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Author Topic: [0.9.1a] Hazard Mining Incorporated (DEBLOATENING Ed., 0.3.3c)  (Read 154813 times)

Arcagnello

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Re: [0.9.1a] Hazard Mining Incorporated (Ooops Preview Ed., 0.3.2d)
« Reply #315 on: October 20, 2020, 03:47:34 PM »

Ah I see now! Did the two mods have some sort of collab a while ago exposing why Underworld has HMI ships?
I think its merely a coincidence, as the idea of a ship being made from space debris/junk isn't too rare.

I mean, the specification of the ship is the same, the color palette of the ship is the same, the overall aesthetic of it is nearly identical too, the only thing missing is the Junker Hullmod  ???

Anyway, I made a claim about the Roach King being kind of....on the overpowered side and provided a screenshot and the overall setup of it. Now I've got some data:

This was the first real uphill battle in the mid-game. I actually did not have my fleet control a relic battlecruiser worth 75FP and dealing disgusting amounts of damage and wanted to see just how much I could push my Junker ship roster and this is the result, quite impressive:
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With nothing above 20FP being fielded, I managed to level a fleet with 12 Capital Ships. Okay the Chronos isn't all that good but still!
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Now, if you think 1500% damage dealt is amazing, just wait until you see what one of my little pests did!
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Yup, that's an Overridden Scav that within its 101 second peak performance time (I've got automatic orders having it retreat when it starts getting malfuctions) did 2000% damage across two back to back engagements.

I already shared the build I'm using for the Roach King, so here's the Scav Build:
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This Vanilla friendly version works just as well
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Arcagnello

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Re: [0.9.1a] Hazard Mining Incorporated (Ooops Preview Ed., 0.3.2d)
« Reply #316 on: October 21, 2020, 05:23:25 AM »

Just popping in to say that I thought the Scale Support Fighter was kind of meh until I actually found a proper ship to put it in. I had a very unpleasant run in with a Hegemony taskforce (how dare they try and take back a planet I just invaded) wich actually cost me some ships and I had to fill the leftover gap with something, wich ended up being a D-modded Legion.

Assuming the Scale missiles are a bit worse than Annihalator rocket pods and one wing accounts for 1.5, this legion variant can fire 11 Annihilator Rocket Pods into a single target at the same time, 6 of wich never running out of ammunition.
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Just watch the AI control it with Sabaton - PanzerKampf in the background for best viewing experience.


I've got to playtest it for a bit more, but I feel the Scale does so much damage it might warrant an OP increase. You can easily slap it on a battlecarrier (maybe just on a plain old carrier too if the Scale actually switches between allied ships but still has to come back to reload in the mothership) and have it deal effective HE damage on the target while the mothership does kinetic. It's quite effective, not to mention the support fighters carries its own PD weapons to help mommy out.

Edit: They do just that actually, I like how their low speed and fighter-like range can hamper them and have them travel more than firing their rockets. I guess we'll have to see how these rocket puppies will perform in 0.9.5 (with its general fighter craft and related modspecs getting a nerf) since they're already quite taxing on fighter replacement times with their restocking of ammunition before seriously talking about any possible balance changes. Please give even smaller importance of my ramblings about balance for now :P


Edit 2: I soon realized I actually put expanded magazines instead of missile racks  ;D

I've also been playtesting the Scale and the damage per missile is quite low compared to annihilators, making it a lot less effective against armored targets.
Then there's also the issue of range, capital ship fights usually take place above 1200-1300 units and the scale seems to have around 1000-1200 units of range itself, making it just sit around doing nothing most of the time. I guess its true utility is that it's going to escort other units in the fleet as the mothership itself gets close but I still have to see the kind of damage it does in a prolonged battle.


« Last Edit: October 21, 2020, 08:56:34 AM by Arcagnello »
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King Alfonzo

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Re: [0.9.1a] Hazard Mining Incorporated (DEBLOATENING Ed., 0.3.3c)
« Reply #317 on: October 23, 2020, 09:14:22 PM »

THE DEBLOATENING HAS COMMENCED!

