkath on April 20, 2018, 08:02:20 PM
-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 can relate as I too am a hermit in my own way thus being barely active on forums. Large sum of my own interests and passions require solace to think my thoughts in peace.

As for Metelson, I personally see them as a way more tech-savvy and organized version of various other scavenger/miner/engineer/independent-esque factions. Heck they even have their own unique faction-colored set of ships from fighters to capitals! I also like the default durability of their ships, easier to survive nastier shooting gallery when shields go down.
Title: Re: [0.8.1a] Metelson industries: CEO letter updated 5.0.1 4/20/2018
Post by: Tei on April 24, 2018, 06:58:51 PM
Truly the Gadfar is the best ship ever.
Title: Re: [0.8.1a] Metelson industries: CEO letter updated 5.0.1 4/20/2018
Post by: AeusDeif on December 10, 2018, 11:43:23 PM
great looking mod. posting here so I can come back and check if this ever gets updated.
Title: Re: [0.8.1a] Metelson industries: CEO letter updated 5.0.1 4/20/2018
Post by: Azmond on December 11, 2018, 08:41:51 PM
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.
Title: Re: [0.8.1a] Metelson industries: CEO letter updated 5.0.1 4/20/2018
Post by: cjuicy on December 21, 2018, 01:43:42 PM
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.
Title: Re: [0.8.1a] Metelson industries: CEO letter updated 5.0.1 4/20/2018
Post by: Alex on March 28, 2019, 09:55:28 PM
Locking this for now, per Azmond's request.
Title: [0.9.1a RC 8] Metelson industries: 7.0.0 03/12/2020 RC1
Post by: Azmond on March 12, 2020, 01:49:41 AM
Metelson Industries and getting the dust off it's boots folks and getting ready to delve back into things! At this point in time Metelson's is back into a running state, it is not the best state, but it's a running state with some goodies. I have plans for the future that I will share here later.

For now, the biggest changes are that 1) crap ships and chaff have been removed. Development ships may be visable, but otherwise, all ships are standard and workable. 2) enjoy the text. You'll see what I mean. 3) let me know if you get any errors as in, really REALLY bad errors. AS far as my testing went, nothing borked up, but still. Lemme know.

Otherwise, thanks for waiting on me ya' blaggards, and Metelson Industries thanks you for your patience!

Download a full Cataloge of our Ships and Systems Information now~!  (https://bitbucket.org/Azmond/metelson-development/downloads/MetelsonRC1.zip)
^!^!^ DOWNLOAD THE MOD ^!^!^
Nexerelin COMPATIBLE / LAZYLIB IS REQUIRED FOR MISSIONS
(http://i.imgur.com/pLVSp2t.png)
Title: Re: [0.9.1a RC 8] Metelson industries: 7.0.0 03/12/2020 RC1
Post by: sucateer on March 12, 2020, 03:48:22 PM
 I was waiting for this, nice!
Title: Re: [0.9.1a RC 8] Metelson industries: 7.0.1 03/13/2020 RC1
Post by: Azmond on March 13, 2020, 01:18:14 PM
Augh, right, so I had some numbers that were much too big and I did a few smaller adjustments... Not much. Basically people were finding Metelson Ships more than they should've... ... I figured out it was the Ship-roles and such. Now i know that those numbers aren't just faction specific! Good to know! :D

This is a patch as it doesn't break things.

Download a full Cataloge of our Ships and Systems Information now~!  (https://bitbucket.org/Azmond/metelson-development/downloads/MetelsonRC1.zip)
^!^!^ DOWNLOAD THE MOD ^!^!^
Nexerelin COMPATIBLE / LAZYLIB IS REQUIRED FOR MISSIONS
(http://i.imgur.com/pLVSp2t.png)
Title: Re: [0.9.1a RC 8] Metelson industries: 7.0.2 03/25/2020 RC1
Post by: Azmond on March 25, 2020, 06:21:32 PM

Changes as of: 03/25/2020
   
Nexerlrin support offcially set up again. Let me know if anything screws up please!

That is all.
Title: Re: [0.9.1a RC 8] Metelson industries: 7.0.2 03/25/2020 RC1
Post by: Sts678 on March 26, 2020, 11:59:46 PM
It seems that too many Metelson's ships are spawned in other factions's fleet in the latest version.
Title: Re: [0.9.1a RC 8] Metelson industries: 7.0.2 03/25/2020 RC1
Post by: Azmond on March 27, 2020, 12:03:16 AM
Oh for cusses ' sake... ... If I broke something again.... Let me check tomorrow and I'll see what I broke.

