Fractal Softworks Forum

Starsector => Mods => Topic started by: Lucian Greymark on August 21, 2014, 04:18:33 AM

Title: Scion Collective (0.7.2a) V0.8.3 (WIP)
Post by: Lucian Greymark on August 21, 2014, 04:18:33 AM
Scion Collective

Requires LazyWizard's LazyLib  (http://fractalsoftworks.com/forum/index.php?topic=5444.0)

Download here  (http://www.mediafire.com/download/aujcqq2xdcgfw53/Scion_Collective.zip)

The Scion Collective is an AI that controls an entire network of fleets and stations. It was born of the AI wars and when the others were wiped out, the Tri Tachyon continued development of this one in secret. It grew out of their control, captured their ships, killed their crews and began to expand. Since then it has been hidden in a distant corner of the sector, slowly developing it's technology and growing more powerful. Finally it's ready to return to mainstream space, and assimilate all technology in the galaxy.

The Mod contains an entirely new faction called the Scion Collective. Their ships (of which there are four different fighter wings, three frigates, four destroyers, three cruisers, two capitals.) focus on long ranged, but comparatively low damage weapons, powerful shields, and anti missile pd screens. Their technology hasn't developed to the point of sustained beam weapons, but their burst beam technology is advanced enough to still be a significant threat. Expect a mixture of ballistic and energy projectile weapons, burst beam weapons, and swarm style missiles that focus on hunting down other missiles and fighters.

So... happy hunting!

LGreymark

(Small edit, the faction is still very friendly towards the player. This is mostly to facilitate people testing the ships if they don't want to use the console because at present there is no expedient way to gain reputation with them. It's easy enough to make them hostile, just attack one of their fleets.)

Spoiler
(http://i.imgur.com/8eBS87L.png)
[close]

Changelog
Spoiler
V0.8.3: Another cruiser added, another destroyer, many balance changes, the Genesis system now has three additional faction stations (Hegemony, Tri Tach and Luddic Church(path? I always forget which is which)) so that they are in near constant battle with the scion forces.
V0.8.2: Two new ships, six(ish) new weapons, cost values included in stores now. Campaign integration basically complete. Now working on balance.
V0.8.1: A couple new ships and weapons. New download link.
V0.8: Sprite style change, ship rework, 12 new ships, 11 new weapons.
V0.7: Full campaign support, reworked (though still in need of balance) ships and weapons, new ship: Intervention Prototype Destroyer
V0.6: Complete rework including 13 new ships/wings and 6 new weapons with more updates coming soon.
V0.4: New ships! Tomb fast attack destroyer, Zombie freighter, Ghoul cruiser sized assault carrier
V0.3: New sprites for all the current ships added
V0.2: Three new ships and two fighter wings (Will O Wisp, Phantom, Crypt, Revenant and Litch)
V0.1(Unshared): Banshee and Space station added to campaign as well as the portraits and back coding
[close]
Title: Re: Scion Collective (0.6.2a) V0.2 (WIP)
Post by: HELMUT on August 21, 2014, 06:16:31 AM
Errhhh... Is it normal that your ships are extremely blurry?
Title: Re: Scion Collective (0.6.2a) V0.2 (WIP)
Post by: Lucian Greymark on August 21, 2014, 07:07:42 AM
Sadly yes, I ended up havind to resize a lot of the images more than I intended and they came out blurrier than I hoped as a result. I intend to re model most of the ships once I have some spare time but at the moment I'm mostly just experimenting with functionality and getting a working product on the board before I pretty it up, hence V0.2 rather than 1.0.

I'm using Gimp to do my kitbashing and I'm comfortable with the software and photoshop is out of the question sadly. But any advice you can give for resizing/eliminating the blurriness would be appreciated.
Title: Re: Scion Collective (0.6.2a) V0.2 (WIP)
Post by: Erick Doe on August 21, 2014, 07:16:27 AM
Oof. I'd like to offer some help, but depending on the level of resizing I might not be of much use. You can send me (PM) the original sprites if you'd like and I can try and resize them for you and clean them up a little.
Title: Re: Scion Collective (0.6.2a) V0.2 (WIP)
Post by: The Soldier on August 21, 2014, 07:19:11 AM
I'm pretty sure you can resize stuff in Gimp without it becoming blurry - if not, try using Paint.NET, which allows you to choose a different system to resize ships (Bilinear or Nearest Neighbor).  Nearest Neighbor generally gives a sharper image, if you want to know.  I haven't seen anything like that for Gimp, yet.

