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Starsector 0.9.1a is out! (05/10/19); Blog post: Raiding for Fun and Profit (11/27/19)

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Author Topic: Re: [0.9.1a] Hazard Mining Incorporated (Tweaks Ed., 0.2.2g)  (Read 84719 times)

Green Ghost

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Re: Re: [0.9.1a] Hazard Mining Incorporated (Tournament Nerf Ed.2, 0.2.2e)
« Reply #210 on: January 15, 2020, 01:21:12 AM »

I tried again on a new save and it works, but I really don't wanna abandon my current save, is there any way to fix or reset seele? I really wanna fight those monster ships and see what's in that station.
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King Alfonzo

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Re: [0.9.1a] Hazard Mining Incorporated (Tournament Nerf Ed.2, 0.2.2e)
« Reply #211 on: January 15, 2020, 08:52:57 PM »

I tried again on a new save and it works, but I really don't wanna abandon my current save, is there any way to fix or reset seele? I really wanna fight those monster ships and see what's in that station.

Sorry, I'm afraid not. The problems are essentially 'baked in' to the map when you start a new game, and this can't be changed post-start.

Green Ghost

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Re: [0.9.1a] Hazard Mining Incorporated (Tournament Nerf Ed.2, 0.2.2e)
« Reply #212 on: January 16, 2020, 02:28:04 AM »

I tried again on a new save and it works, but I really don't wanna abandon my current save, is there any way to fix or reset seele? I really wanna fight those monster ships and see what's in that station.

Sorry, I'm afraid not. The problems are essentially 'baked in' to the map when you start a new game, and this can't be changed post-start.
Oh well, need to update a few mods anyway, thx for the help.
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King Alfonzo

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Re: [0.9.1a] Hazard Mining Incorporated (Tournament Nerf Ed.2, 0.2.2f)
« Reply #213 on: January 16, 2020, 08:24:00 PM »

Just a quick hotfix update:

-Tweaked the Communist Herakles to be it's own ship hull instead of a skin. This enables me to make it more balanced within a tournament setting, while also preventing the crash associated with its hullmod.
QUICKFIX - changed to match skin id.
QUICKFIX 2 - Altered the Variant and roles.json as well
QUICKFIX 3 - Fixed the variant file properly this time
-Tweaked the Mark IV Autocannon to be inferior to the Mark IX, unless you have expanded magazines.

Save Compatible. Download Here.

wizardcain

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Re: [0.9.1a] Hazard Mining Incorporated (Tournament Nerf Ed.3, 0.2.2f)
« Reply #214 on: January 16, 2020, 10:06:38 PM »

the highlighted part below
compare herakles and herakles rc
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KoolAidWizard

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Re: Re: [0.9.1a] Hazard Mining Incorporated (Tournament Nerf Ed.3, 0.2.2f)
« Reply #215 on: January 16, 2020, 11:24:53 PM »

Just a heads up, updating from the 1.12.20 version to the one updated today seems to knockout version checker (no game start updated, no 'v' key response); reverting back corrected the issue.  Great mod btw: really enjoyed my HMI play through.
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SukmaZaki

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Re: [0.9.1a] Hazard Mining Incorporated (Tournament Nerf Ed.3, 0.2.2f)
« Reply #216 on: January 18, 2020, 06:52:53 AM »

Thanks! Great Mod too! I love low tech variant of Tri-tach ship, but can you make it compatible with Commission Crew mod?
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tseikk1

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Re: [0.9.1a] Hazard Mining Incorporated (Tournament Nerf Ed.3, 0.2.2f)
« Reply #217 on: January 18, 2020, 06:03:16 PM »

Probably my favourite faction mod! The junker ships are very cool and fun, both thematically and mechanically. I love throwing my disposable heaps of safety-overridden scrap into the fray to fight to the death, just for them to come back stronger. The greasy especially is a big favourite of mine. What's scarier than an assault chaingun armed safety-overridden frigate? An assault chaingun armed safety overridden frigate with two sabots and an antimatter blaster. I love trying out different builds for roach king and cockroach. If only there was a junker battleship or battlecruiser... (Please collaborate with Underworld and make their junker ships work like yours!)

The reconstructed droneships feel a bit underwhelming (except for the Rampart) but that's okay. Not everything needs to be super strong.

The weapons are okay, maybe a bit too weak, same goes for the fighters (except the scale, it's awesome!) and other ships. Hippocampus and Herakles might be just a little overcosted.