Edit:
Though, what version of the mod are you actually running? The 7.0.0 release had this issue but that was due to an issue regarding numbers within ship-roles which has since been fixed. So, unless it is indeed the older version you may want to update or wait for the fleets to rotate. If you were running the old version, the changes will- or rather should -be applied on the next market update and on any fleets that "Stand down" from their patrol or activity.
Title: Re: [0.9.1a RC 8] Metelson industries: 7.0.2 03/25/2020 RC1
Post by: TheSpruceMoose on March 30, 2020, 11:58:08 PM
Hey Azmond, just want to say I used to play Metelson back in the day (few years ago, before I took a hiatus from Starsector), and always enjoyed it. Glad you've updated it! Thanks man!  8)
Title: Re: [0.9.1a RC 8] Metelson industries: 7.0.2 03/25/2020 RC1
Post by: Neophobic on April 08, 2020, 07:33:35 AM
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.
Title: Re: [0.9.1a RC 8] Metelson industries: 7.0.2 03/25/2020 RC1
Post by: Azmond on April 08, 2020, 09:10:07 AM
Quote

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.

Thank you! I'm glad you enjoy the mod, both you and Sprucemoose.

Now as for the feedback, thank you again! Feedback is always important to me!

Regarding Nexeirlin... I'm not sure what I have control over or not. It sounds appropriate for Metelson though. They hate the Tritachyon for a variety of reasons.

As for the planet Ragnus and ship yard around Asharu? Ragnus is a hold over from older development and me not understanding entirely the new marketing systems. The Asharu market was intended.

Otherwise I'm not sure about the others... I'll look into it and see what I can figure out. Not sure though.
Title: Re: [0.9.1a RC 8] Metelson industries: 7.0.2 03/25/2020 RC1
Post by: Morbo513 on April 17, 2020, 05:59:54 AM
I checked the modding forum just to see if Metelson had come out of stasis, glad to see you've returned. I missed my space tanks!
Title: Re: [0.9.1a RC 8] Metelson industries: 7.0.2 03/25/2020 RC1
Post by: Azmond on April 17, 2020, 08:41:30 AM
Space Tonk best Tonk!!
Title: Re: [0.9.1a RC 8] Metelson industries: 7.0.2 03/25/2020 RC1
Post by: Azmond on April 27, 2020, 05:17:59 PM
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.

Either way, enjoy and if anything breaks let me know! I tested with several games using the older version of Metelson Industries and it didn't crash. Though I was running it very mod lite... So, if you've a lot of mods? Auh... Good luck, dunno how it'll work!  If it breaks auh, let me know and I'll see what I can do but, yeah... No promises if you got a mod-list bigger than a CVS receipt.

Download a full Cataloge of our Ships and Systems Information now~!  (https://bitbucket.org/Azmond/metelson-development/downloads/MetelsonRC1.zip)
^!^!^ DOWNLOAD THE MOD ^!^!^
Nexerelin COMPATIBLE / LAZYLIB IS REQUIRED FOR MISSIONS
(http://i.imgur.com/pLVSp2t.png)
Title: Re: [0.9.1a RC 8] Metelson industries: 7.2.0 04/27/2020
Post by: FAX on April 27, 2020, 06:42:15 PM
Metelson Industries is out with a balance update of sorts. It's a very loose update
Thank you for your hard work! The art of Metelson is charming, really love them ;)

Well, talking something about the balance, there is no doubt that these ships have an unbelievable low dp, which make them out of date first.

Another problem is that, Metelson are combination of high shield efficiency and good power grid, they also moving extremely fast. Above all they contain most advantage of Tri Tachyon, lets go on.

The slot, Metelson are major in ballistic & missile (I also found that Custos-class have four SM synergy, I cant image when will I fit some energy, just equal it as missile), Capital ships all have some fighter deck.

Overall, the Metelson ship are a lot over power IMO, hoping these problems will be solved in follow updates! I will keep an eye on it as a fan of Metelson Industries. ;D

Title: Re: [0.9.1a RC 8] Metelson industries: 7.0.2 03/25/2020 RC1
Post by: connortron7 on April 27, 2020, 10:24:59 PM
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.

