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Starsector 0.9.1a is out! (05/10/19); Blog post: Skills and Story Points (07/08/19)

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Author Topic: [0.9.1a] Sylphon RnD 0.9.5e - More balance tweaks  (Read 102411 times)

Jaevwyn

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Re: [0.9.1a] Sylphon RnD 0.9.5
« Reply #270 on: August 04, 2019, 03:24:04 AM »

Hi All,

Just fresh installed my game to play this mod, crashes on startup. Extract of log below, any suggestions? :(

17963 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Error compiling [data.scripts.weapons.MagicVectorThruster]
java.lang.RuntimeException: Error compiling [data.scripts.weapons.MagicVectorThruster]
   at com.fs.starfarer.loading.scripts.ScriptStore$3.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: data.scripts.weapons.MagicVectorThruster
   at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:179)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   ... 2 more

Did you make sure to install all the required libraries? Looks like you're missing MagicLib.


Yes but incorrectly apparently, fixed it thanks... first time loading mods into this game :)
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ValeriYo

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Re: [0.9.1a] Sylphon RnD 0.9.5
« Reply #271 on: August 04, 2019, 06:53:45 PM »

For balancing I see why the Frelia has only 4 and to some points 6 slots for Wing Ships, but just for some experimenting reasons, do you know the file is located where I can change the Wings slots ?
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auhamas

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Re: [0.9.1a] Sylphon RnD 0.9.5
« Reply #272 on: August 07, 2019, 11:19:30 AM »

so far been enjoying the mod but can someone please explain wtf the seresvalla ships special ability do. As far as i can tell all it does is hard flux overloads your ship and diables all weapons
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Nia Tahl

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Re: [0.9.1a] Sylphon RnD 0.9.5
« Reply #273 on: August 07, 2019, 11:56:34 AM »

so far been enjoying the mod but can someone please explain wtf the seresvalla ships special ability do. As far as i can tell all it does is hard flux overloads your ship and diables all weapons

To quote the new description:
"Absorbs flux from nearby nullspace conduit equipped ships while active and fires energy blasts at any ships without nullspace conduits in an arc in front of it upon deactivation."

EDIT:

Updated the mod with some minor changes, including that updated description

Quote
0.9.5a
Changes:
- Added civilian grade hull to both Mariana variants
- Rewrote description for Seresvalla's system for better clarity

Balancing:
- Nerfed Rakia's flux stats across the board
- Lowered Rakia ppt from 360s to 300s
« Last Edit: August 07, 2019, 12:00:06 PM by Nia Tahl »
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My mods: Sylphon RnD - Tahlan Shipworks - Trailer Moments
It's all in the presentation

auhamas

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Re: [0.9.1a] Sylphon RnD 0.9.5
« Reply #274 on: August 07, 2019, 12:08:33 PM »

so far been enjoying the mod but can someone please explain wtf the seresvalla ships special ability do. As far as i can tell all it does is hard flux overloads your ship and diables all weapons

To quote the new description:
"Absorbs flux from nearby nullspace conduit equipped ships while active and fires energy blasts at any ships without nullspace conduits in an arc in front of it upon deactivation."

so basiclly for this ability to be relevant i have to have a all nullspace conduit fleet gotcha well i can safely skip this ship then
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Nia Tahl

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Re: [0.9.1a] Sylphon RnD 0.9.5a
« Reply #275 on: August 07, 2019, 12:14:26 PM »

It's designed to be synergetic with a Sylphon fleet or one that makes use of modular conduits, but can hold its own as an agile battlecruiser even without the system. Also works well when deployed with one or two sylphon ships as escorts that it can use the system with. For a capital that works just as well in a mixed fleet, though, the other 3 options will work better.
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My mods: Sylphon RnD - Tahlan Shipworks - Trailer Moments
It's all in the presentation

Laxard

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Re: [0.9.1a] Sylphon RnD 0.9.5a
« Reply #276 on: August 07, 2019, 12:26:21 PM »

Quote
- Removed Exalt ammo regeneration and upped base ammo to compensate
I am fan of infinity ammo personaly.
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auhamas

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Re: [0.9.1a] Sylphon RnD 0.9.5a
« Reply #277 on: August 07, 2019, 12:41:18 PM »

It's designed to be synergetic with a Sylphon fleet or one that makes use of modular conduits, but can hold its own as an agile battlecruiser even without the system. Also works well when deployed with one or two sylphon ships as escorts that it can use the system with. For a capital that works just as well in a mixed fleet, though, the other 3 options will work better.

yeah i just wish it had that something else for its special ability cause the design and layout is killer its just i dont want to use all sylphon ships since ive noticed that theyre the best in each ship category and i want to have some sort of challenge
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Nia Tahl

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Re: [0.9.1a] Sylphon RnD 0.9.5a
« Reply #278 on: August 07, 2019, 03:20:31 PM »

It's designed to be synergetic with a Sylphon fleet or one that makes use of modular conduits, but can hold its own as an agile battlecruiser even without the system. Also works well when deployed with one or two sylphon ships as escorts that it can use the system with. For a capital that works just as well in a mixed fleet, though, the other 3 options will work better.

yeah i just wish it had that something else for its special ability cause the design and layout is killer its just i dont want to use all sylphon ships since ive noticed that theyre the best in each ship category and i want to have some sort of challenge

So you're saying the faction is overpowered then?
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My mods: Sylphon RnD - Tahlan Shipworks - Trailer Moments
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Nia Tahl

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Re: [0.9.1a] Sylphon RnD 0.9.5b - Balancing with the nerfminigun
« Reply #279 on: August 07, 2019, 04:40:07 PM »

Know what, here's a pretty wide-ranging balance pass that should lower the overall powerlevel of the faction to see how it plays out. If this works fine, then maybe the faction was too strong, if it ends up leaving them too weak, I can bring them back up as needed.

