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Author Topic: [0.9.1a] TC: Archean Order: Rebalanced Combat/Lore RPG - Update preview 6/24/20  (Read 298459 times)

WASP103

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Re: [0.9.1a] TC: Archean Order: Star-Wars-Inspired Combat/RPG - Nex Update! 11/9
« Reply #465 on: November 14, 2019, 12:26:26 AM »


If you don't want to wait for me (understandable haha) then you can probably get the dialogue into other mods with a bit of work:

Spoiler
1) Open the rules.csv file using SafariJohn's rule tool:
https://fractalsoftworks.com/forum/index.php?topic=13976.0

2) delete all the rules other than the directories titled "fleet interaction menu options" "cease fire interaction" and "commodity request/demand interactions"

3) look at the src directory and find the rulecmd directory under "src/archeus"

4) the rule commands you would need to compile into a jar are: "CeaseFireBribeCalc" "CeaseFireRequestCalc" "CommodityRequestCalc" "ReqCredits" "ReqFuel" "ReqSupplies" "SetReputationLevel"

5) add the jar (name it whatever) to the setting file in your starsector directory.
[close]

All I ask if you do this is that you don't release it and keep it as a personal mod (because I will release an official one eventually).


Thank you very much! this is actually exactly what I was hoping for! :)
And a standalone is already in planning? Perfect!
 And I'm looking forward to that as well. Keep up the good work mate :)
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Morrokain

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Re: [0.9.1a] TC: Archean Order: Star-Wars-Inspired Combat/RPG - Nex Update! 11/13
« Reply #466 on: November 14, 2019, 01:14:10 PM »

Well that seems like hell with me then, I was struggling with the CIS battleship which I think is the Megalith? against REDACTED and other faction ships of equal size weight. BUt I'll check it out later tonight. Thanks for keeping these updated as fast and fixed best ya can chief!

Yup, the Megalith is inspired by the Lucrehulk battleship. It will really depend on what you were struggling with though. Its shields are better but it has less dissipation and ordinance points than before. Its primary cannons have shorter range, but higher hit damage to make them more effective at other battleships like the onslaught.

So there were some trade offs but the biggest change was less range so the Megalith doesn't make stations practically obsolete when using Apocalypse Cannons.

Thank you very much! this is actually exactly what I was hoping for! :)
And a standalone is already in planning? Perfect!
 And I'm looking forward to that as well. Keep up the good work mate :)

 ;D
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mxyzptlk

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Re: [0.9.1a] TC: Archean Order: Star-Wars-Inspired Combat/RPG - Nex Update! 11/13
« Reply #467 on: November 15, 2019, 09:03:34 AM »

These mods are causing crash in my game in someway, seems the only ones incompatibles

Kadur Remnant 3.0.4 (https://fractalsoftworks.com/forum/index.php?topic=6649.0)
Ship Weapons Pack 1.10.4 (https://fractalsoftworks.com/forum/index.php?topic=11018.0)
Underworld 1.4.1 (https://fractalsoftworks.com/forum/index.php?topic=11002.0)
prv Starworks v11 (https://fractalsoftworks.com/forum/index.php?topic=12553.0)

My modlist (selected one arent enabled):

http://prntscr.com/pxhn3q
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Barracuda

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Re: [0.9.1a] TC: Archean Order: Star-Wars-Inspired Combat/RPG - Nex Update! 11/13
« Reply #468 on: November 15, 2019, 10:16:59 AM »

Any mods that rely on vanilla StarSector as a base will cause the game to crash. Pretty much the only mods that work with Archean Order are ones that only add or change things that have nothing to do with the ships or weapons unfortunately.
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Morrokain

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Re: [0.9.1a] TC: Archean Order: Star-Wars-Inspired Combat/RPG - Nex Update! 11/13
« Reply #469 on: November 15, 2019, 01:22:22 PM »

These mods are causing crash in my game in someway, seems the only ones incompatibles

Kadur Remnant 3.0.4 (https://fractalsoftworks.com/forum/index.php?topic=6649.0)
Ship Weapons Pack 1.10.4 (https://fractalsoftworks.com/forum/index.php?topic=11018.0)
Underworld 1.4.1 (https://fractalsoftworks.com/forum/index.php?topic=11002.0)
prv Starworks v11 (https://fractalsoftworks.com/forum/index.php?topic=12553.0)