Also, in the realm of the Internet, nothing is impossible, including Photoshop. ;)
Title: Re: Scion Collective (0.6.2a) V0.2 (WIP)
Post by: Lucian Greymark on August 21, 2014, 07:24:58 AM
Sorry I should have been more clear. It's not the resizing of the final image that's the problem it's the resizing while I'm kitbashing, I'm drawing all my source image from a screenshot of the full Star sector armada that can be found in the blog, to get the pieces I want down, or up to size they (obviously) need to be scaled and that destroys the detail. I guess I could probably figure out a way to make the sprites without as much resizing going on or just outright redetail them but I don't really have the skill or the time. I'm a writer by trade and it sucks up most of my time and the little free time I have to devote to this mod is going to be used up just getting it functional

At the end of the day having someone else sprite for me would be ideal but short of a commission I'd feel terrible asking someone else to do that, especially when I take so much enjoyment from making the sprites myself. If it makes any kind of difference I can confidently say that they look dramatically less blurry in game.

EDIT: I'll try paint.net I guess, I'm a little apprehensive though as I've never used the program before. As for ways to resize more cleanly with Gimp any directions you could give would be most helpful
Title: Re: Scion Collective (0.6.2a) V0.2 (WIP)
Post by: The Soldier on August 21, 2014, 07:37:28 AM
Wait, why are you using that image?  The ships in it are very outdated - the Conquest in particular has changed completely, and I see you've used it in the Licht.  It's also missing ships from the base game.
Title: Re: Scion Collective (0.6.2a) V0.2 (WIP)
Post by: Lucian Greymark on August 21, 2014, 07:40:25 AM
Because it's the only sprite sheet I could find on short notice that had all of them on it, if you can recommend another one be my guest, the entire back body of the Revenant is also from the conquest, points for guessing from where.
Title: Re: Scion Collective (0.6.2a) V0.2 (WIP)
Post by: Erick Doe on August 21, 2014, 07:48:14 AM
Because it's the only sprite sheet I could find on short notice that had all of them on it, if you can recommend another one be my guest, the entire back body of the Revenant is also from the conquest, points for guessing from where.

Check your Starsector game folder. Under Fractal Softworks > Starsector > starsector-core > graphics > ships
Title: Re: Scion Collective (0.6.2a) V0.2 (WIP)
Post by: The Soldier on August 21, 2014, 07:48:58 AM
Thing is, the Armada sheet was never intended to be used as a sprite sheet - it was more for presentation.  Hence why you have to resize the ships.  Using the ships right from the original ship image is MUCH better, also no resizing. :D
Title: Re: Scion Collective (0.6.2a) V0.2 (WIP)
Post by: Lucian Greymark on August 21, 2014, 07:50:51 AM
ugh, I'm an idiot, of course the up to date sprites would be there. *facepalm* that will make this whole thing go easier, okay I have some time now so I'm going to go resprite all the ships. See you all soon.
Title: Re: Scion Collective (0.6.2a) V0.2 (WIP)
Post by: Thule on August 21, 2014, 08:43:12 AM
Hi Lucien,

as far as kitbashing goes keep resizing to an absolute minimum, you will almost always be able to tell that certain parts have been changed in size. If you HAVE to resize take a look at the INTERPOLATION
your resize tool uses. And upscaling something on that pixel to pixel level will most certainly never work ( at least not in a statifsfactory way )

Here is a link if you want to have a quick overview of what interpolation methods gimp uses
http://docs.gimp.org/en/gimp-tools-transform.html#gimp-tool-interpolation-methods
Title: Re: Scion Collective (0.6.2a) V0.2 (WIP)
Post by: Lucian Greymark on August 21, 2014, 09:16:09 AM
Lucian* It's okay, everyone gets that wrong, and thanks for the hint, I just updated the Revenant sprite with it's new and improved version, I managed to do the whole thing without having to resize at all, which was awesome.
Title: Re: Scion Collective (0.6.2a) V0.2 (WIP)
Post by: Bjørn_in_the_Sector on August 21, 2014, 09:20:32 AM
oh yeah, that looks much better. I gotta say - I like your style, these ships are really original!
Title: Re: Scion Collective (0.6.2a) V0.2 (WIP)
Post by: Lucian Greymark on August 21, 2014, 09:22:19 AM
Right? The blurriness was wrecking it, now I can see that. I'll go through and clean up the other models. Be right back////


