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News: New blog post: Minefields (03/25/18); The Circle Can’t Be Trusted: Drawing Battlestations (03/14/18); Starsector 0.8.1a is out!
 
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Author Topic: [0.8.1a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.2.1d) Update 4/15  (Read 18925 times)
Morrokain
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Posts: 450


Megalith Dreadnought - Archean Order


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« on: December 30, 2017, 05:52:31 PM »


Download
Main Mod Directory


Older versions

Download and Installation Instructions for New Players
  -   Upon downloading the mod by clicking the link above, unzip it and click through the folders until viewing a single folder above all the data. (So the file path would read "Archean Order TC v0.8.1a/data" etc)

   -   Next, drag the folders to the "Mods" directory. It should be located under something like: "C Drive/Program Files/Fractal Softworks/Starsector/Mods" See the image in the spoiler below for an example of what the final installation directory should look like.

-


   -   Run the game. When the first screen appears, at the very bottom click "Mods" and a list of installed mods should appear. As long as you followed the above steps, you should see "Archean Order". For reference see the photos below in the spoiler.

-

  -   As displayed in the image above, other mods you may have installed will also show up here (utility mods may still be selected).

   -   However, "Archean Order" is a TOTAL CONVERSION and will NOT work with the majority of other mods due to its comprehensive editing of core files.

   -   If you think some of the "lighter touch" mods that may still work and could provide additional fun, set "totalConversion" to false in the mod_info.json file located in the primary mod directory.

   -   Still, I would advise against such mod-merging attempts as they may cause unintended issues.

   -   Checkbox "Archean Order" (utility mods not advised without prior knowledge) as shown in the above image, and be sure all other mods are unchecked. This should happen automatically. Click "Save".

   -   Click "Play Starsector" and enjoy the Archean Order mod!


Mod Features
    -     More Dialogue Options for Fleet Encounters
           - >   Request commodities and war funds from anyone you meet.
           - >   Negotiate cease-fires with hostile captains or bribe your way out of combat situations.
           - >   Demand commodities or payment from fleets using your strength and influence.
           - >   Get tactical advice from your officers, who will have an opinion of you that will effect their dialogue and performance. **Coming soon!**
           - >   Negotiate with allies to reinforce your position or attack enemy factions' fleets and installations. **Coming soon!**
           - >   Use marines to protect your commodities and prevent boarding attacks on your vessels. **Coming soon!**

    -     4 New Factions
           - >   New thematic factions with distinctive ships, weapons, culture, backstory and tactics.
           - >   Over 15 additional markets including 2 new systems of various factions added to the Core Worlds campaign map.
           - >   New and existing factions will react differently to your dialogue choices based on their motives, personality and other factors.
           - >   New factions have their own music, portraits, tech and skins.
           - >   Explore the sector to learn more and find your play style.
           - >   A customized tutorial that introduces new mechanics, ships and factions. **Coming very soon!**
           - >   A story introducing a few of the new and existing factions' characters. **Coming very soon!**

    -     New Combat Mechanics and Tactics
           - >   Over 30 types of fighters.
           - >   Fighters are smaller, faster, more numerous, and can deal extra damage to ships' weapons and engines.
           - >   Over 100 weapons.
           - >   Smaller weapons, more weapons per ship- designed to mimic a cinematic combat experience inspired by the Star Wars movies.
           - >   New ships spread across all hull classes and factions.
           - >   250+ variants.
           - >   New skins for existing ships - sometimes dramatically changing features and load-out options.

    -     New Starting Options and Role-Playing Scenarios
           - >   More starting ship choices and options based around play-styles.
           - >   Start as a pirate, with a reputation throughout the sector and a small raider wolfpack.
           - >   Start as a mercenary, with a powerful financial backer and a small elite strike force.
           - >   Custom tutorial options for each start, teaching new techniques and skills to succeed in that role. **Coming very soon!**

    -     An Emphasis on Story-Telling and Immersion
           - >   Rich background for all new factions- who will treat you differently based on their culture, your reputation, and your choices.
           - >   Thematic music, portraits, logos, descriptions, ships and weaponry for each new faction.
           - >   Faction colonies have custom descriptions that give insight into their history and culture.
           - >   New and existing factions are recognizable at a glance - unique faction weapons and custom skins with stat modifiers give identity to their fleets.
           - >   Engage in small-talk to learn valuable secrets and improve your reputation with others, even your officers. **Coming soon!**
           - >   Exploration, and investigation of hidden secrets leading to powerful allies, lost technology, or even shaping the politics of the sector's major factions. **Coming soon!**
           - >   Bioware-inspired notoriety system. Strike fear into those who've heard of your deeds or be known as the sector's best hope for survival. **Coming soon!**

Tactics Manual

  -    I created this tactics manual to give players a reference point for the multiple changes to the combat layer present in the mod. It should not be required to play, most of the game's descriptions will give an accurate sense of things, but it exists regardless! The tutorial will also explain a lot of things, but until I can get the bugs out of the story encounters there it is disabled.

