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Messages - Morrokain

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1006
It doesn't sound like you're missing anything fundamental. What's the error message? And are there any error messages on loading, or prior to the last error message?

I'd also try copying one of the vanilla rules just to make sure it's not something specific to your rule command. E.G. (iirc) if your rule command does not have a default constructor, things will break. Or if somethings goes wrong during its instantiation (i.e. say in a default value assignment to a data member), things will also break.

Ah silly me! It's apparently a problem with the mod_info.json according to the log (missed a quote in the description portion). Since nothing crashed I didn't think to look there. It's at least recognized now, if not yet functional. Thanks!

1007
If I am just trying to add a jar to a mod that also has a rules file but otherwise doesn't include anything else. What is necessary to make the mod recognizable?

I have:

-mod_info.json recognizing the jar

-empty mod plugin also defined in mod_info

-the rule command package defined in settings

Maybe I don't have the jar built correctly? Or the .idea portion has corrupted files? I figured that would be enough.

Examples:

Spoiler
{
  "id":"fleetdialogue_morro",
   "name":"Fleet Dialogue Options",
   "version":"0.4",
     "author":"Morrokain",
   "description":Adds ceasefire and commodity request options to standard fleet dialogue. Bribery can be used to increase the chances of a successful ceasefire.",
  "gameVersion":"0.9.1a",
   "modPlugin":"fleet_dialogue.plugin.FleetDialogueModPlugin",
   "jars": ["Fleet Dialogue v0.9.1a.jar"],
}



{
   # where rule commands called from rules.csv can be implemented.
   # rules from multiple packages CAN NOT share the same name   
   "ruleCommandPackages":[
          "fleet_dialogue.rulecmd"
   ],
}



[close]

1008
If it's balance thing, yep, Tri-tac is very underpowered. They don't have High Command on their major planet, so, no Paragon for defence. Even on Culann, it's only a military base. Culann falls 5 min into the game from everyone's hatred toward Tri-tac. I think Hybrasil system, maybe, shouldn't have Archean Order there and boost Tri-tac defence in the system with one or more planet and enhance Eochu Bres and Culann with high commands.
Can there also be a ceasefire between Tri-tac and Hegemony for some time like 2-3 cycles or it maybe broke after Tri-tac has a certain number of planets?

I do think that NEX thingy is too aggressive and a bit unsuitable for immersion. If it were me, I would tone down a lot of invasions and more raid instead, an invasion should also triggered a defensive fleet respond.

Is it intended to have Special task forces combine with invading fleet in an invasion? I still observed 1 invasion fleet + 2 Special task forces in an invasion by Hegemony with a prediction force of 1 fleet. Those fleets have the same amount of strength.

Adamantine now fighting with everyone properly but I might miss their pirate base a bit. Oh, they still have a pirate base spawn. Neat.

Agreed. The plan with Tri-Tachyon is to give them a high command system of their own that will also contain another Trader Guilds and Luddic Path market. Maybe one more market on top of that. That will give them a place of power outside of the Eldritch Fortress system and another large market. Then I may sprinkle another one into another system closer to their other markets. That should help with Nex balance in that case. I'll see about possibly reducing the chances of Tri-Tachyon/Hegemony war for a bit. That may be beyond what I can do, though, because:

For Nex aggression, I would ask on the Nex thread if there are settings in the Nex mod to tone that down. I don't remember all the settings but there are a fair amount of them. Specifically, I only control the aggression of my personal factions in the mod. I removed any attempt at editing core factions in this update because the modifiers stack instead of overriding one another.

I've been playing (and streaming) a playthrough with the new version and it's been great so far. The new weapon fx helps a lot when it comes to readability. I did get a lot of free capital ships already from just finding them drifting around after NPC fleet battles, but obviously small sample size so I don't know if that's common.

Combat Capacitor ships are properly scary now, it's great. There's (a few?) Luddic Path ships that have it however that also sport built-in SO, which means their combat capacitors are semi redundant (they're already getting the flux-speed-boost from SO, so that part of the combat caps is wasted). Don't know if that's intentional or not.

