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Messages - Morrokain

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601
Are custom highlight colors supported in the customPrimary and customAncillary columns of the weapon data csv? If so, what is the syntax/is there an example?

I was told Approlight has some custom highlights but, ah, it's not in my language.  ;D

602
Albreo:
Spoiler
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.

Yeah I wanted it to be unique and exploration themed. I *think* having capital level maintenance and crew requirements still gives the Salvage Rig a place in fleets, but to be honest I didn't look that closely.

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.

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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

The Squall has 1800 range in the DL now. Disabling most of the ship is intended as an additional perk. I'll possibly reduce its speed a bit later on after I test it a bit more.

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.

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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.

Yeah it's more flavor than challenge and fits the description of the encounter well. Since it is supposed to be a beginner-level fight I think making it even harder might be going too far, but at least its a bit harder from the past version where if CR wasn't a thing you could deploy a single combat frigate on autopilot and go eat dinner and the fight would be won eventually.

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.

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

Ok I'll work on that some more. I agree that sometimes I want to test a wider array of variants just in general. I also need to add a Luddic Church fleet and a Adamantine Consortium fleet iirc.
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basileus:
Spoiler
Yeah, that way certain ships cannot have endless area point defense spam, in particular.  Maybe the Shattercell is an exception.

Makes sense. The Shattercell is kind of like the upgraded and more OP expensive version of the Machine Gun. The magazine feature in general is something I'll probably look into tonight.

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I did start to see a few, but even at the HQ some detachments had no capitals.  That said, the Apogee is actually a competent cruiser now, which I'm happy about because I like exploration, and your Squall/3xAtropos build is quite good.

It is possible that the lack of an Orbital Works + nanoforge affects the fleet size/num of capitals despite having High Command. Sci-Corps HQ only has Heavy Industry. You could also be seeing patrols from Lexicus near the station as part of their patrol route. I don't want to just arbitrarily give them an Orbital Works + forge because it effects the sector economy, but you could try and adjust the doctrine settings in the faction file to see if a larger value for shipSize makes a difference.

Also, if you want to test an Orbital Works instead of Heavy Industry you can do so be going to the econ settings under data/config/ArcheanOrderEcon/systems. You will see spreadsheets for most if not all core systems. In the spreadsheet there is a a column to remove and a column to add industries as well as planetary conditions and stations. You can add a row for Sci-Corps HQ and make any changes you want then start a new game.

You'll have to know the ids for these, but for what you would use for this change:
entity id: scicorps_headquarters
removed industries: heavyindustry
added industries: orbitalworks

The code that manages this doesn't currently accept the addition of special items, but I'll probably do that eventually. If you make these changes just remember you made them. ;) They are there for players to customize non-random core games. At some point they may not even require a new game to take effect, but I haven't coded the logic for that yet since it requires building maps for most of the mod ids and that's time consuming.

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WRT Missile ranges:

I noticed there is a Large Salamander now (or has it always been there?) @2,400, so I suppose that I'd only advocate for bumping Squall up to 1,800.  I've never thought of it as a DPS weapon.  I'd agree with Albreo that either the EMP damage or speed might need a slight reduction.  I probably wouldn't do both, at least to start.  The only ships that it really does a lot of damage to would be frigates, and the missile don't turn tight enough to connect with them.

The large Salamander has always been there, but I'm sure it is often overlooked for a large missile slot considering other options that exist. I put the Squall range at 1800 for now. I'm thinking about the speed reduction. It is very reliable but its requirement to swirl around a ship means the tipping point to unreliability is incredibly thin and I'd rather it be too reliable over unreliable considering the tier and rarity of the weapon.

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I'd agree with the analysis of the Sabot, but it does give me an idea: Are there any fighters left with active flares?  Maybe if there were fast heavy fighters and/or maybe a light gunship that specialized in flare spam.  They wouldn't do a lot of damage on their own, but would open the door for other strike craft / missiles.  Sort of a Wild Weasel role.

Currently only the Claw, Hercules and Krakken have flares and that's mostly just to balance those particular designs to be more attractive when comparing them against shielded strike craft. A Wild Weasel sort of role is interesting though. Maybe a midline fighter armed with a single Micro Repeater or something could work. Once upon a time several other wings had flares, but I find that they are too strong to add to wings that also cause a decent amount of damage.

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It's one of the new changes.  It's definitely something that you'll want 1 of in your fleets now.  Although, I'm skeptical you'll find it worth fielding at 28 DP.  Its DPS profile is modestly worse than the 22 DP Revenant (fewer hardpoints/worse fields of fire/worse net dissipation/worse shield efficiency), and much worse than the Legion or Onslaught.  Its cost probably needs to fall or it needs a full conversion to Battlecarrier.

Making the Odyssey more of a speedy light battlecarrier is an option. Maybe add a bay or two and increase max OP? It already has carrier-grade bays. Fields of fire is something I will look at as fixing that is relatively easy to correct. I'd rather balance it up to its cost then reduce the cost just in general. That being said, it will probably continue to be slightly worse than a Legion or an Onslaught since it has utility on top of its combat performance.

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Also, should the Renegade fighter-bomber count as a fighter for the purposes of the new hull mods?  Currently, I don't find them to be worthwhile, but if I could field them cheaply on the Ody or Revenant, I might.

Afaik I think it would change the way the AI uses them if I do that. I'll have to ask to be sure. If so, the biggest downside is they would use their Ion Torpedoes on passing strike craft if I make them a fighter instead of a bomber. I'll see if I can get that to work. Otherwise I'll probably just buff their torpedo a bit or give them more of them, etc.

When your building these variants, do you test them with the pilot personalities that the faction favors?

...

Anyway for any faction that defaults to cautious pilots, it's probably worth looking at the variants carefully to make sure that there are enough M/L weapons near the max engagement range of the variant.  Otherwise, the addition of a pilot risks making the ship perform worse instead of better.

I don't typically no - though I probably should. I did change and update the Apogee variants from your suggestions. I'll try and keep that in mind as I go through variants.
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Re: Crew Requirements and Midline
Spoiler
DatonKallandor is correct that skills don't really solve tech issues because they are universally applied. I also think that - while midline probably needs work in some areas - that tech isn't bad overall. The Excalibur nerf is likely disappointing yet necessary. I think it is still legendary caliber performance-wise. The Executor needed more OP, but the rest of its stats are really good and it has a built in 100 range weapon increase before the percentage increase from the targeting core is applied. It can kite and kill an Onslaught (XIV) using Excalibur Cannons alone if they are put in their own weapon group so it can manage flux levels and maintain the zero boost more easily. The buffs to the Graviton Beam are pretty substantial as well. The Eagle variants beat the other cruisers' stock variants reliably right now. The Heron's Targeting Feed system is really, really good when building bomber/gunship builds, etc. I think the Persean League has plenty for the player to use effectively, but they don't have as many unique things - which is something I will address in the future.

All that being said, I think midline by design is more difficult to specialize using builds and this can cause the illusion of weakness against specialist builds. Adding more armor or better flux stats/shields helps as far as defense is concerned, but you probably can't do both types at once and the midline ship relies on both. So defensive builds won't feel as good as they do at high/low tech equivalents even though they technically are either equally effective or more effective for their OP. (Example: Hardened Shields has a larger benefit since the base shield efficiency value is higher than a high tech ship's base value.)

Offensively, midline has the most diverse weapon loadouts available. They can equip all types of weapons and can even have weapon combinations that other tech levels can't. They also have a lot of combat capable carriers or carrier-like warships. That is really cool imo, but it also is a bit of a trap when making a build and requires balance considerations that aren't necessary on the other tech levels. Energy weapons are typically either less range or more flux heavy in order to gain additional damage. Either downside hurts midline ships more than it does high tech ships. Ballistic weapons deal less damage, but low tech ships are defensive and can leverage their armor to stay in the flux war longer. Since midline ships have the same or less weapon mounts on average, this means they can't stay in the flux war as long as low tech can and also can't kite/vent as easily as high tech can. They can do both enough to be versatile, however. A midline at high flux isn't as vulnerable as a high tech ship in the same situation. An armor stripped midline isn't as limited on its flux war duration like an armor stripped low tech ship would be either. However, a midline ship can get to either of those statuses faster in some circumstances.

Midline wings are in the same spot. Their middle-of-the-road stats make them less attractive compared to high or low end options simply because of the nature of being in the middle when many have a specialist mindset. They have crew requirements but cost more OP. They deal more damage than low tech but not as much as high tech - which also have shields and less crew requirements. So I completely understand why you'd want high tech wings if you have the OP, and otherwise want to be as cheap on the combat build as possible.

If they do end up being less competitive (not seeing that atm as I've said) I think I would approach the problem through higher OP pools over the other techs and possibly more built-in range bonuses to give midline "their own thing" like I did with the Executor. Midline wings are still being tested and I will keep this feedback in mind. I think longer range attack runs like Albreo suggested will make them feel better as you will probably take less losses - which will lighten the crew burden a bit.

Now, all of that being said, I actually did increase the crew loss reduction of Fighter Doctrine to 50% from 15% but not because of midline balance. I did it because:

A) I wanted to refresh myself on skill code and structure since it's all going to change (most likely) in the next update anyway and having a refresher will save time in the long run.
B) I do want to experiment with reducing crew losses from strike craft a bit since so many additional wings are active on the field in this mod. Doing it through a skill is easier to test/reverse than doing it by changing every spreadsheet cell. If this makes carrier officers seem way better than warship officers I will reverse the change.

I haven't added this to the DL yet though. I'm deciding if I'm ok with the override or if I want to set up a settings toggle for skills just like I did with weapons, ships, etc.
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603
Thanks for the continued feedback! Keep it coming when anything comes up I am following it and will report changes as I make them. I spent time posting on the new blog post thread so I don't have time to respond in detail yet, but I will soon.

604
Blog Posts / Re: Writing Starsector
« on: December 17, 2020, 10:48:11 PM »
I loved reading this and getting insight into how the narrative will operate! I think the approach is a good one.

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Spoiler
Now let’s temper some expectations: Factions will come into play, the player will interact with prominent figures from most of the factions, but we’re not making players swear loyalty to them as part of the primary storyline. That said, having a commission or extreme reputation with a faction one way or another will impact certain situations.
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Imo that is the best way to go about it. The narrative becomes too messy otherwise since a lot of the choices a player likely has to make won't make sense under that context. If the narrative is built to that context, the amount of complexity becomes too high and effectively creates a "you need multiple endings representing each narrowly defined path" constraint that would quickly become unmanageable.

