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Author Topic: [0.9.1a] Dassault-Mikoyan Engineering v.1.18a  (Read 506371 times)

Wyvern

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Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.18a
« Reply #1230 on: August 24, 2020, 01:08:21 PM »

Huh, I hadn't realized there was a FAQ.
Missing lizards, horrible betrayals, weird super-cabals, and communist clouds are on you guys.
...Nor had I realized that I was missing any lizards.  I guess I'll have to fix that myself.  Still, good to know.
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Kithawk

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Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.18a
« Reply #1231 on: August 24, 2020, 03:28:40 PM »

hey there is an issue, i tried spawning in the ISL_BBSuperheavy to test around and it is invariably missing the bow and second shield, however the standard loadout config has these, but attempting to equip it will result in a CTD with a fatal error 5, is there any way to get the completed ship without causing this error
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Harmful Mechanic

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Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.18a
« Reply #1232 on: August 24, 2020, 04:15:30 PM »

The error is between the keyboard and the chair; there's a variant that's complete and a damaged one, you want the complete one, you actually called the damaged one. As it's an NPC-only ship that you're not meant to fly, I'm not going to call this working as intended so much as 'user beware'.

I have no idea what's causing the error; suspect it's a module ship issue that I can't fix until Alex does, but I just tested it and the ship spawns properly with the correct console command.

I'll set 'goalVariant' to false for that variant, though, so at least it won't crash out like this in future builds.
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Wyvern

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Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.18a
« Reply #1233 on: August 24, 2020, 04:53:01 PM »

Using console commands to spawn in a ship with modules does not work with just the hull ID; you have to use a specific variant.  The lists command has an option to display variants; use that.
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mora

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Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.18a
« Reply #1234 on: August 26, 2020, 03:35:39 AM »

The BB Hellion and Lycosid fighter wings are currently no_drop. Are they meant to be that way? Asking because all the other BB fighters are available for the player.
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IradT

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Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.18a
« Reply #1235 on: August 28, 2020, 09:03:58 AM »

Yeah, your love for modding and the game definitely shows in your work! :)

So the selection of weapons available in a market depends on the autofit load-outs for the hulls which are produced/sold there? That is an interesting way to do it. You also mention you balance your mod against vanilla, and I have noticed you prefer cruiser heavy fleets over capital heavy fleets. At which battle size/fleet size do you play and/or balance?

I like pretty big battles - 400-480 or so, enough to be outnumbered most of the time. As far as fleet comp goes - yeah, not such a fan of capitals. Cruisers are more interesting to me because they have more synergistic interactions with each other; a cruiser hull is just about the biggest a ship can get and still be a genuine specialist.
interesting, I find the opposite, everything below capital is either dies to 1-2 Lance volley/bombers or it is a phase ship, while capitals are gunboats, snipers carriers or siege ships, tanks and much more.

just different aspects of what one enjoys, I guess.
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Dreyer

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Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.18a
« Reply #1236 on: September 03, 2020, 11:18:24 AM »

Made an account to ask this :P How do i edit the Weapon_data folder so that BB weapons can drop.
When i try to remove the NO_Drop line for the weapons i get an Jason error. I'm way out of my comfort zone here and have no experience making mods or editing existing ones, so this is well beyond my feeble skills.

This mod is amazing btw. Can definitely see the love you put into it! Keep it up and cant wait for the next update :D "hence the question above"
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Harmful Mechanic

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Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.18a
« Reply #1237 on: September 03, 2020, 11:49:19 AM »

Made an account to ask this :P How do i edit the Weapon_data folder so that BB weapons can drop.
When i try to remove the NO_Drop line for the weapons i get an Jason error. I'm way out of my comfort zone here and have no experience making mods or editing existing ones, so this is well beyond my feeble skills.
What probably happened is that you screwed up the formatting of the .csv file - how, I can't say, it could be a lot of different settings. I don't have the format info right here with me, but you can ask general questions like that in the misc modding thread as well, where you'll get a faster, more accurate answer.

