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Author Topic: [0.9.1a]STEELCLAD v1.0.25c ( 17.11.2019)  (Read 159055 times)

TrashMan

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Re: [0.8.1a]STEELCLAD v0.7e ( 10.09.2017) - Now Nexerelin compatible
« Reply #150 on: September 10, 2017, 07:05:09 AM »

Seems XLE fighters, unlike those of other factions, are using normal weapons in the loadouts, instead of figher-variants.

I noticed something odd when a single XLE battlecarrier destroyed me and my AI ally, despie having a dedicated anti-air cruiser. Yeah, 3 wings of fighters, each armed with 4 ship-grade weapons. Not fun.

That said, all fragmentation weapons have been buffed
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lechibang

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Re: [0.8.1a]STEELCLAD v0.7e ( 10.09.2017) - Now Nexerelin compatible
« Reply #151 on: September 10, 2017, 09:20:21 PM »

So how do you install this mod again?
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TrashMan

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Re: [0.8.1a]STEELCLAD v0.7e ( 10.09.2017) - Now Nexerelin compatible
« Reply #152 on: September 11, 2017, 12:45:30 AM »

You use it with EZFaction or NExirilien
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TrashMan

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Re: [0.8.1a]STEELCLAD v0.7e ( 10.09.2017) - Now Nexerelin compatible
« Reply #153 on: September 12, 2017, 12:09:57 PM »

Would appreciate some feedback on weapon balance and new hullmods. Especially hull and armor repair ones.
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lechibang

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Re: [0.8.1a]STEELCLAD v0.7e ( 10.09.2017) - Now Nexerelin compatible
« Reply #154 on: September 14, 2017, 05:27:03 AM »

The Macross class doesn't collide with anything....
Also if it's going to be a missile cruiser, adding an ability that doubles the amount of projectiles fired would be great =D
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TrashMan

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Re: [0.8.1a]STEELCLAD v0.7e ( 10.09.2017) - Now Nexerelin compatible
« Reply #155 on: September 14, 2017, 07:12:25 AM »

The Macross class doesn't collide with anything....
Also if it's going to be a missile cruiser, adding an ability that doubles the amount of projectiles fired would be great =D

You're probably using an old version.
I just checked, the bounding box is OK and the Macros comes with "missileracks2" built-in.
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TrashMan

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Re: [0.8.1a]STEELCLAD v0.7e ( 10.09.2017) - Now Nexerelin compatible
« Reply #156 on: September 17, 2017, 01:59:16 AM »

OK, seems I was wrong. The Macross has the colission sphere set to 0. Odd.

fixed.
New version up
« Last Edit: September 17, 2017, 02:21:23 AM by TrashMan »
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jupjupy

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Re: [0.8.1a]STEELCLAD v0.7i ( 17.09.2017)
« Reply #157 on: September 17, 2017, 09:35:00 PM »

I've been doing my own basic playthroughs, but its rather difficult to test the weapons balance against each other with the vanilla factions running around in campaign.

As for the missions, the only thing I've seen so far that seems a bit overdone is the Barracuda, which has the bad habit of simply deleting the first 1-4 ships that an ISA fleet comes up against. To be fair, that seems like its intended role and maybe it should stay, but some of the ISA ships simply have too many medium missile hardpoints to make it fair. The Michigan, for example, really needs some backup weaponry but insists that it is half a missile boat.

Overall, the ballistic weapons feel a bit weaker than they should, though their flux generation is essentially negligible, their impact (or rather, their overall 'feel', inclusive of projectile size and color and their firing sounds) feel a bit low compared to missiles or energy weapons.

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TrashMan

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Re: [0.8.1a]STEELCLAD v0.7i ( 17.09.2017)
« Reply #158 on: September 18, 2017, 01:01:03 AM »

Yeah, originally, the ballistic weapons had 0 flux and fixed ammo (no ammo generation).
I decided to bring them more in-line with vanilla and gave them slow ammo reload and some flux generation. Still balancing and I know there are weapons that are OP ATM.