On the other hand, I like that this sort of thing isn't completely ignored either. I was hoping that would be the case to some extent. If not, then part of the illusion of an "alive world" is lost. This segues into:

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Spoiler
How about instead we assume the player’s space captain is a generally competent person. Then instead of locking out options based on skill restrictions, let us take a positive route and allow the player choose the way in which they excel at the time of the choice as it comes up naturally in the dialog. Let the player lie and send a fake cryopod to the mercenary demanding they hand over the VIP, giving the player enough time to make their escape – AND take a finders fee of 20k credits from the merc. If that’s who the player wants their player to be, that is.
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Speaking of alive worlds, I respect the decision to avoid skill checks as skills are already hard enough to balance without that extra nuance thrown into the equation. Nevertheless, I think it is fairly imperative that on some level the sector reacts to the personification of the character archetype in some way that is outside the scope of the narrative. It's definitely a start to have different paths to solve a specific problem, but if nothing actually happens from those choices other than a brief alternate dialogue sequence and a differing mission object? Well... the roleplay scenario kind of loses the sense of meaningful impact through player choice. Player choice will be present, sure, but it needs the other side of the feature - lasting consequences/implications from that choice.

As an example that I'll put in spoilers just in case it happens to be too close to an actual plot arc or something:
Spoiler
Luddic Path world is causing trouble for the sector at large and something must be done. You the player can:
A) Talk them down from further aggression.
B) Station a blockade to prevent anyone from leaving the planet.
C) Pay pirates/mercenaries to increase their raids on the planet and distract them.
D) Invade with your forces and capture the planet yourself.
E) Use Tri-Tachyon's Planet Killer device and blow the world out of the stars.

The Player chooses E.

Now, if the next time the player stops at the local bar on Tartessus and his contact goes "Hey what will it be this time, Han?" instead of standing in shock/outrage at the appearance of the infamous butcher of Chalcedon then it is going to feel really weird.
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Obviously that's an extreme choice that warrants an extreme reaction and not every choice is going to need such things to be believable. But you see what I mean. A player's chosen archetype only goes as far as the sector's reaction to that archetype. Even small things like a brief addendum to a planet's description based upon consistent choices in the narrative really, really help sell the illusion.

The above concept is what I think skill checks were originally designed for. It is a way of simulating reaction to archetypes by enabling/disabling options based upon prior choices. It is very possible to do that without marrying the skill system and dialogue though. It just has to be approached from opposite side of the concept. A good but over-the-top example would be Fable's notoriety/morality system.

Warning: me just rambling mostly off-topic below this point.

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Media created purely and cynically in-anticipation-of or in-reaction-to viewer feedback is generally… bad (and is absolutely a certain level of Hell for any creative person).

Yes, yes 100% yes! This is one of my biggest pet peeves with media narrative alongside mindless, pointless shock and awe brutality tactics just to get people talking about it. It's a cheap way of using the medium and is almost always painfully transparent. So too is knowing what your viewers/typical genre audience expects and deliberately doing the exact opposite in order to tote around the idea that you are "genre defying."

Trying to be vague here but *spoilers* maybe? - (Unrelated to Starsector)

Spoiler
The Red Wedding worked really well because it was a carefully interwoven culmination of well-written and fleshed out individual narratives that centered around a fundamental ongoing event. The beauty of the twist there is it pulls the rug out from under all of that in a way that not only shocks you and makes you care about the characters even more, but also provides meaning and drive for the following scramble of choices that ensues from all those narratives being suddenly cast adrift from what seemed (to the audience and the actual characters alike) like a foregone conclusion.
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In short: The senselessness of the event is ironically the driving force for the rest of narrative. It makes a powerful statement and you genuinely don't see it coming because it's so against the norm of a traditional epic.

Juxtaposition that to the part in the second Aliens vs Predator movie where:

Spoiler
the token hot girlfriend suddenly loses her plot armor and its forgotten about 2 seconds later
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That not only did literally nothing for the narrative, but it practically screams "Look at me! Look at me! I'm an anti-trope trope! I'm a good movie, darn it!" (It wasn't.)

605
It's not just the shuttle.  I can't use militarized subsystems anymore.  Maybe it's looking for the vanilla civilian grade hull rather than the AO version.
Ah yeah probably I'll add my own version to fix it. Likely tomorrow if I get a chance. I also still need to look at midline bombers.

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I like the changes overall, but I am moving and haven't had a chance to play much.
Good to hear the changes seem good so far! Hope the move goes smoothly!

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In my opinion, virtually all PD and Fire Support weapons should be soft flux and virtually all assault and strike weapons should be hard flux.

I also think that PD is too effective.  I'd recommend either shortening ranges or, better yet, making most PD weapons magazine-based, so that they continue at their current effectiveness for a time but can be overwhelmed.  (It might also make expanded magazines useful.)  If things become too lethal, then improve the effectiveness of interceptors.  It's the same as making PD weapons magazine based--PD capabilities can be degraded with enough sustained fire.  This will increase the lethality of fights, but I think that's a good thing.  They take too long, imo.  It's too easy for a player to keep all their ships alive once they have all the blueprints.
The magazine idea is neat. Artificially creating a window for missiles would probably be a good thing and I could have much larger magazines on things like the Machine Gun to allow for another balancing mechanism. I already tried to do this to a small degree by increasing higher tier PD's time between firing and therefore allowing lower tier to better counter consistent missile spam over something like the PD Cannon. Soft flux might be too difficult considering shielded strike craft not to mention there isn't a vanilla mechanic that does that and so it would be difficult to implement.

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SciCorps fleet doctrine needs to be adjusted to field more carriers now that the Odysseus is a carrier--or they need another capital.  All they field is Apogees and small ships.
Making a note - though just to make sure are you talking about their military bases or smaller colonies? They have a lot of Patrol HQs which don't field capitals. There should definitely be capitals at places like the Directorship Headquarters. The Odyssey is technically considered a capital warship on the code side of things so it shouldn't be treated as a carrier in fleet generation even though it has the dedicated carrier bays hullmod.

They need another capital just in general though, I agree. The Astral is actually somewhat of a placeholder though I will use it as their rare capital carrier. I plan on making another kind of capital ship on top of that.
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There are two versions of the Dagger bomber currently enabled in the mod.  Actually, there appear to be multiple versions of a number of strikecraft.
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.

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Ogleth is still missing the Habitable modifier.
Fixed along with adding that to Xolydunne as well. Added those changes to the download though hotfixing isn't worth it since it requires a new game anyway.

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I'll also second Albreo that the Squall probably needs an extended range.  Since it's a capital class engine interdiction system, it would make sense that it has a medium range (1800-2500).
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.

(*EDIT* Not being sarcastic here just in case that was the impression at all. I really do think I could be overestimating the missile's survivability but recent tests have made it seem good in a medium-DP/capital scenario for sure. I will also add the caveat that the primary power of the weapon is engine interdiction and a tiny pinch of AI abuse since it's a kinetic missile so damage could actually be mostly irrelevant. Engine knockout is a serious liability during an even battle.)

606
Modding / Re: [0.9.1a] Star Trek Eras {v0.0.2}
« on: December 15, 2020, 08:18:54 PM »
I'm very sorry to read about the loss you have experienced. :(

RL always comes first. Hang in there and good luck on the mod!

607
While I understand that these encounters are tedious for an experienced or well-equipped player, I'm not sure we should give options to essentially skip the encounter without some kind of very stiff penalty to discourage it until late-game or something.

These were originally added as a way to give new players something to chew on in order to get the hang of the combat system. Allowing a player to skip that or otherwise increasing their challenge in order to make them more interesting goes against that.

I agree that there comes a point where no amount of drone ships is a challenge and tends to be tedious more than anything because the defensive fleets keep getting bigger. Autoresolve would be fine, I guess, but I'm not a huge fan of skipping combat. Perhaps these kind of "easy" fights could be some sort of challenge: kill so many in X seconds, survive X waves, only use X DP...etc. Rewards would be more/better loot, survey data or other points of interest, etc.


Good idea but one consideration for this sort of thing is that afaik these fights are limited in number. It would likely be a significant source of frustration for those who want to play optimally to know that they didn't meet the challenge requirements and therefore didn't get loot that they otherwise would have and there is no way of trying again. If the encounter was repeatable until the highest reward tier was met that could be avoided, but even then that would have its own issues - mainly breaking immersion pretty hard and feeling more like theme park design rather than dynamic simulation.

I think that having the drones essentially suicide into whatever they are facing is the best overall solution. Make the battle faster rather allowing no battle at all. It sounds like Alex is already moving in that direction.

Another thing that might help would be to ensure higher challenge encounters for the same types of rewards are possible. That would make ignoring the encounters in question feel less bad to an experienced player. The completionists will still have to slog through each one though. That probably can't be helped.

608
All of the below mentioned changes should be in the download and hotfix link. I will re-provide both below. For those who are downloading the test version for the first time you don't need to worry about the hotfix. Everything is already included. The hotfix is just for convenience for those who already downloaded it and dont want to wait for another download time each time a change is made and requires knowing where the files are located in the mod.

Test Update Link: https://www.dropbox.com/sh/6cxbrz5xcftwn8m/AAAaOPS8xMh6uIN5Pd1mwrbta?dl=1

Hotfix Update Link: https://www.dropbox.com/sh/fm5br77z9dr0fyk/AAAsk6ehuJBC6hZyTSZr7Ql1a?dl=0

Alright, I replaced the file. you can use the same link.
Ah I found it. There is a typo in the file that determines which factions are overridden. "persean_league" should be "persean"

In the save file you linked the Hegemony also knows vanilla weapons even though that ID is fine - so I assuming some kind of trading happened or something. Just to be sure I made the correction and started a new game. I checked the Persean League and Hegemony's known weapons and they looked correct. Assuming nothing modifies it afterward it should be fixed.

This makes me want to work on the logic that will update the campaign based upon the settings every time a save is loaded (can be disabled for faster loading). For now, if you go to "data/config/ArcheanOrderEcon/ids" and open vanillaFactionIds in notepad you can correct the id. I have updated the download and will provide the file for replacement in the hotfix link for an alternative.

Thanks for the help!

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Doom with a proper loadout and captain can solo Paragon no problem in open space. Its speed might be too fast.
Not seeing that with my builds but the officer probably makes a large difference. I decreased the speed to 70.

