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Messages - Albreo

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1
I always delete everything and do a clean install of the mod so yeah. If you want the save file I can upload it.

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For the Sabot, do you mean the version where it had higher armor penetration and was a single projectile?
Not the vanilla, the one before beta, it looks more believable. This new one has a secondary projectile range very far. it's kind of ridiculous. Your Sabot is more of a short gun so it shouldn't go that far. I would go with buffing missile speed, HP, or changing patterns would fit with the theme more. Or making secondary projectiles invincible or prematurely detonate secondary projectile when destroy but dealing only half damage. Can it fly in engine interdiction pattern but detonate when it's only on a quarter of the route?

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For Concentrated Shields that is honestly an intended downside because it makes shields so much better. Have you tried defending with a lot of interceptors to relieve some of the strike craft pressure?
It's not enough to counter from my PoV. Usually, the craft AI tends to group up together into a massive blob. So, 30+ crafts can only help one ship at a time instead of spreading out. That's why I was thinking that some interceptor and PD drone ranges should be reduced to only cover their own ship only or ships next to it. It's useless to sent interceptors to attack enemy ships anyway so that role can be left to fighters.

All of my interceptors are on the battleships and all of my carriers were filled with fighters, gunships, and bombers to the brim lol.

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If that doesn't help much I'll consider reducing its arc reduction. Combining the two hullmods is too much of a mandatory OP sink imo because its so good to have 360 shields with 20% extra hp and increased damage efficiency.
I wouldn't want 360 that would be too much but 180 isn't cut out (it's only useful on 360 shield ship like Paragon anyway). I would prefer around 220-250 degrees of the shield arc after the Extended Shield apply. The OP sink is kind of justify since apart from shield damage reduction I also get massive flux capacity. This is almost equal to dumping 60 points into it for Paragon. And I kind of profit some instead of using normal Hardened Shield + 60 Flux capacity.

Or if you think it OK as it is, I'm fine with that. It still dominates in 1v1 situation anyway.

Accelerate Shield stack on Magelith is also kind of OP but it didn't bother me too much.

2
Spoiler
520273 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Slot id [WS0001] not found on hull [spark]
java.lang.RuntimeException: Slot id [WS0001] not found on hull [spark]
   at com.fs.starfarer.campaign.fleet.CampaignFleetMemberView.renderWeapons(Unknown Source)
   at com.fs.starfarer.ui.A.new.super(Unknown Source)
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   at com.fs.starfarer.coreui.refit.B.renderImpl(Unknown Source)
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[close]

The game crashed on me when just scrolling through the refit screen. This is the old save since BETA started.

The new sabot is quite silly though. I think the old one feels better, anyway, low priority stuff. Obliterator needs another nerf hammer also, DPS's still too good.

Concentrated Shield is no longer appealing when it can't be used with Extended Shield. It's not viable to use in a real situation with many strike crafts around.

3
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Thanks. Can you do me a favor and use console commands to see what hullmods the Persean League knows? If there is both one with (AO) and a vanilla one let me know. Then, if you could start a new game on that version and do the same thing right at the start? That would be very helpful in determining if it is something that is happening at the start of the game or something that is happening as the campaign progresses. The more I rule things out the easier it will be to find the bug if it is something really obscure or, for instance, a case that's hardcoded in vanilla like the Legion (XIV) in the theme generator.

Related to this, I'm currently working on a toggle-able "market scrubber" version of the code that will remove overridden vanilla items from non-faction-mod markets directly when a save is loaded. It will make the save take a lot longer to load, most likely, and shouldn't be left on each time, but it will help keep vanilla markets as intended when I miss things or when a campaign is started without overrides but then the player wants to use them, etc.

A new game on the latest version seems to be fine. No more old hull mods. Only my save from the start of the beta have hull mods overlap problem.

Faction icons on BP packs are still missing though.

4
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*EDT* I've found that the beta test id has messed with the overall override functionality since it is hardcoded to the original mod id. I have updated the id to match the beta version. Sorry I missed it!
Is this related to missing faction icons from the blueprint packages? If not, I'm going to report that.

I got the previous version hull-mods from raids. 10% armor armored mount, ETC. I raided Persean only a few times.

5
Also, thanks for strike craft ranking sheet and comments. I think the evaluation system is neat and it's generally how I think about balancing each wing. I haven't look into it too deeply yet, but one thing that stands out is the rating comparison between the Walrus and Walrus (L). How does the anti-ship damage rating differ between the two? They have the exact same weapon set.

