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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Author Topic: [0.97a] Hazard Mining Incorporated (Thumper Ed., 0.3.7b)  (Read 627335 times)

stormbringer951

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Re: [0.8.1a] Hazard Mining Incorporated (Beta, 1.6b)
« Reply #45 on: August 07, 2018, 01:01:17 PM »

I think the Williamson shotgun's stats need adjusting. The description says it's supposed to have slightly shorter range than its main rival, the light AC.

Currently it has range 685 and 200 dps for 125 flux/s, which makes it a no-brainer to pick it up over the light AC and dual AC, and has lower flux cost, better DPS, and comparable range and projectile speed for fewer OP compared to the railgun.
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Weapons Group Controls mod - deselect all weapon groups, hold-down hold-fire mode, toggle alternating/linked fire
Captain's Log - throw away your notepad: custom notes, ruins and salvageable reminders
Old Hyperion - for your dose of nostalgia
Adjustable Skill Thresholds - set fleet DP and fighter bay thresholds

King Alfonzo

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Re: [0.8.1a] Hazard Mining Incorporated (Beta, 1.6b)
« Reply #46 on: August 07, 2018, 04:57:13 PM »

Hey Storm

The drawback of the Williamson over the ACs is the fact the damage is spread out instead of being a point damage weapon. Due to the way armour reduction is calculated, it's far better to have a single high damage projectile rather than higher DPS spread out over fewer shots, as armour 'catches' more damage that way. Further, overload durations are dependent on the strength of the individual shot that pushes it over, so again, having a single high damage shot is better than having lots of very small low damaging shots. This means that, in general and despite the stats, the Williamson is actually an inferior weapon, however slightly, when compared with dual AC. It is supposed to be better than the light AC. I'll check the range though - it's supposed to be slightly smaller than the dual AC's, but I might have mixed up their ranges with the railgun.

stormbringer951

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Re: [0.8.1a] Hazard Mining Incorporated (Beta, 1.6b)
« Reply #47 on: August 08, 2018, 02:46:20 AM »

The drawback of the Williamson over the ACs is the fact the damage is spread out instead of being a point damage weapon. Due to the way armour reduction is calculated, it's far better to have a single high damage projectile rather than higher DPS spread out over fewer shots, as armour 'catches' more damage that way. Further, overload durations are dependent on the strength of the individual shot that pushes it over, so again, having a single high damage shot is better than having lots of very small low damaging shots. This means that, in general and despite the stats, the Williamson is actually an inferior weapon, however slightly, when compared with dual AC. It is supposed to be better than the light AC. I'll check the range though - it's supposed to be slightly smaller than the dual AC's, but I might have mixed up their ranges with the railgun.

The thing is, I don't think the per-shot damage disadvantage matters because it is a much better weapon than both ACs and almost all hulls will give you leeway to fit an actual armour-breaking weapon. The Williamson shotgun not only has good theoretical flux efficiency, but because of its faster projectile speed and its small consistent cone of damage vs the dual AC's single shots at a time with large recoil variance, it has much better practical damage application too. The range doesn't seem to matter that much either, because the ships can't kite very reliably with only a 15su margin. In practice, the shotgun wins flux wars a lot more often, allowing a HE weapon to do the actual damage.

I ignored the 685 as a typo and did my tests with a 585-range Williamson shotgun on Lashers (Lasher variant: ITU, 2x Harpoon, 9 caps/10 vents, flux coil, unspecified ballistic slots get Vulcans) in mission sim (no fleet skills):

2x Shotgun wins flux war vs 2x Dual AC, and veeeerrrry slowly kills it over many many engagements
Shotgun/LAG wins flux war and does damage to Dual AC/LAG each engagement
2x Shotgun + Light Mortar wildly outclasses 2x Dual AC + Light Mortar

The differences would probably look bigger if I optimised the builds for anti-frigate work.