Due to everyone complaining about how HMI is too big and strenuous on existing systems, I have decided to split up the content, removing the Brighton Federation, Fang and Draco from HMI. HMI now runs a bit smoother now a few scripts have been removed, and the lower ship number reduces strain on computer systems. In the course of splitting up the mod, I also made Brighton and HMI Supervillains (Fang and Draco) useable independantly of HMI and each other. So if you want scavenged derelicts and remnants without having to deal with junker ships - you're all good. HOWEVER, all the secret content is tied to the main HMI mod.

NOT SAVEGAME COMPATIBLE WITH HMI 0.3.2d; YOU WILL NEED TO START A NEW GAME TO USE THIS CONTENT

Changelog (and it's a doozy)

0.3.3 Changes:
Campaign:
-Draco, Fang and Brighton have been removed.
-Obsidian has been retooled into a more 'conventionally' hazardous system.
-Several Market tweaks have occurred to help - not guarantee, just help - prevent HMI markets spamming the 'best place to sell' listing, and also make them more robust to attack.
-Mercy has been beefed up with more Luddic Path markets and an increase in Soul's defensivenessand maybe some weirdness there idk

Ships
-Added some new Ship Names to Scavengers and HMI.
-Added the Dominator (P), and phaseless TT prototypes of the Afflictor (Forgiveness), the Harbringer (the Appeasement) and the Doom (the Pardon).
-The Phlognosticator has been made a bit rarer and a bit more dangerous.
-TT Prototypes and HMI Techmined ships have been made more common
-The Hammerhead (HMI), Cerberus (HMI) and Lasher (HMI) have been reworked into techmined ships and renamed
-The Hammerhead (TT) has been reworked, and turned into a TT Prototype
-Removed the Shepherd (L), the Donkey and the Hammerhead (C); Although if there is outrage I might re-add the Donkey and Shepherd Light
-'Fixed' the Locomotive's system - right now I'm looking into how to fix this problem, but right now you'll find that you'll be able to use the system when you've lost the engine module; I.E. when you shouldn't be able to. I'm looking into it, apologies.

Weapons
-Flux efficiency of the Richardson reduced.
-Mess Feeder drones now work properly.

Other
-Version Checker Fixed.
-Fixed the Domres blueprint, made fighters not flux out.
-Fixed an incompatibility with Brighton's Absence

Get HMI HERE

BRIGHTON FEDERATION
Changes in 0.0.1

-Split off from HMI
-(Scav) renamed to (BRV)
-Added the Radiant (BRV)
-Removed the Warden (BRV)
-Derelict and Remnant (BRV) ships now come with hullmods that reduce weapon and engine health and increase repair times, along with making their CR degrade faster outside of peak performance time.
-Added Reconstructed ships - these are vanilla base blueprint vessels that come with terrible maluses, but have a lot of big missile slots.
-Fixed Brighton Nex starts

Get Brighton Federation HERE

HMI SUPERVILLIANS
Changes 0.0.1

-Split off from HMI
-Added Phaseless phase ships to Draco
-Ionos (Draco) has been changed to be a lot more forward firepower focused.
-Added Atlas (Fang), Mora (Fang), Colossus (Fang) and the Burro - an incredibly angry Enforcer with consolidated forward firepower.
-Draco gets their own system of Prester John; a black hole system in the West of the sector.
-Fang gets their own system of Phylum; a red dwarf system with lots of small markets.
-Both Fang and Draco fight over the planet Infinity in Gallus.
-Fang and Draco will use Raider Bases if Varya's Sector is installed and Raider Bases are allowed.
-Draco Engines now look fancier

Get HMI Supervillains HERE

And, as always, give me a yell if anything goes wrong.

mora

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Re: [0.9.1a] Hazard Mining Incorporated (DEBLOATENING Ed., 0.3.3c)
« Reply #318 on: October 23, 2020, 10:53:53 PM »

The variant hmi_fang_mora_Assault has its hullId set to "mora" so it just spawns the vanilla Mora. The Fang probably cannot use their version because of this.