Hey great! Glad that helped. I have plans to reduce capital access substantially, but that might have to wait until story points are a thing. As far as Luddic Path- it was an oversight, yes. Any thoughts on systems that would work better? Ironically, though not typically the best system- flare launchers might synergize with their hullmods pretty well.

1009
Wait what!? but my save was a delivery quest from the planet underneath to the temple of the dark star. lol. Once you are in just accept the bar quest immediately. It should always be bugged.

From the market at the start of the save? Just so I'm clear?

*EDIT* Also, gotcha so this is a bar delivery quest not a procurement mission. Good to know!

*EDIT 2* I think I found the source of this. Once I can verify that fix with the save I'll release the update. Thanks for the information and the save file to reproduce the results! They were instrumental in the potential fix. :)

*EDIT 3*

I likely fixed this up in general, but for the save you will still get:

Spoiler
[close]

-because the spaceport is disrupted from Nex raids or yourself I think:

Spoiler
[close]

I'm not 100% sure yet. I'll test the rules file more tomorrow.

Nvm, it's just a black market mission that is why I am getting that response. I'll try to see if I can sneak in real quick.

*EDIT 4*

Confirmed the fix. I'll upload it soon.

Added the fix to the test download. - Hotfix

For hotfixing this issue, only override the rules.csv file from this link to: "Archean Order/data/campaign"

Hotfixing should work with the linked save without a new game required.

Spoiler

[close]

1010
Thanks for the quick response! Modularization for the mod's different features sounds great, especially for your dialogue options, it's really something unique I haven't seen anyone else do.

You mentioned that other modders might be able to make dialogue for their mods, so does that mean that each faction has different dialogue options/different chances for options' results? If so I'd think you could have some sort of universal set of dialogue options that apply to every faction unless told otherwise, that way a dialogue options standalone mod should work regardless of the faction mods it's paired with.

I'm not sure how that would work considering the current code. It would have to read a config json most likely and check for jsons under a unique directory in other mods- but my experience doing that sort of thing is zero so it may prove difficult, idk. Just some initial thoughts.

I'll know more once I separate out the jars and get a stand-alone version working.

1011
@Albreo Thanks for helping someone out and thanks for the save file that will likely really help! I'll take a look at it today. Hopefully I can get this fixed or at least narrow down the mod causing it if that ends up being the case.

I took a look here and I can't find Resist Inspections 1.0 - can you link me that mod? It's not on the index and a search on the mod forums doesn't bring it up either. I will need to to use the save file. Thanks for the time!

Nevermind found it! It was in modding.

Update: Ok there was a shipment for transplutonic ore to Sci-Corps Training facility in the save you linked. Upon accepting it I traveled to Kazeron and got the ore. Then went to the facility. If you are expecting a dialogue on docking that won't happen in every case- its random. If you don't get the dialogue, you have to go to the comm directory. There will be an NPC with a yellow "!" in the box. Choose that person and you will get the dialogue to turn in the quest. Screenshots:

Spoiler










[close]

Is this what you were referring to? Everything works on my end with all the mods in your mod list enabled.

1012
Could you make a version of this mod where you only add the dialogue options? Instead of just murdering everyone I meet as a pirate, I'd like to just threaten them till they give me their stuff. I would download the whole thing, it seems like quite a good mod, but there are many other mods I want to use as well, and the grand majority aren't compatible with yours.

So, I was thinking, for those who just want the dialogue options, is that possible? Is there some way for me to make that change my self?

Also, your new ships and weapons look pretty cool, so in addition to my above questions, could you have a mod that only adds the ships and weapons? That shouldn't interfere with any other mods either I wouldn't think.