My modlist (selected one arent enabled):

http://prntscr.com/pxhn3q

I'm actually more surprised at how many are compatible- that's a pretty long list for a TC. Thank you for posting this. I'm sorry about the ones that don't work.
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Barracuda

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Re: [0.9.1a] TC: Archean Order: Star-Wars-Inspired Combat/RPG - Nex Update! 11/13
« Reply #470 on: November 15, 2019, 04:20:48 PM »

These mods are causing crash in my game in someway, seems the only ones incompatibles

Kadur Remnant 3.0.4 (https://fractalsoftworks.com/forum/index.php?topic=6649.0)
Ship Weapons Pack 1.10.4 (https://fractalsoftworks.com/forum/index.php?topic=11018.0)
Underworld 1.4.1 (https://fractalsoftworks.com/forum/index.php?topic=11002.0)
prv Starworks v11 (https://fractalsoftworks.com/forum/index.php?topic=12553.0)

My modlist (selected one arent enabled):

http://prntscr.com/pxhn3q

How did you manage to get Vayra's Sector running? Just tried it a second ago in a new save and just going into the simulator caused it to crash
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Morrokain

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Re: [0.9.1a] TC: Archean Order: Star-Wars-Inspired Combat/RPG - Nex Update! 11/13
« Reply #471 on: November 15, 2019, 05:09:20 PM »

Any mods that rely on vanilla StarSector as a base will cause the game to crash. Pretty much the only mods that work with Archean Order are ones that only add or change things that have nothing to do with the ships or weapons unfortunately.

Its not quite that limited, but yeah pretty darn close. If the mod in question adds custom ships and weapons and only references already defined vanilla variants- that haven't been modified in their code (as opposed to custom vanilla variants they made or edited from existing variants)- then it should theoretically be fine.

Vayra's Sector seems improbable considering its a mega mod though. I didn't catch that at first. Assuming the simulator was never tried, it could be that the variant that is causing the simulator crash hasn't been encountered in the campaign yet. When it is, it will probably crash there as well.

Besides the simulator, a good thing to do to test mod compatibility is to put the game in dev mode and go to the "edit variants" button. Scroll all the way down and if there aren't any crashes then the mod is more likely to be safe. Sometimes not, but its a good early indicator.
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Barracuda

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Re: [0.9.1a] TC: Archean Order: Star-Wars-Inspired Combat/RPG - Nex Update! 11/13
« Reply #472 on: November 16, 2019, 02:02:52 AM »

Makes sense, though the only parts of Varya's Sector I was interested in was the Bounties and that the pirates/path will stop spawning if you take out their faction.
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mxyzptlk

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Re: [0.9.1a] TC: Archean Order: Star-Wars-Inspired Combat/RPG - Nex Update! 11/13
« Reply #473 on: November 16, 2019, 08:28:48 AM »

These mods are causing crash in my game in someway, seems the only ones incompatibles

Kadur Remnant 3.0.4 (https://fractalsoftworks.com/forum/index.php?topic=6649.0)
Ship Weapons Pack 1.10.4 (https://fractalsoftworks.com/forum/index.php?topic=11018.0)
Underworld 1.4.1 (https://fractalsoftworks.com/forum/index.php?topic=11002.0)
prv Starworks v11 (https://fractalsoftworks.com/forum/index.php?topic=12553.0)

My modlist (selected one arent enabled):

http://prntscr.com/pxhn3q

How did you manage to get Vayra's Sector running? Just tried it a second ago in a new save and just going into the simulator caused it to crash

I've got crash in Vayra after looking for some of their bounty. It's incompatible too.

But these mods that ive listed, you can even start Starsector with them on.

I played i bit with TC and really enjoyed this one, but its sad that you can't play with these others, including Vayra that brings good features.
« Last Edit: November 16, 2019, 08:31:01 AM by mxyzptlk »
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Morrokain

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Re: [0.9.1a] TC: Archean Order: Star-Wars-Inspired Combat/RPG - Nex Update! 11/13
« Reply #474 on: November 16, 2019, 11:22:11 AM »

I played i bit with TC and really enjoyed this one, but its sad that you can't play with these others, including Vayra that brings good features.

Yeah that is the downside of the combat changes being so universal it is really hard to make Vanilla-modified mods work well. It would require an entire rework of almost all the ship files to make it possible, and then balancing for actual fun would be some serious math.