About the star systems and colonies: They feel... weird. From what I read I was expecting a lot more reward and a lot more danger. Pirate fleets at Kamikaze are of good size, but they often get stuck outside the map borders(???) and don't seem to be able to navigate back. Luddic path fleets still aren't scary enough, since they get big accessibility penalties leading to almost permanent shortages and also haven't got access to even a single heavy industry, so they get a massive penalty to ship quality. (to be honest they really could use one, they are a joke in the base game too) The nanite swarms are fine.
The biggest thing that grinds my gears: The little amounts of their respective special resources the colonies have to trade. It feels awful to accept a mission to deliver red water to a colony, only to realize the only colony that produces it has such a tiny amount of it for sale it isn't even enough. The resources aren't even that valuable. My suggestion: Up the danger of said system and also up the rewards.
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King Alfonzo

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Re: [0.9.1a] Hazard Mining Incorporated (Tweaks Ed.3, 0.2.2g)
« Reply #218 on: January 18, 2020, 07:51:58 PM »

the highlighted part below
compare herakles and herakles rc

Whoops, Thanks for the catch!

Just a heads up, updating from the 1.12.20 version to the one updated today seems to knockout version checker (no game start updated, no 'v' key response); reverting back corrected the issue.  Great mod btw: really enjoyed my HMI play through.

Not entirely sure about this issue - I haven't seen it in my version. Do you delete the mod file before you replace them?

Thanks! Great Mod too! I love low tech variant of Tri-tach ship, but can you make it compatible with Commission Crew mod?

I think I did add a hullmod for comissioned crews in the latest version?

Probably my favourite faction mod! The junker ships are very cool and fun, both thematically and mechanically. I love throwing my disposable heaps of safety-overridden scrap into the fray to fight to the death, just for them to come back stronger. The greasy especially is a big favourite of mine. What's scarier than an assault chaingun armed safety-overridden frigate? An assault chaingun armed safety overridden frigate with two sabots and an antimatter blaster. I love trying out different builds for roach king and cockroach. If only there was a junker battleship or battlecruiser... (Please collaborate with Underworld and make their junker ships work like yours!)

Glad you're having fun! I'm currently thinking of making a Modular Junker Battleship (like the Cathedral, except more ghetto), but that's really far down the pipeline.

The reconstructed droneships feel a bit underwhelming (except for the Rampart) but that's okay. Not everything needs to be super strong.

The weapons are okay, maybe a bit too weak, same goes for the fighters (except the scale, it's awesome!) and other ships.

The reconstructed droneships are weak, but they're cheap and easily massable. The weapons and fighters are also supposed to be incredibly niche in how they're used, as they are weapons that have long since faded out of usage in the rest of the Sector.

Hippocampus and Herakles might be just a little overcosted.

In the next update, I'm dropping the DP of the Herakles a bit. The Hippocampus is overcosted due to balance reasons; any cheaper and it'll outstrip other survey ships as an effective combat and support vessel.

About the star systems and colonies: They feel... weird. From what I read I was expecting a lot more reward and a lot more danger. Pirate fleets at Kamikaze are of good size, but they often get stuck outside the map borders(???) and don't seem to be able to navigate back. Luddic path fleets still aren't scary enough, since they get big accessibility penalties leading to almost permanent shortages and also haven't got access to even a single heavy industry, so they get a massive penalty to ship quality. (to be honest they really could use one, they are a joke in the base game too) The nanite swarms are fine.

I'm afraid I can't do much about the pirate and luddic path fleets. In the case of Kamikaze the threat is the giant pulsar rather than the pirate fleets. I'm thinking of boosting the patrols around Soul in the future, but again, that's far down the pipeline. Good to hear the nanite swarms are providing a challenge.

The biggest thing that grinds my gears: The little amounts of their respective special resources the colonies have to trade. It feels awful to accept a mission to deliver red water to a colony, only to realize the only colony that produces it has such a tiny amount of it for sale it isn't even enough. The resources aren't even that valuable. My suggestion: Up the danger of said system and also up the rewards.

There's a lot of things behind the scenes that make improving the rewards difficult, as it tends to play havoc with the economy system in the background of the game. Further, something about making 'exotic' items more expensive the further form the source they are, is currrently not working as intended in the base game. Unfortunately until certain things are changed on Alex's end, this will have to be the best I can do.

And speaking of that future update.

MINIFIX UPDATE:
-Herakles DP changed from 60 to 55, and fixed the subtle graphical error on the righthand side of the ship.
-The Junker Hullmods now have a malus to fighter quality and engagement range with increasing number of d-mods; running a high d-modded Fishkill is now less overpowered and more risky to use in combat.
-Changed the DP of the Berserker (Scav) from 16 to 14; I went too far in balancing this thing.
-Dropped the DP of several (Scav) ships to make them a bit more attractive in swarm fleets.

Download here. Savegame compatible.
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