Absolutely!  :)

Both of these options will be available very soon. I'm module-izing those very things for stand alone releases and this test update is partly to verify compatibility with more mods and some recently requested balance changes. A lot of work in this update was to separate out the ids from competing with other mods so that I can compile a ship and weapon pack more easily. Consider it groundwork for the above. A lot of this is structural changes to the mod code and should be otherwise unnoticeable- but it was a substantial undertaking that hopefully will allow for easier modulization and better compatibility with the TC as well. As an example from a past request, I think Ship and Weapon Pack is now compatible with the TC when following the instructions to enable Nex. Most faction mods should be compatible now (unbalanced but compatible) and the only things that won't work well are ones that modify industries. Adding industries is probably ok, but trying to override orbital stations, for instance, won't work well.

The plan: The Archean Order factions' ship and weapon pack versions will remove those obstacles and allow vanilla ships and weapons back into the codex and standard markets. It will start out as just a fork that doesn't add any markets to the economy but lets the ships and weapons be available through blueprint drops. That should preserve the modiverse economy hopefully. You could theoretically feed those blueprints to pirates to fight against them if you wanted to, but a player would be opting in to that imbalance as a result. As it gets more vanilla balanced, I will add a market or two for each faction pack using the Map of the Modiverse as a guide.

The dialogue options are a little trickier, but very doable. I wanted to wait until I could add other cools things to it and better flesh out the system/dialogue for releasing it stand-alone, but the demand is there so I may as well fork it and update both as I make that system better. It will add a bit of work, but overall I think it will be better for the community to have that option available. I would also like to work on a way to allow other modders to add their own dialogue to that system in their mods, but I'm not 100% sure how to go about that yet. It's definitely something I want to do though.

Balancing the ship and weapon pack will take a lot more time as it will very likely require stand-alone sprite edits as well as massive stat changes to be more in line with vanilla. I will work on it from time to time but still want to actively work on the TC as well. Since I don't think it will break anything, per se, with the way I am planning to structure that pack, I can still release it unbalanced and update it with balance changes as I get to them.

1013
@Albreo Thanks for helping someone out and thanks for the save file that will likely really help! I'll take a look at it today. Hopefully I can get this fixed or at least narrow down the mod causing it if that ends up being the case.

Thanks for the mod, hope you finish the dialogues and tutorial soon. :)

Thanks! I hope I can go more in depth on that after the next starsector update. I'm waiting for that since the code relating to missions will probably change. The rules dialogue is safe to expand though, so I want to add more dynamic descriptions and fleet encounter dialogue. That is time intensive so there will be plenty to do in the meantime.

I'm almost going to start a new playthrough without Archean. Lol. I will do a quick skim through for your patch. Does anything need to be specifically checked?

PS. Tri-tac is about to lose once again

No worries!  :)

If you do a quick skim then the new colonies that were added would be a good thing to check, or balance changes in general. Capitals were overhauled and the Megalith is much more powerful and costly so test play around that would be useful. But no big deal if you want to try other mods- the point is to have fun!

1014
Here is the test update.

****IMPORTANT!****
- It will probably not be fully uploaded for a couple hours, but have to get ready to leave so can't wait for it to complete before posting this. *EDIT* Heading out the door, but I estimate the download to be ready by 6pm central US time.

- It will require a new game and break existing saves most likely. A lot has changed. This is not as balance tested as usual updates, but should be relatively bug free to my knowledge.

- You ABSOLUTELY MUST delete or move the old mod directory and clean install this version. Just overriding the directory will cause a bunch of issues and make the mod load much slower than necessary.

1015
Took a break for a ~week to avoid burnout.  ;)

I've been reading this thread though and appreciate the feedback here. Some things like escort issues seem like they might be difficult to tackle, but they are on the list!

@Frod on carriers:

The trade off for their low speed and lack of weapons (compared to hybrid/combat ships) is not just more bays, but far more efficient bays (the replacement rate of fighters on carriers is increased by 60% iirc) so in this case the problem probably stems from two things:

1) Even with the hullmod giving a description of this behavior, it must not be communicated very well in combat or it is not effective enough to give carriers a true role. I'd imagine this mostly manifests itself in the early game the most, when fighter options are more limited and light carriers can't really shine as support vessels compared to their combat equivalents.