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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.
Reduced its damage by a lot. And I should have fixed a bug where it would cause friendly fire during an extremely brief fade out time that would trigger a FF explosion if an allied fighter was on top of it at that exact moment.

Krakken: Yup there are two variants. One is used by the Lions Guard and I think there may be a Trader Guilds variant too but I may not have added that yet. The Luddic variant is used by both Luddic factions (or at least will be as I go through variants). They each have different weapons though iirc the Luddic variant you have is better against strike craft counters and the standard variant is slightly higher damage per strike.

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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 increased the defenses of all gunships even further. I may need to increase the multiplier to strike craft so interceptors have more impact as a result, but I haven't decided yet.

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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.
Increased it to 480 but didn't modify stock variants yet.

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Obliterator is too damn strong, nerf pls. Capital pulse is not desirable somehow, a bit too weak.
I am assuming you are speaking about the large version? The medium seems relatively balanced. Reworked the large one a bit. Reduced the 6 shots per burst to 3 though capacity and clip amount is the same. I also increased the time for a clip to regenerate by 20%. For the Capital Pulse Cannon, I changed its burst from 4 to 2 and lowered the cooldown between bursts. This will mostly have an impact in that its less likely to be on a burst cooldown at the point of initial contact after firing at nearby strike craft. I also increased its armor penetration substantially and slightly increased its dps.

New Stat Cards:
Spoiler


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As a side note on weapon balance, I further increased the first stage hitpoints of the Sabot line of weapons and increased the first stage missile speed. It should be noticeably more reliable at getting hits - though some medium/large PD can still snipe it before it activates the second stage. Especially the Graviton Beam.

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Megalith doesn't have a dedicated carrier bay?
I thought that might be too powerful considering its stats. It does, however, have a much better version of Reserve Deployment that has more charges and a faster recharge rate. I am hoping that is enough to make it feel like a carrier.


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I can't apply Militarized Subsystems to the Mercury Shuttle.

Thanks I'll take a look at it. Not sure if its the code or the shuttle itself atm. If its a ship issue I'm not sure if I can hotfix it if it needs a hullmod. If its a code issue I probably can though.

609
The settings file is from starsector core. I need the one from the mod. (I'm just double checking the settings for the TC overrides.)

610
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.

Nice find!

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I remembered other mods have some in red and green. Approlight has red for flame damage.

Ok I'll look into it. I know you can highlight your own text color using code, so they may have gone that route. If so, that would be down on the priority list as the current highlight at least stands out over plain text. It would certainly be a nice QOL improvement in the long term though.

If not and it is relatively simple, what would be a good highlight color in your opinion? Green maybe?

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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

