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News: Starsector 0.9a is out! (11/16/18); In-dev patch notes for 0.9.1a (01/31/19)
 
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Author Topic: [0.9a] Disassemble Reassemble v1.6.4 - Another lovingly kitbashed ship pack!  (Read 77390 times)
MajorTheRed
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« Reply #240 on: January 21, 2019, 05:41:31 AM »

I got a question about design philosophy: you have made many more ships than actually present in the mod. I mostly remember several other versions of the Junker (2), the Vagrant (2-3) and a Vigileance (2). Have you replaced them because of sprite quality (don't think so), or because you had better design ideas, or because you set yourself a limit of how much ships you have in your mod?
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AxleMC131
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« Reply #241 on: January 21, 2019, 09:03:10 PM »

I got a question about design philosophy: you have made many more ships than actually present in the mod. I mostly remember several other versions of the Junker (2), the Vagrant (2-3) and a Vigileance (2). Have you replaced them because of sprite quality (don't think so), or because you had better design ideas, or because you set yourself a limit of how much ships you have in your mod?

All three reasons. Smiley

As my modding experience has evolved over time, so has my attention to balance and quality, and what I consider good and bad in both. So old ships are periodically going to get cleanups, overhauls or even straight-up get removed - and I ain't finished with those, I have a to-do list for that sort of thing.

As for quantity of ships, I have no "hard limit", but in its present state I'm loathe to add more ships to DaRa unless they're incredibly unique or fill a very niche role that's actually useful and entertaining. I have a big fear of Content Bloat, and I'm sure I've already passed a sensible margin of ship numbers somewhere down the line. If I get an excuse to remove an old, outdated ship (or at least concatenate it with another concept into something better), I'll most likely take it.
« Last Edit: January 21, 2019, 09:11:30 PM by AxleMC131 » Logged



"I ain't one to punch first, but if the mil' wants a piece of me tonight, then they're sure as hell gonna regret it in the morning!"
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Nia Tahl
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« Reply #242 on: January 21, 2019, 09:15:45 PM »

To give my perspective on this, the main reasons for me to can a ship are the following:

1. It just didn't work well. Sometimes a design is just inherently unbalanced, unfun or simply looks too weird to really fit in with the rest. In such cases it's often best to just abandon the design unless for some reason a ton of people love it, maybe. Even then, I'd probably just remove it anyway and put the sprites on spiral arms for others to use.

2. Quality has fallen below standards. As you get better as a modder, you older work has a tendency of looking worse and worse in comparison. Some designs are worth updating or overhauling, but some others might just no longer fit in with the rest and aren't really worth the effort to keep around.

3. They become pointless and bloaty. Happens in faction mods more than in ship packs, but sometimes you just end up designing a new ship that fills the role of an older design better or in a more interesting fashion in which case keeping the older design around will just lead to bloat. This is how the Hubris got removed from Sylphon as the Eolia simply is a nicer alternative in my eyes.

4. I just simply don't like them so to the dumpster they go.
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Soren
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« Reply #243 on: January 21, 2019, 09:40:12 PM »

I'd echo what Axle and Nia have said and also that the gestalt of a mod, especially a faction mod, is sometimes more important than any single part. If a ship or weapon is cool but just isn't working in context, it sometimes has to go.

And first mods tend to be really messy. You have to noodle with them to learn how the game works, you have to try things and watch them fail (not just in the court of forum opinion but fail your own standards and expectations), and sometimes you learn a more graceful way to do with one ship what you used to do with two, or you decide that an old ship is a great platform to test your new idea.
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FreedomFighter
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« Reply #244 on: January 23, 2019, 11:33:10 PM »

I salvaged a Black Arrow and it has both carrier-specific D-Mod on it despite it doesn't have fighter bays. Is it because Black Arrow is a hull variant of another Arrow?

https://imgur.com/a/sxPGBP9

Pic and mod lists
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AxleMC131
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« Reply #245 on: January 25, 2019, 12:15:14 AM »

I salvaged a Black Arrow and it has both carrier-specific D-Mod on it despite it doesn't have fighter bays. Is it because Black Arrow is a hull variant of another Arrow?

Yeah, pretty sure that's the exact reason. Vanilla's a bit weird with hullmod conflicts in such situations - it seems it bases available D-mods (and compatible hullmods for that matter) on the base hull rather than the skin. (I believe this is the same issue that caused InventorRaccoon's drone-equipped Mule (M) to sometimes spawn with Converted Hangar in Dynasector, but the extra fighter bay to be empty. The Mule (M) was a skin with a fighter bay added by hullmod.) I might make a suggestion for changing that actually.
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"I ain't one to punch first, but if the mil' wants a piece of me tonight, then they're sure as hell gonna regret it in the morning!"
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DatonKallandor
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« Reply #246 on: January 26, 2019, 04:24:28 AM »

Clearly the solution is to give the Black Arrow a Terminator Drone.
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AxleMC131
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« Reply #247 on: January 26, 2019, 12:32:10 PM »

HAH! Cool
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"I ain't one to punch first, but if the mil' wants a piece of me tonight, then they're sure as hell gonna regret it in the morning!"
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qsewww
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« Reply #248 on: January 28, 2019, 12:10:05 AM »

?good
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PyroFuzz
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« Reply #249 on: February 09, 2019, 07:57:35 AM »

When do we get a Pirate Arrow with a large mount xp
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PyroFuzz
AxleMC131
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« Reply #250 on: February 09, 2019, 02:29:12 PM »

Heh. Never, that would be insane. The pirates use the regular version.
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"I ain't one to punch first, but if the mil' wants a piece of me tonight, then they're sure as hell gonna regret it in the morning!"
- Johnson "Johnny" Parker
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