Planet named anvil? Now thats a name i can get behind  8)
Title: Re: [0.9.1a RC 8] Metelson industries: 7.2.0 04/27/2020
Post by: Kwbr on May 03, 2020, 12:36:12 PM
just a heads up that the guilmjnor seems to be appearing in markets
Title: Re: [0.9.1a RC 8] Metelson industries: 7.2.0 04/27/2020
Post by: Azmond on May 04, 2020, 05:57:49 AM
Eeer, what? I have not seen that happen before. I'll check the code later today.
Title: Re: [0.9.1a RC 8] Metelson industries: 7.2.0 04/27/2020
Post by: Kwbr on May 04, 2020, 03:39:04 PM
dunno, doesn't seem to be super common.
Spoiler
(http://puu.sh/FGj9w/3374a7a262.jpg)
[close]
Title: Re: [0.9.1a RC 8] Metelson industries: 7.2.1 04/27/2020
Post by: Azmond on May 04, 2020, 04:20:05 PM
Metelson Industries 7.2.1 is out!


Yeah... I forgot to add the system tag... That hides it from the markets... Cause it's a system... so.. Yeah.
Minor update for Metelson's... Because I made a boo-boo. Now fixxed the problem where the Thrudglemir's Main Laser or Gilimjnor  showed up for purchase... When it shouldn't have.


Download a full Cataloge of our Ships and Systems Information now~!  (https://bitbucket.org/Azmond/metelson-development/downloads/MetelsonRC1.zip)
^!^!^ DOWNLOAD THE MOD ^!^!^
Nexerelin COMPATIBLE / LAZYLIB IS REQUIRED FOR MISSIONS
(http://i.imgur.com/pLVSp2t.png)
Title: Re: [0.9.1a RC 8] Metelson industries: 7.2.0 04/27/2020
Post by: SukmaZaki on May 12, 2020, 07:18:09 AM
huh, it's still listed as 7.2.0 and keep asking me to updated 7.2.1, i think you give the wrong link.
Title: Re: [0.9.1a RC 8] Metelson industries: 7.2.0 04/27/2020
Post by: Azmond on May 12, 2020, 07:20:47 AM
I may have failed to properly add the right version file... Though I swear I fixed that recently. I'll check it later today.
Title: Re: [0.9.1a RC 8] Metelson industries: 7.2.2 04/27/2020
Post by: SukmaZaki on May 15, 2020, 04:15:17 PM
Thanks! it's work :DD
Title: Re: [0.9.1a RC 8] Metelson industries: 7.2.2 05/24/2020
Post by: Azmond on May 24, 2020, 07:23:50 PM
Metelson Industries 7.2.2 has been released. Price-check on isle R

Changes as of: 05/20/2020

Prices normalized for ships!/Fighters!! (skins and some ships unaffected).


   Grudiver !! Price from: 3750 now to 4000
   Obex !! Price from: 11250 now to 10000
      + added 1 more to the wing making it a wing of 3 from 2. No changes were made to the vessel otherwise.
   Golgata !! Price from: 7750 now to 8000
   Pala ! Price unaffected
   Mudder ! Price from: unaffected
   Vigil ! Price from:  10500 now to 11000
   Stinulv ! Price from: 12000 now to 12500
   Mite ! Price from: 4042 now to 4250
   Cavos ! Price from: 12100 now to 14000
   Farin ! Price from: 10250 now to 10000
   Glima ! Price from: 12000 now to 12500
   R.O.M.A ! Price from: 22750 now to 18000
   Actel H35 ! Price from: 26533 now to 27000
   Actel H35A ! Price from: 22533 now to 23000
   Rastrum ! Price from: 20000  now to 36000
   Custos ! Price from: 19250 now to 38000
   Varingur ! Price from: 26000 now to 36000
   Securi ! Price from: 22000 now to 32000
   Mantarn !  Price 32000 no to 40000
   Gadfar ! Price from: 65000 now to 70000
   Drengur ! Price from: 200000 now to 330000
   Thrudgelmir ! Price from: 160000 now to 425000
   Acutor ! Price from: 65000 now to 150000

These prices are basically analogous with ship/fighter in the game that match or closely match what the ship/fighter does. Some prices are decreased (rarely) or Increased (more likely) depending on the ship. For example the Actel H35 is more expansive than the H35A because of the specialized turret canopy.

Feedback on prices will affect future ships.

Renamed the Gulimnjor "Planet Cracker" to simply Gulimnjor to avoid bloat on screen-space.

Obex given a slight buff, one extra member to it's wing making it a wing of 3.

Download a full Cataloge of our Ships and Systems Information now~!  (https://bitbucket.org/Azmond/metelson-development/downloads/MetelsonRC1.zip)
^!^!^ DOWNLOAD THE MOD ^!^!^
Nexerelin COMPATIBLE / LAZYLIB IS REQUIRED FOR MISSIONS
(http://i.imgur.com/pLVSp2t.png)
Title: Re: [0.9.1a RC 8] Metelson industries: 7.2.2 05/24/2020
Post by: PreConceptor on June 25, 2020, 04:15:05 PM
Um, why is Rangus a SIZE 9 planet and how do I stop it from spawning that way?
Title: Re: [0.9.1a RC 8] Metelson industries: 7.2.2 05/24/2020
Post by: Azmond on June 25, 2020, 04:28:35 PM
Poor market balancing, I've been away for a while and will be changing it next release. I'm assuming the size is throwing a wrench into nexerlin an such..
 