Here is the relevant part of the log:
Spoiler
76207 [Thread-4] INFO  data.scripts.overrides.AOVanillaOverridesManager  - Currently known hullmods for: pirates - [archeus_fluxdistributor, hardened_subsystems, militarized_subsystems, expanded_cargo_holds, reinforcedhull, archeus_safetyoverrides, additional_berthing, auxiliary_fuel_tanks, auxiliarythrusters, blast_doors, archeus_fluxcoil, archeus_unstable_injector, advancedshieldemitter, insulatedengine, fluxbreakers, archeus_turretgyros, archeus_armoredweapons, archeus_converted_hangar, archeus_magazines, archeus_missleracks, archeus_frontshield, archeus_heavyarmor]
76207 [Thread-4] INFO  data.scripts.overrides.AOVanillaOverridesManager  - Currently known hullmods for: remnant - [archeus_fluxdistributor, hardened_subsystems, militarized_subsystems, expanded_cargo_holds, reinforcedhull, archeus_safetyoverrides, additional_berthing, auxiliary_fuel_tanks, auxiliarythrusters, blast_doors, archeus_fluxcoil, archeus_unstable_injector, advancedshieldemitter, eccm, ecm, insulatedengine, pointdefenseai, nav_relay, recovery_shuttles, fluxbreakers, solar_shielding, surveying_equipment, archeus_advancedoptics, archeus_turretgyros, archeus_armoredweapons, archeus_augmentedengines, archeus_autorepair, archeus_converted_hangar, archeus_expanded_deck_crew, archeus_magazines, archeus_missleracks, archeus_extendedshieldemitter, archeus_frontemitter, archeus_frontshield, archeus_hardenedshieldemitter, archeus_heavyarmor, archeus_targetingunit, archeus_adaptiveshields, archeus_operations_center, archeus_stabilizedshieldemitter]
76207 [Thread-4] INFO  data.scripts.overrides.AOVanillaOverridesManager  - Currently known hullmods for: scavengers - [archeus_fluxdistributor, hardened_subsystems, militarized_subsystems, expanded_cargo_holds, reinforcedhull, archeus_safetyoverrides, additional_berthing, auxiliary_fuel_tanks, auxiliarythrusters, blast_doors, archeus_fluxcoil, archeus_unstable_injector, advancedshieldemitter, eccm, ecm, insulatedengine, nav_relay, recovery_shuttles, fluxbreakers, surveying_equipment, archeus_turretgyros, archeus_armoredweapons, archeus_augmentedengines, archeus_autorepair, archeus_converted_hangar, archeus_expanded_deck_crew, archeus_magazines, archeus_missleracks, archeus_extendedshieldemitter, archeus_frontemitter, archeus_frontshield, archeus_hardenedshieldemitter, archeus_heavyarmor, archeus_targetingunit, archeus_adaptiveshields, archeus_operations_center, archeus_stabilizedshieldemitter]
76207 [Thread-4] INFO  data.scripts.overrides.AOVanillaOverridesManager  - Currently known hullmods for: lions_guard - [archeus_fluxdistributor, hardened_subsystems, militarized_subsystems, expanded_cargo_holds, reinforcedhull, archeus_safetyoverrides, additional_berthing, auxiliary_fuel_tanks, auxiliarythrusters, blast_doors, archeus_fluxcoil, archeus_unstable_injector, advancedshieldemitter, eccm, ecm, insulatedengine, pointdefenseai, nav_relay, recovery_shuttles, fluxbreakers, solar_shielding, surveying_equipment, archeus_advancedoptics, archeus_turretgyros, archeus_armoredweapons, archeus_augmentedengines, archeus_autorepair, archeus_converted_hangar, archeus_expanded_deck_crew, archeus_magazines, archeus_missleracks, archeus_extendedshieldemitter, archeus_frontemitter, archeus_frontshield, archeus_hardenedshieldemitter, archeus_heavyarmor, archeus_targetingunit, archeus_adaptiveshields, archeus_operations_center, archeus_stabilizedshieldemitter]
76207 [Thread-4] INFO  data.scripts.overrides.AOVanillaOverridesManager  - Currently known hullmods for: independent - [archeus_fluxdistributor, hardened_subsystems, militarized_subsystems, expanded_cargo_holds, reinforcedhull, archeus_safetyoverrides, additional_berthing, auxiliary_fuel_tanks, auxiliarythrusters, blast_doors, archeus_fluxcoil, archeus_unstable_injector, advancedshieldemitter, eccm, ecm, insulatedengine, nav_relay, recovery_shuttles, fluxbreakers, surveying_equipment, hiressensors, efficiency_overhaul, archeus_turretgyros, archeus_armoredweapons, archeus_augmentedengines, archeus_autorepair, archeus_converted_hangar, archeus_expanded_deck_crew, archeus_magazines, archeus_missleracks, archeus_extendedshieldemitter, archeus_frontemitter, archeus_frontshield, archeus_hardenedshieldemitter, archeus_heavyarmor, archeus_targetingunit, archeus_adaptiveshields, archeus_operations_center, archeus_stabilizedshieldemitter]
76208 [Thread-4] INFO  data.scripts.overrides.AOVanillaOverridesManager  - Currently known hullmods for: luddic_church - [archeus_fluxdistributor, hardened_subsystems, militarized_subsystems, expanded_cargo_holds, reinforcedhull, archeus_safetyoverrides, additional_berthing, auxiliary_fuel_tanks, auxiliarythrusters, blast_doors, archeus_fluxcoil, archeus_unstable_injector, advancedshieldemitter, insulatedengine, nav_relay, recovery_shuttles, fluxbreakers, surveying_equipment, efficiency_overhaul, archeus_turretgyros, archeus_armoredweapons, archeus_augmentedengines, archeus_converted_hangar, archeus_expanded_deck_crew, archeus_magazines, archeus_missleracks, archeus_extendedshieldemitter, archeus_frontemitter, archeus_frontshield, archeus_heavyarmor, archeus_operations_center]
76208 [Thread-4] INFO  data.scripts.overrides.AOVanillaOverridesManager  - Currently known hullmods for: sindrian_diktat - [archeus_fluxdistributor, hardened_subsystems, militarized_subsystems, expanded_cargo_holds, reinforcedhull, archeus_safetyoverrides, additional_berthing, auxiliary_fuel_tanks, auxiliarythrusters, blast_doors, archeus_fluxcoil, archeus_unstable_injector, advancedshieldemitter, eccm, ecm, insulatedengine, pointdefenseai, nav_relay, recovery_shuttles, fluxbreakers, solar_shielding, surveying_equipment, hiressensors, efficiency_overhaul, archeus_advancedoptics, archeus_turretgyros, archeus_armoredweapons, archeus_augmentedengines, archeus_autorepair, archeus_converted_hangar, archeus_expanded_deck_crew, archeus_magazines, archeus_missleracks, archeus_extendedshieldemitter, archeus_frontemitter, archeus_frontshield, archeus_hardenedshieldemitter, archeus_heavyarmor, archeus_targetingunit, archeus_adaptiveshields, archeus_operations_center, archeus_stabilizedshieldemitter]
76208 [Thread-4] INFO  data.scripts.overrides.AOVanillaOverridesManager  - Currently known hullmods for: knights_of_ludd - []
76208 [Thread-4] INFO  data.scripts.overrides.AOVanillaOverridesManager  - Currently known hullmods for: hegemony - [archeus_fluxdistributor, hardened_subsystems, militarized_subsystems, expanded_cargo_holds, reinforcedhull, archeus_safetyoverrides, additional_berthing, auxiliary_fuel_tanks, auxiliarythrusters, blast_doors, archeus_fluxcoil, archeus_unstable_injector, advancedshieldemitter, insulatedengine, nav_relay, fluxbreakers, surveying_equipment, efficiency_overhaul, archeus_turretgyros, archeus_armoredweapons, archeus_augmentedengines, archeus_autorepair, archeus_expanded_deck_crew, archeus_magazines, archeus_missleracks, archeus_extendedshieldemitter, archeus_frontemitter, archeus_frontshield, archeus_heavyarmor, archeus_targetingunit, archeus_operations_center, archeus_stabilizedshieldemitter]
76208 [Thread-4] INFO  data.scripts.overrides.AOVanillaOverridesManager  - Currently known hullmods for: derelict - [archeus_fluxdistributor, hardened_subsystems, militarized_subsystems, expanded_cargo_holds, reinforcedhull, archeus_safetyoverrides, additional_berthing, auxiliary_fuel_tanks, auxiliarythrusters, blast_doors, archeus_fluxcoil, archeus_unstable_injector, advancedshieldemitter, eccm, ecm, insulatedengine, pointdefenseai, nav_relay, fluxbreakers, solar_shielding, surveying_equipment, archeus_advancedoptics, archeus_turretgyros, archeus_armoredweapons, archeus_augmentedengines, archeus_autorepair, archeus_magazines, archeus_missleracks, archeus_extendedshieldemitter, archeus_frontemitter, archeus_frontshield, archeus_heavyarmor, archeus_stabilizedshieldemitter]
76208 [Thread-4] INFO  data.scripts.overrides.AOVanillaOverridesManager  - Currently known hullmods for: luddic_path - [archeus_fluxdistributor, hardened_subsystems, militarized_subsystems, expanded_cargo_holds, reinforcedhull, archeus_safetyoverrides, additional_berthing, auxiliary_fuel_tanks, auxiliarythrusters, blast_doors, archeus_fluxcoil, archeus_unstable_injector, insulatedengine, fluxbreakers, archeus_turretgyros, archeus_armoredweapons, archeus_augmentedengines, archeus_converted_hangar, archeus_expanded_deck_crew, archeus_magazines, archeus_missleracks, archeus_frontshield, archeus_heavyarmor]
76208 [Thread-4] INFO  data.scripts.overrides.AOVanillaOverridesManager  - Currently known hullmods for: tritachyon - [archeus_fluxdistributor, hardened_subsystems, militarized_subsystems, expanded_cargo_holds, reinforcedhull, archeus_safetyoverrides, additional_berthing, auxiliary_fuel_tanks, auxiliarythrusters, blast_doors, archeus_fluxcoil, archeus_unstable_injector, advancedshieldemitter, eccm, ecm, insulatedengine, pointdefenseai, nav_relay, fluxbreakers, hiressensors, efficiency_overhaul, archeus_advancedoptics, archeus_turretgyros, archeus_augmentedengines, archeus_expanded_deck_crew, archeus_magazines, archeus_missleracks, archeus_extendedshieldemitter, archeus_frontemitter, archeus_frontshield, archeus_hardenedshieldemitter, archeus_targetingunit, archeus_adaptiveshields, archeus_operations_center, archeus_stabilizedshieldemitter, archeus_beamdefenseai]
76208 [Thread-4] INFO  data.scripts.overrides.AOVanillaOverridesManager  - Currently known fighters for: pirates - [archean_marauder_pirates_wing, archean_talon_pirates_wing, archean_broadsword_pirates_wing, archean_interdictor_drone_wing, archean_mauler_pirates_wing, archean_brute_wing, archean_barbarian_pirates_wing, archean_piranha_wing, archean_gauntlet_wing]
76208 [Thread-4] INFO  data.scripts.overrides.AOVanillaOverridesManager  - Current priority fighters for: pirates - [archean_marauder_pirates_wing, archean_talon_pirates_wing, archean_broadsword_pirates_wing, archean_interdictor_drone_wing, archean_mauler_pirates_wing, archean_brute_wing, archean_barbarian_pirates_wing, archean_piranha_wing, archean_gauntlet_wing]
76208 [Thread-4] INFO  data.scripts.overrides.AOVanillaOverridesManager  - Currently known fighters for: remnant - [archean_lux_wing, archean_flash_wing, archean_spark_wing]
76208 [Thread-4] INFO  data.scripts.overrides.AOVanillaOverridesManager  - Current priority fighters for: remnant - []
76208 [Thread-4] INFO  data.scripts.overrides.AOVanillaOverridesManager  - Currently known fighters for: scavengers - [archean_warrior_wing, archean_gauntlet_wing, archean_liberator_wing, archean_broadsword_wing, archean_paradigm_wing, archean_interdictor_drone_wing, archean_cyclops_wing, archean_longbow_wing, archean_dagger_wing, archean_mauler_wing, archean_marauder_wing, archean_hellcat_wing, archean_vanguard_wing, archean_retribution_wing, archean_bulwark_wing, archean_claw_wing, archean_mining_drone_wing, archean_sabertooth_wing, archean_xyphos_wing, archean_thunder_wing, archean_hydra_wing, archean_barbarian_wing, archean_warthog_wing, archean_trident_wing, archean_hercules_wing, archean_brute_wing, archean_gladius_wing, archean_talon_tritachyon_wing, archean_renegade_wing, archean_pd_drone_heavy_wing, archean_talon_wing, archean_hoplon_wing, archean_piranha_wing]