   -   As a side note, the role playing starts will eventually require the tutorial to be played first, but I will disable that requirement until it is up and running.


Screenshots and Gifs

   -   These should provide a decent showcase of some of the mod's features, but can contain some light spoilers, so viewer discretion is advised.


New Dialogue Options




Combat

Gifs








Screenshots











Factions














Ships










Weapons












Performance and System Requirements

   -    More combat calculations and just the extra content/scripts in the mod will inevitably impact performance.

   -    The most noticeable performance difference from unodded Starsector is a longer loading time at start, especially the first time you load the mod.

   -    Sorry everyone, I've tried to optimize where I can but my rules file alone is around 800 entries. I wanted the dialogue features to be immersive, and that requires a lot of scenarios and dialogue to get it to feel right.

   -    It's hard to measure- I can tell you my test PC has these specs and only has noticeable performance drops during the largest of battles (60 fps otherwise):


             OS:                     -     Windows 10 Home(64x)
              PROCESSOR:        -     3.40GHz Intel i5
              RAM:                   -     8G
              VIDEO:                -     NVIDIA GeForce GTX 1060 3GB



  -    Please feel free to chime in with what kind of performance you are experiencing, alongside your specs.

   -    I know it is definitely playable on older PC's and laptops from tests, but if I need to make adjustments I can try a few things.





Credits and Thanks


            - Alex
                   - Starsector's creator and my inspiration in game design. For the countless questions and coding help over several years and the emphasis you put towards supporting the modding community, taking player suggestions seriously, and just being a general all around nice guy, a serious heart-felt thank you!

            - xenoargh
                   - Creator of EZFaction and a very active and vocal member of the modding community, thank you for your input, creative suggestions, and all the questions you've answered!

            - LazyWizard, Trylobot, kazi, TJJ, Deathfly, Dark.Revenant, Tartiflette
                   - Probably the majority of the mods that currently exist use your tools and tutorials. A big thanks for your support of the community!
                                                                                  
            - Art and Sound Assets
                   - Though the ship edits, logos, title screen and weapons were done personally, factions of this mod would not be possible without the hard work, inspiration and generous free-use permissions granted by the artists who are responsible for the portraits and music.

            - ***Special Note*** As promised under applicable licenses, I will both credit and link to the websites of those artists! Thank you! I have also taken some of these assets from free art/sound websites that do not always specifically credit the author. I have worked hard to verify these sources- however, if for whatever reason you are the owner of an asset used in this mod and either you have not been credited or I do not have your permission to use said asset, please contact me and either I will ensure you are credited or I will remove the asset from the mod. I completely understand the desire for work to have the appropriate credit and I'm not here to profit or steal anyone's stuff. I am just trying to make a fun and unique mod experience the current game doesn't offer!  Cheesy

               **Dev Note** I am not responsible for the content on the linked websites. They may contain mature material that I have no control over. Discretion is advised where necessary.

            - Illustrations
                   Andreas Rocha - http://www.andreasrocha.com/

            - Portraits
                   SineAlas - https://sinealas.deviantart.com/
                   virink.com - https://www.pinterest.com/source/virink.com/
                   Degenerate Portrait Pack - http://fractalsoftworks.com/forum/index.php?topic=12493.0

            - Music
                   PurplePlanet - http://www.purple-planet.com/
                   Ross Budgen (SoundCloud) - https://soundcloud.com/rossbugden/epic-and-dramatic-trailer-music-olympus-copyright-and-royalty-free

            - Modding Community
                - To all the forum members who have given their advice, opinions, critiques and ideas - whether you even know it or not - you have been a big influence in shaping this mod to what it is now and inspiring me to continue working to bring this project to fruition. To say I stand on the shoulders of giants doesn't even do it justice. Again, a big thank you everyone!
« Last Edit: April 15, 2018, 12:23:52 AM by Morrokain » Logged
Morrokain
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Posts: 450


Megalith Dreadnought - Archean Order


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« Reply #1 on: December 30, 2017, 05:52:40 PM »

**Patch Info and Feature Focus**

This section will be reserved to document any existing updates as I find and squash bugs and continue to enhance the player experience with more dialogue, role playing options and features.