The cases where the dual AC wins are when you can't afford to also fit an armour breaking weapon of any kind on your hull, when you have sparse small ballistic slots that must be used for both shield-breaking and fighter defence so you can't fit a LAG (although IMO the shotgun achieves far more hits on low armour fighters than the dual AC), or when the only kind of HE weapon you can fit are those with a very low ROF, allowing a high armour enemy to bathe in lots of minimal-damage shotgun hits and shield-flicker armour-breaking shots. These don't seem like very likely circumstances outside of odd game situations or very specific hulls.
« Last Edit: August 08, 2018, 03:11:48 AM by stormbringer951 »
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Weapons Group Controls mod - deselect all weapon groups, hold-down hold-fire mode, toggle alternating/linked fire
Captain's Log - throw away your notepad: custom notes, ruins and salvageable reminders
Old Hyperion - for your dose of nostalgia
Adjustable Skill Thresholds - set fleet DP and fighter bay thresholds

King Alfonzo

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Re: [0.8.1a] Hazard Mining Incorporated (Beta, 1.6b)
« Reply #48 on: August 08, 2018, 03:11:23 AM »

Ight, spotted the other typo - thought the flux per shot was consistent with the dual AC, but it turns out it isn't. Next release will have the range shortened and flux per shot increased, so it's firmly a less good dual AC option.

stormbringer951

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Re: [0.8.1a] Hazard Mining Incorporated (Beta, 1.6b)
« Reply #49 on: August 08, 2018, 03:35:21 AM »

Ight, spotted the other typo - thought the flux per shot was consistent with the dual AC, but it turns out it isn't. Next release will have the range shortened and flux per shot increased, so it's firmly a less good dual AC option.

Thanks!

Oh, one more thing - have you thought about adding some SIM opponents?
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Weapons Group Controls mod - deselect all weapon groups, hold-down hold-fire mode, toggle alternating/linked fire
Captain's Log - throw away your notepad: custom notes, ruins and salvageable reminders
Old Hyperion - for your dose of nostalgia
Adjustable Skill Thresholds - set fleet DP and fighter bay thresholds

King Alfonzo

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Re: [0.8.1a] Hazard Mining Incorporated (Beta, 1.6c)
« Reply #50 on: August 18, 2018, 10:23:27 PM »

MINI FIX

Changes:
-Scintilla now requires crew
-Williamson Shotgun stats tweaked to be more balanced
-Several other minor tweakes.

Delta7

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Re: [0.8.1a] Hazard Mining Incorporated (Beta, 1.6c)
« Reply #51 on: August 21, 2018, 06:43:28 PM »

Yes. YES. YEEESSSSSS.

This is what I am looking for.

Time to mine some space rocks with my flying hunks of scrap metal >:D
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King Alfonzo

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Re: [0.8.1a] Hazard Mining Incorporated (Oh Hey We're In Mods Now Ed., 0.1.7)
« Reply #52 on: November 02, 2018, 11:06:47 PM »

Oh, Hey, We're in Mods Now Update

The mod has been updated officially out of Beta mode, and has found a new home in the 'Mods' section, with all the other popular kids! This update features numerous very, very minor tweaks to sprites and weapons, while also introducing the cruiser-level Junk ship option, the King Roach, as well as the scavanged/constructed-clone Brilliant.


EDIT: HOTFIXED. Mod will now work properly with random sector generation. Maybe. Drop a line if it doesn't.

Download Here

Robear

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Re: [0.8.1a] Hazard Mining Incorporated (Hotfix Ed., 0.1.7a)
« Reply #53 on: November 19, 2018, 01:18:06 AM »

Really hoping this gets a 0.9 update
we need more cool civvie ships!
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Vigal

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Re: [0.8.1a] Hazard Mining Incorporated (Hotfix Ed., 0.1.7a)
« Reply #54 on: November 24, 2018, 08:27:48 AM »

Really looking forward to this in 0.9 I love the hardy nature of the ships and derelict conversions. It would be really cool if you added recoverable blueprints from each derelict/remnant that lets us produce the conversion at colonies.
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King Alfonzo

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Re: [0.9.0a] Hazard Mining Incorporated (WE'RE BAAAAAAACK, 0.2.0)
« Reply #55 on: April 06, 2019, 12:41:42 AM »

Open up your trashbags and dump it on the floor - the bad-no-good-why-would-you-use-this-tier mining-pirate faction is BACK!

DOWNLOAD HERE


This is the first 0.9a release of this mod, so please give me a bell if anything goes wrong.

EDIT: Something went wrong with the name 'Camel'. Redownload to change the name to 'Dromedary.'