76208 [Thread-4] INFO  data.scripts.overrides.AOVanillaOverridesManager  - Current priority fighters for: scavengers - [archean_warrior_wing, archean_gauntlet_wing, archean_liberator_wing, archean_broadsword_wing, archean_paradigm_wing, archean_interdictor_drone_wing, archean_cyclops_wing, archean_longbow_wing, archean_dagger_wing, archean_mauler_wing, archean_marauder_wing, archean_hellcat_wing, archean_vanguard_wing, archean_retribution_wing, archean_bulwark_wing, archean_claw_wing, archean_mining_drone_wing, archean_sabertooth_wing, archean_xyphos_wing, archean_thunder_wing, archean_hydra_wing, archean_barbarian_wing, archean_warthog_wing, archean_trident_wing, archean_hercules_wing, archean_brute_wing, archean_gladius_wing, archean_talon_tritachyon_wing, archean_renegade_wing, archean_pd_drone_heavy_wing, archean_talon_wing, archean_hoplon_wing, archean_piranha_wing]
76209 [Thread-4] INFO  data.scripts.overrides.AOVanillaOverridesManager  - Currently known fighters for: lions_guard - [archean_fang_wing, archean_warrior_wing, archean_gauntlet_wing, archean_interdictor_drone_wing, archean_cyclops_wing, archean_mauler_wing, archean_marauder_wing, archean_hellcat_wing, archean_vanguard_wing, archean_bulwark_wing, archean_mining_drone_wing, archean_sabertooth_wing, archean_thunder_wing, archean_hydra_wing, archean_barbarian_wing, archean_warthog_wing, archean_hercules_wing, archean_brute_wing, archean_gladius_wing, archean_talon_tritachyon_wing, archean_pd_drone_heavy_wing, archean_talon_wing, archean_hoplon_wing, archean_piranha_wing]
76209 [Thread-4] INFO  data.scripts.overrides.AOVanillaOverridesManager  - Current priority fighters for: lions_guard - [archean_fang_wing, archean_cyclops_wing, archean_hellcat_wing, archean_bulwark_wing, archean_sabertooth_wing, archean_brute_wing, archean_hoplon_wing]
76209 [Thread-4] INFO  data.scripts.overrides.AOVanillaOverridesManager  - Currently known fighters for: independent - [archean_warrior_wing, archean_gauntlet_wing, archean_interdictor_drone_wing, archean_mauler_wing, archean_marauder_wing, archean_vanguard_wing, archean_bulwark_wing, archean_mining_drone_wing, archean_barbarian_wing, archean_warthog_wing, archean_brute_wing, archean_pd_drone_heavy_wing, archean_talon_wing, archean_piranha_wing, archean_cyclops_wing, archean_hoplon_wing]
76209 [Thread-4] INFO  data.scripts.overrides.AOVanillaOverridesManager  - Current priority fighters for: independent - [archean_warrior_wing, archean_gauntlet_wing, archean_interdictor_drone_wing, archean_mauler_wing, archean_marauder_wing, archean_hellcat_wing, archean_vanguard_wing, archean_bulwark_wing, archean_mining_drone_wing, archean_barbarian_wing, archean_warthog_wing, archean_brute_wing, archean_pd_drone_heavy_wing, archean_talon_wing, archean_piranha_wing, archean_cyclops_wing, archean_hoplon_wing]
76209 [Thread-4] INFO  data.scripts.overrides.AOVanillaOverridesManager  - Currently known fighters for: luddic_church - [archean_gauntlet_wing, archean_talon_luddic_wing, archean_warrior_luddic_wing, archean_perdition_wing, archean_marauder_wing, archean_walrus_luddic_wing, archean_mining_drone_wing, archean_barbarian_wing, archean_vanguard_luddic_wing, archean_warthog_wing, archean_talon_wing, archean_warthog_luddic_wing]
76209 [Thread-4] INFO  data.scripts.overrides.AOVanillaOverridesManager  - Current priority fighters for: luddic_church - [archean_talon_luddic_wing, archean_warrior_luddic_wing, archean_perdition_wing, archean_walrus_luddic_wing, archean_vanguard_luddic_wing, archean_warthog_luddic_wing]
76209 [Thread-4] INFO  data.scripts.overrides.AOVanillaOverridesManager  - Currently known fighters for: sindrian_diktat - [archean_warrior_wing, archean_gauntlet_wing, archean_interdictor_drone_wing, archean_mauler_wing, archean_marauder_wing, archean_hellcat_wing, archean_vanguard_wing, archean_bulwark_wing, archean_mining_drone_wing, archean_barbarian_wing, archean_warthog_wing, archean_brute_wing, archean_pd_drone_heavy_wing, archean_talon_wing, archean_hoplon_wing, archean_piranha_wing, archean_hydra_wing, archean_cyclops_wing]
76209 [Thread-4] INFO  data.scripts.overrides.AOVanillaOverridesManager  - Current priority fighters for: sindrian_diktat - [archean_talon_wing, archean_brute_wing, archean_hellcat_wing, archean_hydra_wing, archean_cyclops_wing, archean_hoplon_wing]
76209 [Thread-4] INFO  data.scripts.overrides.AOVanillaOverridesManager  - Currently known fighters for: knights_of_ludd - []
76209 [Thread-4] INFO  data.scripts.overrides.AOVanillaOverridesManager  - Current priority fighters for: knights_of_ludd - []
76209 [Thread-4] INFO  data.scripts.overrides.AOVanillaOverridesManager  - Currently known fighters for: hegemony - [archean_warthog_hegemony_wing, archean_warrior_wing, archean_gauntlet_wing, archean_interdictor_drone_wing, archean_talon_hegemony_wing, archean_mauler_wing, archean_marauder_wing, archean_walrus_wing, archean_hellcat_wing, archean_vanguard_wing, archean_bulwark_wing, archean_mining_drone_wing, archean_barbarian_wing, archean_warthog_wing, archean_brute_wing, archean_retribution_hegemony_wing, archean_pd_drone_heavy_wing, archean_talon_wing, archean_vanguard_hegemony_wing, archean_piranha_wing, archean_arcangel_hegemony_wing]
76209 [Thread-4] INFO  data.scripts.overrides.AOVanillaOverridesManager  - Current priority fighters for: hegemony - [archean_talon_hegemony_wing, archean_vanguard_hegemony_wing, archean_warthog_hegemony_wing, archean_bulwark_wing, archean_arcangel_hegemony_wing, archean_retribution_hegemony_wing]
76209 [Thread-4] INFO  data.scripts.overrides.AOVanillaOverridesManager  - Currently known fighters for: derelict - []
76209 [Thread-4] INFO  data.scripts.overrides.AOVanillaOverridesManager  - Current priority fighters for: derelict - []
76209 [Thread-4] INFO  data.scripts.overrides.AOVanillaOverridesManager  - Currently known fighters for: luddic_path - [archean_gauntlet_wing, archean_talon_luddic_wing, archean_warrior_luddic_wing, archean_perdition_wing, archean_marauder_wing, archean_walrus_luddic_wing, archean_mining_drone_wing, archean_barbarian_wing, archean_vanguard_luddic_wing, archean_warthog_wing, archean_talon_wing, archean_warthog_luddic_wing]
76209 [Thread-4] INFO  data.scripts.overrides.AOVanillaOverridesManager  - Current priority fighters for: luddic_path - [archean_talon_luddic_wing, archean_warrior_luddic_wing, archean_perdition_wing, archean_walrus_luddic_wing, archean_vanguard_luddic_wing, archean_warthog_luddic_wing]
76210 [Thread-4] INFO  data.scripts.overrides.AOVanillaOverridesManager  - Currently known fighters for: tritachyon - [archean_gauntlet_wing, archean_liberator_wing, archean_paradigm_wing, archean_longbow_wing, archean_dagger_wing, archean_marauder_wing, archean_retribution_wing, archean_goliath_wing, archean_claw_wing, archean_mining_drone_wing, archean_xyphos_wing, archean_wasp_wing, archean_barbarian_wing, archean_warthog_wing, archean_trident_wing, archean_talon_tritachyon_wing, archean_renegade_wing, archean_talon_wing]
76210 [Thread-4] INFO  data.scripts.overrides.AOVanillaOverridesManager  - Current priority fighters for: tritachyon - [archean_longbow_wing, archean_dagger_wing, archean_goliath_wing, archean_claw_wing, archean_xyphos_wing, archean_wasp_wing, archean_trident_wing, archean_talon_tritachyon_wing]
76210 [Thread-4] INFO  data.scripts.overrides.AOVanillaOverridesManager  - Current known weapons for: pirates - [archean_annihilatorpod, archean_trebuchet, archean_heavyneedler, archean_javelin, archean_shredder, archean_dualflak, archean_lightmg, archean_mininglaser, archean_sabot, archean_hveldriver, archean_firestorm, archean_autocannon, archean_chaingun, archean_bola, archean_scythecannon, archean_heavymg, archean_hammerrack, archean_trapdoor, archean_fissure_cannon, archean_railgun, archean_lightac, archean_iridiumgun, archean_harpoon_single, archean_lightag, archean_heatseeker, archean_miningblaster, archean_guillotine, archean_basicblaster, archean_reaper, archean_sabot_single, archean_heavyvulcan, archean_basilisk, archean_stinger, archean_minelauncher, archean_avalanche, archean_salamanderpod, archean_annihilator, archean_flak, archean_pilum, archean_hvycutlass, archean_pdlaser, archean_swarmer, archean_pulser, archean_gauss, archean_arbalest, archean_hellbore, archean_lightassaultbeam, archean_fragbomb, archean_icergun, archean_microlaser, archean_basicdualblaster, archean_artilleryblaster, archean_hammer, archean_clusterbomb, archean_rapier, archean_typhoon, archean_mark9, archean_gatlinglaser]
76210 [Thread-4] INFO  data.scripts.overrides.AOVanillaOverridesManager  - Current known weapons for: remnant - [archean_annihilatorpod, archean_vulcan2, archean_trebuchet, archean_irpulse, archean_gatlinglaser, archean_pulselaser, archean_javelin, archean_hvyterrabane, archean_shredder, archean_lightmg, archean_mininglaser, archean_cloudburst, archean_hvyfissure, archean_sabot, archean_firestorm, archean_autocannon, archean_bola, archean_heavymg, archean_hammerrack, archean_trapdoor, archean_fissure_cannon, archean_dual_artilleryblaster, archean_lightac, archean_iridiumgun, archean_harpoon_single, archean_lightag, archean_icergun, archean_heatseeker, archean_heavymortar, archean_miningblaster, archean_basicblaster, archean_hvyioncannon, archean_reaper, archean_sabot_single, archean_heavyac, archean_heavyvulcan, archean_lightmortar, archean_stinger, archean_terrabane, archean_minelauncher, archean_cutlass, archean_microlaser, archean_salamanderpod, archean_annihilator, archean_flak, archean_pilum, archean_hvycutlass, archean_pdlaser, archean_lightdualac, archean_ballista, archean_artilleryblaster, archean_mark9, archean_razor, archean_swarmer, archean_pulser, archean_basicdualblaster, archean_vulcan, archean_lightassaultbeam, archean_fragbomb, archean_hvygatlinglaser, archean_lightneedler, archean_railgun, archean_dualflak, archean_heavymauler, archean_hveldriver, archean_heavyneedler, archean_gauss, archean_mjolnir, archean_multineedler, archean_sabotpod, archean_phasecl, archean_cyclone, archean_hurricane, archean_squall, archean_locust, archean_pdburst, archean_amblaster, archean_phasebeam, archean_heavyblaster, archean_heavyburst, archean_ionpulser, archean_ionbeam, archean_plasma, archean_paladin_pdlaser, archean_tachyonlance, archean_gravitondriver]