I don't know lol. I might adjust the normal version and forgot about the Ludic score. Fixed.

6
I'm still finding some vanilla items in the stores in the latest beta.  The thing that caught my eye this time was the vanilla Heavy Annihilator Pod.  I can't be sure if there is an issue with your override script or there are just a few IDs missing from your database.

Is there an (AO) tag at the end of the weapon name?

If it's totally vanilla then you should read this post first: https://fractalsoftworks.com/forum/index.php?topic=13183.msg303948#msg303948

The change will only take effect on the new games though.

8
Thanks, Albreo.  I haven't had any luck with Kraken BPs or finding enough of them in markets to test it out.  Do you use them on the Herons as well?

I got the blueprint Ludic version of Kraken which maybe farmable from the Ludic fleet. It was nerfed once already. The first time, it can saturate Paragon shield in one go. Now, it still pretty good, super tanky, and will mostly survive PD no problem. Its mine can still wipe a screen of fighter effectively. But I don't have enough normal version to test it out, might consider using the console to get it.

As for Heron, I put Flash on it, totally destroy things. I think anything will be good on the Heron, especially gunship and some heavy craft. I did test most of the craft, probably going to make a tier list later to sort things out. I would recommend Trident, Cyclops, Warthog(H), Hercules, and somehow my favorite Piranha bomber.

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They would be better for dps but not for AI. It makes the AI constantly turn back and forth which really messes with accuracy even for beams. You can build it into a "one side" broadside ship like vanilla does, but aesthetically I'm really not a fan of that.

Just in general I haven't really done much with the Conquest. It's probably worth another pass with all the weapon changes. Since it has only a small amount of surface space for additional weapon mounts, I'll probably adjust its speed and flux stats as a start.

Yep, I did put all weapons on one side in the original and it works out pretty good. I was going to fit fire support with all ballistic on one side and explosive on another and let the ship rotate to switch weapon but it doesn't work out so well.

9
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Can anyone name any role that the midline excels at?  The Executor is an OK ship, but unless you use a mod that raises the officer level cap, you kind of have to choose between making it a ship of the line or a carrier.  As far as I'm concerned, you'd be infinitely better off with either a Paragon, an Astral, or two Pillagers for roughly the same DP.

The midline is a pretty jack of all trade for me. Most of the crafts are better than low tech. Most ships have very good speed and more responsive for players that like to micro. It mostly mounts Balistic and Energy weapon which, at the right combination, is superior to pure Energy. Lack of armor and not so good shield probably its only downside. It still lacks more capitals though. I would wish for Sindrian to get one of their own and Trader to get a huge capital trade ship.

As for midline ships, Heron is super dope right now. Eagle is great all around (I should have one less craft slot). Conquest is still not that great but it's cheap to deploy more (It could get up to 4 craft slots from the look of the huge bay hangars it has)

I did request some OP buff. The Executor is a solid ship now thanks to more vents available.
This's my random setup. Can kill a Paragon in seconds. Can 1 v 3 (2 Onslaughts & Conquest) no problem.


@Morrokain
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As for the AI was it a reckless officer? I've seen them do that sort of thing. If you have a lot of PD Burst beams on it that can also tempt the AI to get within those ranges since that weapon's dps is pretty high.
No, no officer. I think the speed boost ability makes it tends to go forward? Not too sure but really needs to micro a lot for this ship. As for the other spec, I think it's a pretty OK ship my setup with no pilot can kill an Onslaught with a bit of a close call due to the crazy behavior of face tanking ballistics.

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I adjusted the Sabot to fire the second stage missiles at a farther out distance and narrowed the spread a bit. From there I'll look at second stage hitpoints to see if an increase is needed. Aoe pd hitting all or most of the second stage missiles at one time is a big part of the reason it doesn't get through as easily I think. It will probably get to the point where high tech PD can't mitigate it much, but their shields are stronger so it might work out.
I was thinking if it doesn't really work out, how about make it a close quarter missile with 800 range, short gun, with very fast missile speed.

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Your idea is cool though. It reminds me of a game probably nobody on this forum has played or remembers called Armada for the Sega Dreamcast. There was an enemy that did that sort of thing and man did it often catch me off guard.
I never had a Dreamcast lol. Only a Famicom.