2) Carriers (as a category) generally have slightly higher deployment costs over combat equivalents. This is because carriers can concentrate firepower better than any other vessel, but it is also there for performance reasons since strike craft take up a lot of system resources.

So, a possible change would be to increase the effect of the hullmod for carriers and further reduce general deployment rates, but there is another thing to consider in the example of the Eagle vs Astral:

The Eagle's ship system actually makes it sort of like a battlecarrier (intended) because it can replace strike craft far more quickly than other cruisers like the Dominator. The Dominator has a couple bays, sure, but it can't replace interceptors all that fast and bombers take so long to replace that the OP that bombers require would likely be better spent on weapons/flux stats that take advantage of the Dominator's ship system. (Burst firepower and speed at the cost of shields.)

Bombers will be better in the next update so that will probably inherently help the CV class as a whole.

The BC is pillager fited with velocity cannons almost like standart fit and cruisers are eagles with beam weaponary. I will check it more precise when I am back to the game, as I don't remeber now. But the fact is that the speed of escort is higher.

Thanks this is helpful to know. Especially that the speed of the escorts is higher. I'll test some things out in the simulator.
---------------------------------

Update: I may release a build today for testing. I am going to put a note in the post that its less tested on balance than usual- though I don't *think* I've introduced any more bugs or anything. I am going camping this weekend (finally getting some fresh air  :) ) and wanted to give everyone something to play for the weekend!

After this update, I will likely release a small update rather quickly after that which will address any balance feedback from the release today and also get to some other things on the list/recent feedback.

1016
I don't have time to reply in detail to the last few posts yet, but I wanted to briefly say I have read them and and will be reviewing the details there. Thanks and keep the reviews/experiences coming!  :)

@Frod
On the escort issues you are having, do you mind specifically letting me know your build on all 3 ships? I want to reproduce this behavior and see if there is anything I can do to improve it. Generally I can't do much with the AI, but if vanilla is acting better then there might be things I can do. At the very least, I can explain why its happening and give advice on how to avoid it. My initial guess is the escorts are slower (which makes escorts generally not act the way you want them to) and in vanilla those same ships might be faster than the battlecruiser.

1017
Use case: Trying to make a market connected to the economy but with only a military market.

1) What is the specId of the black market and open market submarkets? Is the open market a submarket or the primary market itself?

2) Does this do anything bad as far as supply/demand of the economy?

Example:

Code
        SectorEntityToken fortress = system.getEntityById("gilead_station");
        fortress.getMarket().removeSubmarket("black_market");
        fortress.getMarket().removeSubmarket("open_market");

1018
Fun fact: the toughest ship that a properly fit Harbinger AD can kill in a single burst is a Dominator heavy cruiser.  Phase through the ship to shoot it in the butt, uncloak and press F on it, then land 4 antimatter blaster shot and a reaper torpedo and it is scrap while you are exposed to fire for about 3 seconds.  I'm having a blast terrorizing the shipping lanes with my tiny fleet of frigates and destroyers, though.  So not really complaining.

I'm not sure if it's in the notes to be honest since I've been changing things lightning fast (cascading balance changes) but I reduced its dissipation (and the main Harbinger as well) and increased its cost, but the AD version has slightly better armor and flux stats now (as well as higher deployment cost and overall cost).

Not that its a huge nerf by any means, though.

1019
Discussions / Re: functional ship class definitions
« on: April 21, 2020, 10:45:23 PM »
Cool discussion- It's very interesting and informative. This is slightly off topic, but I feel it's relevant and interesting to think about. Military history and what is considered obsolete/the progression of innovation, etc, has always been an intriguing concept for me. I wish I could find the quote my professor shared to make sure I get it right, but it was something like this: (Its been 10 years so I remember the lesson but not the words)

"For everything we know of history, and for all the vastness that it encompasses, the most harrowing truth a historian comes to learn stems from sleepless nights contemplating the even greater expanse representing the spaces in between- where no knowledge of what occurred or what could have been will ever exist again, but remains forever lost to the inertia of time and the volatility and ego of humanity."

