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Messages - Inventor Raccoon

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31
Suggestions / Re: Easy to Get Blueprints/Loots Ruin the Fun Early Game
« on: August 07, 2019, 12:28:26 PM »
There's also Hanan Pacha and Killa, and I think one planet in Corvus but that could just be randomly-generated

32
Suggestions / Add a tooltip for the d-mod display in the fleet screen
« on: August 06, 2019, 01:30:34 PM »
One of the most common questions I see from newcomers is "what do the orange bars in the fleet screen mean?" Might be a good idea to put a tooltip on that, with:

- A short list of the ship's d-mods (like in the hullmods section of the "more info" section, would be useful for veterans too to quickly see if any are deal-breakers)
- A description of what a d-mod is
- A mention that you can restore a ship in the refit screen

33
This looks extremely nice!

How much of a pain was it to write the quests btw? I think there is a huge opportunity for them this version, but not many modders have released them yet.
All the potential is there, it's just that it's a bit tedious to do, which I think is what puts people off. Lots of rules.csv, java code and rigorous testing. It's getting a bit easier with experience, and I'm experimenting with more complicated quest design as I go (a good reason why this mod will not be released half-finished, excluding prereleases for general features)

34
General Discussion / Re: drone swarm large ships
« on: August 04, 2019, 03:30:39 PM »
Fighter wings can indeed use the old drone systems, Arsenal Expansion currently has two fighters doing so. Downsides are that it takes up the fighter's ship system (no flares if you want that) and the drones are destroyed if the parent fighter is.

35


Secrets of the Frontier a work-in-progress mod that aims to contain both campaign-level content and campaign-level features,
along with connected combat-level features. When fully released, it will contain a significant number of handmade quests.

A prerelease intended for testing is available to download. It doesn't have any quests, but does contain some of the
more general features. It's spoiler-free, in case you're wondering about that sort of thing. It's effectively a mini-mod
that won't have too much of an impact on your campaign.

Click the big banner to download. Requires LazyLib.

If you find any bugs, do mention them to me!

All campaign content in my other mod, Arsenal Expansion, will be removed in a companion update along with this mod's full
release, and much of it will appear in Secrets of the Frontier.

Secrets of the Frontier is currently my main modding focus but despite that, a release is most likely very far off. Teasers
may end up posted here.



Modules
Secrets of the Frontier will, on release, be split into several modules that will come as one package and be individually turned on and off. Here's the current list:
Prerelease:
Tactical Expansion: Enhances the combat layer of the game.
-Adds two new objective types, the Defensive Emplacement (a stationary emplacement that attacks the enemies of the objective holder)
and the Hyperwave Transmitter (which reinforces its owner with an endless but weak supply of droneships), alongside their Remnant versions.

-Visual enhancements to battlefield backgrounds, including visible jump-points and multiple planets.

-Context-based battle generation. Some aspects of combat such as objectives change depending on where you're fighting.

Frontier Development: Adds a constructable orbital habitat to stable locations that grants a hazard reduction to in-system colonies.
-Can be upgraded into an outpost, which acts as a low-hazard colony but loses the hazard reduction and has a soft-cap on its growth.

Full release:
Watcher Beyond The Walls: A series of quests in the frontier. Make an unusual ally.

False Signals: Acts of trickery such as sensor ghosts.

Ko Combine: Establishes the Ko Combine as a one-planet faction and adds a one-off quest.


Screenshots - Spoiler Free
(the first three images are featured in the prerelease, the last two are not)

Spoiler









[close]

Screenshots - Spoilers
(however, they are VERY heavily censored, so chances are you won't get much out of them. Just to show that yes, there's stuff in the works)
(also some of these are old, and also subject to change. Nothing here is in the prerelease)
Spoiler












... and that's about enough. For more, wait until the mod releases... eventually.
[close]



Credits
- Alex, David and Stian, duh
- Inventor Racccoon (me), for everything not done by someone else mentioned here
- Dark.Revenant for some bits of the battle creation plugin for cosmetics and battlefield sizes
- Gwyvern for sprite work currently not featured in the prerelease.

36
Suggestions / Re: Slightly buff the Heavy Burst Laser
« on: August 01, 2019, 10:22:08 AM »
I think its flux usage could definitely be reduced. It's a PD weapon with the efficiency of a strike weapon at 1.36.