You made the rear small slots on the Radiant (Scav) asymmetrical unlike the beautiful symmetric layout of the original. An atrocity of this scale cannot be hidden.
The Radiant (Scav) has a Burn Drive. In my opinion the best part and also what makes the Radiant unique is the Phase Skimmer system on a capital ship. Vanilla already has a degraded version of the phase skimmer. Would it be too good if it had it? Even losing some large slots or the fighter bays are worth it I think.
« Last Edit: October 23, 2020, 10:55:42 PM by mora »
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King Alfonzo

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Re: [0.9.1a] Hazard Mining Incorporated (DEBLOATENING Ed., 0.3.3c)
« Reply #319 on: October 23, 2020, 11:22:40 PM »

Thanks for the catch on the variant file, I'll update it in the next version.

I can't really justify sticking the phase skimmer on a reconstructed, reclaimed ship from a lore angle, especially one with medium and large ballistic slots from a gameplay aspect.

mora

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Re: [0.9.1a] Hazard Mining Incorporated (DEBLOATENING Ed., 0.3.3c)
« Reply #320 on: October 23, 2020, 11:46:33 PM »

I can't really justify sticking the phase skimmer on a reconstructed, reclaimed ship from a lore angle, especially one with medium and large ballistic slots from a gameplay aspect.
Even the original radiant says something about a phase skimmer on a capital ship being impossible so I guess yeah. How about a Plasma Burn then? Its kinda like the Phase Skimmer... except it can only go forward.
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Arcagnello

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Re: [0.9.1a] Hazard Mining Incorporated (DEBLOATENING Ed., 0.3.3c)
« Reply #321 on: October 24, 2020, 03:14:25 AM »

I can't really justify sticking the phase skimmer on a reconstructed, reclaimed ship from a lore angle, especially one with medium and large ballistic slots from a gameplay aspect.
Even the original radiant says something about a phase skimmer on a capital ship being impossible so I guess yeah. How about a Plasma Burn then? Its kinda like the Phase Skimmer... except it can only go forward.

You could also tear a page off the Kadur Remnant and giv it an ability that boosts if forward, disables shields/reduced handling but that reduces damage taken and increases rate of fire/flux rate?

Also, damn I just started an HMI campaign and I want this stuff so bad xD
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Arcagnello

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Re: [0.9.1a] Hazard Mining Incorporated (DEBLOATENING Ed., 0.3.3c)
« Reply #322 on: October 29, 2020, 10:00:22 AM »

Dropping by once again to say that I managed to get my hands on not one but two Locomotives and I'm having a blast with them.

Imagine being the Luddic Path and attacking a heretical, AI riddled planet but realizing you've got to fight three battlestatons instead of just one on the way in  ;D

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I have not yet found and used all the ships this mod introduces. I'm still missing on getting Junk/Fishkill Junkers and Vidit, Calico, Weaver and Herakles HMI Techmined but every other one I have more or less tested in battle and either included or discarded in my fleet along the way

I'm planning on writing a text wall of feedback on most (if not all) ships and weapons in the future (say one week, two max) but if you've got any ship in particular you'd like some quick rambling on ask ahead, provided it's not one of those listed above, wich I have not tested yet.

P.S: I've said this before in the thread, but HMI ships and Pirate bootleg conversions from Underworld mix really well togheder.
If I had someone with no clue of what either faction is looking at the following screenshot, he'd probably guess they're from the same faction!
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« Last Edit: October 29, 2020, 10:04:14 AM by Arcagnello »
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Arcagnello

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Re: [0.9.1a] Hazard Mining Incorporated (DEBLOATENING Ed., 0.3.3c)
« Reply #323 on: October 29, 2020, 01:24:34 PM »

Bug Report

You know, I had this coming. I somehow think having two Locomotives in the same fleet is not really the way you should play HMI. This is further reinforced by the fact that saving a setup of the main body and trying to refit the other Locomotive with it crashes my game, two times out of two so far.