MajorTheRed

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Re: [0.9a] Hazard Mining Incorporated (WE'RE BAAAAAAACK, 0.2.0a)
« Reply #56 on: April 06, 2019, 11:29:05 AM »

Yeah! The return of the "something is wrong with them" mining company!

I'm gonna test the new version right now.
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banelord

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Re: [0.9a] Hazard Mining Incorporated (WE'RE BAAAAAAACK, 0.2.0a)
« Reply #57 on: April 06, 2019, 04:08:32 PM »

Experienced a crash upon trying to fight a Dram [Cell] on its own. Other [Cell] enemies worked fine.

[Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: System with id [ ] not found
java.lang.RuntimeException: System with id [ ] not found
   at com.fs.starfarer.combat.entities.Ship.<init>(Unknown Source)
   at com.fs.starfarer.loading.specs.intsuper.o00000(Unknown Source)
   at com.fs.starfarer.loading.specs.intsuper.o00000(Unknown Source)
   at com.fs.starfarer.loading.specs.intsuper.o00000(Unknown Source)
   at com.fs.starfarer.combat.entities.ship.super.Object.ÒO0000(Unknown Source)
   at com.fs.starfarer.combat.entities.ship.super.Object.public(Unknown Source)
   at com.fs.starfarer.combat.entities.ship.super.Object.advance(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
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King Alfonzo

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Re: [0.9a] Hazard Mining Incorporated (Lack of Foresight Ed., 0.2.0b)
« Reply #58 on: April 06, 2019, 05:27:51 PM »

QUICKFIX:

Fixes the Dram (REDACTED) breaking the game, as well as correctly ensuring the Tempest (REDACTED) and Tempest (REDACTED) work as intended.

Does not require a new game to work.


LINK HERE.

solardawning

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Re: [0.9a] Hazard Mining Incorporated (Lack of Foresight Ed., 0.2.0b)
« Reply #59 on: April 07, 2019, 08:17:34 PM »

In your latest version, I'm getting the following 2 crashes:

1: In simulator, pressing ESC crashes because "hmi_draco_sunder_Assault.variant" has an invalid weapon slot.

2: Found a Tempest VIII recovered from exploring ruins. Game crashes on opening the refit screen in fleet view.
Here's that crash:

Code
java.lang.NullPointerException
at com.fs.starfarer.campaign.fleet.CampaignFleetMemberView.renderWeapons(Unknown Source)
at com.fs.starfarer.ui.oOOO.new.super(Unknown Source)
at com.fs.starfarer.ui.oOOO.new.Ò00000(Unknown Source)
at com.fs.starfarer.coreui.refit.I.renderImpl(Unknown Source)
at com.fs.starfarer.ui.Q.render(Unknown Source)
at com.fs.starfarer.ui.supernew.super(Unknown Source)
at com.fs.starfarer.ui.OoO0.renderImpl(Unknown Source)
at com.fs.starfarer.ui.Q.render(Unknown Source)
at com.fs.starfarer.ui.donew.renderImpl(Unknown Source)
at com.fs.starfarer.coreui.refit.K.renderImpl(Unknown Source)
at com.fs.starfarer.ui.Q.render(Unknown Source)
at com.fs.starfarer.ui.donew.renderImpl(Unknown Source)
at com.fs.starfarer.coreui.refit.classsuper.renderImpl(Unknown Source)
at com.fs.starfarer.ui.Q.render(Unknown Source)
at com.fs.starfarer.ui.donew.renderImpl(Unknown Source)
at com.fs.starfarer.coreui.refit.void.renderImpl(Unknown Source)
at com.fs.starfarer.ui.Q.render(Unknown Source)
at com.fs.starfarer.ui.donew.renderImpl(Unknown Source)
at com.fs.starfarer.ui.newui.D.renderImpl(Unknown Source)
at com.fs.starfarer.ui.Q.render(Unknown Source)
at com.fs.starfarer.ui.donew.renderImpl(Unknown Source)
at com.fs.starfarer.ui.while.renderImpl(Unknown Source)
at com.fs.starfarer.ui.newui.J.renderImpl(Unknown Source)
at com.fs.starfarer.ui.Q.render(Unknown Source)
at com.fs.starfarer.ui.donew.renderImpl(Unknown Source)
at com.fs.starfarer.ui.Q.render(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.render(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
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