Other stuff
- AI doesn't do a good job side scraping in Conquest due to some forward facing weapon take priority. I think if the large mounts are on both sides like the original, it would work better.

10
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Have you hotfixed the issue Albreo mentioned earlier with vanilla weapons showing up in markets? (Requires a new game.) If not, that should *probably* fix it unless I'm missing something else. There was an issue with the Persean League's override because there was a spreadsheet typo in the faction id and it was being skipped.

If that doesn't fix it, a linked save + AO mod settings file would be most helpful in order to troubleshoot.
Yep, it doesn't show up in markets. Should be fixed this time.

Eh! I never know Odyssey has a salvage gantry. What a must have ship. But I don't understand why Odyssey AI wants to kiss enemy ships. It just floats right in front of tach lance smash shield to shield but it doesn't have weapons that require that close of a distance.

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I'm ok with that, but wouldn't it then need a damage reduction? It is a very effective large missile right now. Imo it beats Heavy Thunderbolt and the large Atropos in effectiveness. The only two things that probably outshine it are the Hivemind and the Heavy Widow Launcher.

In a 1v1 the ship equipped with Squalls often wins even if the rest of the build is poor. I get that it is mitigated more in a fleet scenario, but in something like a close quarters 5 v 5 cruiser/capital battle it still hits fairly often from what I've seen.

That being said, if you guys think it needs medium range without a damage nerf then *shrug* fine by me.
Damage reduction? I mean it's pretty weak right now with an 862 burst and 100 sustain. It's only useful as fire support to mess with the enemy engines. Its chance to arc might be too high consider the amount it spews out each time which can knock an entire ship out even though it shouldn't. And from the look of it, missile speed might also be too fast as it hits 90-100% of a time due to PD can't keep track of it.

For sabot, I can't think of any better way to buff it. Its stat is impressive if it hit but it usually doesn't. lol

Found the Mother ship. It spawned small drones? The drones didn't do much but fun to shoot at. There should be some... suicide drone in the mix. Like blow up real big when using the ability, do a little blink, sound effect, and boom.

I would like more ships for the simulation test though. It would benefit balancing in the long term. At least all of the capital.

https://youtu.be/7fNi34lhFWw

11
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Is this a problem?  I think it's a good thing if it's viable to use smaller ships with level 20 pilots, as opposed to forcing us to run all capital fleets in the late game.  Also, balancing around a fully optimized loadout and level 20 pilot might have undesirable consequences for general gameplay.  Does it seem too powerful without the pilot?

You should test it out. I myself only skim through it and won't be able to deliver a concrete verdict. From the brief test out with no pilot, usually phase ship AI is crappy with no pilot but it can still manage to solo at least 30 OP Onslaught while running away from fighter which should be a phase ship nemesis. I also used this missile build to kill the new Guardian ship with another capital. It looks like it's too slippery to me but well gotta sleep.

12
Alright, I replaced the file. you can use the same link.

Doom with a proper loadout and captain can solo Paragon no problem in open space. Its speed might be too fast.

Kraken's Proximity mine is too strong. The damage should be reduced a lot. I'm also confused about Kraken and Kraken (L). Look like I got the Ludic blueprint.
Goliath is still not worth 30 OP. I would either reduce the OP to around 25 or make it comes in a pair with increase OP.

I'm still a little uncomfortable with Executor OP. A very tight fit with no vents. I think around 460-480 base should be better.
On another hand, I feel Paragon has too much OP.

Obliterator is too damn strong, nerf pls. Capital pulse is not desirable somehow, a bit too weak.

Megalith doesn't have a dedicated carrier bay?

14
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If you go under data/config/exerelinFactionConfig/persean.JSON you can see everything the mod adds. It looks like it just adds diplomacy config for the mod's new factions it doesn't do anything to effect the player from what I can see. Do you have the latest version of Nex? Or are you somehow taking a large percentage of the market share away from the Persean League for some commodity? I have heard that can cause them to become hostile towards your colonies.
Hmm, this might be pure bad luck, we will see. They're reeling in pain right now plus surrender.

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What you are talking about sounds like large-scale spam which requires dedicated hard counters like PD focused ships and interceptor carriers. Though I'm not 100% certain if this actually is true, the goal was to make them feel good small scale too. During early game when a player is trying out different designations, I want smaller carriers to have an impact even if there are only a couple of them. I don't want the player to have to wait until late game to realize their potential through spamming. Spamming is a specific strategy some factions utilize. However, once it is hard countered the carriers should be sitting ducks.

