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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: [0.97a] prv Starworks v28.3 (2024-03-11)  (Read 339266 times)

prav

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mostly a maintenance update but hey, them's the breaks. got in a big dumb ship to play around with anyway. give it a go before i nerf the plasma manjets
« Last Edit: May 30, 2019, 02:48:30 PM by prav »
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eidolad

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Some really interesting ship designs in here...

...for players who've spent time in this mod, can you please say interesting things about:

1.  How does this mod ship/weapons balance stack up to vanilla?

2.  Or to other mod fleets like Diable or Dassault-Mikoyan?

3.  In Nexerelin:  how does this faction's fleet do in autocalc?  I.e. without the player doing anything, how does this faction do on its own?

I love to mix/match weapons and ships from from various mods to create custom ship load outs.  I know that it is a big ask to, for example, for individual mods to be balanced with each other...so I'm relying upon the "balance relationship with vanilla".

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Vex2

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1. Ships are a bit stronger than vanilla I would say. Comparable to Vanilla High tech.
Weapons I would say are comparable to midline tech, but with some extra utility. For example the Heavy Akers is a fast firing medium kinetic. Its DPS is comparable to a Heavy AC, with added EMP damage, but at a lower range.

2. I would say weaker than the big boy mod ships like Diable or DME, though maybe comparable once the roster is filled out a bit more and there are more weapon choices (fingers crossed)

3. In the few games I've played since they became a proper faction, they get it rough but can normally hold their own. Hard to tell because I'm normally off in the fringes not paying attention to the core.

tl:dr
Pretty well balanced to vanilla (imo)
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prav

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DOWNLOAD

v9:

Added the Skymning Battleship
- Fearsome capital ship with frontally focused firepower and a plasma burn drive.
-- Better at getting into fights than out of them.

Added the Gissel Destroyer
- Mixed-armament destroyer from the scrapyard fringe of the sector.
-- Watch out for its left hook.

Gremlin (RB)
- Updated sprite
- Added (HR) variant using the old sprite. Also replaces the Mining Laser with a lrpdlaser, otherwise identical.

Aska
- Armor increased by 100
- Adjusted Heavy Phase Teleporter AI hints

Ballebo
- Fleet points increased to 11
- Maintenance and recovery cost increased to 12

Sorl
- Flux dissipation increased to 300
- Shield efficiency improved to 0,9

Tystnad
- Fleet points reduced to 9
- Maintenance and recovery cost reduced to 9
- Acceleration reduced by 25%
- Turn acceleration reduced by 50%
- HP increased by 500
- Flux capacity increased by 300

Flamma
- HP increased by 600
- Beam variant adjusted to prevent 4x PD autofits

Kakafoni
- Engine and visual style changed to PRV_MID (greener)
- Fleet points reduced to 15
-- Maintenance and recovery costs unchanged.

Ilbud
- Ordnance Points increased to 70
- Flux dissipation increased to 240

Tiger
- HP increased to 5000

Kite (prv)
- Fleet points reduced to 3
- Maintenance and recovery cost reduced to 3

Broadsword (Pather)
- Increased refit time to 20
- Reduced speed to 110

Ljungeld (Prototype)
- Maximum range reduced to 900

Sidensvans, Sidensvans Array
- Adjusted to cause less clutter
-- Number of missiles launched cut in half
-- Missile damage and missile hitpoints doubled
-- Launch speed reduced to 100
-- Max speed increased by 200
-- Range/Lifetime reduced by ~33%

AKC c67
- Increased damage by 50%
- Increased flux cost by 100%
- Reduced reload rate by ~25%
-- New sustained uptime 50%, from ~67%

Siege Akers
- Tier reduced to 1

prv faction doctrine adjusted
- Fleet composition now somewhat prefers larger combat ships.
- Added Pilum LRM and Tactical Laser access*
- Added IR Pulse Laser, Ion Cannon, AM Blaster and Graviton Beam to the preferred equipment list
-- Should increase fit variety a little
- Removed Salamander MRM and Salamander MRM Pod access*
-- * Requires a new campaign to take effect

Luddic Church faction doctrine adjusted
- Removed access to standard prv weapons*
-- * Requires a new campaign to take effect

Adjusted ship spawn tables.

Expanded prv ship name list

Adjusted weapon tags for more sensible autofits
Corrected string error in prv_skara_attack.variant
Corrected typo in Linjär PK codex entry
Corrected fleet points error in Aska (LP) skin, now 19.