Stuff like: (hullsize weapon count) * (Avg dps of large weapons across vanilla and mods / number of average additional Archean Order large weapons(by hullsize))

So each Archean Order weapon would have to correlate to a certain fraction of vanilla damage (since there are more of them per ship) and then the number of weapon slots and fighter bays per hull (by hullsize) would have to be standardized against vanilla (and alongside other Archean Order ships).

Archean Order was not designed under these strict parameters. It was quite honestly designed for "fun" in the sense of cinematic battles that look similar to Star Wars battles. The weapons and ship mounts were mostly designed around aesthetics and then balanced afterward. I would not recommend this approach for normal game design, but for a mod its a design choice that I can make confidently and fine tuning over many years paid off in the long run.

For instance, the Megalith went through ~40 different looks before the mod was released the first time. I watched every video I could find of a Lucrehulk battleship firing a spread of lasers and wanted the top-down forward firing of the Megalith to look very similar. The weapon placement is key to make that happen and so the Megalith (as one of the most powerful ships in the mod) was the cornerstone that most of the other ships were balanced around rather than that being the consideration while designing weapon placements.

Archean Order weapons were then designed partly around the Megalith's weapon slots. That is why they are the longest ranged weapons- the Megalith has forward-facing weapon slots practically at the back of the ship lol but that's required to get the firing look it needs. Most weapons also have a very slight firing delay that differs from weapon to weapon. Again this is purely aesthetic because it creates the staggered fire iconic to Star Wars instead of salvo-based volleys that are more in line with WWII naval combat.

That should give some insight into the combat changes and why they are difficult to revert back to Vanilla standards.

I'm not done adding ships and weapons to the mod though, so if there are any ships and weapons from other mods you would like to see in Archean Order let me know (Permission from the mod author will be strictly required of course) and I can rebalance them.
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Eliteempire

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Re: [0.9.1a] TC: Archean Order: Star-Wars-Inspired Combat/RPG - Nex Update! 11/13
« Reply #475 on: November 16, 2019, 02:10:49 PM »

I played i bit with TC and really enjoyed this one, but its sad that you can't play with these others, including Vayra that brings good features.

I'm not done adding ships and weapons to the mod though, so if there are any ships and weapons from other mods you would like to see in Archean Order let me know (Permission from the mod author will be strictly required of course) and I can rebalance them.


Shame ya said just other mods cause the pizza wedges would be a great add in I'd think.
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Morrokain

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Re: [0.9.1a] TC: Archean Order: Star-Wars-Inspired Combat/RPG - Nex Update! 11/13
« Reply #476 on: November 16, 2019, 04:24:24 PM »

Shame ya said just other mods cause the pizza wedges would be a great add in I'd think.

This mod?

https://fractalsoftworks.com/forum/index.php?topic=12243.0
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Eliteempire

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Re: [0.9.1a] TC: Archean Order: Star-Wars-Inspired Combat/RPG - Nex Update! 11/13
« Reply #477 on: November 16, 2019, 05:06:02 PM »

Shame ya said just other mods cause the pizza wedges would be a great add in I'd think.

This mod?

https://fractalsoftworks.com/forum/index.php?topic=12243.0

Aye reminds me alot of the venators and other republic era ships.
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Morrokain

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Re: [0.9.1a] TC: Archean Order: Star-Wars-Inspired Combat/RPG - Nex Update! 11/13
« Reply #478 on: November 16, 2019, 05:34:51 PM »

Oh yes they certainly look inspired from Star Wars. :)

Have you tried it yet? I think it should actually work with Archean Order by looking at the mod. You just need to disable the TC flag to include it in your mod list. Directions are on the front page (it is very simple)

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Eliteempire

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Re: [0.9.1a] TC: Archean Order: Star-Wars-Inspired Combat/RPG - Nex Update! 11/13
« Reply #479 on: November 16, 2019, 06:02:35 PM »

Oh yes they certainly look inspired from Star Wars. :)

Have you tried it yet? I think it should actually work with Archean Order by looking at the mod. You just need to disable the TC flag to include it in your mod list. Directions are on the front page (it is very simple)

TC flag meaning totalConversion line?

And I've played it by itself when I first acquired the game, but haven't sense. Been this mod only because well, Its a big blast.

Ah, And I hit a Null Error when picking out starting stuff. Ya can't swap the picture or it crashes the game. I'm using the Ao mod and the Nexeraline as well if that helps pinpoint it.
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