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Author Topic: [0.9.1a] Sylphon RnD 1.0  (Read 335323 times)

Nia Tahl

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Re: [0.9a] Sylphon RnD 0.9.3a
« Reply #180 on: January 18, 2019, 03:17:11 PM »

patch 0.9.3a

Quick bugfix patch to fix a crash with shield bypass (probably)
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Nia Tahl

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Re: [0.9a] Sylphon RnD 0.9.3b
« Reply #181 on: January 18, 2019, 03:32:03 PM »

hotfix 0.9.3b

Fixed a fix, don't ask >_>
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Wyvern

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Re: [0.9a] Sylphon RnD 0.9.3b
« Reply #182 on: January 19, 2019, 03:22:21 PM »

The Catora class frigate is painfully light on ordnance points; you can't even make its 'standard' variant without level three loadout design, and it certainly doesn't have the spare room for hull mods or high-performance weapons that other "advanced" frigates tend to.  For comparison, the Catora has 50 OP & 8 small weapon slots; the Lasher - pretty much the definition of "not an elite combat frigate" - has 55 OP & 7 small slots.  Despite this, it's actually still a decent very-early-game frigate, capable of holding its own against pirate frigates and destroyers - but by the time you can actually purchase this ship, there are better things to spend your credits on.
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Wyvern is 100% correct about the math.

Nia Tahl

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Re: [0.9a] Sylphon RnD 0.9.3c
« Reply #183 on: January 19, 2019, 03:56:01 PM »

here's another update, mainly reworking the Valestri mount layout a bit




I'll have a look at the Catora maybe, Wyvern
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Euphytose

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Re: [0.9a] Sylphon RnD 0.9.3c
« Reply #184 on: January 19, 2019, 04:07:39 PM »

Do we need to wipe the mod before we install another version or can we just replace with the new files?
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Nia Tahl

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Re: [0.9a] Sylphon RnD 0.9.3c
« Reply #185 on: January 19, 2019, 04:29:35 PM »

always delete old versions before installing a new one. Goes for all mods.
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Euphytose

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Re: [0.9a] Sylphon RnD 0.9.3c
« Reply #186 on: January 19, 2019, 04:58:08 PM »

Alright.
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FreedomFighter

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Re: [0.9a] Sylphon RnD 0.9.3b
« Reply #187 on: January 19, 2019, 11:06:37 PM »

hotfix 0.9.3b

Fixed a fix, don't ask >_>

What if I "desire" to know more  :P

Please don't sacrifice me to nullspace god.
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Nia Tahl

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Re: [0.9a] Sylphon RnD 0.9.3c
« Reply #188 on: January 20, 2019, 03:35:09 AM »

just adding in a missing keyword
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Nia Tahl

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Re: [0.9a] Sylphon RnD 0.9.3d
« Reply #189 on: January 23, 2019, 10:43:35 AM »

New update with a couple of fixes and slight balancing adjustments.

...and also some tweaks to the Sylphon paintjob to make it possibly easier on the eyes. Will update the previews in the first post at some point, but for now here's an example:




Changelog:
Spoiler
0.9.3d
Additions:
- Added Vesperon support

Changes:
- Changed the Sylphon paintjob some

Balancing:
- Readjusted DP values for multiple ships

Bugfixes:
- Fixed broken MagicLib check on game load
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Sabaton

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Re: [0.9a] Sylphon RnD 0.9.3d
« Reply #190 on: January 24, 2019, 04:42:38 AM »

 Hands down one of the best mods I've seen for this game, and I've been around since Corvus was the only system...

 But imo there are some ship variants that could be merged, changed or removed, here some examples:

 1.The Balance Unto All and 2nd Null Flagship would make a good combination, merging both to create the Sylphon battleship would make a better encounter than fighting special variant 1 and 2.

 2.The standard Rakia barely has any crew requirement/capacity, so a crew-less variant is superfluous. Either increase crew requirement or (imo a better approach) leave only the automated version, because AI phase cruisers are extra spooky and you wouldn't trust silly humans to crew an engineering jewel.   

 3.Automate the Valestry (ORN) version, or better yet automate all the ORN versions.

 4.Give the Cieve an Apocatastasis (curious soul+scanner=obvious) and change its synergies to universals.

 5.The Celika Ultra class increases its booster by 20% up to 100%, contrary to the description.

 6.The Synastry EWAR cruiser is a good concept applied to a bad ship class. You want such a specialized ship to be fast and quick to exploit breaches, something the vast majority of cruisers aren't good at. My advice would be to get rid of that variant and make an EWAR destroyer of sorts.

 Well those were my 2 cents, congrats on an awesome mod, looking forward to more of your work.
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Nia Tahl

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Re: [0.9a] Sylphon RnD 0.9.3d
« Reply #191 on: January 24, 2019, 05:25:05 AM »

1. ORN skins aren't in the campaign. They were just special fights for the Gladiator Society bounties I had. I'll probably get rid of them entirely sooner or later

2. There are a number of sylph core requiring hullmods in the works. One of them already exists. These will be the primary reason for upgrading to SC variants on some of the ships. It's also simply a matter of uniformity. Any military sylphon design can be upgraded with a sylph core, simple as that.

3. See 1. Not to mention automated ORN-ships wouldn't make sense lore-wise since the whole point of them is that they are manned by religious fanatics.

4. No, the Cieve is distinctly a pure combat modification of the Synastry chassis

5. Incorrect. The interface displays the activation level of the booster. 100% meaning the booster is operating at 100% of its overdrive power which equals a 50% speed boost. I'll reword it for clarity though. The Hullmod description is correct though.

6. Not gonna happen. The way the Synastry is meant to be used is to exploit weaknesses it creates with other ships, not to mention I like the ship and won't cut it. As an additional note I should mention that the intention for the Synastry is to have a different system which will push it more towards intended role as a passive support craft that boosts ships around it as part of a solid fleet formation.
« Last Edit: January 24, 2019, 05:27:52 AM by Nia Tahl »
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Sabaton

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Re: [0.9a] Sylphon RnD 0.9.3d
« Reply #192 on: January 24, 2019, 05:45:37 AM »

 1.Hmmm, I though I just missed the ORN variants in the campaign (I use lots of mods), guess that shoots down everything I said about them. ::)

 2.Oh....yeah the difference between description and hud stats threw me off.

 3.So the Synastry hasn't reached its final form, interesting.

« Last Edit: January 24, 2019, 05:49:42 AM by Sabaton »
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Nia Tahl

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Re: [0.9a] Sylphon RnD 0.9.4
« Reply #193 on: January 30, 2019, 06:50:12 AM »

Update 0.9.4 - Tournament stuff here

So this is mostly some balancing adjustments related to the current tournament. Also changes the Silverhead to use a Sylphon version of a phase skimmer since AI wouldn't use the nullspace skip well at all, so it's getting a new system till that can be fixed.

Also changed the Sylphon engine colour for a more varied colour palette.


Changelog:
Spoiler
0.9.4
Changes:
- New engine colour for most ships
- Changed Silverhead to skimmer system due to various issues with nullspace skip

Balancing:
- Adjusted a few more ship prices
- Lowered Rakia flux capacity from 18000 to 14000
- Improved Harrow's tracking ability

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Starareo

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Re: [0.9a] Sylphon RnD 0.9.4
« Reply #194 on: February 06, 2019, 01:47:22 PM »

Is anyone having an issue where you learn a Sylphon hullmod but it doesn't show up on the refit screen? When I console command in another blueprint to try, it says already learned, but the hullmod is still not showing up. Only happens occasionally, but usually leads to a restart because I use Sylphon hullmods on a lot of ships.
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