Flash on Herons... I feel sorry for your opponents lol. But as far as my opinion? Go for it! Midline should be able to support some high end wings. Each carrier should be able to technically support one tech up from their tech with a bit of sacrifice to other parts of the build.
I think the change is pretty good. More craft on the field at a given time. Not sure about other thoughts, cus I'm playing main carrier fleet so I can spam back as a counter.
And I got Legendary blueprints left and right, It's time to release the Kraken.

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The tooltip is part of the weapon spreadsheet. Afaik I can't color code it. It just uses the standard highlight color. Unless there are other parameters I am unaware of.
I remembered other mods have some in red and green. Approlight has red for flame damage.

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For the player you mean? I might not have accounted for that all the way. I should have removed all the base_bp tags but maybe some are being added before that occurs?

Some questions:
Did you do a clean install of the mod? (Deleting or moving the old folder out of mods and replacing it with the test folder.) If you didn't override or replace the settings file then the logic won't pick up the config values it needs to remove the vanilla files from the campaign layer.

Also are they showing up in markets or are you just finding them as blueprints? And are they in the codex? They shouldn't be.

If you did a clean install and haven't messed with settings, go to settings and make sure "logOverrideInfo":true is set at the bottom of the TC settings section, start a new game, and then link the log file. That might help me find out what is going on.
Yes, I deleted the entire Archean folder as usual. The weapons show up in markets as well as blueprints but there's no drop as no one is using them.
I did turn off Total conversion though if that matters. I need to use Combat Analytic.

Log file: https://drive.google.com/file/d/13RzTt_YJtPdrz0y3GH2vJO9TBsOqkD_Y/view?usp=sharing

15
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but do you mean hit damage or dps should be reduced for Dual Artillery?
I think both. Cus you just downgraded it from the large mount.

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What about Sabots? That is supposed to be the mid range anti-shield missile. Is it bad this update after the changes?
Consider that only less than half reach the target and practically none reach the target in a large fight. It's not that great. Did you increase its missile HP yet?

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I will see about the range part but I thought that was already true in pretty much every case. If it's not firing it might be due to overload for the high tech bombers or in the case of the Thunder - because the weapon has a cooldown and more missiles stored than in the initial burst. I'll explain why:
Think it mostly from the craft turn radius. It has to make a U-turn inside a capital ship. gruesome.

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Like Culann was captured by Hegemony or it lost it's station fairly quickly?
Hegemony just went straight to Culann first thing. Rarely anything survive the Hegemony invasion. One part is due to the roaming Hegemony fleet joining the fray. Another part is due to their capital ship count in the fleet probably. I think another defense platform in Hybrasil and Askonia might help a bit.

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That's one of the reasons I introduced the autofactories pumping out drones. To buy it time to reposition/kill off its target and vent when outnumbered. It falls apart when capitals join the battle, but at least now you likely need a capital to handle that fight. If it could beat the fleet you fielded it would probably be too good imo. And for those who play with smaller max fleet sizes, it could make the fight impossible if I balanced around high max DP and 2v1 or 3v1 capitals. When I tested it out it beat a bunch of Hegemony cruisers and almost killed an Onslaught in a 2v1 capital scenario.
If it could get a team of crappy Domain ships that will really help spread out the damage. But the fight might become too intense for other players.

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Weird. What start did you pick in Nex? Or was it a Nex start? I'll double check the files but I don't *think* I did anything to cause this.
I started with no faction and not ally with anyone particularly. And I don't remember hitting any of their fleets. The moment I set up my faction, it just keeps reducing from events. But look at the picture on the trait column there is -7.5. I wonder what causes it? I also don't have freeport and have only 2 colonies at the moment.

If you already read it, just skip.
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Heron, Epiphany, and other small carriers are too good DP wise IMO. I would cut one craft slot out for each one of them. I'm putting Flash on Herons. Don't stop me. :D
It's not scary until I have to fight Trader guild + Persean alliance invasion with 30+ Herons.

FS weapons work flawlessly, I like it but some would need flux cost up or lower fire rate since these ships don't have to care about flux anymore with active vent. I'm not too keen on Beam weapons friendly pass. Beam accuracy makes it quite OP. Tooltip on Pass through could be color coded for easy identification.

I forgot what I'm about to say. lol

There's some vanilla weapons mix into the weapon blueprint roster?

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