This mod is amazing btw. Can definitely see the love you put into it! Keep it up and cant wait for the next update :D "hence the question above"
Thanks, glad you like it - right now I'm pretty busy, so I wouldn't hold your breath, but it's still being worked on.
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Farya

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Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.18a
« Reply #1238 on: September 19, 2020, 07:00:07 AM »

Hello there.
I like the DME ships in general and how they got several "sub-factional" variants for Vayra's commies and for independents. But why there is no Export Package for player to find or purchase from DME with enough reputation? Export hulls are slightly different or worser then baseline ones but are much more rare. And it is just strange that some independent captain the player is could easily purchase DME hulls while the rest of independents have to resort using modified hulls.
Though it was not too difficult to mod that one in myself for personal use.
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Warnoise

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Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.18a
« Reply #1239 on: September 21, 2020, 12:03:28 AM »

So I tried to field an army exclusively made of d'assault Mikoyan ships and weapons.

For the life of me I couldn't make something out of them.

They barely can beat pirates. The lack of range kills them.

Especially the Baikal, I didn't manage to make it worth its dp since it just dies in every battle.

I understand the author's view in making this faction as fast and close combat focusing faction, but I think there needs to be tweaks to the AI since they just stand there and eat shots.

Am I doing something wrong here? I would appreciate hearing the opinions and advice of others.

« Last Edit: September 21, 2020, 01:12:54 AM by Warnoise »
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Harmful Mechanic

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Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.18a
« Reply #1240 on: September 21, 2020, 04:01:56 PM »

Hello there.
I like the DME ships in general and how they got several "sub-factional" variants for Vayra's commies and for independents. But why there is no Export Package for player to find or purchase from DME with enough reputation? Export hulls are slightly different or worser then baseline ones but are much more rare. And it is just strange that some independent captain the player is could easily purchase DME hulls while the rest of independents have to resort using modified hulls.
Though it was not too difficult to mod that one in myself for personal use.
No especial reason - one of the things I'm looking at for the new story mission framework is little overlooked things like that, though, edge-case stuff that would make good mission rewards.

So I tried to field an army exclusively made of d'assault Mikoyan ships and weapons.

For the life of me I couldn't make something out of them.

They barely can beat pirates. The lack of range kills them. Especially the Baikal, I didn't manage to make it worth its dp since it just dies in every battle.
One thing to remember is that you can use missiles and fighters as your long-range weapons and fit your ships to do punishing burst damage closer up. Ships like the Tonnerre and Normandie are your artillery; ships like the Baikal should be focused on riding enemy flux up and tanking. Fast ships should try to work the flanks rather than charge in.

Many DME weapons are very close to vanilla weapon types, but rearrange their stats for higher DPS or per-shot damage at the cost of range (or specialize more). You just shouldn't be losing a lot of range, most of the time; a 50% reduction over the 600/700/800/1000 su thresholds is really not that much.

I understand the author's view in making this faction as fast and close combat focusing faction, but I think there needs to be tweaks to the AI since they just stand there and eat shots.

Am I doing something wrong here? I would appreciate hearing the opinions and advice of others.
Without seeing your ships and the sort of fights you're getting in, I can't tell you. The design concept is 'sub-capital ships that need to work together to be effective', so if you're used to solo heroics or plinking away with high-alpha weapons on capital ships, yeah, you're gonna have a bad time.

Not that you can't get up to some impressive solo heroics in a Snow Goose or a Sparrowhawk, but those are definitely exceptions.
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Warnoise

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Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.18a
« Reply #1241 on: September 21, 2020, 10:08:38 PM »

One thing to remember is that you can use missiles and fighters as your long-range weapons and fit your ships to do punishing burst damage closer up. Ships like the Tonnerre and Normandie are your artillery; ships like the Baikal should be focused on riding enemy flux up and tanking. Fast ships should try to work the flanks rather than charge in.

Many DME weapons are very close to vanilla weapon types, but rearrange their stats for higher DPS or per-shot damage at the cost of range (or specialize more). You just shouldn't be losing a lot of range, most of the time; a 50% reduction over the 600/700/800/1000 su thresholds is really not that much.

While on paper range penalty doesn't seem that much, but it makes huge difference in battle. By the time for example a Tunguska gets in range, it is already either near flux limit from the shots eaten, or having its armor destroyed thus just die without doing much. 1 medium missile would do it justice imo.

So one would stay with the Sunder since it is just better than the Tunguska on all facets despite having the same dp. Correct me if I am wrong here.