This applies more and more the further back you go, and it has been theorized that even the technology of today could be improved by ancient civilizations' knowledge that was never recorded or lost in war or catastrophic civilization collapse. In this era, it's the opposite. There is so much recorded that it's hard to sift through the data.... which is why Big Data management is so important right now.

To apply this to warships, it's important in my mind to note that much about what we think of as being obsolete stems from what worked in the moment. Using WWII as an example, if something would have caused a situation where a battleship squadron cornered and killed all the carriers in a fleet then proceeded to win the sea war, we would still likely be in a battleship arms race and carriers would have been tossed aside as a "bad and costly idea" and not developed further- theory crafting be damned. This does not actually make carriers the weaker warship, per say, but that impression could have certainly killed the desire to continue innovating them under the right circumstances. Maybe it would have been picked up again later.. or maybe not.

Mostly, this makes sense from a psychological viewpoint. Someone isn't going to spend the costly time and resources building something again if it performed poorly during its initial test in the field. You probably won't be this guy:  :D



If something works in the moment- especially if it works very well, it becomes an arms race on who can innovate and improve it faster. Similarly, due the importance of defense, technology often changes at a rate that many military strategists can't keep up with. The decade in between WWI and WWII showcases the dangers of relying on old strategies/tools. Even in WWI, the machine gun was something the military minds at the time often just didn't know how to handle because it was new and unprecedented in its destructive capability- which caused defensive trench warfare, etc.

I think the arms race situation and how innovations change what is and is not viewed as viable can be simplified to offense and defense. If you can't stop the offense and the defense is ineffectual, the tool won't likely work. But if you develop a better defense that stops the best of their offense- you win. Though simple of the surface, the typical speed (and the fact that these are obviously hidden if possible) of innovations make this judgement call very difficult to make, and oftentimes therefore the best evidence is what worked in the past. This means that innovations that could actually be better than the current meta of military understanding can be lost due to that special moment in history another teacher described as: "Sometimes... *** just happens." (He was describing William III's death for anyone curious.) You don't really get a lot of tests with warships since as it has been mentioned already most sea wars come down to a few decisive battles after a lot of tactical posturing and attempted resource denial. So new innovations often get a very limited opportunity to prove themselves in actual combat. If something unexpected goes wrong it can kill the confidence in the innovation completely regardless of how well it could perform when optimized or under differing conditions.

If they had discovered a lighter, stronger way to make a knight's suit of armor resistant to the crossbow and longbow, those weapons could possibly be an afterthought in history. Agincourt remains a testament to the longbow still, though. Even then, there were many other factors such as muddy terrain which slowed the knights charge, etc. Had that battle not occurred or gone differently (everyone at the time expected the French to easily annihilate the English due to their numbers), the longbow could have been abandoned (armor costs way more but was also a status symbol so it served two roles, and training archers on the longbow was reportedly extremely time intensive- iirc a decade or more to hone the skills and build the arm strength to be effective with it so its widespread yearlong practice was encouraged among civilian populations to make recruitment easier), so it had its drawbacks as well.

I'd be really curious to see what kind of ship would be made today if the rule was still "bigger- more guns- better guns." Dreadnoughts likely would be a designation all on it's own, and the designation of battleship might be more like the cruiser designation of today. Or the designations of today would apply but everything would be bigger. It's fun to speculate!

For a book series of crazy alternate history that does a good job of describing an innovative arms race, the Destroyermen Series is pretty interesting.

1020
In my experience early pirates/luddics are pretty hard fights because a lot of the crappy early frigates they like to use come with built-in strikecraft, and it doesn't matter how crappy the strikecraft are if they outnumber you 3:1. It really drives home how important PD and fighter cover is. Don't know if it being that harsh is a good or a bad thing though.