Next Patch Changes: Rough ETA: **N/A For Now**

N/A For Now


Current Patch Changes: Update v1.2.1d 4/15/2018

Content Additions
  • Two new frigates, the Neophyte and Exile, have been added to the Archean Order fleets in order to better diversify their tactics and ships from the Adamantine Consortium.
  • Added new skins\variants for the Condor-class Light Carrier and Scarab-class Drone Carrier found in Adamantine Consortium dreadlord fleets.

Balance Changes
  • Reduced upcharge, increased recharge of Iridium Cannon. -This will allow Hellcats to combat interceptors a little better. Before they could almost never effectively target them. They are still inaccurate at it, just less so.
  • Replaced one of the Drover-class Light PD Carrier's Hydra Gunship wings with a Hercules Gunship wing to give it a fair amount of assault potential for an insiginifcant loss in overall PD strength.
  • Increased Peak Operating Time of Megalith and Tyrant.
  • All Interceptors/Fighters/Bombers/Gunships of the same tech level will have the same combat range. (Should solve AI issues with carriers and allow for more diverse fighter-type combinations).

Bug Fixes
  • Fixed min crew requirements of Hydra, Renegade, Liberator, Cyclops and Hellcat fighter-craft.
  • Fixed OP of Hegemony, Pirate and Luddic Church Condor skins. Variants adjusted accordingly.
  • Atlas now correctly read as a capital ship, so Converted Hangar hullmod will add 2 fighter bays, as intended.
  • Corrected Askonia Gate orbit to match nearby entities' orbit speed (now they shouldn't collide in the late campaign).
  • Corrected late-game campaign issues with Archean Order and Tri-Tachyon in Hybrasil. Archean Order strongholds are much, much farther away from the system's star. (There should be less hi-tech debris and the markets should hopefully be a little more stable.)
  • Hyperion-class frigate now has Delicate Machinery hullmod built-in.
  • Slight re-work of Wolf (Arc) skin sprite.

Prior Patch Changes:

Update v1.2.1c 4/9/2018
Balance Changes
  • Increased damage of Pulse Laser by 25% (higher hit damage).
  • Reduced recharge rate and burst damage of Burst Siege Beam. Still keeps its Fire Support energy role, but damage should now be more in line with those kinds of weapons.
  • Increased number of charges of Burst PD Laser by 1, increased its recharge rate per charge slightly, and increased its burst damage by ~20%.
  • Increased number of charges of Heavy Burst PD Laser by 1, increased its recharge rate per charge slightly, and increased its burst damage by ~20%.
  • Increased charge regeneration rate of Guardian PD System by 30%.
  • Pulse Beam range reduced to 300.
  • Increased shot damage of Void Driver significantly, but reduced its recharge rate to a similar dps. Should be much more effective, especially against missiles, and more adequately reflect its description.
  • Slightly reduced effective shields of Liberator and Renegade fighters.

Bug Fixes
  • Fixed skeleton crew calculation of Converted Hangar hullmod.
  • Corrected sound issues with Ion Torpedo, Micro Repeater, Iridium Cannon and Icer Gun.


Update v1.2.1b 4/8/2018
Content Additions
  • Improved Bribery mechanic: Now also allows for bribery upfront- greatly increases the chances of a successful ceasefire negotiation.

          - Can include several increments of bribes(with varying levels of cultural implications per faction) to increases chances of success- the highest bribe almost guarantees success with certain factions.
          - Should the player choose not to bribe upfront and the negotations fail, the player will have a second opportunity to bribe the enemy commander at a higher cost.

  • Improved Cease-Fire mechanic: Now can successfully negotiate a ceasefire with Vengeful rep Pirates (was guaranteed to fail before) and new bribery mechanics allow for more controllable, consistent results for the player, should they really want to avoid a battle.
  • 2 new missions featuring the Hyperion-class Experimental Frigate as a flagship.
  • Added 3 new starting options for new factions- now consolidated with the former two additions under "Advanced Start".
  • Consolidated "Normal Start" options (containing the basic start options and separating the destroyer-sized starts more clearly).
  • New skin and variants for Archean Order's Wolf-class frigate.

