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Author Topic: [0.9.1a] TC: Archean Order: Rebalanced Combat/Lore RPG - Update preview 6/24/20  (Read 298449 times)

Morrokain

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Download
Main Mod Directory

Update consolidated notes:

- Better performance as a whole (hopefully 40%-66% better)
- Less overpowered carriers.
- Larger battle size.
- All bugs fixed to my knowledge. (please correct me if not)
- Better weapon toolitps. (see detailed notes)
- Better balance between each hull size as far as deployment and combat strength is concerned.

Spoiler
Campaign Content Additions and Balance Changes
-------------

 --- Campaign Changes:
-------------
    - Advanced and rarer vessels are less accessible as a whole in markets, and should no longer be salvageable through post-battle recovery (Enemy-wise) though you can still find them as derelicts from warzones for now (changing that later).
    - Starting options contain less starting vessels than before with the exception of harder starts such as Pirate or Adamantine Consortium.
    - Increased minimum bounties active at a time.
    - Reduced amount of enemy raider bases active.
    - Increased payouts for bounties.
    - Removed use of autofit in NPC fleets.
    - Added many portraits from various portrait packs for the player and re-added new faction portraits as well (with permission).
    - Removed several portraits from Archean Order factions (most of the anime style ones) to save for future lore.

 --- Faction Changes:
-------------
    - Further increased Luddic Church vessels' effectiveness.
    - Reduced most factions' use of dedicated carrier vessels (Improves large-scale campaign performance.)
    - Hegemony Condor now gains Targeting Feed ship system instead of Burn Drive. (Carrier changes make this necessary.)
    - Luddic Church Condor now gains Reserve Deployment ship system instead of Burn Drive. (Carrier changes make this necessary.)
    - Removed use of Retibution fighters, Thermal Pulsers and Thermal Cannons from Sci-Corps fleets (personal preference. It had too much of a Christmas kind of feel :P )
    - Added many more portraits from various portrait packs to factions (with permission).
    - Restored the CIVILIAN tag to faction freighter conversions so that they won't autodeploy in combat anymore. (Pirates, Adamantine Consortium, Damaged, Trader Guilds)
-----


Combat Balance Changes
-------------
 - Frigates: Added built in hullmod that lets frigates low-flux boost up to 35% max flux and increases damage dealt to fighters by 100% and incoming missiles by 50%.
 - Further increased hitpoints of Atropos torpedoes and Shockwave rockets.
 - Increased flux cost of Punisher Artillery System to be inefficient like other non-missile Fire Support weapons.
 - Slightly reduced hit damage of Devastator Cannon.
 - Reduced hit damage of Antimatter Blaster by 20%. (Was too good for being so flux efficient despite the short range.)
 - Increased flux per shot of Plasma Cannon. Almost inefficient.
 - Increased Peak Performance Time on many rare ships and all phase ships.
 - Increased armor penetration and burst damage of the Claw bomber's light tactical laser.
 - Reduced Heavy Thunderbolt Launcher's damage per second by 33% (Not its strike damage).
 - All dedicated carriers now have a large penalty to their low-flux speed bonus to better prevent kiting. (Carriers now absolutely require escorts to offset their combat range.)
 - Reduced Fighters per wing by a range of 33% - 50% in all cases but the highest tiered fighters.
 - Increased fighter bay amount in dedicated carriers and most combat carriers past the destroyer-sized hull size.
 - Increased supply per deployment gap between hull sizes.
 - Increased supply per deployment gap (slightly) between pure assault-class and fighter-carrying hulls.
 - Increased fighter replacement times substantially.
 - Increased the benefit of the built in carrier hullmod reducing fighter replacement times.
 - Changed Barrage Hammer launcher back to alternating fire behavior. (turns out linked fire makes it weaker to flak rather than stronger overall as I had hoped)
 - Further increased the range threshold of Safety Overrides. (continuing to improve Luddic Path combat strength)
 - Reduced the CR decay per second on dedicated carriers to allow them to more effectively retreat since their speed has been greatly reduced.
 - Greatly reduced total flux per shot of the Guillotine Cannon to make it more efficient considering its other drawbacks.
 - Increased time between bursts of the Heavy Fissure Cannon to make it more in line with typical ballistic strike weapons. Dps remains the same but overall strike potential reduced.
 - Shade (Ad) and Afflictor (Ad) now have Phase Jumper ship systems instead of their original design's ship systems.