37
Is it possible to set the name of a ShipAPI or somehow update it to match the FleetMemberAPI?

38
Suggestions / Re: Split escort orders
« on: July 12, 2019, 11:49:20 PM »
One of the problems here is that the other behaviors are tricky enough that it seems unlikely the AI will get it right if left entirely alone, and they're responses to changing tactical situations, anyway... so it feels like this would really result in micromanaging different types of escort orders instead.
I see it more as depending on the two ships involved. The current escort is good if, say, I wanted to assign an Omen to a Dominator or Onslaught (where I want one ship to keep another ship freed from interruption). A “defend this ship” would be useful assigning a Hammerhead to an Astral (where I want a smaller ship to fight alongside another one directly). A “follow” order would be used on a Falcon and Eagle pair (where I want two ships to fight together but I don’t really care about them guarding each other, just that they stick together)

The AI should probably not be entirely rigid within any of the orders, anyway - an escort ship should still defend the escortee if there’s no other threats, a defending ship should fend off flankers if the escortee is just plinking away at a far target.

But then again, I imagine you could probably get this desired behavior using a single order (with the AI comparing the combat ability of it and the escortee and acting accordingly), the only worry is that it’d get it wrong and have the Sunder spend its time chasing away frigates when I want it to help the Dominator kill things.

Just generally spewing what I’m hoping to be able to do, there might be more elegant ways around it.

39
Suggestions / Re: Split escort orders
« on: July 12, 2019, 09:19:59 PM »
I agree fully with Histidine’s suggestions - I think it might be best to create variations of the order so that the AI isn’t forced to guess what you’ want it to do and avoiding the problem where any given AI only really works well for a given situation.

The current one is good for keeping flankers away so a ship can focus on its own targets, but if you just want ships to stay together you need to micromanage defend orders and if you want one ship to specifically follow a ship and attack its targets, you’re forced to micromanage eliminate orders.

I know this may increase complexity in the command menu but I think in this case it’s not a matter of potentially too many options, it’s that there’s not enough. The command menu also isn’t  particularly cluttered in any way, and tooltips could explain what it does and when you’d maybe use it.

40
General Discussion / Re: Ship suicide
« on: July 11, 2019, 07:13:49 PM »
I notice this most often with Conquests, with them often ramming ships to get into position.

41
Blog Posts / Re: Skills and Story Points
« on: July 08, 2019, 12:11:30 PM »
Something I noticed:  If the only skill I am interested is something in tier 5, then the other four skills might as well be dead aptitude skills.  Worse, if both must-have skills occupy the same tier, that may hurt.  Noticed that Gunnery Implants and Loadout Design (as shown in the pic) occupy tier 2.  That is 7 out of 15.  Also noticed Colony Management and Industrial Planning both are Industry tier 5.  If I do not want to rely on cores (to avoid Pathers and Hegemony), that is 10 out of 15 just for babysitting mitigation.  I guess time to farm alphas for unlimited colonies and save 10 skill points.
Considering it seems that Loadout Design is now more like a ship-specific hullmod (it's in the menu for picking an AI core's skills), I would not assume immediately that all skills are the same as in 0.9.

42
Mods / Re: [0.9.1a] Interstellar Imperium 2.0.0
« on: June 18, 2019, 07:44:29 AM »
Absolutely fantastic work by Dark.Revenant and Gwyvern on this update!

43
Suggestions / Re: assessing fighters
« on: June 15, 2019, 05:37:42 PM »
Could also color-code the fighter's weapons' names, so kinetic weapon names are beige, HE red, energy blue and frag yellow.

44
Mods / Re: [0.9.1a] Arsenal Expansion v1.5.3g - Systems
« on: May 29, 2019, 09:52:39 AM »
It's just fluff text stating that a officer's skills still apply even though they're technically not entirely in control of the ship.

45
Mods / Re: [0.9.1a] Arsenal Expansion v1.5.3f - Systems
« on: May 27, 2019, 01:21:41 PM »
The person you need to deliver the core to will be within a debris field somewhere in the same system you got the core.

What do I do if I accidentally fudge up the order of that quest?

Current campaign I have found the Promise system and got the Sierra Core there, and then afterwards I talked to some broken AI ship near the core sector and it told me to go explore the Promise system. However, the system's already explored and I already have the core I got from it, so I think the quest is stuck and can't update now?
Should work fine if you go back to the system, as long as you don't somehow lose the core.

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