Balance Changes
  • Peak Performance mechanic implemented back into all vessels. Timers greatly increased for all but phase ships, and ships with High Maintenance from their experimental nature, such as the Sunder, Hyperion etc.
  • Safety Overrides' Peak Performance reduction now greatly limits prolonged combat performance as a downside to balance out its benefits. OP to install reduced by 33% as a result. This will also make Pathers less annoying to fight in prolonged engagements where the player doesn't happen to have any pursuit or interdiction vessels.
  • Reduced Flux per Salvo of Trebuchet LRM by 33%, missile speed reduced by ~20% (This should make the missile less of an issue when massed and allow it to be more easily added to load-outs. It was also too powerful/useful for its tier and in comparison to the advanced Hunter LRM).
  • Nova Cannon damage increased by 25% to compensate for loss of EMP component. It should now properly take its place as a top tier PD option with a secondary assault role.
  • Added the Refit Time effect of Damaged Flightdeck to Civgrade Hullmod.
  • Op Cost of Operations Center hullmod reduced by 33%.
  • Converted Hangar hullmod now increases the number flight decks on existing carriers by +1/+1/+2 on destroyers/cruisers/capitals in addition to its normal effects. This hullmod can now also be installed on existing carriers.
  • Significant buffs to Hyperion: now has medium universal hardpoints at each wing. Increased cost and supplies to maintain/deploy. Variants adjusted accordinly.
  • Reduced flux use of Phase Teleporter by 15% and increased its range significantly.
  • Decreased Tyrant-class Battleship's turn rate by 60%. It was too inaccurate with beams otherwise.
  • Liberator Heavy Fighter has had one of its Icer Guns removed, and Limited Range Finders hullmod is now built-in.
  • Ion Torpedo projectile hitpoints reduced by 40%.
  • Changed starting variant load-out for Medusa.
  • Redistributed success rates for some dialogue features- now that bribery is a more mainsteam feature.
  • Minor tweaks to deployment costs across all ships (couple exceptions of "minor", like Scarab, that were pseudo bugs), Fleet Points in ships and across skins now properly correlates to deployment cost for calculations in some scripts.

Bug Fixes
  • Fixed description for civilian Star-Liner to include its built-in, yet poorly operating fighter bay.
  • Correctly implemented extra damage to weapons/engines from fighters- normalized this stat to 50% extra damage in order to reduce combat layer complexity. Removed EMP component from all small PD weapons.
  • Updated and corrected Tactics Manual to reflect changes since release. Also greatly expanded the manual, including non-technical documentation of dialogue features and mechanics as well as tips for tactics against certain factions for new players.
  • Fixed bug with Adamantine Consortium Comm-Relay encounter not taking priority over Tribute requests.
  • Added story text to "The Great Restructuring" mission.
  • Corrected a few scripts that had incorrect IDs for the Tri-Tachyon corporation.
  • Bribe calculation in Cease Fire requests now stems from enemy fleet strength, as intended, rather than player fleet strength.
  • Corrected fleet strength calculations in Cease-Fire and Commodity request features. It was too punishing when severely outnumbered (almost never happened).
  • Refactored code of several scripts to run more efficiently and have less redundancy.


Update v1.2.1a 2/27/2018
Content Additions
  • New factions now have custom dialogue when you hire their officers.
  • You can now "Rescue" Officers from the Adamantine Consortium if you cannot afford to pay a "hiring" bribe. This will make the barons less than pleased, of course.
  • New variant for the Osprey-class light carrier that features Mining Drones - added to independent and scavenger fleets.

Balance Changes
  • Tempest-class frigate now has a "small" version of the Wasp interceptor wing wing built-in. This wing has 4 max interceptors instead of 6.
  • Acolyte-class heavy frigate now has a "small" version of the Spectre interceptor wing built-in. This wing has 4 max interceptors instead of 6.
  • Removed built-in Talon wing for the Atlas superfreighter. Now has two open flight decks instead of one, but not enough Ordinance to carry much heavy strike craft. Standard variant adjusted.
  • The Mining Drone wing now has a combat assault range similar to other gunships, and Assault AI. Ordinance cost increased to 2 (from 0).
  • Built-in Mining Drone wing on the Venture-class combat freighter has been modified to retain its short range support role, as intended.
  • Redacted heavy fighter primary weapon replaced with something stronger. Was too weak for its number/OP cost.
  • Redacted interceptor has had its secondary weapon removed. Was too strong for its number/OP cost.
  • Fast Missile Racks now is a charge based ship system. Reduced amount of times system can be used, costs less flux per use.
  • Crucible-class destroyer has slightly better dissipation.
  • Condor-class light carrier (destroyer) has its max flux capacity increased by over 50%, with a corresponding increase in dissipation. Shield efficiency reduced by 20%.
  • Changed starting variant for Lasher-class frigate to be more easy to manage flux cost of weapons.