Sorry 'bout that.... >_<
Title: Re: [0.9.1a RC 8] Metelson industries: 7.2.2 05/24/2020
Post by: PreConceptor on July 01, 2020, 06:07:32 PM
it's cool. good to hear you're developing. just seemed quite weird for a wonky terraforming project to be able to support billions of people, and it makes Metelson either way more economically powerful, or gets them beat up by a military power and then supercharges said power when they take it.
Title: Re: [0.9.1a RC 8] Metelson industries: 7.2.2 05/24/2020
Post by: 123nick on July 19, 2020, 06:11:10 AM
Is it itendend that ionic plating increases armor by 200? or atleast, a big ammount? it doesnt say anywhere in the description that it should but right now its sorta busted combined with heavy armor.
Title: Re: [0.9.1a RC 8] Metelson industries: 7.2.2 05/24/2020
Post by: SukmaZaki on July 19, 2020, 06:40:35 AM
Give us more of those sweet-sweet midline action :3
Title: Re: [0.9.1a RC 8] Metelson industries: 7.2.2 05/24/2020
Post by: Azmond on July 31, 2020, 02:46:38 PM
That is the plan! Modding is not easy and the pandemic is not helping. xD
Title: Re: [0.9.1a RC 8] Metelson industries: 7.3.4 05/24/2020
Post by: Azmond on August 22, 2020, 09:01:10 PM
Metelson Industries 7.3.4 is out!
Well, I've been busy as some of you may know. Despite some of the things I've done on discord. It's hit or miss development. Anyway! Below is the list of changes I've made to the mod.
I still feel Metelson's needs quite a lot of work but, progress is slow and steady as I try and get around to getting it done inbetween other projects.

As always, ANY AN ALL FEEDBACK THAT IS CONSTRUCTIVE IN NATURE IS ENJOYED AND ENCOURAGED!

Anyway, to do in the coming months in no particular order:
   : Develop 3 analogs to vanilla ships that are unique.
   : Develop 2 more fighters to fill Missing Niches in Metelson.
   : Develop and realease a fully re-done Mantarn and Metelson Hammerhead

08/11/2020
   Farin given a face-lift and 2 variations. Luddic and Pather.
      Both are Skins and largely the same as Farin is with some minor changes and have been implimented into Luddic AND Ludic Path Fleets.
   Hound (MI) skin given a face-lift

07/19/2020
   Supplies/rec & mo or supply Recovery/Maintenance Checked and normalized.
   Drengur 30 to 48
   

07/17/2020
   Updated Obex Description to properly describe the vessel.
      Obex Armor nerfed to 175 from 250
      OBex hull lowered to 350 from 450
      Obex Acceleration/decceleration lowered from 70/50 to 30/30
   This will make the Obex more of a slow-burner and lag behind most ships but unable to really stop well... It also reflects the terrible Engine placement.


   Added Farin Luddic Variations
      Luddic Pather (murderPotato)
      Luddic Church (Farin (LC))

07/01/2020
All Wing BP's Removed from ship Data.CVS, Fighter BPs would be showing up for production. I wasn't aware of this. Thank you personage, you know who you are. :)
Fight hull BP's should now NO LONGER appear.

The following Planets have been adjusted within Rock:
Ragnus - Size and Population are now the same, that being 7
     | Industry of  Refining Removed as that has been taken by Anvil.
Viymese - Size increased to 6 from 4 to allow for 1 new industry.
   | Industry of Fuel Producition added to Viymese, this will give players another place to go to if they only have Metelson's for fuel production.

All changes have been made after 7.2.2 which was the price-check update.

Download a full Cataloge of our Ships and Systems Information now~!  (https://bitbucket.org/Azmond/metelson-development/downloads/Metelson.zip)
^!^!^ DOWNLOAD THE MOD ^!^!^
Nexerelin COMPATIBLE / LAZYLIB IS REQUIRED FOR MISSIONS
(http://i.imgur.com/pLVSp2t.png)

Title: Re: [0.9.1a RC 8] Metelson industries: 7.3.4 08/22/2020
Post by: SukmaZaki on August 23, 2020, 02:39:48 PM
Thanks for the Update  :D