EDIT: Also thanks, I'm doing my best to make an original set here. I just wish I was more confident with recoloring, I'd make them all that lovely tri tach blue.
Title: Re: Scion Collective (0.6.2a) V0.2 (WIP)
Post by: ValkyriaL on August 21, 2014, 10:17:23 AM
recoloring is pretty easy, it takes time tho. a really long time..
Title: Re: Scion Collective (0.6.2a) V0.2 (WIP)
Post by: Lucian Greymark on August 21, 2014, 10:58:54 AM
It does take time, I did a bit of recoloring just then on the Litch when I updated it and it took freaking ages, doesn't look quite as good as I hoped but  

<--- Amateur

EDIT: New Banshee now up
Title: Re: Scion Collective (0.6.2a) V0.2 (WIP)
Post by: Bjørn_in_the_Sector on August 21, 2014, 11:42:49 AM
I'm fairly sure that it's spelled "Lich", rather than "Litch" - not to be critical, I just thought I'd point it out.
Title: Re: Scion Collective (0.6.2a) V0.2 (WIP)
Post by: Lucian Greymark on August 21, 2014, 11:46:57 AM
Lich and Litch are actually completely the same, Lich is just the American spelling of an old word, anyhoo Phantom Will O Wisp and Crypt updated

EDIT: A quick playtest to make sure everything is hunky dory and we now have a link on the first page to the download, now with half decent sprites
Title: Re: Scion Collective (0.6.2a) V0.4 (WIP)
Post by: Lucian Greymark on August 22, 2014, 07:17:41 AM
V0.4 updated!
Title: Re: Scion Collective (0.6.2a) V0.4 (WIP)
Post by: ORMtnMan on September 04, 2014, 09:46:12 PM
I got to say I think these are pretty good kitbashes! I really like the astral-conquest bash. It is seamless.

It is kinda weird that one of the ships looks high tech (tomb) while the rest have midline structures... speaking of that high tech one, the medusa section has a different color than the engine, which I can;t place off the top of my head.

All in all I like it! I am pretty busy with life and my art project but if you would like some help kitbashin, I wouldn't mind taking a break :)
Title: Re: Scion Collective (0.6.2a) V0.2 (WIP)
Post by: JDCollie on September 05, 2014, 10:02:23 AM
Lich and Litch are actually completely the same, Lich is just the American spelling of an old word, anyhoo Phantom Will O Wisp and Crypt updated

EDIT: A quick playtest to make sure everything is hunky dory and we now have a link on the first page to the download, now with half decent sprites
Actually, both are Middle English variations likely originating from high German, and the "lich" version appears to actually be older. (There's even a version, "lic", which appears in Beowulf (http://www.oed.com/view/Entry/107962?redirectedFrom=lich#eid):D ) However, you are accurate in that the modern conception of the term (i.e., referring to an undead wizard of significant power) seems to be a modern American adaptation of the term.

I do like the kitbash to which you've applied the name :)
Title: Re: Scion Collective (0.6.2a) V0.4 (WIP)
Post by: Lucian Greymark on September 05, 2014, 10:30:11 AM
@JDCollie: Welp my linguistics professor is wrong then, ah well

@ORMtnMAN It's not readily obvious because I haven't expanded the fluff yet but the idea is that the Scion virus is very adaptable and because of it's ability to overrun practically any ship it has a great deal of variation in it's available tech, so the Scion collective's ships will be varied from mid to high tech in general. But with fewer midline ships as a general rule. The fact that they don't all 'look' high tech is mostly just coloring and your existing preconceptions from having played the game. If I had the patience and skill to recolor the sprites blue they wouldn't look as out of place.

As for your offer of kitbashing assistance it's appreciated, but unnecessary, I'm fine with doing the actual kitbashing, in fact I quite enjoy it, it's the code in the background that I need help with.

Finally I'm probably not going to update the mod until Alex releases the next version of Starsector, if only to cut down on the workload

EDIT: The engines on the Tomb class are from the Paragon (I think...)
Title: Re: Scion Collective (0.6.2a) V0.4 (WIP)
Post by: ORMtnMan on September 05, 2014, 10:40:48 AM
Fair point and well taken. My comment was totally based on my preconceptions of midline shape/coloring. I stand corrected, sir.