Bug Fixes
  • You can now hire new faction mercenary officers as intended. A bug in Rules.csv prevented the dialogue option to hire them from appearing.
  • Removed override of hullmods.csv file to allow power user opt-in of Autonomous Ships mod. (Must still set totalConversion to "false" in the mod_info.json file)
  • Fighter wings should no longer disappear from inventory after visiting the refit screen if hulls with built-in versions of the same type exist within your fleet.
  • Corrected name error in Mining Drone wing tooltip.
  • Redacted heavy bomber will now correctly use its primary weapon.
  • Reduced volume level for Ion Torpedo, Icer Gun, Iridium Cannon and Micro Repeater by 20-40%, as needed.
  • Corrected tooltip for Concentrated Shields.
  • Weapons now display their required "Flux per Shot/Salvo" information in their description.


Update v1.2.1 2/19/2018

Content Additions
  • 6 New Fighter Wings. (4 gunships, 2 fighters, 1 bomber)
  • 1 New Hi-Tech Dedicated Carrier (Heavy Destroyer).

Balance Changes
  • Buffed Lasher's ability to use strike weapons. Base flux and dissipation increased. Shield efficiency lowered.
  • Buffed Lancer's ability to use it's missiles and ship system. Base flux and dissipation increased. Shield efficiency lowered.
  • All ships now have 10%/15%/20% base soft flux dissipation when shields are raised (up from 0%), depending on if the hull is considered lowtech/midline/hitech.
  • Reduced the benefit of Stabilized Shields hullmod by 15% (Now +35%).
  • Balance pass on fighter rarity.
  • Redistributed fighters among factions and variants. Less overall redundancy. Some better variants.
  • Medusa-class destroyer is now a dedicated drone carrier with two full Terminator Drone wings, to both better match its ship system and avoid the awkwardness of part built-in/part open fighter bays.
  • Medusa is no longer classified as a combat carrier to the AI. Max combat speed now in line with other assault destroyers. Terminator Drone's combat speed substantially increased.
  • Medusa is now unique to the Tri-Tachyon corporation and Adamantine Consortium's fleets. No longer found in Sci-Corp's fleets.
  • Medusa(A) skin now changes the ship system to Fortress Shield.
  • Tempest-class frigate is now also found in the Tri-Tachyon Corporation's fleets and markets. No longer unique to Sci-Corps.
  • Medusa(A) skin now changes the ship system to Fortress Shield.
  • Astral-class Super Carrier no longer has built in Terminator Drones. Its 8 fighter bays are now open, though there is no increase in Ordinance Points. Test indicate the slight nerf has little overall effect on combat performance. If anything, it's better due to more concentrated fighter strikes. Variants adjusted accordingly.
  • Tri-Tachyon Corporation and Sci-Corps now have more distinct combat styles and weapons.
  • Tri-Tachyon focuses on phase ships, heavy beam and missile weaponry, as well as drone attacks using fighter swarm superiority.  
  • Sci-Corps uses tactical assault fighter strikes, ion-based support weapons, and heavy torpedo salvos from dedicated combat vessels.
  • Reduced ammo count of Rapier Srms (Fighter version) by 25%. This is intended to slightly reduce the salvo power of the Thunder Bomber on lightly defended targets. It is also a small nerf to the Xyphos gunship.
  • The Aegis-class cruiser has one of its medium ballistic weapons now converted to a hyrbid slot to further diversify medium energy weapon options. Variants adjusted.
  • Increased beam speed of Graviton Beam and Graviton Lance. Considering its short burst duration, range upgrades made the weapon deal less dps at max range than was ideal.
  • Reduced flux to activate Recall Device ship system to 25%. Now has only 3 charges and regeneration.

Bug Fixes
  • Changed Heavy Mortar description to better describe its intended role.
  • At-A-Glance role description added to the Interdictor Drone and Terminator Drone.
  • Fighter-Class Systems hullmod is now present on all fighter wings.
  • Tooltip for Faulty Power Grid D-Mod corrected to display accurate information.
  • Safety Procedures Rank 3 should now reduce the negative effects of Faulty Power Grid, as intended.
  • Fixed a few variants' default weapon groups.
  • (WIP) Another round of refining/polishing some of the dialogue. Removing awkward language and attemtping to improve the conversation experience.
  • All combat vessels, if not all vessels in general, should now have the Stabilized Drive Conduit hullmod built-in.