Missiles also had fixed ammo. Some powerful ones still do.
Generally, single-shot torpedoes take about 50-60 seconds to reload.
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Anysy

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Re: [0.8.1a]STEELCLAD v0.7i ( 17.09.2017)
« Reply #159 on: September 20, 2017, 04:35:17 PM »

So when used with nexerelin, RSF stations seem to spawn as an uninteractable tiny space station item that sorta barely works (it functions, but players cant dock with it). This seems to be related to the RSF.json for nexerelin calling custom stations "stations_rsf", an uninteractable entity. I have swapped that personally for "rsf_orbital" which seems to work as expected.

Unrelated to direct bug fixes - Is it possible at all to make a hull mod to increase ammo reload rate? Some rsf ships seem very hamstrung by reload times, and really isnt helped by ammo racks, as those dont increase the reload rate (1 clip at 120 shots per 60 seconds, with +ammo racks is 180 to start, but reloads 120 per minute still)

Some weapons also, the 76mm battlecannon and tri-beam cannon, have a reload time of zero, causing the tooltip to react weirdly. (stock issue as far as the tooltip goes, mod issue as far as balance goes)
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TrashMan

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Re: [0.8.1a]STEELCLAD v0.7i ( 17.09.2017)
« Reply #160 on: September 21, 2017, 03:48:23 AM »

Good points. I was thinking of making a hullmod like that
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Tufted Titmouse

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Re: [0.8.1a]STEELCLAD v0.7i ( 17.09.2017)
« Reply #161 on: October 19, 2017, 01:04:16 AM »

Two things, One: The mod in the launcher shows up as v 0.7e, Two: I keep getting Conversion:r errors anytime i try to add hullmods
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A Random Jolteon

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Re: [0.8.1a]STEELCLAD v0.7i ( 17.09.2017)
« Reply #162 on: November 13, 2017, 05:47:39 PM »

I've been doing my own basic playthroughs, but its rather difficult to test the weapons balance against each other with the vanilla factions running around in campaign.

As for the missions, the only thing I've seen so far that seems a bit overdone is the Barracuda, which has the bad habit of simply deleting the first 1-4 ships that an ISA fleet comes up against. To be fair, that seems like its intended role and maybe it should stay, but some of the ISA ships simply have too many medium missile hardpoints to make it fair. The Michigan, for example, really needs some backup weaponry but insists that it is half a missile boat.

Overall, the ballistic weapons feel a bit weaker than they should, though their flux generation is essentially negligible, their impact (or rather, their overall 'feel', inclusive of projectile size and color and their firing sounds) feel a bit low compared to missiles or energy weapons.


Bit late, but try making a "random core planets" sector using nexirilian and using the "console commands" mod to give the factions planets. It'll be a lot of work in the beginning, but it's quite effective in the long one.

Tip: "setmarketowner [planetnamehere] [faction name here]", enter it, find the next planet you want that faction to have, then go back into ctrl+backspace, and then click your up arrow. So much time saved!!!!!
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TrashMan

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Re: [0.8.1a]STEELCLAD v0.7i ( 17.09.2017)
« Reply #163 on: December 01, 2018, 11:40:42 AM »

FYI - I am porting this to 0.9 with some additions and as stand-alone (no EZ Faction or Nexerilien required), bu since I have to essentailly re-make all the systems and their economy, as well as update all faction, weapons, hull and shipclasses files, items, rules and everything else for all the factions, it takes quite a bit of time
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TrashMan

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Re: [0.8.1a]STEELCLAD v0.7i ( 17.09.2017)
« Reply #164 on: December 04, 2018, 03:01:59 AM »

I'm making decent enough progress and will hopefully be adding a few new bits and pieces.

Given that a TC is just too much of a chore, I was thinking of making changes to Steelclad lore a bit to fit in better.
Basically, a long-forgotten generational colonization feet sent out from Earth just before the gate network ended up in the corner of the sector and gave birth to the factions. Placed in the north-east corner of the map (+x, +y coord), with reduced number of systems, I'm talking 1-3 per faction.

It might be a cliche explanation, but it  neatly ties up all the loose ends.
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