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prav

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i did a bit of focused fleet balance testing and found that prv fleets actually got their asses kicked a bit more often than warranted. so, a round of moderate buffs to hard stats and some doctrine tweaks.

they still lose soundly to the hegemony, but that's probably for the best. performance against other vanilla factions vary from generally winning to generally losing. oddly, pirates are among the worst matchups - that new atlas is no joke.
« Last Edit: June 14, 2019, 02:00:28 AM by prav »
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Hrothgar

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Re: [0.9.1a] prv Starworks v9 (2019-06-14) - Latest: Battleship Skymning
« Reply #35 on: June 14, 2019, 07:08:50 AM »

I just updated game to 9.1 rc8 so i dont see how Atlas MK2 is scary, after so many IBB and Styx Battles...

but hey, mayby i'm wrong.
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prav

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Re: [0.9.1a] prv Starworks v9 (2019-06-14) - Latest: Battleship Skymning
« Reply #36 on: June 14, 2019, 07:26:44 AM »

lotta gun for 18 fleet points
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Hrothgar

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Re: [0.9.1a] prv Starworks v9 (2019-06-14) - Latest: Battleship Skymning
« Reply #37 on: June 14, 2019, 07:59:32 AM »

Only 18?It may not be best ship ever, but for 18 points it have good amount of missiles...
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Takion Kasukedo

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Re: [0.9.1a] prv Starworks v9 (2019-06-14) - Latest: Battleship Skymning
« Reply #38 on: July 19, 2019, 01:57:28 PM »

prav, are you aware that your Skral bombers, and likely some other bombers too do not get shielded by fighters like Broadswords and Gladii? They may be missing the "bomber" tag if that may be the case, since 9a onwards introduced fighters going first and distracting/deploying means to distract enemy PD.
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Is now able to cook a decent Creamy Salmon Pasta, amok other things.

Still loves purple. Still not skilled enough to make a mod that doesn't get that one damn error.

prav

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Re: [0.9.1a] prv Starworks v9 (2019-06-14) - Latest: Battleship Skymning
« Reply #39 on: July 20, 2019, 04:02:54 PM »

no, that's an oversight. the tag is missing from skrål and diskordant but not pather broadswords.

« Last Edit: July 20, 2019, 04:06:43 PM by prav »
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MesoTroniK

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Re: [0.9.1a] prv Starworks v9 (2019-06-14) - Latest: Battleship Skymning
« Reply #40 on: July 23, 2019, 09:14:34 PM »

BoxyMcBoxenstein ships are very hard to make look good both in design and execution.

And of all the ships in your mod Prav, both present and known future? I like the thing in your preview screencap right there the most.

prav

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DOWNLOAD

v10:

COMPATABILITY NOTE:
A new campaign is required for several new features to be enabled, most notably the Rust Belt faction.

Added the Rust Belt faction
- A loose confederation of usually-not-quite-pirates operating on the fringe of the sector. Fond of salvaging and restoring lost ships, for sale or use.
-- Ruster markets occasionally spawn pirate fleets. Travelers, beware.
-- Most Pirate (prv) ships and weapons have been reassigned to the Rusters.

Added the Kratul system
- Hiding in the never-ending iron-oxide asteroid fields and Dominion-era scrapyard dumping grounds of the Kratul belts lie the Great Belt Alliance, or more commonly Rusters. Miners, salvagers, occasionally pirates and generally free spirits the Rusters have ended up in a violent vendetta with the intractable prv's industrial world of Kratul II.

Added the Raider Hideout, Armed Community and War Syndicate HQ industries
- Rust Belt markets with one of these industries will generate Pirate fleets.
-- If the RB are at not at peace with the Pirates, additional RB fleets will spawn instead.
-- Corvus-mode pre-placed only, for the moment.

Added the Flock Light Missile Cruiser
- Fragile craft equipped with a unique automatic missile launcher that can fire prodigious amounts of Kråka missiles.
- Also comes in Midrange and Rust Belt variants:
-- Midrange: Unlocks the middle Large Missile mount and comes with fast missile racks. Very volatile.
-- Rust Belt: Carrier conversion with two fighter bays.

Added the Skiffer Salvage Tender
- Small civilian craft with a flexible drone bay and a frigate-size salvage gantry.

Added the Basalt Heavy Frigate
- A sturdy brawling ship with a cheap support profile that is popular in the belt.

Added the Visent Frontier Freighter
- Barely larger than a frigate, the Visent still carries everything you need to haul cargo on the fringes of the sector - including guns and armor. Boasts an excellent top speed, but it's held back by poor acceleration and agility.

Added the Middag, Fika and Munsbit freighters
- Ranging from large and heavily armed to small and mostly harmless these transports take on a variety of hauling jobs for the prv corporation.
- Carry a number of semi-autonomous gun pods.

Added the Kakafoni (RB) skin
- Pirate version, but with a burn drive.
- Kakafoni (P) spawn rate greatly reduced.

Added the Skarn Strike Fighter
- Quick strike craft which strafes the target with an AKC chaingun, inflicting significant kinetic damage.