--- Faction Hullmod Changes:
-------------
 - Simple Core Systems now increase armor by 100 in addition to its usual effects.
 - Updated Core Systems now increases max flux by 20% in addition to its usual effects, and the shield damage reduction bonus has increased.
 - Luddic Church now has even more increased speed but reduced hull flexibility as far as weapon loadouts (Lower Ordinance Points) and variants have been adjusted accordingly.
    - ^(Similar to Luddic Path- but a less patched-together zealous feel because of the removal of both permanent weapon failures and low PPT associated with Pather hulls.)
    - ^(With these changes, I'm hoping to provide capitalization on strengths and minimalization of weaknesses from an AI standpoint.)
    - ^(To the player, the hulls will seem more balanced as far as player piloting is concerned since previously the hulls mostly provided benefits over drawbacks.)

--- Station Balance Changes:
-------------
 -
--- Ship System Changes:
-------------
 -

--- Ship Changes:
-------------
 - Increased Legion max flux and dissipation.
 - Added an additional Large Ballistic turret slot to Legion.
 - Added additional fighter bays to Legion, Executor, Astral, Megalith, Nightreaver, Epiphany, Odyssey and Pillager hulls.
 - Increased Havok armor.
 - Increased Shrike armor.
 - Aegis now designated a light cruiser. (Better fits its size and power)
 - Added an additional two Large Synergy turrets to the Executor in place of its former side-facing medium Synergy turrets.
 - ^(Adjusted variants accordingly.)
 - Increased Justicar, Revenant and Megalith max flux, and dissipation (reduced their potency a bit too much last update.)
 - Increased Revenant weapon count.
 - Increased Megalith and Revenant fighter bay count and ordinance points (Not as high as before).
 - Re-adjusted cruiser and destroyer speed.
 - Increased Malevolent and Astral max flux.
 - Reduced Malevolent armor and slightly increased Megalth armor.
 - Added additional fighter bay to Eagle to synergize wtih its standard ship system and soften the blow of the number per wing reduction to fighters.
-----


Bug Fixes
-------------
 - Fixed calculation of Simple Core System's shield damage increase in its description to match its actual effects.
 - Fixed calculation of Updated Core System's shield damage decrease in its description to match its actual effects.
 - Added rarity modifiers to all ship hulls (actually missed the very presence of that column in the ship.csv file, ugh)
 - Corrected Adamantine Consortium faction start to use correct ships instead of the Tri-Tachyon variants.
 - Removed chance for an error to occur during campaign start due to overrides within the settings portion of the mod.
 - Dedicated carriers should now act accordingly among all faction variants and attempt to avoid the front lines and remain behind combat vessels.
 - Hopefully fixed issue with some faction starts causing Galatia to not properly reconnect with the Core World's economy.
 - Jangala is now finally a Hegemony starfortress instead of a Persean League starfortress.
 - Xanathos now actually acts like a black hole instead of a standard star. It is now an extreme hazard.
 - Corrected flux per salvo and other statistics. (They are no longer in the description but actually featured on the tooltip)
 - Corrected the Adamantine Consortium mistakenly constructing Archean Order stations for raider bases. Now uses Adamantine Consortium stations.
 - Fixed post designations for Archean Order to make more sense from perspective on their ranks (hopefully).
 - Corrected Citizen rank for Adamantine Consortium to something more appropriate for that faction's setting.
 - Added descriptions to ships, weapons, ship systems and fighters that still needed them. (Some are still placeholders for the lore update)
 - Fixed faction starts that sometimes wouldn't assign officers to vessels.
 - Fixed faction starts that sometimes wouldn't assign officers to the player fleet at all.
-----