I was having difficulty recoloring sprites as well, it is difficult to maintain the photo-realistic color gradient (I.E. how shading changes the color). That is why I opted to go with my own art instead of kitbashing... I did recoloring on my kitbashes but I used solid color and shaded incorrectly and it ended up looking too... color-pencil-y...  Another word for it would be cartoon-y.

Well, keep it up! I am also waiting until the update to do any coding.
Title: Re: Scion Collective (0.6.2a) V0.4 (WIP)
Post by: Lucian Greymark on September 05, 2014, 11:06:32 AM
I know from harsh experience that I don't have the talent to make cohesive and attractive artwork, so I'm just doing the best with what I can in regards to kitbashing. I'm just going to have to accept that the ships in my mod will lack a certain cohesiveness until other options present themselves. If anyone was willing to do the recolouring I'd be ternally int heir debt, but I understand if no one would, it's a b*^&%tch of a job
Title: Re: Scion Collective (0.6.2a) V0.4 (WIP)
Post by: ORMtnMan on September 05, 2014, 11:09:44 AM
Well, Let me run my art experiment to see if I can do some coloring magic on my own stuff... If it successful, I will offer my "expertise".

I like your faction. It is awesome sounding and unique, so I want it to survive :) .
Title: Re: Scion Collective (0.6.2a) V0.4 (WIP)
Post by: Lucian Greymark on September 05, 2014, 11:13:46 AM
It'll survive don't worry. I'm not exactly pouring out content but it's still in the works and there's no reason for it to stop. If Alex destroys any hope for me to be able to code updates with the next starsector build that might change, but we'll see.

Regardless thanks for your words of support. I was beginning to worry this hadn't garnered any real interest.
Title: Re: Scion Collective (0.6.2a) V0.4 (WIP)
Post by: JDCollie on September 05, 2014, 01:57:27 PM
@JDCollie: Welp my linguistics professor is wrong then, ah well
The power of the Oxford English Dictionary, it's over 9000!
Title: Re: Scion Collective (0.6.2a) V0.4 (WIP)
Post by: Lucian Greymark on June 11, 2015, 11:30:42 PM
V0.6 Complete

New ships!
New Weapons!

Go check the main page for details
Title: Re: Scion Collective (0.6.2a) V0.7 (WIP)
Post by: Lucian Greymark on October 18, 2015, 11:28:11 PM
Ready to play! Full campaign integration complete. Ships are ready for play testing. Be warned! The mod is in an unbalanced state, there are bound to be some ships that don't function as intended, are either under or over powered, and I know for a fact that fighter wings at the moment don't cost supplies to maintain in your fleet.

It's worth mentioning that not all of the weapons in the mod are on active Scion variants, so utilizing LazyWizard's amazing console is needed to see all the mod's content at the moment. Finally the Scion Collective are 100% cooperative with the player at game start. This is for play testing purposes. The mod in the state it is in is purely so that I can get feedback on what people think needs to change in regards to BALANCE. Nothing more, nothing less.

Keep in mind these ships are supposed to be end of game content for high level fleets to engage.

EDIT: Also all the Scion weapons are free for the time being.
Title: Re: Scion Collective (0.6.2a) V0.6 (WIP)
Post by: celestis on October 19, 2015, 05:20:33 AM
Ah, new mod here, great! Will write feedback when I try it out.
As for sprites, I would suggest adding more aggressive lighting, because current ships look very flat. You've got shadows, but not enough highlights, especially noticeable on the capital. Also on several ships there are big zones without details, only the pattern, which looks a bit artificial.
Title: Re: Scion Collective (0.6.2a) V0.6 (WIP)
Post by: Lucian Greymark on October 19, 2015, 05:48:59 AM
I'm aware my spriting needs work; I'm only the most novice of pixel artists. I practise and practise but I don't think I have the mindset/patience for cell shading. //shrug, they're fit for purpose and they aren't ms paint sprites >.>