Full changes:

Quote
0.9.5b
Balancing:
- Lowered energy weapon flux discount from nullspace conduits to 10% and 5% for projectile and beam weapons respectively
- Ships:
   - Equilibrium base shield efficiency lowered from 0.7 to 0.8
   - Equilibrium dissipation lowered from 1200 to 1000
   - Replekia shield efficiency lowered from 0.9 to 1.0
   - Frelia shield efficiency lowered from 0.7 to 0.9
   - Silverhead shield efficiency lowered from 0.7 to 0.8
   - Furika top speed lowered from 140 to 110
   - Celika top speed lowered from 140 to 110
   - Ascordia top speed lowered from 110 to 100
   - Dread Eagle flux capacity lowered from 18000 to 16000
   - Valestri dissipation lowered from 650 to 600
   - Sylvetra shield efficiency lowered from 0.8 to 1.0
   - Synastry dissipation lowered from 700 to 600
   - Frelia dissipation lowered from 900 to 700
- Weapons:
   - Lowered Adloquium per-shot damage and increased rate of fire to reduce burst potential
   - Increased Embrace flux/shot from 45 to 50
   - Increased Radiant Dawn range from 850 to 1000
   - Lowered Purgatory range from 800 to 750
   - Lowered Adloquium range from 800 to 700
   - Increased Benison flux/shot from 300 to 330
   - Increased Zealot flux/shot from 20 to 24
   - Increased Zealot emp/shot from 10 to 20
   - Reduced Raphiel EMP damage from 200 to 100
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My mods: Sylphon RnD - Tahlan Shipworks - Trailer Moments
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Kayo

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Re: [0.9.1a] Sylphon RnD 0.9.5b - Balancing with the nerfminigun
« Reply #280 on: August 07, 2019, 05:56:00 PM »

Heya! Fantastic mod in every way except one aspect - the combining of AI cores and ships. The idea on it's own it's fantastic in my opinion, but it was very underwhelming when I realized it didn't do anything other than making it not require any skeleton crew, especially with the disadvantages it brings. An AI core when chucked into a planet admin position grants lots of new perks along with the AI, combining ships and cores comparatively is more of a waste to use as it is. I was hoping you'd be willing to consider changing this aspect up, ideally I'd love to see the AI cores instead become the ship's officer, similar to the [REDACTED] ships, along with the perks that high level officers have.
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Wyvern

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Re: [0.9.1a] Sylphon RnD 0.9.5b - Balancing with the nerfminigun
« Reply #281 on: August 07, 2019, 09:04:55 PM »

Kayo: I'd think that'd be a better fit for next patch of Starsector - see, for example, the descriptions of automated ships in this developer blog post.  While I, personally, would be happy to see more of an advantage from sylphon's AI core installation... I don't think it makes a lot of sense for Nia Tahl to spend too much time on something they'll get a perfect framework for in the next major Starsector patch.

Nia Tahl: It looks like this patch should be safe to use with an existing save?  If so, I'd be happy to play around with the ships/weapons and give you a write-up of my experiences with the revised numbers.  If not... well... I'll still get to playing around with it eventually, but I've got an in-progress save I don't want to discard.
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Wyvern is 100% correct about the math.

Kayo

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Re: [0.9.1a] Sylphon RnD 0.9.5b - Balancing with the nerfminigun
« Reply #282 on: August 07, 2019, 10:37:17 PM »

Kayo: I'd think that'd be a better fit for next patch of Starsector - see, for example, the descriptions of automated ships in this developer blog post.  While I, personally, would be happy to see more of an advantage from sylphon's AI core installation... I don't think it makes a lot of sense for Nia Tahl to spend too much time on something they'll get a perfect framework for in the next major Starsector patch.

As it turns out I actually *just* got wind of that myself from a different user on here. :P I should get around to reading those more.
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nb8

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Re: [0.9.1a] Sylphon RnD 0.9.5b - Balancing with the nerfminigun
« Reply #283 on: August 07, 2019, 10:43:34 PM »

nerf? really? what ships was not good, they had bad little shields (frontal not 360) and it seems like you want the ships to be as scrap as SHY. This is my personal opinion, of course it does not coincide with the opinion of lovers of frigate and corvettes, who find it difficult to kill battleships on their rat-boats, and therefore they smell in every topic that they need to be nerfed.
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Laxard

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Re: [0.9.1a] Sylphon RnD 0.9.5b - Balancing with the nerfminigun
« Reply #284 on: August 08, 2019, 03:06:41 AM »

Heya! Fantastic mod in every way except one aspect - the combining of AI cores and ships. The idea on it's own it's fantastic in my opinion, but it was very underwhelming when I realized it didn't do anything other than making it not require any skeleton crew, especially with the disadvantages it brings. An AI core when chucked into a planet admin position grants lots of new perks along with the AI, combining ships and cores comparatively is more of a waste to use as it is. I was hoping you'd be willing to consider changing this aspect up, ideally I'd love to see the AI cores instead become the ship's officer, similar to the [REDACTED] ships, along with the perks that high level officers have.
Not everbody even playing with planet mechanics. Or expand too much with it.
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