Hmm. Well, ideally I want to start teaching those kinds of things early on. One thing that will likely help is the extra weapons on civilian ships. I think part of the difficulty in the early game is that retreating from a fight you can't win is extra difficult because strike craft swarms can take out your freighters and tankers very quickly- or pin them down for larger ships to catch them. So the added weapons will help with that a bit, though retreating is still difficult depending upon your fleet composition. That's one of the reasons (besides flavor) I spent a lot of time on the cease fire/bribery mechanic- to give players a possible way to avoid having to retreat every time they are caught by an enemy they can't fight.

Luddic Path tactically uses a lot less strike craft than pirates (I'm pretty sure) but teaches the player about fast and deadly strike-type builds since most of their ships have safety overrides installed or built in. That's the design goal, anyway.

I am also considering (alongside the general frigate speed boost) increasing the zero flux boost limitation on carriers slightly (30 or 40 instead of the current 20- vs the 80 non-carriers get) so that while they still can't kite they have a better chance of retreating. They will definitely still need escorts/sacrifices to distract the pursuing ships even then, though. One of the reasons I'm hesitant is I don't want light carriers like the Osprey to be able to kite indefinitely- but!- my thought process is that these ships are so lightly armed most of the time that other fighter/interceptor swarms can pin them down to allow destroyers to catch up. Assault frigates can likely catch them anyway but now destroyers probably can't unless they have speed mods or a speed boosting ship system.

Btw, I made the change to Combat Capacitors you suggested and wow does it make ships that have it scary! I like it, though it makes it necessary to buff midline ships practically across the board haha. That could in part be due to the changes to Photon Cannon and Excalibur though. Persean League ships perform better against high tech vessels and a lot worse against Hegemony/Luddic Church heavy armor. I buffed the hitpoints of the Atropos to give them a slightly more reliable anti-armor weapon. (Reapers seem better in every situation anyway) I also buffed the damage/armor penetration of the Graviton Beam and Graviton Lance but reduced those weapons range to compensate.

Not done testing all of this so we will see how it turns out.
-------------------------------------------------------------------------------------------------------
I noticed on my last start that the Consortium starting blueprint sells for $800k to the pirates.   Not sure if that's intended,  but it certainly makes starting as them a lot easier.  I've yet to see whether that makes the pirates start building consortium ships.

They probably will, I'd guess. It's not really intended, but not the worst thing considering getting that blueprint will be very hard otherwise. So if you don't care about your faction using Adamantine Consortium ships and would rather jump start the early game, I'd consider that fair.

It would be cool if I could make that give you a rep hit with the Consortium, though, because lore-wise that would probably be considered an insult to let "lowly pirate scum" use premium dreadships that were granted to you for your service to the barons. Might be too technically complicated to be worth it, but it was an initial thought.
----------------------------------------------------------------

All in all thanks for the feedback everyone. This update is shaping up to be pretty darn good, I think! It's also probably big enough to be out of "patch" territory and into "minor" update at this point.

Notes at this time: (Still testing so more things -including the above stuff I mentioned- will likely be added)

Spoiler
Campaign Content Additions and Balance Changes
-------------

 - Overall Campaign Changes:
-------------
    - Revamped most new factions colonies to better follow industry count rules per colony size and size standards within vanilla factions.
    - Reworked mod economy to be more even in market share and resource spread between factions (in general) while hopefully still nurturing trade opportunities for the player through the simulation environment.
   -NEX Changes
      - Adjusted vanilla factions' starting relationships, diplomacy chance, and max relationships for all new factions.
      - Adjusted some extremes within new factions' starting relations and diplomacy chances. (Trying to stick to lore intentions here, but still learning Nex to a large degree. A first pass.)
      - Added base raiding behavior and increased invasion power of Adamantine Consortium. (should have no allies and needs this to remain a threat to the player/sector is the idea, but feedback welcome)
                - Removed pirate behavior features for Nex with Adamantine Consortium and reduced colonization chance overall. (Still happens occasionally)