76210 [Thread-4] INFO  data.scripts.overrides.AOVanillaOverridesManager  - Current known weapons for: scavengers - [archean_gravitonbeam, archean_gravitonlance, archean_gravitondriver, archean_phasebeam, archean_vulcan2, archean_irpulse, archean_heavyneedler, archean_hvyshatterstorm, archean_phalanxcannon, archean_pulsecannonlr, archean_gatlinglaser, archean_pulselaser, archean_hvyterrabane, archean_multineedler, archean_shredder, archean_dualflak, archean_terminatorbeam, archean_lightmg, archean_mininglaser, archean_hephag, archean_hvyfissure, archean_ionbeam, archean_hveldriver, archean_firestorm, archean_autocannon, archean_chaingun, archean_bola, archean_scythecannon, archean_heavymg, archean_dualrailgun, archean_trapdoor, archean_fissure_cannon, archean_paladin_pdlaser, archean_dual_artilleryblaster, archean_railgun, archean_lightac, archean_iridiumgun, archean_lightag, archean_icergun, archean_avalanche_dual, archean_heatseeker, archean_heavymortar, archean_dualartillery, archean_miningblaster, archean_hvy_pulsecannon, archean_guillotine, archean_basicblaster, archean_heavymauler, archean_hvyioncannon, archean_sabot_single, archean_heavyblaster, archean_lightdualmg, archean_heavyac, archean_twintac, archean_burstpulser, archean_heavyvulcan, archean_lightmortar, archean_basilisk, archean_amblaster, archean_terrabane, archean_minelauncher, archean_avalanche, archean_cutlass, archean_microlaser, archean_ionpulser, archean_siegebeam, archean_salamanderpod, archean_shatterstorm, archean_flak, archean_hil, archean_hvycutlass, archean_pdlaser, archean_hvyrailgun, archean_lightdualac, archean_autopulse, archean_ballista, archean_artilleryblaster, archean_mark9, archean_razor, archean_pulser, archean_gauss, archean_heavyburst, archean_arbalest, archean_basicdualblaster, archean_pdburst, archean_iridiumgun_hvy, archean_hellbore, archean_vulcan, archean_lightneedler, archean_taclaser, archean_lightassaultbeam, archean_fragbomb, archean_hvygatlinglaser]
76210 [Thread-4] INFO  data.scripts.overrides.AOVanillaOverridesManager  - Current known weapons for: lions_guard - [archean_gravitonbeam, archean_clusterbomb, archean_annihilatorpod, archean_gravitonlance, archean_vulcan2, archean_trebuchet, archean_irpulse, archean_heavyneedler, archean_phalanxcannon, archean_fury, archean_gatlinglaser, archean_sabotpod, archean_rapier, archean_pulselaser, archean_javelin, archean_hvyterrabane, archean_multineedler, archean_shredder, archean_dualflak, archean_hailstone, archean_terminatorbeam, archean_shockwave, archean_typhoon, archean_lightmg, archean_mininglaser, archean_hephag, archean_hvyfissure, archean_sabot, archean_hveldriver, archean_firestorm, archean_autocannon, archean_chaingun, archean_bola, archean_scythecannon, archean_heavymg, archean_hammerrack, archean_dualrailgun, archean_trapdoor, archean_fissure_cannon, archean_dual_artilleryblaster, archean_railgun, archean_lightac, archean_atropos_single, archean_iridiumgun, archean_harpoon_single, archean_lightag, archean_locust, archean_icergun, archean_avalanche_dual, archean_heatseeker, archean_heavymortar, archean_harpoon, archean_dualartillery, archean_miningblaster, archean_guillotine, archean_basicblaster, archean_heavymauler, archean_hvyioncannon, archean_reaper, archean_sabot_single, archean_lightdualmg, archean_heavyac, archean_heavyvulcan, archean_lightmortar, archean_basilisk, archean_stinger, archean_terrabane, archean_minelauncher, archean_avalanche, archean_cutlass, archean_microlaser, archean_iontorp, archean_salamanderpod, archean_annihilator, archean_flak, archean_pilum, archean_hvycutlass, archean_twinshockwave, archean_pdlaser, archean_hvyrailgun, archean_lightdualac, archean_ballista, archean_artilleryblaster, archean_mark9, archean_razor, archean_swarmer, archean_pulser, archean_gauss, archean_arbalest, archean_basicdualblaster, archean_iridiumgun_hvy, archean_hellbore, archean_vulcan, archean_lightneedler, archean_vespid, archean_lightassaultbeam, archean_fragbomb, archean_maelstrom, archean_hvygatlinglaser]
76210 [Thread-4] INFO  data.scripts.overrides.AOVanillaOverridesManager  - Current known weapons for: independent - [archean_annihilatorpod, archean_vulcan2, archean_trebuchet, archean_heavyneedler, archean_javelin, archean_multineedler, archean_shredder, archean_dualflak, archean_lightmg, archean_mininglaser, archean_hvyfissure, archean_sabot, archean_hveldriver, archean_firestorm, archean_autocannon, archean_chaingun, archean_bola, archean_scythecannon, archean_heavymg, archean_hammerrack, archean_dualrailgun, archean_trapdoor, archean_fissure_cannon, archean_railgun, archean_lightac, archean_iridiumgun, archean_harpoon_single, archean_lightag, archean_avalanche_dual, archean_heatseeker, archean_heavymortar, archean_dualartillery, archean_miningblaster, archean_guillotine, archean_basicblaster, archean_heavymauler, archean_reaper, archean_sabot_single, archean_heavyac, archean_heavyvulcan, archean_lightmortar, archean_basilisk, archean_stinger, archean_minelauncher, archean_avalanche, archean_salamanderpod, archean_annihilator, archean_flak, archean_pilum, archean_hvycutlass, archean_pdlaser, archean_hvyrailgun, archean_lightdualac, archean_ballista, archean_mark9, archean_swarmer, archean_pulser, archean_gauss, archean_arbalest, archean_hellbore, archean_vulcan, archean_lightassaultbeam, archean_fragbomb, archean_hailstone, archean_locust, archean_fury, archean_sabotpod, archean_hurricane, archean_clusterbomb, archean_cutlass, archean_artilleryblaster, archean_dual_artilleryblaster]
76211 [Thread-4] INFO  data.scripts.overrides.AOVanillaOverridesManager  - Current known weapons for: luddic_church - [archean_annihilatorpod, archean_vulcan2, archean_trebuchet, archean_hammer, archean_fury, archean_javelin, archean_shredder, archean_lightmg, archean_mininglaser, archean_hvyfissure, archean_sabot, archean_firestorm, archean_autocannon, archean_bola, archean_heavymg, archean_hammerrack, archean_trapdoor, archean_lightac, archean_harpoon_single, archean_heatseeker, archean_heavymortar, archean_miningblaster, archean_basicblaster, archean_reaper, archean_sabot_single, archean_heavyac, archean_heavyvulcan, archean_lightmortar, archean_stinger, archean_minelauncher, archean_salamanderpod, archean_annihilator, archean_flak, archean_pilum, archean_hvycutlass, archean_pdlaser, archean_lightdualac, archean_ballista, archean_mark9, archean_swarmer, archean_pulser, archean_arbalest, archean_hellbore, archean_vulcan, archean_lightassaultbeam, archean_fragbomb]
76211 [Thread-4] INFO  data.scripts.overrides.AOVanillaOverridesManager  - Current known weapons for: sindrian_diktat - [archean_annihilatorpod, archean_vulcan2, archean_trebuchet, archean_heavyneedler, archean_javelin, archean_multineedler, archean_shredder, archean_dualflak, archean_lightmg, archean_mininglaser, archean_hvyfissure, archean_sabot, archean_hveldriver, archean_firestorm, archean_autocannon, archean_chaingun, archean_bola, archean_scythecannon, archean_heavymg, archean_hammerrack, archean_dualrailgun, archean_trapdoor, archean_fissure_cannon, archean_railgun, archean_lightac, archean_iridiumgun, archean_harpoon_single, archean_lightag, archean_avalanche_dual, archean_heatseeker, archean_heavymortar, archean_dualartillery, archean_miningblaster, archean_guillotine, archean_basicblaster, archean_heavymauler, archean_reaper, archean_sabot_single, archean_heavyac, archean_heavyvulcan, archean_lightmortar, archean_basilisk, archean_stinger, archean_minelauncher, archean_avalanche, archean_salamanderpod, archean_annihilator, archean_flak, archean_pilum, archean_hvycutlass, archean_pdlaser, archean_hvyrailgun, archean_lightdualac, archean_ballista, archean_mark9, archean_swarmer, archean_pulser, archean_gauss, archean_arbalest, archean_hellbore, archean_vulcan, archean_lightassaultbeam, archean_fragbomb, archean_lightneedler, archean_sabotpod, archean_cyclone, archean_hurricane, archean_squall, archean_locust]
76211 [Thread-4] INFO  data.scripts.overrides.AOVanillaOverridesManager  - Current known weapons for: knights_of_ludd - []
76211 [Thread-4] INFO  data.scripts.overrides.AOVanillaOverridesManager  - Current known weapons for: hegemony - [archean_clusterbomb, archean_annihilatorpod, archean_vulcan2, archean_trebuchet, archean_heavyneedler, archean_fury, archean_sabotpod, archean_rapier, archean_javelin, archean_multineedler, archean_shredder, archean_dualflak, archean_hailstone, archean_shockwave, archean_typhoon, archean_lightmg, archean_mininglaser, archean_hvyfissure, archean_sabot, archean_hveldriver, archean_firestorm, archean_autocannon, archean_chaingun, archean_bola, archean_scythecannon, archean_heavymg, archean_hammerrack, archean_dualrailgun, archean_trapdoor, archean_fissure_cannon, archean_railgun, archean_lightac, archean_atropos_single, archean_iridiumgun, archean_harpoon_single, archean_lightag, archean_locust, archean_avalanche_dual, archean_heatseeker, archean_heavymortar, archean_harpoon, archean_dualartillery, archean_miningblaster, archean_guillotine, archean_basicblaster, archean_heavymauler, archean_reaper, archean_sabot_single, archean_heavyac, archean_heavyvulcan, archean_lightmortar, archean_basilisk, archean_stinger, archean_minelauncher, archean_avalanche, archean_iontorp, archean_salamanderpod, archean_annihilator, archean_flak, archean_pilum, archean_hvycutlass, archean_twinshockwave, archean_pdlaser, archean_hvyrailgun, archean_lightdualac, archean_ballista, archean_mark9, archean_swarmer, archean_pulser, archean_gauss, archean_arbalest, archean_hellbore, archean_vulcan, archean_vespid, archean_lightassaultbeam, archean_fragbomb, archean_maelstrom, archean_gatlinglaser, archean_hvygatlinglaser, archean_terminatorbeam, archean_cyclone, archean_devastator]
76211 [Thread-4] INFO  data.scripts.overrides.AOVanillaOverridesManager  - Current known weapons for: derelict - [archean_lightmg, archean_lightac, archean_lightdualac, archean_lightag, archean_shredder, archean_heavymortar, archean_flak, archean_arbalest, archean_dualflak, archean_chaingun, archean_heavyac, archean_mark9, archean_hellbore, archean_hammer, archean_swarmer, archean_annihilator, archean_heatseeker, archean_sabot, archean_sabot_single, archean_sabotpod, archean_salamanderpod, archean_annihilatorpod, archean_pilum, archean_hurricane, archean_locust, archean_hammerrack, archean_mininglaser, archean_pdlaser, archean_irpulse, archean_miningblaster]
76211 [Thread-4] INFO  data.scripts.overrides.AOVanillaOverridesManager  - Current known weapons for: luddic_path - [archean_annihilatorpod, archean_vulcan2, archean_hammer, archean_fury, archean_javelin, archean_shredder, archean_lightmg, archean_mininglaser, archean_hvyfissure, archean_firestorm, archean_autocannon, archean_bola, archean_heavymg, archean_hammerrack, archean_trapdoor, archean_lightac, archean_heatseeker, archean_heavymortar, archean_miningblaster, archean_basicblaster, archean_sabot_single, archean_heavyac, archean_heavyvulcan, archean_lightmortar, archean_minelauncher, archean_salamanderpod, archean_annihilator, archean_flak, archean_hvycutlass, archean_pdlaser, archean_lightdualac, archean_ballista, archean_mark9, archean_pulser, archean_arbalest, archean_vulcan, archean_lightassaultbeam, archean_fragbomb]
76211 [Thread-4] INFO  data.scripts.overrides.AOVanillaOverridesManager  - Current known weapons for: tritachyon - [archean_gravitonbeam, archean_smokescreenpod, archean_shockstorm, archean_gravitonlance, archean_gravitondriver, archean_phasebeam, archean_irpulse, archean_hvyshatterstorm, archean_pulsecannonlr, archean_gatlinglaser, archean_shockstormpod, archean_pulselaser, archean_hvyterrabane, archean_shredder, archean_terminatorbeam, archean_hunterkiller, archean_lightmg, archean_mininglaser, archean_ionbeam, archean_firestorm, archean_autocannon, archean_bola, archean_phasecl, archean_heavymg, archean_widow, archean_trapdoor, archean_paladin_pdlaser, archean_dual_artilleryblaster, archean_lightac, archean_icergun, archean_hurricane, archean_heatseeker, archean_thunderbolt, archean_thunderboltpod, archean_miningblaster, archean_squall, archean_harpoonpod, archean_hvy_pulsecannon, archean_basicblaster, archean_hvyioncannon, archean_sabot_single, archean_heavyblaster, archean_lightdualmg, archean_twintac, archean_burstpulser, archean_heavyvulcan, archean_basilisk, archean_amblaster, archean_terrabane, archean_minelauncher, archean_cutlass, archean_microlaser, archean_ionpulser, archean_siegebeam, archean_salamanderpod, archean_shatterstorm, archean_flak, archean_hil, archean_hvycutlass, archean_pdlaser, archean_smokescreen, archean_trishockwave, archean_autopulse, archean_artilleryblaster, archean_atropos, archean_widow_hvy, archean_razor, archean_pulser, archean_heavyburst, archean_basicdualblaster, archean_pdburst, archean_lightneedler, archean_taclaser, archean_lightassaultbeam, archean_fragbomb, archean_hvygatlinglaser, archean_plasma, archean_tachyonlance]