Update v1.2 2/10/2018

Content Additions
  • Archean Order and Adamantine Consortium have new systems near the Core Worlds containing their respective capitals and main strongholds.
  • Many new faction colonies now have custom illustrations and all new colonies have custom descriptions.
  • New Independent and Sci-Corps colonies - Penelopes Star is now a part of the Core Worlds (this should make a couple early game bounties slightly less risky and weapons/ships from those factions more accessible).
  • Made the "Random Battle" Mission have a much wider selection of variants to randomly pull from. -a great way to test out max battles and get a feel of the new combat without investing too heavily into the campaign.
  • 5 New low tier energy strike/fire support weapons.
  • 3 New low tier ballistic strike/fire support weapons.
  • 1 New high tier missile strike weapon.
  • 2 New low tech frigates with medium energy mounts found easily early on.
  • 1 New mid tech destroyer with medium hybrid mounts in Lions Guard and Trader Guilds patrols/markets.
Balance Changes
  • Harpoon MRM and its large variant has more missiles per salvo, and higher regen. To balance this change they deal less damage per shot and have less armor penetration. This small rebalance makes them a lot more reliable to use, and the AI will use them more liberally as well. Two direct hits will still destroy most frigates- if caught unshielded.
  • The Graviton Beam and Graviton Lance are now proper assault weapons, as classified. They will also now autofire and target fighters if no other combat ships are in range. Reduced turn rate, beam speed, and burst mechanics for the weapon and buffed its damage. Persean League was suffering in most fights due to its lackluster performance. It penetrates armor slightly better, but is still poor at it overall.
  • Hegemony XIVth vessels now have an increased deployment cost in association with their armor and ordinance point buffs. This better balances these powerful vessels and slightly nerfs the overwhelming campaign power of the Hegemony (They could beat any faction (except maybe the highest tier ones) too easily in pitched battles before).
  • Adjusted most starting variants to support new weapons and spread them out over multiple factions. They should now be found in most early markets.
  • Added new variants and edited existing ones - the aim of this was to both reduce weapon redundancy and give a platform to acquire the new strike/fire support weapons more easily.
  • The Hound's composite hardpoint is now universal - allows the use of small, low tier energy strike weapons in pirate and independent fleet compositions.
  • The Eagle now has a few small hybrid turrets to better support its intended Jack-Of-All-Trades combat role. Variants adjusted accordingly.


Update v1.1a 1/18/2018
Content Additions
  • New hullmod - Priority Beam Defense AI - Makes all PD Burst Beams only target missiles.

Balance Changes
  • The Conquest and Falcon now have Maneuvering Jets as their ship system (was Deploy Reserve Fighters).
  • Deploy Reserve Fighters and Targeting Feed ship systems no longer generate flux on use. Instead, they start with 3 charges, gaining one charge greatly exceeds the system's cooldown.
  • Burst PD Laser and Heavy Burst PD Laser now auto-target fighters and ships as well as missiles. To balance this change, both weapons have had their charge regeneration reduced (burst damage is the same).
  • Guardian PD System now targets fighters and ships as well as missiles. To balance this change, the weapon has been converted to a charge-based weapon (with 8 charges) and reduced burst damage by 20 percent.
  • Increased the accuracy of the Artillery Cannon by ~20 percent.
  • Reduced effectiveness on Flux of built-in faction systems by ~33 percent.

Bug Fixes and Design Improvements
  • Fixed a few variants with errors.
  • Added a few variants with new weapons configurations and rebalanced previous ones using them to operate more effectively, where necessary.
  • Updated tooltips of several weapons (Ie. Mining Laser, Mining Blaster, Guardian PD System) to better describe their function and power.
  • Updated tooltips of fighters to better describe their roles and strengths at a glance.
  • Corrected a few more typos and awkward language in descriptions - mostly campaign related entities.
  • Added regen back in for the Atropos Torpedo(Single). Dagger Bomber now has a custom built-in version without regen.
  • All vessels now gain the "0-Flux Boost" until 5% flux. Changing Tier 3 Helmsmanship to allow up to 35% flux before boost cuts off.
  • Hermes cargo capacity reduced to be more in line with other freighters.
  • Hornet SRM is now renamed to Vespid SRM (id is same for modders).
  • Added new descriptions to some key faction colonies to better improve immersion.


Update v1.1 1/10/2018
Content Additions
  • Faction colonies are now seeded directly into the Core Worlds.
  • Faction colonies now have unique descriptions describing their place in the sector and their respective owners' goals and culture.
  • Added ~7-8 small weapons in the "Strike" and "Fire Support" category spread across missile and ballistic weapon types.
  • Starting variants have been adjusted to account for the new weapons.
  • Added new variants or modified existing ones across many factions (especially pirates).