 --- Colony Changes:
-------------
    - Reduced Archean Order colony size for several colonies.
    - Removed Orbital Station from Xolydunne so it can be more easily raided.
    - Reduced the resource deposit quality for Ilyss and Arkmaros in some areas.
    - Reduced industry counts on many Adamantine Consortium colonies.
    - Added remote Luddic Church colony with refining, heavy industry and an additional military base with a large hazard rating.
    - Added two additional Sci-Corps colonies to better separate out industries and resources.
    - Removed Orbital Station from Yama and reduced the station at Nachiketa to an Orbital Station (down from a Battlestation).
    - Added Fuel Production and High Command to Gilead (based in the star fortress instead of the surface from a lore perspective)
    - Added Orbital Works to Tartesseus (again not on the surface- see above).
    - Increased size of Traveler's Triumph Station to 5 and added Heavy Industry.
    - Upgraded Traveler's Triumph Station to a Battlestation (up from an Orbital Station).
    - Removed Orbital Station from Salamanca to allow more raiding opportunities there.
    - Changed Kazeron's Military Base to a High Command.
    - Added a standard independent orbital station to Derinkuyu Mining Station to add to its defenses.
    - Removed patrol hq from Yesod and Ilm.
    - Changed ground defenses to heavy batteries on Yesod. Reduced heavy batteries to ground defenses on Mazalot.

 --- Fleet Composition Changes:
-------------
    - Reduced number of dedicated carriers in Hegemony fleets. (partly for vanilla lore adherence and also to create more faction variety in battle tactics between factions)

