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Author Topic: [0.7.2a] Dassault-Mikoyan Engineering v.0.9.4b  (Read 23504 times)
Soren
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« on: August 31, 2016, 06:04:47 PM »



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A simple, clean fighter-, destroyer-, and cruiser-centric high-tech/midline faction with a few tricks up their sleeves.
Adds 30+ ships and 70+ weapons.


Example Ships
Line Combatants:

Baikal-class Universal Cruiser

Wanderer-class Combat Clipper

Husky-class Picket Ship

Fast Movers:

Kormoran-class Guard Cruiser

Tunguska-class Gun Destroyer

Borzoi-class Corvette

Durable Support:

Mindanao-class Command Carrier

Tereshkova-class Explorer

Leyte-class Escort Carrier

Agile Fighters:

Dard-class Drone Interceptor

Flare-class Heavy Fighter

Harridan-class Scout Fighter

Combat Freighters:

Lodestar-class Armed Freighter

Star Sylph-class Combat Courier

Shalaika-class Scout-Courier

Trusty Haulers:

Kentaurus-class Armed Transport

Sevastopol-class Secure Transport

Puddle Jumper-class Free Trader

Example Weapons
Efficient Ballistics:

12cm Rail Accelerator

Howler Cannon

Linear Autogun
Overcharged Energy:

Hybrid Blaster

Autolaser Cluster

Tactical Shockbeam
Devastating Missiles:

Traceur LRM Launcher

Hellrider XRM Launcher

Itano AMM-6

Star Stations

Commercial Station

Industrial Station

Research Station

Gameplay Tips
- DME weapons tend to be more specialized than their vanilla equivalents.
In return, some of them have higher per-shot damage, shot speed, or flux efficiency. Picking the right weapon for the job is crucial.
- All mainline (white/beige/blue) DME ships have some level of EMP resistance thanks to their built-in hullmod.
Don't be afraid to drop shields against HVD or Ion Cannon fire.
- Use Voltigeur ASMs to open a fight with an advantage, or cover a retreat or venting.
They do a decent chunk of EMP damage, so they can help out even if they miss a shield.


Thanks
Eliza for generous help with scripting, extensive gameplay testing, and goofy space-naming assistance.
MesoTroniK for equally generous help with scripting, SFX, debugging, and copious, high-quality advice.
Cycerin for SFX advice and encouragement.
Histidine for debugging and best-practices assistance.
Tartiflette for throwing smaller, rounder rocks at me over balance issues than I deserved.
Everyone who previewed DME and gave feedback.

It wouldn’t be what it is without you guys.


Changelog
0.9.4b - More balance, minor content, QoL. ‘Guys, I think I screwed up.’
- ElizaLib dependency removed. (Much rejoicing).
- Pup Armored Assault Fighter main weapon changed to Horn Attack Gun. Now actually dangerous.
- Defense Beamer renamed to ER PD Laser, sounds replaced; it might be a silly filler weapon, but dammit, it’s going to sound and feel right. No longer shows up in markets; has to be salvaged.
- Added ER Pulsed Laser, a 6OP, 900-range support beam. It’s flux-inefficient but relatively high-damage, a useful alternative to the Tactical Laser. Doesn’t show up in markets; has to be salvaged.
- Light and Heavy Pulsed Beams renamed to Small/Medium Pulsed Laser, sounds replaced, beam duration/fire time doubled (DPS remains the same; should make them more effective against large ships, less effective against small ones), range increased to 700/800, beam speed decreased to 4000 (damage will fall off with range).
- All pulsed laser damage reduced by 1/3rd or more.
- Increased Ripper/Raker damage to 75/45 per shot, added ammo/clip system. Better for burst/infighting, worse for sustained barrages.
- Hybrid weapon family sounds replaced - should sound a bit less harsh.
- Shockbeam ranges reduced to 700/1000/1200. DPS for small/med versions reduced to 100/160.
- Howler Cannon fire rate reduced very slightly, flux raised to 1:1 efficiency.
- Hellspear Cannon damage reduced to 650, fire rate slightly increased.
- Tunguska top speed reduced to 70, base ordnance points reduced to 76.
- Added unique names for DME and United Security NPCs (can’t believe I didn’t do that earlier).
- Baikal armor, flux stats reduced, shield efficiency lowered to 0.8, shield type changed to omni. Should be less of a brick, easier to kill. Speed reduced from 40>35.
- Linear Cannon family: accuracy sharply reduced.
- Chasseur Multi-ASM ammo reduced to 20 from 32, MIRV submunitions reduced from 9 to 7, reload time increased to 10 from 9.
- 20cm damage reduced to 600, fire rate increased to maintain DPS, flux slightly increased. EMP Reduced to 200/shot.
- Hybrid Scrambler, Hybrid Pulser, Hybrid Blaster and Auto Hybrid Blaster EMP trimmed (150>120/250>240/100>90/75>60).
- Most ships have had flux capacity, base dissipation rate, or both reduced 10-20%.
- Most ships have had shield efficiencies, and/or widths, reduced.
- Numerous other tiny fixes.