Thanks for the feedback tho
Title: Re: Scion Collective (0.6.2a) V0.6 (WIP)
Post by: Histidine on October 19, 2015, 05:52:43 AM
might want to update thread title
Title: Re: Scion Collective (0.6.2a) V0.6 (WIP)
Post by: Lucian Greymark on October 19, 2015, 05:56:06 AM
What's missing?
Title: Re: Scion Collective (0.6.2a) V0.6 (WIP)
Post by: celestis on October 19, 2015, 06:13:22 AM
I suppose mod is now for 0.65.2a? Title implies 0.6.2a
Title: Re: Scion Collective (0.6.2a) V0.6 (WIP)
Post by: Lucian Greymark on October 19, 2015, 06:20:13 AM
Oops, never quite sure what edition of SS we're up to lol. Changing now
Title: Re: Scion Collective (0.65.2a) V0.7 (WIP)
Post by: Lucian Greymark on December 08, 2015, 03:39:05 PM
Sorry for the double post but it can't be helped. Apparently the link is broken as all hell and, as that was my only copy of the mod after my computer had to be repaired I officially have to start from scratch. And will be doing so with a fresh mod, this is obsolete and broken.
Title: Re: Scion Collective (0.65.2a) V0.7 (WIP)
Post by: Lucian Greymark on February 20, 2016, 08:54:54 PM
Update!

V0.8 development has reached a point where there's enough content to show you all. No download link as yet (reasons in OP), go have a look :D
Title: Re: Scion Collective (0.7.2a) V0.8.1 (WIP)
Post by: Lucian Greymark on March 12, 2016, 01:51:10 PM
Download link has arrived!

You can download V0.8.1 Here  (http://www.mediafire.com/download/tuad914htt1h1o6/Scion_Collective.zip) or on the OP. Remember that the mod requires Lazywizard's LazyLib to function.

Why a download now and not earlier? I added a capital (finally) which honestly was something I really wanted to include before any kind of public release, but moreover there's a bunch of new weapons so you actually have faction specific load out options.

What do I need from you guys? Feedback, lots and lots of balance feedback. I've pottered around with it for a while but honestly I'm not a good balance editor and I need others' help getting it to a good state. Ships and weapons are free and the player (should) start with good relations with the faction for easy access. I really do recommend you use LazyWizard's console to test everything out if you're interested. Over the next few days I'll make an effort to get a version of the mod up with ships/weapons having a cost and the faction being it's usual hostile self so that interested players can experience the mod as it was intended to be.

Have fun, and for those who do help with balance I'll thank you now in advance in case I forget later.

LGreymark
Title: Re: Scion Collective (0.7.2a) V0.8.1 (WIP)
Post by: Takion Kasukedo on May 17, 2016, 10:05:42 PM
Well, unfortunately I don't have any information/feedback to share, due to not playing Starsector for quite a while, but I will ask...

How do you put a faction such as this as playable in the Nexerelin cluster, or if I can spawn a ship using console commands, due to not knowing how to do so.

Is it also possible for you to do so? Or are you rather busy with something else.

I will get to testing the ships as soon as possible once I find out how to obtain the ships in Starsector+/Nexerelin and will share information on the positives/negatives of the ships, you have my word/extra words for being a playable faction in Nexerelin.
Title: Re: Scion Collective (0.7.2a) V0.8.1 (WIP)
Post by: Lucian Greymark on May 18, 2016, 11:54:22 PM
I've done a bit of testing to make it work with nexerelin (without the help of the mod-devs who made/maintain it) and was utterly unable to do so. And honestly I don't have the time right now to work on it, I have a lot on my plate.

As for the console, just launch the game, (with the mod/console/lazylib etc) and hit whatever button launches the console for you (I think it's tilde by default but I can't be sure, best to check the console's mod page for that.) and use the command addship then the FILE NAME of the ship you want to spawn. The file names can be found in the mod directory under data/hulls, finally if you want to spawn a specific variant tack the file name of the variant on the end, one such command might look like: addship scion_vestaldt standard

you can do the same for weapons with the addweapon command (addweapon scion_panacles for instance)

If you're really interested in helping (which I would very much appreciate) I suggest creating a clean copy of the game directory in a different folder with only the mods you need to run this one installed, so as not to damage your saves or cause mod conflicts.
Title: Re: Scion Collective (0.7.2a) V0.8.1 (WIP)
Post by: Lucian Greymark on May 21, 2016, 12:36:05 PM
Updated, new ships weapons and finally costs for things. Damage of Scion weapons nerfed harshly across the board. Speed and shield values slightly decreased, flux efficiency of all ships now tends towards sustained fights rather than burst, but if they ever have to do a full vent it leaves them incredibly vulnerable for a long time.

Also this is basically ready to be moved to the mods board now
Title: Re: Scion Collective (0.7.2a) V0.8.1 (WIP)
Post by: Lucian Greymark on September 21, 2016, 12:14:17 AM
Hello all, quite a large update. I've added a couple of new ships and weapons, done a truck load of balance changes and there are now three new stations (Hegemony Tri tach and Luddic church/path) in the Genesis system that the Scion Collective should constantly fight against, creating quite a hostile environment in that system.

