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Messages - Agalyon

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16
Thank you very much, thats exactly what I was interested in. I really appreciate the detailed explanation!

17
Loving the mod so far, I've used it for a while but haven't hit max level yet and I wanted to ask a question. I'm not super familiar with story points yet so this may be obvious and I just don't get it, but when you say "vanilla-like Story Point gain, even at level cap" does that mean its similar to having a vanilla level cap in exp cost to get a story point at max level when the required exp is much higher, like say 30 or 40?

My understanding is if the level cap (and thus the exp needed to level) is raised, then the cost to get story points at max level would also increase correct? Or have you made it so it isn't impacted by your changes to level cap with the mod?

Thanks for any help!

18
Mods / Re: [0.95.1a] Arma Armatura v2.0 - Playable Fighters
« on: February 25, 2022, 10:18:12 PM »
updated.
The final infinity stone for my playthrough. Thanks for the update, I'm very excited!

EDIT: Now that I've gotten the chance to play with this some, I feel compelled to come back and say what an interesting and unique package this has become. I haven't played since 0.9, and I think Arma has become an instant classic if it wasn't already. I can see people spending their entire playthrough as a fighter pilot and the way Cataphracts feel and your WINGCOM system with the squads is incredible. Genuinely amazing work, I love it.

19
Mods / Re: [0.95a] Arma Armatura 1.5.2e - Playable Fighters
« on: February 20, 2022, 02:38:32 PM »
Gotcha, ill wait for release. Thanks for the response  :)

20
Mods / Re: [0.95a] Arma Armatura 1.5.2e - Playable Fighters
« on: February 19, 2022, 05:06:08 PM »
Do you know if the new update will be save compatible when it releases?

21
Mods / Re: [0.95a] Shielded Holds For All v1.0
« on: February 19, 2022, 01:51:17 PM »
Great mod idea! Does this cause the vanilla built in editions of Shielded Cargo to count as a logistics mod too?

22
Mods / Re: [0.95a] Mayasuran Navy 8.3.3
« on: April 01, 2021, 09:29:42 PM »
Blessed update, thanks for the quick work! Always love having Mayasura around.

23
Mods / Re: [0.9.1a] Tahlan Shipworks 0.4
« on: January 30, 2021, 07:12:46 PM »
Fair enough Nia, you're right about it not being personal. I should have said I didn't see the discussion in discord as well. Its an assumption to have jumped in like that without having seen it in the first place, and im sorry about that. It felt important to address the problem (or perception of a problem) because just like its benefitial to bring positives and alternatives to the table with criticism, people have a hard time letting criticism go if they feel it wasn't at least acknowledged, but again I didn't see the discord discussion.

Its probably hard to have a suitable outcome of this discussion because any changes to recovery mechanics are far outside the scope of this mod, and theres no other easy way to make the derelicts rare. Personally I'd like to have some kind of dedicated salvage ship that could be used to guarantee ship recovery (maybe with lots of extra dmods) by being consumed to give 100% chance. That way you'd have to buy it and drag it around with you the whole while. Thats a pretty hefty cost but allows the player to prepare with the intention of derelict hunting.

24
Mods / Re: [0.9.1a] Tahlan Shipworks 0.4
« on: January 30, 2021, 06:43:47 PM »
I've seen the way both of you (Agalyon and Zelnik) discuss your opinions. Reasonable people can disagree, but both of you are needlessly confrontational. You can't always control the reception you get, but you can rein that in and see if it makes a difference. I think you'll find people are reacting less to your ideas and more to your tone.
Really not sure how I can respond to this. I always make efforts to be polite, even in my handful of interactions in discord. What I think is especially interesting is how you apparently know me by name and yet if I remember correctly you were perma banned from discord for your behavior. I certainly don't want people to think its my intention to be rude and I'm sorry if its ever appeared that way, but I'm not sure you're the person to be telling me to correct my tone.

25
Mods / Re: [0.9.1a] Tahlan Shipworks 0.4
« on: January 30, 2021, 05:35:23 PM »
In my experience the negative aspects of the discord community rarely go past being abrupt and probably a little bit rude, which is good. Whats bad is as you say- a dissenting opinion- usually attracts that attitude nearly instantly and from lots of angles, hence the dogpile.

Ive had a few thoughts that set people off, and I've seen others get it much worse, typically without any kind of explanation as to why beyond "nope, thats stupid" especially on more complicated topics which really isn't healthy. Honestly its pretty silly to not expect someone to be a little defensive or just give up if 5+ people gang up on them in the first place. A lot of the time I will hesitate to speak my mind because I simply don't feel like dealing with the fallout if it occurs.

I'm sure I'll be told that this isn't how it is, but regardless of the "baseline" most times people have a dissenting idea they get lit up from all sides, and I've been here a long time to see it happen enough that its hard to forget.

Just to keep this on topic and more directly answer Zelnik, I think the idea is that you're not supposed to actually pursue the exploration ships directly, and more just "get lucky" every now and then. Retry's point that its always a net positive is true, but I think missing the real criticism that if you want THOSE ships in particular, there is no recourse for getting them. Every other unique type of ship has some kind of safety net, be it IBBs or HVBs or quests, you can get them somehow as long as you put in the time or deal with the consequences. If your goal is those ships, it is a casino game in which you mostly lose after a ton of waiting, I dont see how thats up for debate. You can say that isn't how you're supposed to play the game, but thats kind of the point of criticism in the first place. Personally I despise hard RNG, and I wish I could pay somehow to at least up my chances or something and have some actual decision making and interaction with the game beyond a dice roll, but its beyond the scope of the mod.

Zelnik is probably upset because your entire post could be summed up as "that isn't the design direction" which Nia already said, and Zelnik even already said he was perfectly okay with. You're arguing about different things.