76212 [Thread-4] INFO  data.scripts.overrides.AOVanillaOverridesManager  - Current known ships for: pirates - [archean_afflictor_d_pirates, archean_gremlin, archean_anchorage, archean_shepherd_pirates, archean_mudskipper2, archean_mudskipper, archean_nebula, archean_wayfarer_d_pirates, archean_shrike_pirates, archean_shade_d_pirates, archean_venture, archean_buffalo_pirates, archean_mule_d_pirates, archean_mora_d_pirates, archean_gremlin_d_pirates, archean_osprey, archean_hound_d_pirates, archean_buffalo, archean_wolf_d_pirates, archean_condor, archean_kite_pirates, archean_colossus3, archean_bull_pirates, archean_atlas2, archean_mule, archean_phaeton, archean_dram, archean_anchorage_pirates, archean_cerberus_d_pirates, archean_venture_d_pirates, archean_osprey_pirates, archean_shepherd, archean_falcon_d_pirates, archean_condor_d_pirates, archean_monitor_d_pirates, archean_buffalo2, archean_buffalo2_pirates, archean_enforcer_d_pirates, archean_dominator_d_pirates, archean_hound, archean_kite, archean_bull, archean_falcon_p, archean_atlas_mk2_pirates]
76212 [Thread-4] INFO  data.scripts.overrides.AOVanillaOverridesManager  - Current known ships for: remnant - [archean_glimmer, archean_scintilla, archean_fulgent, archean_brilliant, archean_remnant_station2, remnant_station2, archean_radiant, archean_lumen]
76212 [Thread-4] INFO  data.scripts.overrides.AOVanillaOverridesManager  - Current known ships for: scavengers - [archean_aurora, archean_cerberus, archean_gremlin, archean_anchorage, archean_colossus, archean_gryphon, archean_wolverine, archean_rhino, archean_heron, archean_mudskipper, archean_nebula, archean_shrike, archean_starliner, archean_crucible, archean_odyssey, archean_valkyrie_mk2, archean_venture, archean_monitor, archean_wolf, archean_hammerhead, archean_falcon, archean_osprey, archean_enforcer, archean_buffalo, archean_condor, archean_atlas_mk2, archean_hermes, archean_drover, archean_medusa, archean_tarsus, archean_conquest, archean_epiphany, archean_mule, archean_sunder, archean_mora, archean_phaeton, archean_dram, archean_crig, archean_templar, archean_vigilance, archean_lancer, archean_apogee, archean_shepherd, archean_centurion, archean_brawler, archean_mercury, archean_lasher, archean_wayfarer, archean_buffalo2, archean_ox, archean_eagle, archean_havok, archean_hound, archean_kite, archean_bull, archean_dominator, kite_original, archean_atlas, archean_doom, archean_afflictor, archean_prometheus, archean_omen, archean_shade, archean_tempest, archean_onslaught, archean_valkyrie, archean_harbinger]
76213 [Thread-4] INFO  data.scripts.overrides.AOVanillaOverridesManager  - Current known ships for: lions_guard - [archean_cerberus, archean_gremlin, archean_anchorage, archean_colossus, archean_gryphon, archean_wolverine, archean_rhino, archean_heron, archean_mudskipper, archean_nebula, archean_starliner, archean_crucible, archean_valkyrie_mk2, archean_venture, archean_monitor, archean_hammerhead, archean_falcon, archean_osprey, archean_enforcer, archean_buffalo, archean_condor, archean_atlas_mk2, archean_hermes, archean_drover, archean_tarsus, archean_conquest, archean_mule, archean_sunder, archean_mora, archean_phaeton, archean_dram, archean_crig, archean_vigilance, archean_lancer, archean_shepherd, archean_centurion, archean_brawler, archean_lasher, archean_wayfarer, archean_buffalo2, archean_ox, archean_eagle, archean_havok, archean_hound, archean_kite, archean_bull, archean_dominator, kite_original, archean_atlas, archean_prometheus, archean_legion, archean_onslaught, archean_valkyrie]
76213 [Thread-4] INFO  data.scripts.overrides.AOVanillaOverridesManager  - Current known ships for: independent - [archean_aurora, archean_cerberus, archean_gremlin, archean_mule_d, archean_anchorage, archean_colossus, archean_gryphon, archean_wolverine, archean_rhino, archean_lasher_d, archean_heron, archean_mudskipper, archean_hermes_d, archean_nebula, archean_shrike, archean_starliner, archean_dominator_d, archean_wolf_d, archean_crucible, archean_tarsus_d, archean_odyssey, archean_mercury_d, archean_valkyrie_mk2, archean_venture, archean_hammerhead_d, archean_monitor, archean_wolf, archean_hammerhead, archean_falcon, archean_eagle_d, archean_osprey, archean_enforcer, archean_buffalo, archean_condor, archean_atlas_mk2, archean_sunder_d, archean_hermes, archean_drover, archean_medusa, archean_tarsus, archean_conquest, archean_epiphany, archean_mule, archean_kite_d, archean_sunder, archean_hound_d, archean_mora, archean_phaeton, archean_dram, archean_crig, archean_templar, archean_vigilance, archean_falcon_d, archean_lancer, archean_apogee, archean_shepherd, archean_centurion, archean_brawler, archean_mercury, archean_lasher, archean_wayfarer, archean_buffalo2, archean_ox, archean_cerberus_d, archean_eagle, archean_havok, archean_enforcer_d, archean_hound, archean_kite, archean_bull, archean_dominator, kite_original]
76214 [Thread-4] INFO  data.scripts.overrides.AOVanillaOverridesManager  - Current known ships for: luddic_church - [archean_gremlin, archean_anchorage, archean_gemini_luddic_church, archean_lasher_luddic_church, archean_buffalo2_luddic_church, archean_hammerhead_luddic_church, archean_mudskipper, archean_nebula, archean_enforcer_luddic_church, archean_wolverine_luddic_church, archean_venture, archean_mora_luddic_church, archean_condor_luddic_church, archean_osprey, archean_buffalo, archean_condor, archean_mule_luddic_church, archean_mule, archean_hound_luddic_church, archean_phaeton, archean_dram, archean_dominator_luddic_church, archean_lancer_luddic_church, archean_rhino_luddic_church, archean_atlas_mk2_luddic_church, archean_shepherd, archean_buffalo2, archean_buffalo_luddic_church, archean_osprey_luddic_church, archean_hound, archean_kite, archean_bull, archean_legion_luddic_church]
76215 [Thread-4] INFO  data.scripts.overrides.AOVanillaOverridesManager  - Current known ships for: sindrian_diktat - [archean_cerberus, archean_gremlin, archean_mule_d, archean_anchorage, archean_colossus, archean_gryphon, archean_rhino, archean_lasher_d, archean_mudskipper, archean_hermes_d, archean_nebula, archean_starliner, archean_dominator_d, archean_wolf_d, archean_crucible, archean_tarsus_d, archean_mercury_d, archean_valkyrie_mk2, archean_venture, archean_hammerhead_d, archean_monitor, archean_hammerhead, archean_falcon, archean_eagle_d, archean_osprey, archean_enforcer, archean_buffalo, archean_condor, archean_atlas_mk2, archean_sunder_d, archean_hermes, archean_drover, archean_tarsus, archean_mule, archean_kite_d, archean_hound_d, archean_mora, archean_phaeton, archean_dram, archean_crig, archean_vigilance, archean_falcon_d, archean_lancer, archean_shepherd, archean_brawler, archean_lasher, archean_wayfarer, archean_buffalo2, archean_ox, archean_cerberus_d, archean_enforcer_d, archean_hound, archean_kite, archean_bull, archean_dominator, kite_original, archean_atlas, archean_prometheus, archean_conquest, archean_legion, archean_onslaught, archean_valkyrie]
76215 [Thread-4] INFO  data.scripts.overrides.AOVanillaOverridesManager  - Current known ships for: knights_of_ludd - []
76215 [Thread-4] INFO  data.scripts.overrides.AOVanillaOverridesManager  - Current known ships for: hegemony - [archean_mora_hegemony, archean_cerberus, archean_gremlin, archean_anchorage, archean_colossus, archean_falcon_xiv, archean_rhino, archean_mudskipper, archean_nebula, archean_condor_hegemony, archean_legion_xiv, archean_crucible, archean_venture, archean_rhino_hegemony, archean_hound_hegemony, archean_monitor, archean_eagle_xiv, archean_osprey, archean_enforcer, archean_buffalo, archean_condor, archean_atlas_mk2, archean_hermes, archean_buffalo_hegemony, archean_onslaught_xiv, archean_gemini, archean_mule, archean_mora, archean_phaeton, archean_dram, archean_crig, archean_shepherd, archean_enforcer_xiv, archean_lasher, archean_buffalo2, archean_ox, archean_kite_hegemony, archean_dominator_xiv, archean_brawler_hegemony, archean_hound, archean_kite, archean_bull, archean_wolf_hegemony, archean_centurion_hegemony, archean_dominator, archean_atlas, archean_prometheus, archean_valkyrie]
76215 [Thread-4] INFO  data.scripts.overrides.AOVanillaOverridesManager  - Current known ships for: derelict - [station_derelict_survey_mothership, archean_bastillon, archean_warden, archean_sentry, archean_defender, archean_picket, archean_station_derelict_survey_mothership, archean_guardian, archean_berserker, archean_rampart]
76215 [Thread-4] INFO  data.scripts.overrides.AOVanillaOverridesManager  - Current known ships for: luddic_path - [archean_gremlin, archean_anchorage, archean_crucible_pather, archean_eagle_pather, archean_condor_pather, archean_mudskipper, archean_lasher_pather, archean_nebula, archean_venture, archean_hammerhead_pather, archean_osprey, archean_gremlin_luddic_path, archean_buffalo, archean_condor, archean_colossus2, archean_hound_luddic_path, archean_anchorage_pather, archean_mule, archean_prometheus2, archean_phaeton, archean_dram, archean_rhino_pather, archean_buffalo2_pather, archean_monitor_pather, archean_shepherd, archean_buffalo2, archean_buffalo_luddic_church, archean_brawler_pather, archean_cerberus_luddic_path, archean_enforcer_pather, archean_hound, archean_kite, archean_bull, archean_kite_luddic_path, archean_mora_pather]
76216 [Thread-4] INFO  data.scripts.overrides.AOVanillaOverridesManager  - Current known ships for: tritachyon - [archean_aurora, archean_gremlin, archean_anchorage, archean_buffalo_tritachyon, archean_mudskipper, archean_nebula, archean_shrike, archean_odyssey, archean_venture, archean_tempest, archean_wolf, archean_osprey, archean_buffalo, archean_condor, archean_medusa, archean_epiphany, archean_mule, archean_phaeton, archean_dram, archean_templar, archean_scarab, archean_apogee, archean_shepherd, archean_mercury, archean_buffalo2, archean_hound, archean_kite, archean_bull, kite_original, archean_astral, archean_atlas, archean_doom, archean_afflictor, archean_prometheus, archean_hyperion, archean_brawler_tritachyon, archean_omen, archean_shade, archean_paragon, archean_harbinger]
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I didn't check every nook and cranny but it seems that the override logic is working as far as removing them from factions. I was told that removing them would prevent them from showing up in markets and "no_drop" would prevent them from dropping as blueprints. Those are separate settings iirc. The TC toggle shouldn't affect anything I don't think.