I would post the crash report but I don't actually know where I can find that.
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SukmaZaki

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Re: [0.9.1a] Hazard Mining Incorporated (DEBLOATENING Ed., 0.3.3c)
« Reply #324 on: October 29, 2020, 10:22:33 PM »

Really? I have like 11 Locomotive in the end game, one for myself and 10 for my officer, it's run just fine.

Why i have 11 Locomotive you ask? I hate the fact that Locomotive doesn't have rocket trail in the overworld, it's trigger my OCD so i make my entire Fleet with Locomotive to get rid rocket trail all together.
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Arcagnello

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Re: [0.9.1a] Hazard Mining Incorporated (DEBLOATENING Ed., 0.3.3c)
« Reply #325 on: October 30, 2020, 04:02:39 AM »

Really? I have like 11 Locomotive in the end game, one for myself and 10 for my officer, it's run just fine.

Why i have 11 Locomotive you ask? I hate the fact that Locomotive doesn't have rocket trail in the overworld, it's trigger my OCD so i make my entire Fleet with Locomotive to get rid rocket trail all together.

Heh, I have not gone that far yet. Is there actually a blueprint for it that I have not found yet by the way?

I also wondered why it does not have a trail in the overworld but it does not bother me as much. This mod made me swallow a lot of bitter pills, like simmetrically refitting my ships and...err...having a shield against that pretty little battlestation with tach lances  :-X
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Arcagnello

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Re: [0.9.1a] Hazard Mining Incorporated (DEBLOATENING Ed., 0.3.3c)
« Reply #326 on: November 05, 2020, 01:35:14 AM »

Just dropping by to say that I'm playing a new campaign where I&the enemy don't use any officers and I also barred all commander skills improving combat performance to both challenge myself AND also provide some better feedback as a side effect.

I've just gone into one of the hardest battles with HMI ships so far against a Remnant Sub-Ordo busting me thru a Hyperspace Storm (thank you Ruthless sector, just thank you xD) and I've got to say that an Overridden variant of the Roach King may have just become my favourite ship.

Remnant Sub-Ordo with 4 cruisers, two destroyers and 4 frigades against my force of mostly shieldless HMI ships totaling 5 cruisers, 4 frigades and some combat utility ships. Using more crew per lightyear than supplies and fuel combined is not a meme anymore  :-[
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Also, losing 90% of your combat ships just for all of them to be recovered with extra ordinance points has got to be one of the most orgasmic feelings modded Starsector has to offer. Bravo :P
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And those battle results, oooohhh baby.
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Suggestion: Is there a way you could disable Insurance being applied to junker ships? It does not really make sense for you to get money when a ship getting destroyed and coming back with extra D-mods also has better ordinance points and maintenance.

« Last Edit: November 05, 2020, 01:37:22 AM by Arcagnello »
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SukmaZaki

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Re: [0.9.1a] Hazard Mining Incorporated (DEBLOATENING Ed., 0.3.3c)
« Reply #327 on: November 05, 2020, 08:59:25 AM »

Too hard to implement and end-up scuffed other mod just for a single type of ship, it's too 'hardcoded' i think.
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mora

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Re: [0.9.1a] Hazard Mining Incorporated (DEBLOATENING Ed., 0.3.3c)
« Reply #328 on: November 10, 2020, 10:41:42 PM »

Dieman from Brighton doesn't have the usual cleanup() in their system gen files. It was like this from before the split, is this like some kind of flavor thing so their system looks concealed?
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ObscureD

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Re: [0.9.1a] Hazard Mining Incorporated (DEBLOATENING Ed., 0.3.3c)
« Reply #329 on: November 11, 2020, 01:57:35 PM »

I am currently running:

GraphicsLib
HMI
HMI_Brighton
HMI_Supervillains
LazyLib
Luddic_Enhancement
MagicLib

And it sure looks like the "Salvaging" skill is inoperable.

Specifically searching ruins, stations and probes fails to spit out more then 3 blueprints in 1/4 of a regular sized space map.
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