Added the Buddy Utility Craft
- Unmanned industrial drone armed with a machine gun and a fusion cutter. Durable, damaging and fairly slow-moving.

Added the Dominator (RB) Heavy Cruiser skin
- A slower but more agile version with the ability to fit energy weapons.

Added the SIPD Laser
- Weak close-in defense laser that releases an energy damage burst after a moment of sustained fire.
-- prv mainstay in the PD Laser role.

Added the Kartesch mortar
- Fires a large canister that bursts into a hail of HE bomblets.
-- Deadly against poorly protected targets, and an efficient paint-stripper against those still armored.

Flamma
- Recategorized as a Heavy Frigate.
- Added Midline Missile variant.
- Updated autofit goal variants.
- Updated graphics.

Ljus
- Updated graphics.
- Updated autofit goal variants.

Skära
- Updated graphics.
- No longer has a built-in Insulated Engine Assembly.
- CR/day increased to 8%.
- Increased AI threat value of the ship system.
- Added Belt variant.
- Retired Hotrodded skin. No more will spawn.
-- To prevent an engine alignment issue, the Skära (HR) skin has changed to use the new Skära graphic.

Tystnad
- Updated graphics.

Ballebo
- Updated graphics.
- Shield type changed to Omni.
- Shield upkeep increased to 0,45.
- Shield arc reduced to 120.
- Shield efficiency increased to 0.9.
- Tweaked codex entry.
- Updated Midline Close Support variant.
- Updated autofit selection.

Skymning
- Max Flux reduced to 17 000.
- Hitpoints reduced to 15 000.
- Corrected visual error in fighter launch bay alignment.

Conquest (Ryak)
- Inceased max turn rate and turn acceleration by 1°/s.
-- It makes a difference I promise.

Missljud
- Added built-in Flux Shunt hullmod.
- The Light Ion Beam will now also target missiles, should it lack a bigger target.

Sidensvans
- Refire delay increased by 100%, now 12 seconds per salvo.
- Projectile hitpoints reduced by ~33%.
- Role description changed to "Anti Armor".
- Updated codex entry.

Svala
- Improved visual effect.

Pskd, Pskd Cluster
_ Increased AoE by 50%
- Increase anti-missile fuze range by 50%

Plasma Maneuvering Jets
- Corrected major code errors.
- Removed flat bonuses, reduced multipliers.
-- Now gives a smaller maneuverability increase, especially for larger ships.

Unstable Thrusters
- Unchanged.

Stjärngård System
- Will now create random outer entities during sector generation.
- Adjusted star size.

Kylan System
- Adjusted star size.

Adjusted prv fleet doctrine.
Adjusted ship spawn rates.
Adjusted weapon tags for more sensible autofits.
Expanded ship name list.
Reduced the LPK firing sound volume.
Retired custom variants for vanilla ships.

Added missing Siege Akers, Svala AM Blast, Ljungeld Prototype and Bounder graphicslib lights profiles.
Added missing bomber tag for Skrål and Diskordant fighters.
The Ljungeld (Prototype) should no longer show up in stores. May require a new campaign to take effect.
Fixed several codex typos.




« Last Edit: August 03, 2019, 04:39:53 AM by prav »
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Clibanarius

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I wasn't originally planning on adding any other mods, faction or no, for a while, but... DANG! Your ships look GOOD AS HELL! Thanks for the excellent work!
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prav

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thanks man, that means a lot to me
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Histidine

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The mod crashes in Nexerelin random sector (because it tries to seed the Rust Belt pirate structures, but the game doesn't have the random sector industry generation script for this).

I've written the files needed, drop them in for your next release:

Spoiler
Path: data/scripts/world/exerelin.RBRaiderBase.java (or wherever you want and change the package, if you like)
Code: java
package data.scripts.world.exerelin;

import exerelin.world.ExerelinProcGen.ProcGenEntity;
import exerelin.world.industry.IndustryClassGen;

public class RBRaiderBase extends IndustryClassGen {

public RBRaiderBase() {
super("prv_rb_pirate_1", "prv_rb_pirate_2", "prv_rb_pirate_3");
}

@Override
public float getWeight(ProcGenEntity entity) {
return entity.market.getSize();
}

@Override
public boolean canAutogen() {
return false;
}
}

Path: data/config/exerelin/industryClassDefs.csv
Code: csv
id,name,class,priority,special,requiredMod
prv_rb_pirate,Raider Base,data.scripts.world.exerelin.RBRaiderBase,,TRUE,
[close]

Also consider whether you want to change the order of the raider structure seeds in faction config
(currently they go from smallest to largest, but can run out of markets before reaching the large ones, and can put larger versions of the structure on smaller markets)
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