Misc
-------------
 - Polished Adamantine Consortium stations look to have better lighting at the edges.
 - Polished Condor (Ad) sprite to better match new theme for the Consortium.
 - Updated Antimatter Blaster sprite to match modern Starsector.
 - Increased battle size defaults (can still be lowered) due to better performance.
 - Hopefully increased performance in late campaign during max battles by 25%-40%.
 - Changed engine color of conversions that change tech to match the tech that the hull is being converted to.
 - Reduced fleet strength variance in Random Battle and Random Fleet Battle missions.
 - Changed Retribution sprite to better match a Hegemony-dominated production.
 - Increased the radius of orbit for several Archean Order entities to help prevent their patrols from crossing the event horizon of Xanathos.
 - Added more important details and statistics to most weapon tooltips.
 - Helmsmanship skill tier 3 increased to 50% flux level threshold in order to reflect recent frigate changes.
-----
[close]
« Last Edit: November 01, 2019, 09:50:31 AM by Morrokain »
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Barracuda

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Great work as always on the update! Recently I've been trying to play with this mod and Nex. Ive only noticed two issues, one that some of the stations used by the new factions are not in place. Two Nex does not recognize the new factions. If this mod and Nex were compatible I would be set for life! I prefer your mod's weapons and ships way more than vanilla
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Morrokain

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Thank you!

I'll send Histidine a message regarding Nex compatibility. I may have some time to work on that in the near future. From what I remember back when I was looking at the details of the Nex project the primary issue was the first one. Both Archean Order and Nex modify parts of the procgen and I wasn't (at the time) quite sure about how to reconcile both starts.
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PyroFuzz

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I feel like this has already been asked, sorry in advance. But how compatible is this mod with other faction mods?
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PyroFuzz

Damienov

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I feel like this has already been asked, sorry in advance. But how compatible is this mod with other faction mods?
very low compatibility, because this is a total conversion mod. A snippet of the info on the main post

Quote
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.
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Morrokain

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I feel like this has already been asked, sorry in advance. But how compatible is this mod with other faction mods?

Correct as PyroFuzz Damienov (was looking at the name of the poster when typing  :P ) said completely overriding the weapons and ships list means any faction mod that makes use of any Vanilla weapons or ships probably won't work and will cause random crashes if weapon slots have been removed and that mod has variants that try to put weapons there.

If the faction mod is completely unique then it may work without crashes but there is no guarantee that balance will match up very well.

However, lots of utility and feature mods are compatible.

--------------------------------------

Well I am very happy to announce that it does look like 0.9 changes has made it so that merging in Nex will be a lot easier. Probably not easy, but I think I can get it done. I'll give more details when I have them.  :)
« Last Edit: November 05, 2019, 09:45:24 PM by Morrokain »
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Barracuda

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Well I am very happy to announce that it does look like 0.9 changes has made it so that merging in Nex will be a lot easier. Probably not easy, but I think I can get it done. I'll give more details when I have them.  :)
Glad to hear! Keep up the great work!  :D
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Daynen

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Man, merging this with Nexerelin would be pretty hardcore.  Can't wait to take my Tyrant out on a galaxy-conquering spree.
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Morrokain

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It turns out its even better than merging. I can actually make it compatible so it can be an optional mod alongside the TC (have to disable the TC flag of course). This is really important because merging means I have to also support all the changes both for Starsector updates and current Nex bugs (if any), and that was a huge downside for me since it would probably double the work and its not code I wrote or am familiar with. This way, Histidine's changes for bugfixes and updates will can be easily included by redownloading Nex rather than having to tell me about it and I have to change it in Archean Order's code.

I've already fixed the faction markets not spawning. It was honestly far easier than I expected it to be. The only thing I can't get to connect to the sector economy so far (at least while Nex is active) is Eldrus, which is trivial enough since it is a level 1 market mostly for story purposes anyway.

Now I just need to set up the config so that Nex recognizes Archean Order factions and hopefully override the starting ship options to stay true to Archean Order faction flavor.

Then I'm merging another portrait pack and providing a new commission feature where you can lock the player faction's portraits to your commission factions portrait list. Ever wanted to just have your colonies spawn Hegemony or Archean Order officers? Now you can!