So here are the ships that I am using in my fleet:

>Tunguska: 2x light rail accelerator, 1x Capacitor scatter laser, 1 X Capacitor autoloader, 2x pd laser

Since it doesn't have any missile slots, I was expecting something of super brawler like the hammerhead, ok it has speed and manoeuvrability boosting active system, which is nice, however it needs to really be flanking in order to shine, otherwise it will just die.

>Baikal: 1x revanche flechette cannon, Voltigeur RSM-3, Jongleur ESAD barrage (Some have Frappeur torpedo instead), 1x capacitor autoloader, 1x howler cannon, 2x burst pd laser.

One of the pre-made autofit is called "Sniper" which made scratch my head since the Baikal is the opposite of a sniper.

It always absolutely gets shredded when facing a dominator. I love the heavy ballistic integration so it has potential, but the way its active system and turrets placement are designed, it is obviously meant to be a brawler like the dominator, yet it still gets eaten alive because it simply doesn't have the firepower of melting things at close range. I most of the time use it as missile support and pd platform because that's the only thing I could use it for.

>Maskirovka: 1x Capacitor scatter laser, 2x plasma driver

This is my favourite DME ship. It hits hard and its mines are useful Vs fighters. It is basically a little doom-class which is not bad.

>Zelengrad: 2x Auto hybrid blaster (sometimes 2 Jongleur for support),  3x capacitor auto laser, 4x mix of anti fighter and anti shield missiles, the rest are pd

It is a great capital ship. I have nothing bad to say about it since I find it useful whenever I field it.

The DME carriers are absolute beasts as well but I don't use them that often since I know carrier overall are op so avoid using them to not make the game extremely easy.

I still haven't used the fleet against remnants since I always lose many ships just by fighting pirate stacks, I know currently remnants will eat me alive.



« Last Edit: September 22, 2020, 03:28:16 AM by Warnoise »
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Modo44

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Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.18a
« Reply #1242 on: September 22, 2020, 01:05:52 AM »

DME is a very strong faction if you play to its strengths: speedy brawlers (Kormoran, Tunguska, Vesper), versatile laser/missile boats (Zelenograd, Tonnerre, Wanderer), and powerful fighters/bombers regardless of which carrier you prefer. You either wreck stuff with bomber/missile runs, or stuff wrecks itself when trying to get close. If you want your fleet to sit back and do conventional artillery work, play the Imperium.
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xelo

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Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.18a
« Reply #1243 on: September 22, 2020, 11:49:51 AM »

Quote
This seems very similar to a pre-0.9 bug (which may still be around, unsure) relating to ships with modules preventing a battle from ending. I can't recall if any DME ships have modules - doesn't their troop transport have armour modules? If it's only showing up for you in fights against DME, see if you can confirm if their troop transport (Mouflon or whatever it's called) is in those battles.

It did happen with an invasion fleet that had a few Mouflons in it. I had a different issue with that specific ship a while ago as well, but it only happened once. After I defeated an invasion fleet, they would all retreat and try to go in for another engagement, but only deploy the armor plating of the Mouflon. After either destroying the plating or sitting for long enough, they would go in full retreat again, only to have the same thing happen once more. Kept me from post-battle salvage, but not a huge issue.
I have the same issue.

DME Invasion Fleet with a few mouflons.
The main battle is as usual, but afterwards the DME starts a new engagement with one or more totally wrecked mouflons (blue marker) with one or more armor plates (red marker, can be marked with "R").
After destroying these armor plates it happenend to me that this peace of armor plate regenerates between every battle and ends in an infinite loop of engagements so I was forced to cancel the post battle process with lots of tankers and freighters.

I really love this mod. But this is a very annoying issue.
Someone here mentioned that this issue is solved with the newest magic lib, but it doesn't.
I use MagicLib v0.29rc3 and Dassault-MikoyanEngineering v1.18.
Any ideas?

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Neitronus

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Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.18a
« Reply #1244 on: September 23, 2020, 08:25:21 AM »

Is it possible to update to fix version checker issue? There's an issue with version file being unreacheble on bitbucket after recent bitbucket change AFAIK. Also it would be nice to see Commissioned Crews integration, or is it just me not having the bonus due to some error?
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