Well, the next step would be to link the save file and the settings file. That way I can dig into the campaign status more and get a mod list to see if another mod is adding these back in or overriding them, etc. I'll also look at the related code and double check that I'm adding/removing the appropriate tags.

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I think both. Cus you just downgraded it from the large mount.

Oh! Nvm I see now. I didn't catch that. I haven't gotten to the bombers yet, but here is a hotfix for ballistic artillery and sabot. Archean ships *should* also have more capitals in their fleets. The download link is already updated, but for added convenience the files can be downloaded and replaced using this hotfix so a full download isn't required:

https://www.dropbox.com/sh/fm5br77z9dr0fyk/AAAsk6ehuJBC6hZyTSZr7Ql1a?dl=0

Let me know if I need to explain where these files are located!

612
Re: Albreo

Spoiler
I think both. Cus you just downgraded it from the large mount.

Huh? The large version is the Punisher Artillery System. I think it has always been a medium weapon. I'll reduce its damage though. It does seem very good.

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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?

Point taken. I did iirc, but the extra damage/spread on high-end ballistic PD weapons probably evened it back out into unreliable. I'll have to increase it some more.

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Think it mostly from the craft turn radius. It has to make a U-turn inside a capital ship. gruesome.

Interesting. I'll increase it and see if it makes a difference in how the strike run performs.

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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.

Hmm, ok. I also had plans for another nearby system. I just haven't gotten to it yet.

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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.

An actual support fleet would require overriding the encounter itself which would cause incompatibilities with other mods. I thought about having large drones come from the bays but there are collision complications and visually it is a bit of a stretch.

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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 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.

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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.

They should be effective, definitely, but consider that a cornered carrier is almost certainly a dead carrier. From that perspective I think they are pretty DP efficient if they are scary to confront overall.

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.

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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'll keep it in mind but glad they are working overall. Beams are just tricky. They are either OP or underwhelming it seems. I'm going to leave them how they are for the time being, but I will address them again after the next official update when I can have them cause hard flux. That should put them in a much better spot and allow me to reduce their damage without making them worthless against high tech ships.

FWIW the accuracy part sort of helps explain why it can have pass-through to begin with.

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.

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

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.

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I might experiment with moving the bay further inward again and see how it looks. Then maybe I can split the bays off and implement them on the other side in a new way in order to accentuate the asymmetry and keep it different-ish from the Eagle. The only caveat is that it requires editing like 4 sprites with all the skin files so I don't want to spend too much time on it. I think it is worth another pass though.

Ok I spent a couple of hours playing around with this last night. This is a blend of the two styles. How does it compare?


613
Re: Albreo
Spoiler
Fire support Legion is super dope this patch. Dual Artillery needs some damage nerf. There's a problem with AI not raising shield or lowering shield prematurely when long-range massive bullets heading their way which look like an inevitable thing.

Unfortunately yeah probably not going to be fixed (AI dropping shields), but do you mean hit damage or dps should be reduced for Dual Artillery? I have noticed its pretty darn strong. Similarly, Support Dominators are really scary even with the inefficiency. They are the only variant that can reliably beat the Persean League Eagle variants. Somehow those have become really, really strong. They consistently beat the Aurora and Dominator (XIV) builds in the latest tests. I'm trying to decide if it's build related or a problem with the Eagle's stats. I've been tossing around an armor reduction but it could also be the strength of the Photon Cannon in this update.

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Squall needs its range extended somewhat to fill the missing mid role of anti shield support. There're plenty of medium-range explosive missiles but only some short range anti shields and one ultra long range Thunderbolt available.

What about Sabots? That is supposed to be the mid range anti-shield missile. Is it bad this update after the changes?

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New midline bombers did not survive one bombing run. I think all torp & missile base bombers should have their weapon range longer than a small PD weapon that way the only way to counter it is to use an interceptor or larger PD. If it's possible, I would wish to have evasion stat build in too all craft that way it won't all get wiped by hail of non-PD bullets.

The evasion thing isn't possible without heavy scripting iirc. I looked into that a while back when I was first developing the mod. Nothing in vanilla supports fighter passthrough (without damage). 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: 

My thoughts regarding midline bombers are that the Thunder is stronger than the Hoplon since it fires more missiles and the nature of its strike run can get damage across the ship in unshielded places for non-360 shielded ships. Its assault weapon can also fire behind it allowing it to hit engines after its run (assuming it survives). The Hoplon has anti-interceptor defense though. And it deals far more damage when unmitigated.

My tests with midline bombers was using the Heron and Mora. Are you testing using Legion? What are you fighting that they don't survive a run? Another capital? Or do they not generally survive a large-scale fleet battle well? From my perspective, they seemed to perform ok but not as good as high tech. That is important since the OP differences are a little larger, but I could increase their defenses and simultaneously increase the damage multiplier that anti-strike craft wings have against other strike craft. That way, interceptors still do their job against them.

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Paragon speed might be of concern as it can kite with Tachlance. Tachlance this patch is pretty good, though, it's still no match to zero flux weapon. Not that I got one to play with yet. Gotta farm some REDACTED.

Thanks I like where TL is at too. It feels better than it did before with a longer cooldown and heavier flux costs. Especially since beam inconsistency looks like it's here to stay. That might be one case where I delve into a custom AI, but that would be very, very far down the line since there is a lot of work to do first. That's even assuming I could fix it without breaking other things - which is frankly a long shot.

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Archean's fleet failing repeatedly in auto resolve due to a lower number of capitals. Culann fell again. This roaming Hegemony fleet thing is a bit too OP.

Ok I'll increase their capital counts and hope the FP adjustments are enough to ensure they don't start dominating the sector. So Heg killed Tri-Tachyon this time? I'm a little confused as to what you mean. Like Culann was captured by Hegemony or it lost it's station fairly quickly?

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Just remembered that Terraforming mod spawns a new Guardian ship every time so I can shoot at it in unlimited number.
Spoiler

Pretty tanky but otherwise weak to swarm tactic would need some scripted ability like entering permanent buff state when hull below 20% or detonate hard flux and damage itself and knockback any ship around it.
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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.

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There's something fishy about the Persean diplomatic trait. I haven't done anything yet and I'm already at vengenceful.


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.
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Strikecraft are still smaller in AO than vanilla (visually I mean) aren't they? That combined with the increased number of mounts and smaller large weapons makes AO ships look bigger anyway. Regular Starsector scale doesn't really apply, imo.

Yes and that is one of the reasons I didn't mind the look. You know, I didn't even consider that Discord sprite feedback probably is without ever even playing the mod and understanding the differences between standard Starsector and the TC. To be fair, I like how the colors blend better in the new sprite especially around the side turret mounts. I really like the new lighting of the hangar glow too.

I might experiment with moving the bay further inward again and see how it looks. Then maybe I can split the bays off and implement them on the other side in a new way in order to accentuate the asymmetry and keep it different-ish from the Eagle. The only caveat is that it requires editing like 4 sprites with all the skin files so I don't want to spend too much time on it. I think it is worth another pass though.

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@DatonKallandor

Oh hey I'm glad I'm not the only one who appreciated the distinctness of the right bay. :)

The bays were one of the things that people on the discord were saying looked bad. That and the sprite's blending and shading made the ship look flat and blurry. While I liked the placement of the right bay, I agree that it didn't look that great. You could tell what it was but it was a little awkward visually.

The advice I received about the left bay was that the hull at the edge made it look too small for Starsector. Therefore, bringing it out to the edge and having it encompass a greater swath of the of the ship's side would help.

So I spent a few hours trying to improve it and that was the final result. I did save the original though and the weapons and bays haven't changed from the original implementation (well the right one moved to join the left but the number is the same) other than the addition of the medium weapon. I could very easily revert it back to the old style. I ran a couple sim tests to see how it looks/plays and I like it but I also liked the other one too.

To be completely honest, while I understand and appreciate super detailed sprite work and all the time that goes into it, I sometimes think people go overboard with its importance when the sprite looked good enough to begin with. It's probably a matter of individual tastes though. I grew up with low pixel count games so I am likely less picky about details like that.

615
Ok, I'm going to build a fleet around fire support carriers this time.

Thanks that's definitely something I'd like to test.

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Got a delivery quest to the temple of the dark stars again but I can't make the delivery as usual.
Edit: Oh I manage to get in with a cheat. It simply not possible to evade 10 patrols at a time.

Have you tried the trick where you turn off your transponder to lure the patrols away and then sneak with your fleet into the market? I've heard that works pretty well - though with the number of patrols that could be impossible I've never tried.

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I thought Tyrant no longer drop but I still got one?

I am going to do that once I can use quest missions to let it be obtainable. Otherwise it won't be sold in markets either. Story points are another possible avenue. Did I say I was making that happen this update? I may have, but my impression was that I was waiting until I had quests/some alternative in place - which requires the next Starsector update. I very well could have said otherwise though. I did debate it for a while since it is an extremely good player ship.

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I usually don't use Falcon as it is less capable than Eagle. Especially the lack of weapon mounts.

It's a good skirmisher due to its system and it's a superb destroyer-killer for early-mid game, but the extra missile mount didn't change the overall balance between things much so it was probably warranted. Large weapons are pretty good, however, so a fleet setting may say differently if it can strike with double the amount of torpedoes. I'll need to test more. I really like the new look though.

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