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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Author Topic: Need advice for mods  (Read 12924 times)

Orikson

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Re: Need advice for mods
« Reply #15 on: November 16, 2016, 03:35:17 AM »

Ok, time to create more niche slots then. I need to analyse them a bit.
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Seth

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Re: Need advice for mods
« Reply #16 on: November 16, 2016, 08:26:34 PM »

Huh, that's getting a little confusing... So, is Metelson OP or not? Keeping it on for now, and added SCY Nation, which looks pretty amazing! My mod list is a bit too crazy now, hope it won't hurt game stability:

Starsector+
Dynasector
Nexerelin
Omnifactory

LazyLib
TwigLib
ElizaLib
GraphicsLib
SaveTransfer
VersionChecker
Potrait Pack

Ships And Weapon Packs
Interstellar Imperium
Blackrock Drive Yards
Tiandong Heavy Industries
The Mayorate
Junk Pirates
Dassault-Miyokan Engineering
Diable Avionics
Pegasus Belt Council
Shadowyards Reconstruction Authority
SCY Nation
Metelson Industries
Underworld

Also curious, how is Neutrino Corp? I kinda like ship designs, not sure how this will play out balance wise though...
« Last Edit: November 16, 2016, 08:33:50 PM by Seth »
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DownTheDrain

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Re: Need advice for mods
« Reply #17 on: November 16, 2016, 10:38:13 PM »

Keeping it on for now, and added SCY Nation, which looks pretty amazing! My mod list is a bit too crazy now, hope it won't hurt game stability:

The list looks good, nothing in there that is likely to break your game and your PC definitely should be able to handle it.
And yeah, the new and improved SCY looks fantastic although starting out with them took me some getting used to, probably because I'm not a very good pilot.
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Az the Squishy

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Re: Need advice for mods
« Reply #18 on: November 19, 2016, 12:01:25 PM »

Huh, that's getting a little confusing... So, is Metelson OP or not? Keeping it on for now *SNIP*

Metelson, hopefully, is not OP. But it is rather weird, as it's not as polished as the rest- and as stated before -is still changing and growing. So, it can be temperamental in it's, aum... Well, in it's balance.
So, yes; It is NOT generally goingh to be OP. But, through it's changes as I make them, things can become so. It's, yeah, weird.

Seth

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Re: Need advice for mods
« Reply #19 on: November 20, 2016, 05:00:14 PM »


Metelson, hopefully, is not OP. But it is rather weird, as it's not as polished as the rest- and as stated before -is still changing and growing. So, it can be temperamental in it's, aum... Well, in it's balance.
So, yes; It is NOT generally goingh to be OP. But, through it's changes as I make them, things can become so. It's, yeah, weird.
Did a little test flight, started with Metelson, flew around, engaged in some fights, did a few missions. It's cool to have mining/industry focused faction in the game, as most other factions are military mostly or scientific/military. Really liked design of the vessels, fit very well with factions focus. In combat didn't notice anything overpowered (yet), as well as anything weird, on the opposite, felt very natural to vanilla content. Can you elaborate a bit why you think it's weird? And please, don't make it OP, balanced factions are always more welcome.
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King Alfonzo

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Re: Need advice for mods
« Reply #20 on: November 20, 2016, 05:13:19 PM »

It's something that popped up in NaemoNemo's video series.

The main strength of Metellson is that the main ship system that you tend to see on their ships is their unique damper fields. In the past, they were obscene in how much damage a ship could tank. What's more, there was a frigate that could shoot really far, with a really powerful shot, while having the damper field active. Tacked onto that was a few squiffy stats on many ships that, although slightly off, made certain ships ridiculously good (The Varingur pre-fix comes to mind). Overall Metellson was a faction that was OP, but in a really subtle way. Azmond has, since then, gone back and done several fixes to tweak the playstyle so the faction is no longer overly OP, but it's an ongoing process.

Az the Squishy

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Re: Need advice for mods
« Reply #21 on: November 21, 2016, 08:24:01 AM »

Did a little test flight, started with Metelson, flew around, engaged in some fights, did a few missions. It's cool to have mining/industry focused faction in the game, as most other factions are military mostly or scientific/military. Really liked design of the vessels, fit very well with factions focus. In combat didn't notice anything overpowered (yet), as well as anything weird, on the opposite, felt very natural to vanilla content. Can you elaborate a bit why you think it's weird? And please, don't make it OP, balanced factions are always more welcome.

Thank you, and I belive that Alfonzo took that thunder from me a bit... But:
It's something that popped up in NaemoNemo's video series.

The main strength of Metellson is that the main ship system that you tend to see on their ships is their unique damper fields. In the past, they were obscene in how much damage a ship could tank. What's more, there was a frigate that could shoot really far, with a really powerful shot, while having the damper field active. Tacked onto that was a few squiffy stats on many ships that, although slightly off, made certain ships ridiculously good (The Varingur pre-fix comes to mind). Overall Metellson was a faction that was OP, but in a really subtle way. Azmond has, since then, gone back and done several fixes to tweak the playstyle so the faction is no longer overly OP, but it's an ongoing process.

He is correct. During a Pirate Nemo's Adventures, he would prey on Metelson's fleets. easily popping them for some quick profit. And in previous adventures refered to them as Lemmings (heh x3). So, diretly answering that. I upped the ante and developed my mod further to have a few more Military-style vessles. Prime among them was "Actel H35". It was the main-ship I sort of teased at, and I KNEW it was very strong. it was what lead to the Rostor-Field actually as I wanted something similar to the Damper-feild that would still allow movement/turret useage to allow the tank. To actually tank.

So, during his adventures, he found a Metelson patrol with the rare Actel (I made it as likely to be met as a Tempest in a Neutral's fleet!) and decided "I can do it!".   He did it, but it took half his fleet to kill it... So, there's that. An the Kinetic Damage bullet was too fast at a speed of 3000, making it... Near, damn impossible for the AI to miss and be forever annoying at a ludicrous range.

Since then, with the public embarrassment at somewhat broken items. Despite it's hilarity, I toned things down and did significant feild-tests, tweaks, tinkerings, and redefined things. An threw in a few other goodies as an apology for those who had to deal with my mod's frustrations.    (some new Graphics, and a new weapon... )

And, as stated before, it's weird. Because it's still growing, still changing, that's why it's in that catalog of weird. In fact, I'm wondering how to shove it more in the direction of mining/slavage. But, that's for another thread- not this one -so. Again, Metelson's is weird in that it is likely to change for some time to come, as the gears never stop.

EDIT:: For any further questions on Metelson, PM me or go to the Metelson thread please.

« Last Edit: November 21, 2016, 09:07:09 PM by Azmond »
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Seth

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Re: Need advice for mods
« Reply #22 on: December 08, 2016, 11:02:01 AM »

Having a blast with Starsector, but I need help again:
Is there a mod which allows me to hire mercs (faction specific or independent) which will actually follow me? There's a function that lets me make allied fleet to follow me for free, but they get constantly distracted by pirates or other enemy presence and running off.
Ideally would be great to have a function to hire fleets as escort for a fee over the comm dependent on the size of the fleet, like I pay for contract the first time and every day/week/month it follows me and never running off until I tell them to or until they are destroyed. It would really help out with pretty much brutal early game, also would fit well with roleplaying as trader/miner/transporter not focusing on building huge military fleets.

Overall comm interactions seems rather poor as of now, would be great to have more variety in this aspect. Is that actually hard to mod this stuff?

@Azmond
Thx, will do.
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