26
Mods / Re: [0.9.1a] Kingdom of Terra (v0.11) - Big Bitey Boi
« on: January 27, 2021, 02:22:11 PM »
Hey, I've noticed a bug where the Basilisk sometimes doesn't spin when its ship system is used. I cant figured out whats causing it, sometimes it happens several times in a row, sometimes it only happens once or twice.

It sorta just locks in place, the jets flare, but it cant move or turn, and goes back to normal when the system ends.

27
Mods / Re: [0.9.1a] ApproLight v0.8.6-RC1 (2020-12-29)
« on: January 25, 2021, 03:31:52 PM »
Originem, if you still need help translating I'd be willing to help. I sent you a message (I think, if it worked) with some details if you're interested.

28
Mods / Re: [0.9.1a] Volkov Industrial Conglomerate 1.1.0
« on: January 22, 2021, 06:19:24 PM »
So just some quick-ish feedback, I haven't played with VIC stuff extensively yet but I've noticed a few things I think are worth commenting on, especially now that we have a first balance pass out (great job btw, everything is very high quality all around.)

First, the Shturm Overhaul still costs what it used to (5,10,15,25) not the new values in the patch notes. Not sure which is intended, but there you go.

Leading from that, I'm not sure some of the hullmod changes are justified. The new cost of Shturm Overhaul (which I just realized is conveniently also abbreviated SO, nice,) the totally removed range from IAS, and the additional downsides in general. I really like the idea of the additional downsides, but their cost seems a bit extreme to me with the exception of IAS, enough that I'm not sure I'd really ever consider using them on non VIC ships (or stacking them.) Range is already essentially cut with IAS precluding range mods, and since the shield emitter is more of a side grade to hardened shields, losing 25% speed is pretty brutal. The Fervor Protocols I'm not sure what to make of due to its extremely polarizing effects, so I'll leave that alone. 

While VIC Brand Shields pack many effects into a reasonably priced mod, it would take much more to be willing to trade 25% of your speed away for it, as that is going to make you weaker both offensively and defensively, which doesn't help its case as defensive mod. IAS is also hard to examine because of its strong positive effects, but while its secondary downside is comparatively small (and much more fair I think, due to its functional similarity to vanilla SO,) its hard to say if having no range at all is good enough, especially if you're balancing with only VIC weapons which tend to lack range in the first place. This is just my 2 cents, you should probably wait and see what other people think. While I'm sure there are some cases where its very powerful, I find myself not typically inclined to use it unless I want its juicy 20 speed on very slow ships and am willing to pay any price. The huge flux discount and projectile speed seem somewhat misplaced to me, and even using a very close in gameplay style, I rarely want to use this mod on cruisers and capitals despite the attractive 20 speed.

Lastly, Shturm Overhaul seems like a costly side grade to me, rather than a straight boost. While that is probably intended, I think the old OP costs are probably best for this. I tested this mod the most, and at least in my case ships often performed roughly equally with and without it, and skipping it usually had much more stable results. I was originally going to say I think it would be okay at the new costs with a slight speed boost, but that sort of steps on the toes of IAS which it already pairs nearly perfectly with, as they both cover eachothers weaknesses, providing range and speed respectively. This also likely has some kind of overpowered interaction out there I missed, but I would be much less afraid to buff this one as you have extremely specific control over the ships its applied to, so fringe cases are minimized.

[EDIT] I wasn't sure how stacking the secondary debuffs worked when I made this, but seeing that they combine and you get debuffs is pretty gnarly, I cant think of a time where it would be worth it. Maybe only have the debuff of the second mod you add or something? I dont know.

One final note, the Thamuz seems a bit broken in a bad way now. Its abysmal max speed means it all but requires IAS which feels a bit strange considering the total lack of range at that point. While the other adaptive assault ships also have this problem, their smaller size and thus more normalized range hurts much less than on a cruiser, but still seem to all really want IAS. While you could certainly skip it for range, it feels like a sitting duck at that point. Combined with the adaptive assault counting PD weapons (I think the new AA is great btw) eating into your OP, being extremely vulnerable to flanking, etc it doesn't feel very good. I'm not sure what I personally would do to change this so I dont feel good commenting on it, but it feels like being forced to choose between dreadnaught speed or pitiful range.

All and all, VIC is great though. It has a really unique style and I can feel their vibe in all their ships and weapons. Its really an instant classic, and you've done an amazing job.

29
Mods / Re: [0.9.1a] More HullMods 1.7.0
« on: January 18, 2021, 06:46:35 AM »
That unstable shields nerf seems EXTREMELY harsh to me. I think either of the two changes would probably be fine on its own but together its hard to justify ever using it.

[EDIT] With some more testing, I think I was too hard on the change, or maybe the changelog isn't really accurate? Its hard to tell exactly whats going on with it. The changelog doesn't mention it now also takes longer for shields to START decaying while deployed, which does make a big difference. I still dont like how long they have to be down to START "repairing" though. I think taking 6 seconds to recharge fully is fine, but the new long delay means you almost have to be totally out of a fight to start getting them back. I think this is bad because it just encourages and rewards shield flicking even more than it did before, especially with ships that have normally terrible shields.

Maybe experiment with having the shields both decay and recharge very slowly, but start recharging almost immediately when closed. That way flicking wouldn't be as good, and making the choice to let them deploy more isn't as permanent of a downside.

30
Mods / Re: [0.9.1a] Underworld 1.4.7
« on: January 10, 2021, 08:49:29 PM »
Yo that is absolutely wild. Can you give some more technical details on how the upgrades work? I assume theres no way to get this thing without that custom start and I really dont want to restart right now.

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