Title: Re: Scion Collective (0.7.2a) V0.8.1 (WIP)
Post by: Seifer on September 21, 2016, 09:48:17 AM
Nice I came back from hospital, gotta test your mod right now :D thanks for the update !
Title: Re: Scion Collective (0.7.2a) V0.8.1 (WIP)
Post by: Lucian Greymark on September 21, 2016, 10:53:44 AM
Quick edit, it's becoming trickier to fit all the ships onto the same page in a decent fashion but I managed it. New sprite sheet to see.
Title: Re: Scion Collective (0.7.2a) V0.8.3 (WIP)
Post by: Takion Kasukedo on March 23, 2017, 12:31:17 AM
Ok, so, I tested your ships and also fought against them and...

Well, for one, when I tested the Irithia-Class Combat Carrier (Exigency Capital, the only one for now, which I gave a reinforced hull and armor), I put the Arbiter-Class Artillery Destroyer in and...

It one shot my Irithia (which had over 19200 hull, that's quite a decent amount). Furthermore, most of your weapons, being superheavy on damage, also cost about 0 ordnance points (i'm not sure if this was a mistake or was intended).

Also, your ships (your capital in particular) can travel with over 10 burn, which is unusual. If intended, that's pretty fine, despite it being a capital.

On another note, your weapons usually may have a high reload time as well. If you're going to decrease the damage, decrease the time it takes for the weapons to reload as well, and give them some ordnance points in balance of their capabilities (if you're still working on the mod, or have the time, that is...)
Title: Re: Scion Collective (0.7.2a) V0.8.3 (WIP)
Post by: Orikson on March 23, 2017, 01:37:29 AM
Ok, so, I tested your ships and also fought against them and...

Well, for one, when I tested the Irithia-Class Combat Carrier (Exigency Capital, the only one for now, which I gave a reinforced hull and armor), I put the Arbiter-Class Artillery Destroyer in and...

It one shot my Irithia (which had over 19200 hull, that's quite a decent amount). Furthermore, most of your weapons, being superheavy on damage, also cost about 0 ordnance points (i'm not sure if this was a mistake or was intended).

Also, your ships (your capital in particular) can travel with over 10 burn, which is unusual. If intended, that's pretty fine, despite it being a capital.

On another note, your weapons usually may have a high reload time as well. If you're going to decrease the damage, decrease the time it takes for the weapons to reload as well, and give them some ordnance points in balance of their capabilities (if you're still working on the mod, or have the time, that is...)

This... is in no way ok.
Title: Re: Scion Collective (0.7.2a) V0.8.3 (WIP)
Post by: Lucian Greymark on March 23, 2017, 01:42:15 AM
No, it's not. Obviously I need to do balancing, which is why I need feedback.

Speaking of which, thanks, I can nerf that now.


Weapons that have 0 ordinance points are probably built in weapons that snuck through my development net or never got fleshed out in my second wave of development. Every weapon, even the built in ones should have O.P. I'll have a look through the files tonight and post an edited set. The burn level of the ships is meant to be high, compensated by an abnormally high fleet cost for most ships, furthermore the weapons are meant to be hard hitting and slow loading, high alpha, accuracy and range, but very poor sustain. They back this up with strong shields and anti missile pd. The best way to deal with scion ships is to flood them with frigates. They fight poorly against swarm but excell against capitals and cruisers. most ships can outfight any one ship their size or one size higher, but put any two ships against them and they tend to fail.

At least, that's the goal, a small fleet of potent 1v1 fighters with a hit and run mentality, get in, wipe out key targets and then run a fighting retreat before speed burning away with loot. High tech pirates basically. Obviously I have a lot of balancing work to get them there

again, why I need community help.
Title: Re: Scion Collective (0.7.2a) V0.8.3 (WIP)
Post by: AxleMC131 on March 23, 2017, 02:38:51 AM
No, it's not. Obviously I need to do balancing, which is why I need feedback.

...

again, why I need community help.

Emphasizing the literally medical need modders have for feedback.

* Still waiting for someone to tell me something is unbalanced in The Silent Armada mod so I can bloody well fix it...  :'(
Title: Re: Scion Collective (0.7.2a) V0.8.3 (WIP)
Post by: Midnight Kitsune on March 23, 2017, 03:43:42 AM
No, it's not. Obviously I need to do balancing, which is why I need feedback.