0.9.4 - Balance, minor content, QoL.
- Heavy Pulsed Beamer damage reduced to 250/shot. Should be less impressive for 9OP.
- Increased Ripper/Raker damage to 60/36 per shot, lowered fire rate slightly.
- Reduced Traceur speed to 450, base damage to 200.
- Hellrider launcher ammo increased to 12.
- Icax revamped, now carries two Linear Autoguns.
- Tunguska base speed increased to 80.
- Lens DEM, Slapper SRM removed temporarily (SYSTEM tag).
- Adjusted variants for a few ships.
- Adjusted ship prices. Ships should have ‘correct’, vanilla-friendly costs in campaign.
- Adjusted prices of weapons across the board. Small weapons should be more affordable, meds and larges should be less so.
- Aigrette redesigned - now armed with 1x autolaser and 2x multi-beam nodes. Autolaser has a 90º fire arc, making Aigrettes very effective for infighting.
- Set hullmod blocker up - Monobloc Construction now blocks Resistant Flux Conduits, Skipspace Reaction Furnace now blocks Resistant Flux Conduits and Safety Overrides. Should make for more of a challenge.
- Screwed around with Blade Breaker weapons yet again, as a dog returneth to its vomit. Nothing is final, all is in flux.

0.9.3 - Balance, minor content.
- Removed EMP damage from Linear Autoguns, Cannons, small and med shockbeams. Heavy Linear and Basilisk EMP reduced.
Should fix ‘stun-locking’ problems and semi-broken/exploity loadouts.
- Reduced missile EMP values across the board.
- Micro Beamer/PD Beamer/Tribeamer damage type swapped to energy, some minor damage, etc. rebalancing.
- Dard Interceptor weapon changed to Micro Beamer.
- Snow Goose deployment/recovery costs increased to 20, peak time decreased to 270, armor cut to 350. Very small chance to show up in markets, fleets.
- Further polish passes on upcoming content for United Securities, Blade Breakers. Too many little changes to mention.
- Added Omni Blaster, a 9OP small energy weapon in the AM Blaster vein. Fires a burst of two shots for added effectiveness vs. shields.
- Small missile slot on Tereshkova changed to universal.
- Reduced per-shot damage/DPS of Hybrid Pulser to 30/90.
- Auto Hybrid Blaster shot damage reduced to 200, DPS to 1600. EMP/shot reduced to 75.
- Basilisk range increased to 1350, Heavy Shockbeam damage increased to 200, flux/second to 215.
- Added Chamois Mining Rig, a heavily-armored, destroyer-sized civilian ship.
- Perforator damage increased to 235, acceleration profile changed, ammo counts adjusted downwards (60>45, 120>90).
Should feel clumsier, but hits more satisfying.
- DME now considers Harvested Organs illegal goods (no more human foie gras).
- More delightful ship names.

0.9.2 - Balance, stuff, things.
- Quad Linear Chain Gun burst increased from 12 to 24 shots, DPS reduced to 360. Should feel less like an HMG clone and more like a sawed-off Heavy Needler.
Try it out on SO fits.
- 20cm Rail Accelerator damage increased to 900, DPS decreased to 300, range increased to 1350.
Should be better for spiking flux at a distance, less effective for suppression.
- Linear Chain Guns/Buzz Guns shot speed increased, should be more effective as PD now.
- Itano AMM timing fixed, given new sound. DPS should be more in line with vanilla.
- Husky frigate drone changed to single Goalkeeper in anticipation of carrier changes.
- Hyperfocal Cooling renamed Hyperfocus, reworked as HEF-style damage bonus rather than fire-rate increase.
- Blaze Repeater redesigned; now has two barrels, damage/shot decreased to 60, DPS/flux 450
- Raker/Ripper shot damage decreased to 30/50, fire rate increased. DPS remains the same.
- Minor fixes - Burn speeds corrected for frigates, some freighters, some descriptions tightened up or expanded.
- Samoyed renamed to Shalaika.
- Heavy Linear Cannon shot damage reduced to 300, DPS reduced to 450. Still scary, less broken.
- Howler Cannon RoF increased.
- Added Borzoi Corvette, a shieldless frigate.
- Added Brightheaven, a pirate station in Stendhal’s L5 trojan asteroids.
- Fixed faction relationships.
- Added Nexerelin compatibility.