Bug Fixes and Design Improvements
  • Fixed crash on clicking "Show Info" on planets while in the Intel tab.
  • All new factions now generate system bounties, food shortages, survey missions, etc.
  • Added a small composite weapon slot to the Hound All variants have been adjusted to reflect this - deployment cost increased to 2 supplies.
  • Captain personality will now properly reduce or improve the amount of credits requisitioned or demanded from fleets as intended.
  • "Safety Overrides" description will now properly display what it does.
  • Fixed more scenarios where bribery failed to get the enemy to disengage.
  • Updated Bribe description to include information previously obscured to the player when bribing a fleet captain.
  • Changed "Max and Min Battle Slider" settings to more accurately reflect standard Performance Requirements. (100 - 300 with default at 150)
  • Slightly increased Capital Ship deployment costs.
  • Balance pass through ship systems - generally increasing time to regenerate charges substantially.
  • Flares have been reworked to regenerate.
  • Fixed several description typos and outdated references.

Performance Improvements and Misc
  • Improved performance of starting a new game and loading the mod by ~33%.
  • EZFaction and LazyLib utility tools are no longer required to play the mod.

Hotfix v1.0a 1/2/2018
  • Fixed bug with Bribes and Cease-Fire negotiations not always causing the enemy fleet to disengage if the faction reputation is hostile towards the player in general.
  • Bribes should also no longer occur concurrently if you provoke the fleet a second time.
  • Roughly halved number of EZFaction procedural faction colonies to improve campaign stability and performance.



Also, I am going to use this section to give some transparency to current Dev work. Specifically: which features I am prioritizing. I may have polls later if people would like some **Coming soon** features prioritized over others.

Next Planned Features By Priority:
  • Tutorial and Intro Story.
  • Customize-able Officers of any faction with Trader Guild Mercenary Recruitment Stations.
  • Tactical Advice from Officers.
  • Officer Reputation System.
  • Small Talk with Npcs.
  • Notoriety System along with player titles for campaign achievements.

Future Planned Features By Priority:
  • 2 Additional Factions: one playable, one not.
  • Full campaign story with custom missions and quest chains.
  • Unique combat scenarios currently not found in campaign.
  • More advanced utilization of Marine Battles.
  • *Ground Battles and Planetary Invasions??
« Last Edit: April 14, 2018, 11:09:27 PM by Morrokain » Logged
Morrokain
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« Reply #2 on: December 30, 2017, 05:52:49 PM »

**Collaboration and Feedback**

Do you have feedback for the mod that is constructively critical but want to remain anonymous? No problem!

Feel free to send me a PM on the forums indicating what you dislike and why - though a couple points:

 - Please try to keep it constructive and polite. Wink It especially helps if you have a proposed solution to your concern or issue.

 - I will consider all comments, but I still hold final say on changes. This is not a guarantee, though I really really do appreciate the feedback!


Collaboration


 - Want to help out with Archean Order or want your faction in the campaign? Send me a PM and we can discuss!

I am especially interested in:

  • Portrait Artists
  • Illustration Artists
« Last Edit: January 02, 2018, 04:21:31 PM by Morrokain » Logged
Morrokain
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« Reply #3 on: December 30, 2017, 05:53:44 PM »

Happy New Year everyone!  Wink
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Arkar1234
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« Reply #4 on: December 30, 2017, 09:09:31 PM »

« Last Edit: December 30, 2017, 09:13:19 PM by Arkar1234 » Logged

Somewhere... somehow... some when.... there's a Kantai Collection mod for Starsector.....
MajorTheRed
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« Reply #5 on: December 30, 2017, 09:26:54 PM »

As a geologist, I need to ask "why archean?"  Grin

By the way, this mod has some really nice sprite, really like them. And its seems to have take a lot of work!
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xenoargh
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« Reply #6 on: December 30, 2017, 09:28:30 PM »

This looks super-cool.  Bravo!  I'll try this out tomorrow Smiley

A smallish request / suggestion, if I may.
It wouldn't take a huge amount of work to get the ships / weapons converted to use FX mod for performance improvements.  

If fighters tend to be more numerous, we can expect pretty crawling framerates in big fights, especially as the count of fighters goes up.  

At the very least, I'd do Fighter engines and gun flares / explosions; that will save a surprising amount of CPU, I think you'll find, while preserving the Vanilla look of the ship engines and missile trails.