It is both optional and reversible too.  ;)

The next update will be small, but its impact will be huge. I'm pretty excited about it!
---------------

*edit*

Ok I have 3 of the factions plugged in but they need polish and fine-tuning for all the features because there are a lot of them. I also fixed an issue with Random Core Worlds causing a nullpointer so that should be a possible start option now.

The only thing I may not be able to do anything about is that Nex itself modifies starting ships, items, the defense stations uses and a couple other things for Vanilla factions.

My changes to them just merge with Nex, so unless there is a weight variable like for stations, that will show up more than likely. Luckily there is a weight for stations so those will remain mostly standard to Archean Order's balance.
« Last Edit: November 06, 2019, 04:06:15 PM by Morrokain »
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Morrokain

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Alright I added all the portraits from the new merged portrait pack (thanks Interestio!) and I have 40 of the 60 rules done for faction portraits. There was an unforeseen issue on that feature I am trying to solve, and I need to add the Trader Guilds to the Nex faction config and finish the polish for Sci-Corps as well.

If I can get all of that done I'll release a Nex compatible update late tonight. No promises though: a lot could come up.  ;)
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Morrokain

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Trying to fix one last stubborn issue.  >:(
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I_is_nublet

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Alright I added all the portraits from the new merged portrait pack (thanks Interestio!) and I have 40 of the 60 rules done for faction portraits. There was an unforeseen issue on that feature I am trying to solve, and I need to add the Trader Guilds to the Nex faction config and finish the polish for Sci-Corps as well.

If I can get all of that done I'll release a Nex compatible update late tonight. No promises though: a lot could come up.  ;)

While it would be amazeballs if it happens tonight, no pressure :)
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Morrokain

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Going to spend another 30 minutes on it then update start the update process if no progress has been made. Its not game breaking. Just be aware that if you change your faction to only use your commissioned factions portraits, and then betray your commissioned faction without resigning it in person at a market, your player factions portraits will be locked until you can sneak into a market and speak with a commission npc to reset them.
« Last Edit: November 09, 2019, 07:01:34 PM by Morrokain »
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Morrokain

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Re: [0.9.1a] TC: Archean Order: Star-Wars-Inspired Combat/RPG - Nex Update! 11/9
« Reply #448 on: November 09, 2019, 09:25:09 PM »

Here's the Nex update!  ;D

I still couldn't fix the issue with dropping a commission outside of a market failing to cause player portraits to reset, so be aware of that. Other than that there shouldn't be many bugs at least that I have found. Feedback always welcome. Enjoy!

Download
Main Mod Directory

Compatible with Nexerelin
https://fractalsoftworks.com/forum/index.php?topic=9175.0

Directions to Enable Nexerelin and Other Non-Utility Mods:
Spoiler
1) Go to mod_info.json located directly within the the first level of the mod directory and open it.

2) Change the value 
Code
 "totalConversion":"true"
to: 
Code
 "totalConversion":"false",

3) You can now enable the other mods when running the game.
[close]

Update Notes v1.3.4b:
 
Campaign Content Additions and Balance Changes
-------------

 --- Campaign Changes:
-------------
    - Now Nex compatible!
    - Megalith spawns slightly more often in Archean Order fleets.
    - Added 375 new portraits spread among all factions including some of the Archean Order-specifc factions.

 --- Colony Changes:
-------------
    - Can request faction-specific portraits for player owned-fleets for more faction flavor customization once you have a commission with them.
-----

Bug Fixes
-------------
 - Fixed some dialogue text not respecting new lines.
 - Add tech types to stations.
 - Corrected weapon blueprints for changes in theme for Adamantine Consortium and Sci Corps from last update.
-----

Misc
-------------
 - Game loads slightly faster
-----
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Ranakastrasz

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Re: [0.9.1a] TC: Archean Order: Star-Wars-Inspired Combat/RPG - Nex Update! 11/9
« Reply #449 on: November 09, 2019, 09:27:48 PM »

Sorry if I missed it, but does this work with nex and other mods that add ships? Or just nex itself?

It is kinda hard to imagine it otherwise.
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