0.9.1 - Fixes, fixes errywhere
- Reduced Linear Autogun/Cannon/Twin Cannon EMP to 15/20/20.
- Reduced Heavy Linear Cannon EMP to 120.
- Reduced Rail Accelerator EMP to 40/120/240.
- Reduced Tactical Shockbeam EMP to 60/sec.
- Hornet Cannon renamed to Horn Attack Gun.

- Relocated Nikolaev system to address conflict with SCY Nation.
- Tweaks to weapon availability - more of the low-end DME weapons should now be available in non-military markets.

0.9 - Initial public release.


FAQ
Do you plan to support your mod going forward?
Yes, through Starsector's 1.0 release at minimum. God help me.
You did all of this with vector graphics? What's wrong with you?
1) Very nearly. There are one or two minor pieces of old raster art and some filters that use raster textures.
2) I'm not sure; maybe he's born with it, maybe it's Illustrator. It was fun though.
Will you include (feature)?
Maybe! It depends on the feature. Supporting big, popular mods like Nexerelin and Dynasector is pretty much a given.
Other stuff is a matter of how fun it sounds/how sober I am. Just the stuff I have planned now will keep me occupied.
I found a bug. Will you fix it?
Whoops. -stomp- I try to kill those when I see them, but I'm one guy. I screw up a lot.
I found a balance issue. Will you fix it?
I'll take a look. I balance by ear and sometimes I did a stupid thing and forgot about it. The whole 'one guy' thing.
I aim for vanilla balance but sometimes a little triple fudge or peanut butter sneaks in there. Not a poop metaphor. Promise.
A few things are deliberately unbalanced because they're fun. If they're not properly gated behind missions yet - they will be.
Will you make X ship or Y weapon?
I'm pretty full up on ship and weapon ideas; there are one or two roles I think need to be filled, and a few ideas I want to try out,
but I put the mod up because it felt reasonably complete as it was. New stuff is going to be very carefully considered; there's a list.
If you badly want something specific, you should probably make it yourself.
I'd like to use your graphics for another Starsector mod. Can I?
No, you can't. Or rather, if you do, don't post it on the forum. Practice mods are good, sprite-theft isn't.
And also my art isn't the most vanilla-friendly, wouldn't you rather steal something else?
I'd like to use your graphics in another game. Can I?
I'd like a billion dollars and a pony - that's also a flight of fancy. No.
I can't stop you, so we're on the honor system here, but I can file a takedown notice as well as the next guy.
You're a jerk. I don't like you.
That's not a question, and yes, yes I am. A huge jerk.


This work is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License.
« Last Edit: February 23, 2017, 08:08:10 PM by Soren » Logged

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Weltall
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« Reply #1 on: August 31, 2016, 06:16:38 PM »

Omg... the design gives me such a nice sterilized feeling. It feels so nice! Like one of those future movies came into the game. I adore the different design!
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King Alfonzo
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« Reply #2 on: August 31, 2016, 06:17:59 PM »

My thoughts on this mod I have been eagerly awaiting since seeing the boats in the Sprite Thread:

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Tartiflette
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« Reply #3 on: August 31, 2016, 11:13:38 PM »

Finally! About time this mod got out of its cave Wink
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Soren
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« Reply #4 on: August 31, 2016, 11:18:27 PM »

Finally! About time this mod got out of its cave Wink

Next one(s) should be faster Wink. If nothing else, they'll have the decency to be smaller mods...
« Last Edit: September 01, 2016, 12:12:20 AM by Soren » Logged

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Eliza
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« Reply #5 on: September 01, 2016, 07:41:56 AM »

Hooray! I'm excited to try out the release version.
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HELMUT
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« Reply #6 on: September 01, 2016, 08:03:43 AM »

I'm happy to finally see a working version of this. I'll definitely play a campaign with them at some point... At least before the next SS update, i hope...
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Cycerin
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« Reply #7 on: September 01, 2016, 08:24:16 AM »

Glad to see a thread for this! Gonna check it out as soon as I get some time.
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« Reply #8 on: September 01, 2016, 10:18:39 AM »

Been looking forward to these after seeing them in the sprite thread, they look so pretty.
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Orikson
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« Reply #9 on: September 01, 2016, 11:12:11 AM »

Really nice ships! I've seen the pics on twitter mostly.

By the way, is there any compatibility issues with this mod?

I've uploaded and started a new campaign with Dassault and its required ElizaLib files together with these list of mods:

.