-----

Combat Balance Changes
-------------
 - Reduced sustained DPS of Micro Repeater and Dual Micro Repeater.
 - Revamped ballistic weapon FX under these principles:
   - Yellow-Orange-Red color indication of assault-heavy assault-strike weaponry.
   - Bullet size now scales by tier to facilitate an intuitive learning of combat threats to armor and better teach a player when to raise shields.
 - Doubled cooldown of Phase Teleporter.
 - Added weapon slots and increased OP (if necessary) to most civillian ships to help prevent them from being overly vulnerable against fighters and missiles during retreat battles.
 - Added additional weapon slots and increased OP of some pirate and luddic conversion vessels (they are too weak).
 - Added a rear-facing small weapon to the Valkyrie and Valkyrie MkII to help give minor protection to its engines against interdiction-class missiles and upgraded the Valkyrie's central missile weapon size to medium to better combat fighters.
 - Added a built-in beam range increase to the Onslaught XIV hull to support it's built in foward weapons. (The AI uses them as a cost effective alternative more often now - even when equipping Devastators)
 - Added 3 additional small weapons (rear-facing) to Buffalo MkII and reworked variants for better synergy in attack builds.
 - Reduced per shot damage of Excaliber Cannon and Apocalypse Cannon line of weapons. Increased recharge/fire rate for those as well.
 - Made some ballistic weapons Energy damage instead of High Explosive damage.
 - Increased Revenant, Paragon and Megalith armor, max flux, and deployment cost.
 - Increased Megalith, and Revenant flux dissipation.
 - Slightly increased Megalith's base speed, removed all carrier limitations and benefits hullmods and replaced the built-in Accelerated Shields with a larger built-in increase to shield speed)
 - Increased armor and hullpoints for:
    - Pirate Atlas and Prometheus conversions
 - Rebalanced high tier vessel deployment costs. (FP cost slightly adjusted in a couple cases but mostly the same from before)
 - Increased speed of missile projectiles from bombers.
 - Increased attack range for missile projectile bombers.
 - Reduced hitpoints of missile projectiles changed above.
 - Reduced speed of phase orbs from Phantom bombers. Reduced their hit points. Doubled their turn rate.
 - Increased flight time of Hivemind orbs.
 - Combat Capacitors now allows the 0-flux speed boost up until 90% flux while active.
 - Buffed bomber defense across the board. Most heavy strike bombers release their payloads from further away.
 - Increased bomber damage.
 - Increased Claw bomber weapon armor penetration and reduced burst duration for more salvo accuracy.
 - Terminator Drones and Goliath Heavy Gunships will no longer target missiles or strike craft with their weapons and will instead focus upon their intended ship targets.
 - Obliterator and Heavy Obliterator no longer target fighters. (AI won't put them on autofire either)
 - Reduced damage and flux cost but increased recharge time for Gatling Laser and Heavy Gatling Laser.
 - Increased Artillery Blaster range by 200.
 - Increased flux cost of Guillotine Cannon to better match the Heavy Fissure Cannon.
 - Reduced flux cost of Avalanche Cannon.
 - Reduced damage and flux cost per strike and reduced cooldown of the Tachyon Lance.
 - Removed built-in Safety Overrides on Atlas MkII. Increased OP. Added a new MIRV variant to pirate fleets.
 - Slightly increased Sabot missile line flight speed and hitpoints.
 - Reduced flux cost of Icer Gun and Iridium Cannon. Added flux per salvo info to Icer Gun.
 - Increased Odyssey max flux and dissipation.
 - Removed Apogee from being considered a combat carrier to the AI. It should act more aggressively with it's primary weapons now.
 - Increased burst damage/dps but reduced range for the Graviton Beam and Graviton Lance.
 - Increased flux per burst/second for the Graviton Lance.
 - Increased hitpoints of the Atropos line of torpedoes.
 - Greatly increased burst damage of Terminator Beam and reduced it's flux cost. Dps remains roughly the same. Considering increasing its ordinance cost.
 - Mining Blaster no longer generates flux (not sure what I was thinking there this weapon was terrible compared to other energy weapons)
 - Increased Hammerhead, Falcon, Eagle, Conquest and Executor max flux, armor, and dissipation.
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Bug Fixes
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 - Updated Salvage Rig and Ox sprites and hullmods. (That slipped through the cracks apparently between my update from .8 and .9)
 - Fixed another rare yet likely possible occurance of the Hegemony Legion not being found while starting a new campaign and causing a crash. (I never encountered a crash, but I caught an outlier in the faction file that used the old id)
 - Fixed the cost of a couple buffalo variants.
 - Fixed some of the buffalo variants' weapon mounts. (they were supposed to be ballistic)
 - Corrected tech name and font color of the XIV Battlegroup vessels.
 - Added tech type to drones.
 - Removed Light Ion Cannon as a base blueprint in favor of it as a Sci-Corps weapon.
 - Removed duplicate industries and diplomacy traits for vanilla factions when running the TC with Nex.
 - Doubled turn rate of Hivemind Orb and Phase Orb to help prevent timeout from maneuverable targets which may cause friendly fire.
 - Decreased flux dissipation of Harbinger and Harbinger (Ad).
 - Increased armor, hull and deployment cost of Harbinger (Ad).
 - Increased price of Harbinger and greatly increased price of Harbinger (Ad).
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Misc
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 - Reduced sound of Micro Repeater and Dual Micro Repeater.
 - Reduced bullet size of Micro Repeater and Dual Micro Repeater.
 - Removed override behavior of the mod on fighter wings, ships, ship systems, and weapons.
 - Reworked the pirate falcon sprite.
 - Removed all non-essential sprites from the graphics folder. (May improve load performance as lots of duplicates from vanilla were kept there as a refence when spriting)
 - Cleaned up a few more descriptions and encounter flavor dialogue. (I try to do this as often as I can but I always find more typos and awkard wording. I'll keep trying to clean this up as I go and as I notice things)
 - Updated descriptions based upon market changes in the campaign.
 - Fixed minor graphical discepancy with the Astral.
 - Increased Terminator Beam fx width.
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