...

again, why I need community help.

Emphasizing the literally medical need modders have for feedback.

* Still waiting for someone to tell me something is unbalanced in The Silent Armada mod so I can bloody well fix it...  :'(
The issue here though is that he asks for help but doesn't follow the advice that is given
Title: Re: Scion Collective (0.7.2a) V0.8.3 (WIP)
Post by: Takion Kasukedo on March 23, 2017, 07:21:05 AM
No, it's not. Obviously I need to do balancing, which is why I need feedback.

Speaking of which, thanks, I can nerf that now.


Weapons that have 0 ordinance points are probably built in weapons that snuck through my development net or never got fleshed out in my second wave of development. Every weapon, even the built in ones should have O.P. I'll have a look through the files tonight and post an edited set. The burn level of the ships is meant to be high, compensated by an abnormally high fleet cost for most ships, furthermore the weapons are meant to be hard hitting and slow loading, high alpha, accuracy and range, but very poor sustain. They back this up with strong shields and anti missile pd. The best way to deal with scion ships is to flood them with frigates. They fight poorly against swarm but excell against capitals and cruisers. most ships can outfight any one ship their size or one size higher, but put any two ships against them and they tend to fail.

At least, that's the goal, a small fleet of potent 1v1 fighters with a hit and run mentality, get in, wipe out key targets and then run a fighting retreat before speed burning away with loot. High tech pirates basically. Obviously I have a lot of balancing work to get them there

again, why I need community help.

Oh I see, this is pretty interesting to know.

Well, you've got some feedback now at least, so we can see the result sometime soon, take time if need be.
Title: Re: Scion Collective (0.7.2a) V0.8.3 (WIP)
Post by: RandomnessInc on March 23, 2017, 07:24:58 AM
Nexralin compatibility soon?
Title: Re: Scion Collective (0.7.2a) V0.8.3 (WIP)
Post by: Lucian Greymark on March 23, 2017, 08:26:44 AM
The issue here though is that he asks for help but doesn't follow the advice that is given

To which advice are you referring? That my ships do too much damage? I am reducing that, that they have fast burn? Didn't seem to be a complaint, and offset by an extraordinarily high fleet cost. If it turns out later that such high burns are uncompromisingly ove3rpowered then I'll drop them. Finally advice was given to reduce the damage of the weapons (again) reduce their cooldowns, and... give them ordinance points. The first two points bring them back towards vanilla values (at which point you might as well just use vanilla weapons and if so why are you in the modding section) to the third point, it was an oversight in the editing process that I'm fixing.

So I am following advice that it makes sense to follow given the direction of my mod. If however you're talking about earlier advice regarding my spriting style, rest assured that I have almost no time to do any spriting at all all right now, so you're unlikely to have to deal with any of my awful efforts any longer.

As for nexerelin support? Honestly I'd need someone else to do it for me. I've tried several times but something isn't jiving and I don't know where that is, I'm not a coder by trade.
Title: Re: Scion Collective (0.7.2a) V0.8.3 (WIP)
Post by: RandomnessInc on March 23, 2017, 08:53:48 AM
Ah ok
Title: Re: Scion Collective (0.7.2a) V0.8.3 (WIP)
Post by: Takion Kasukedo on June 15, 2017, 07:39:15 PM
What's the status, Lucian?

Are there a few problems in updating to 8.1 or are you taking a break (Hard stuff but we gotta know what's going on in Grayskull)
Title: Re: Scion Collective (0.7.2a) V0.8.3 (WIP)
Post by: Lucian Greymark on June 16, 2017, 04:40:47 PM
Honestly I've been stalled. I didn't realize there was a huge amount of interest for the mod and I've not been playing starsector lately so it's not been on my mind. Honestly I doubt there would be many issues updating to 8.1, it'd make the mod better honestly because I could hide their system miles away from the core worlds. I just haven't seen the need or been overly interested in doing so. If there's interest for updates I'll make an effort to do so
Title: Re: Scion Collective (0.7.2a) V0.8.3 (WIP)
Post by: Takion Kasukedo on June 16, 2017, 05:30:33 PM
Alright, thanks for the information mate.

No rush on this spectrum or juncture, take your time if you need to, and if you need to, ask for help in balancing them out. I'll be glad to help.