Factions - A.I. War, BRDY, Diable, ICE, Interstellar Imperium, Junk Pirates, Mayorate, Metelson, Neutrino, PBC, P9, Scy, Shadowyards, Templars, Tiandong, Underworld.

Utility - Audio Plus, Autosave, Combat Chatter, Combat Radar, Console Commands, GraphicsLib, LazyLib, Leading Pip, Save Transfer, Simulator Overhaul, TwigLib, Upgraded_Rotary_Weapons, Version Checker.

Add-on - Lions Guard, Ships and Weapons Pack, TARGETS.

Gameplay changers - Dynasector, Nexerelin, Starsector Plus, Steiner Foundation.

.

The problem I've encountered was that the home system for the Dassault, Nikolaev, was not generated in Corvus Mode.

In non-Corvus Mode however, the home system generates and the faction does not occupy any of the randomly generated star systems. In this case, I had to disable ICE to get the game to load, but that maybe just ICE's problems.

.

Disabling Nexerelin  while other mods are active however, did not solve this problem. I haven't tested with all possible combinations, but the home system will generate when only Dassault and its required mods are on.

.

Any ideas? The game doesn't crash and the ship uploads into the game. Just the star system was non-existent under certain conditions.

.

Also, what is the _MACOSX folder (from ElizaLib compressed folder before unziping) do?
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Kanil
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« Reply #10 on: September 01, 2016, 11:36:00 AM »

I had it generate just fine using Nexerelin Corvus mode. Using just Dynasector and some factions at the moment (Mayorate, Blackrock, Shadowyards, Diable, and Interstellar Imperium.)
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Soren
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« Reply #11 on: September 01, 2016, 12:10:22 PM »

I haven't done Nexerelin integration yet, sadly. I can absolutely get on that though, it's on my short list of wants for a next release, along with GraphicsLib integration.

Compatibility issues; I think we're in the process of stress-testing to find that out. I haven't found any, but feel free to shout at me if you do and I will try to get it fixed in reasonable time.

The _ MACOSX folder is just very minor Mac system files that came along for the ride - happens every time I zip something up and send it to someone not also using a Mac, feel free to delete that.
« Last Edit: September 01, 2016, 12:12:41 PM by Soren » Logged

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« Reply #12 on: September 01, 2016, 02:21:02 PM »

Woah, these are so cool  Shocked
A scientific faction with Russian roots, very cool.

What's Elizalib?
« Last Edit: September 01, 2016, 02:24:19 PM by Bastion.Systems » Logged
King Alfonzo
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« Reply #13 on: September 02, 2016, 03:37:22 AM »

Alright, this mod is incompatible with SS+, throwing out a null error on campaign start. This is tied to procurement missions and economy, apparently. Scratch that, redownloaded SS+ and now the bloody thing works fine.

Scy nation is also incompatible, but not because of any conflict in programing, rather because DME spawns on top of Tartarus. At least in this game. I know it says in the Scy that it shouldn't move, but I've seen it move about in my games.
« Last Edit: September 02, 2016, 04:44:20 AM by King Alfonzo » Logged

Orikson
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« Reply #14 on: September 02, 2016, 06:18:41 AM »

Alright, this mod is incompatible with SS+, throwing out a null error on campaign start. This is tied to procurement missions and economy, apparently. Scratch that, redownloaded SS+ and now the bloody thing works fine.

Scy nation is also incompatible, but not because of any conflict in programing, rather because DME spawns on top of Tartarus. At least in this game. I know it says in the Scy that it shouldn't move, but I've seen it move about in my games.

I can attest to that, the Dassault's star system generation is clashing with Scy Nation's.

I would suggest moving the Dassault system to somewhere below Penelope's Star, they are some clear space there for a new system.

.

Also, my previous post stating that the star system for Dassault not generating in Corvus mode when Nexerelin is active is false. It is generated, but the fact it clashes with Scy and overlaps each other on the intel's star map made it hard to see. I flew by on a star ship to see myself.

Both factions star systems generate and not cause the game to crash. However, they appear to displace each other and make the other disappear from time to time on the Intel's map (they do not physically wipe each other of the map).

Another reason why I didn't see it at first was that Dassault was not listed in the Faction's Directory.

So, in conclusion, the incompatibility problems Dassault has is with the Scy Nation and Nexerelin's random non-Corvus mode.

.

Question: Any plans for faction relationships? The Dassault are not allied with anybody when generated, and are enemies straight away with the Templars, Cabals and Idoneus Garrison (from ICE).

That's all, take your time patching things up!
« Last Edit: September 02, 2016, 07:53:52 AM by Mr. K » Logged

"A story teller and a trader. Tell me your tales and I'll tell you no lies."
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