I might just find time to do this initially for you as an optional mini-mod; you'll have to maintain it, though.
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Check out my SS projects Smiley
NightKev
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« Reply #7 on: December 30, 2017, 10:00:34 PM »

You really should set the "total conversion" flag to true on your mod, its entire purpose is for TCs and that's what this is...
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Histidine
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« Reply #8 on: December 30, 2017, 10:09:58 PM »

You really should set the "total conversion" flag to true on your mod, its entire purpose is for TCs and that's what this is...
Addendum on reasoning: If people want to use other mods with this they should change the TC flag themselves (i.e. poweruser opt-in), until such time as Archean Order is known to be compatible with most/all extant mods.
Otherwise some users will inevitably fail to note the incompatibility issues, break it and won't know who to look to for help.
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Morrokain
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« Reply #9 on: December 30, 2017, 10:21:28 PM »

You really should set the "total conversion" flag to true on your mod, its entire purpose is for TCs and that's what this is...
Addendum on reasoning: If people want to use other mods with this they should change the TC flag themselves (i.e. poweruser opt-in), until such time as Archean Order is known to be compatible with most/all extant mods.
Otherwise some users will inevitably fail to note the incompatibility issues, break it and won't know who to look to for help.

You guys sold me. I had debated that very issue in my head for a while, but its true that anyone who knows enough to try it would also know how to disable to TC flag. Updated- undocumented but its a really small thing.  Wink


This looks super-cool.  Bravo!  I'll try this out tomorrow Smiley

A smallish request / suggestion, if I may.
It wouldn't take a huge amount of work to get the ships / weapons converted to use FX mod for performance improvements.  

If fighters tend to be more numerous, we can expect pretty crawling framerates in big fights, especially as the count of fighters goes up.  

At the very least, I'd do Fighter engines and gun flares / explosions; that will save a surprising amount of CPU, I think you'll find, while preserving the Vanilla look of the ship engines and missile trails.

I might just find time to do this initially for you as an optional mini-mod; you'll have to maintain it, though.

Thank you for the praise! I am very much open to your suggestion too! It is actually on a to-do list to investigate, but it was put behind things like getting the tutorial to work. But if it would improve performance as you say, its worth a look in the near future!

As a geologist, I need to ask "why archean?"  Grin

By the way, this mod has some really nice sprite, really like them. And its seems to have take a lot of work!


Thank you!

Also, hey someone asked!  Grin Its a reference to:

https://en.wikipedia.org/wiki/Archeus

Lord Archeus is the leader of the faction. He isn't quite in the game yet, only references. But well, I have a lot of plans and notes you see...

**EDIT** 1/3

Oh my! Just realized you were not grouped in and properly thanked for your feedback in my first response post! Thought I had! Very sorry about that, especially considering the hilarious gif!   Sad
« Last Edit: January 03, 2018, 01:43:22 PM by Morrokain » Logged
A Random Jolteon
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« Reply #10 on: December 31, 2017, 09:49:12 AM »

"  - >   Smaller weapons, more weapons per ship- designed to mimic a cinematic combat experience inspired by the Star Wars movies."

Me: DOWNLOAD FASTER YOU STUPID POTATO OF A COMPUTER!!!
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Thaago
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« Reply #11 on: December 31, 2017, 11:55:47 AM »

Woooo! I am very excited to try this!
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Ahne
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« Reply #12 on: December 31, 2017, 01:39:39 PM »

Looks very interesting and fresh, will test it in the next year Wink
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Morrokain
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« Reply #13 on: December 31, 2017, 02:11:41 PM »

Woooo! I am very excited to try this!
Looks very interesting and fresh, will test it in the next year Wink
"  - >   Smaller weapons, more weapons per ship- designed to mimic a cinematic combat experience inspired by the Star Wars movies."

Me: DOWNLOAD FASTER YOU STUPID POTATO OF A COMPUTER!!!

 Cheesy

For those with older specs, please let me know if you are having performance issues, and preferably where -  campaign layer or combat - physical memory leaks/thrashing vs FPS drops - etc

I am debating scaling back or how much I can get away with things like:

 - Max battle size

 - Number of active faction bases/colonies using EZFaction

 - How is the first load time? Subsequent loads?

These things will let me get a good idea of the scope of future releases. Especially the viability of some of the fancier features to come.

Happy hunting!
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Death_Silence_66
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« Reply #14 on: December 31, 2017, 11:25:26 PM »

Wow, great work.
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