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Author Topic: [0.96a-RC10] The P9 Colony Group - Faction mod (v0.54), Nexerelin Compatible  (Read 258090 times)

Soviet Tom Bombadil

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There's a typo in the download link.

ok I'm not the only one lol
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Damexius

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this alieny mod is so damn good
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travhill20

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Download link not working? There is an extra http in the link address.. Delete it and hit enter and you'll get to the download page.
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Zudgemud

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Download link fixed!

Thanks all for notifying me  :)
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Cxk1

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Thank you for the mod and hard work!

Many of the ships feel very, very weak compared to even base game ship counterparts and may be some of the most under powered ships in the game.
Compare the Cyz-C HP to the Harbinger class phase destroyer.

I'd recommend a large buff to many ships.
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KDR_11k

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Many of the ships feel very, very weak compared to even base game ship counterparts and may be some of the most under powered ships in the game.
Their gimmick is the extremely high flux dissipation for the ship size. You can get some evil results by making use of that.
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Dadada

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Thank you and all helpers for the awesome mod. :D
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Zudgemud

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Thank you for the mod and hard work!

Many of the ships feel very, very weak compared to even base game ship counterparts and may be some of the most under powered ships in the game.
Compare the Cyz-C HP to the Harbinger class phase destroyer.

I'd recommend a large buff to many ships.

Thank you for your comment, it would be helpful if you write down which ships that are terrible and why they are so.

Most ships are specialist ships that are not made for slugging it out (with a couple of exceptions), but for fulfilling some specific role or gimmick, not all of them are fun to fly but are made to fill out the faction lineup (boring player ships = all point defence ships, haulers and carriers). The Cyz-C HP for example has quite low firepower but a nasty long range EMP that does good damage to enemy ships too, so it does not have the same "submarine" role as the Harbinger, more like that a pestering wasp that wont leave your alone, which is admittedly not a fun playstyle for most players. A couple of gimmick ships simply cant be handled by the AI and I cant make the AI handle them well either (Silverfish-MPK, the Spore minifighters) or has the AI do dumb things with them that get them killed too fast. However, when I fight the faction's fleets myself they still provide a challenge comparable to a vanilla faction, despite being made out of cardboard and pink balloons, so I'm hesitant on buffing the individual ships too much as they still fulfill their intended roles and work well in a fleet setting. A revision of the deployment points might be in order though (and OP cost for some guns...) because that has changed the last few patches and I have simply been too busy and lazy to rework that.

Another thing which you can make use of as a player is that the ships have a 15% constant hardflux dissipation. This goes very well together with the fact that they have really high flux dissipation and pretty good shield efficiency. If you then add the field modulation skill that allows you a 35% constant hard flux dissipation (38% if you are commissioned with them and have the commissioned crews mod). This allows even rather fragile ships to tank a surprising amount of punishment. Also, their ships work best with high rate of fire guns or constant damage beams, low rate of fire guns generally eat away too much flux per shot and just makes you susceptible for overloads. 
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A_Random_Dude

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Hey! Since I see you're back, I thought I'd mention a very small detail I've noticed in the faction's star system: while the description of Tolp I describes it as a radioactive inferno due to its very close proximity with its star, it lacks either conditions in practice. Same for Tolp III, which apparently is supposed to be mostly radioactive yet lacks the condition. Might be intended, but just in case it wasn't...
« Last Edit: June 19, 2023, 06:14:18 AM by A_Random_Dude »
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Cxk1

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If a high attack power ship or fleet engages the P9 it will rip through the shield and one shot most of the ships in less than a second. Since the AI can't pilot many of these ships it's extremely difficult to play the faction due to their weakness. I already changes all the stats for my game to give them the same stat averages as base ships but retain their class identity.

Look at any base game ship in the same class and you'll see the P9 ships need a 50% increase in some stats to compete.

The turn rate stat on many ships is way too high. You need to set it around 30 instead of +100 or the ships don't have momentum and will act strange when turning, sometimes bobbing left and right in a weird way.

The spright for the silverfish is backwards.

The T1,T2,T3 are too similar. I personally added the tachyon laser from the capital ship to the ...T3? I think?
I added the minestrike back to the capital ship and gave it a cooldown.

 I played 1 vs 1 skirmishes and fleet skirmishes for hours testing everything. They just seemed weak or more difficult to play than every single faction and faction mod released.

It's not bad but I'd suggest realignment closer to the base game ships stats but a large amount.
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Dadada

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Imo: Last time I played modded was 0.95.1 and P9 seemed fine and to be in line with other mod factions so I cannot say I agree with them needing buffs, like most if not all mod factions I found them a bit too strong, so much flux dissipation allows, in theory, for lots of firepower and negates beams. There is no deep analysis on my side but that's the impression I got, and I occasionally tried and used a lot of the P9 lineup.

E: In 0.95.1 P9 ship AI also seemed (mostly) fine.
« Last Edit: June 20, 2023, 12:00:40 PM by Dadada »
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Zudgemud

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Hey! Since I see you're back, I thought I'd mention a very small detail I've noticed in the faction's star system: while the description of Tolp I describes it as a radioactive inferno due to its very close proximity with its star, it lacks either conditions in practice. Same for Tolp III, which apparently is supposed to be mostly radioactive yet lacks the condition. Might be intended, but just in case it wasn't...
This is indeed wrong and should be fixed in the next release, thank you for pointing it out!

If a high attack power ship or fleet engages the P9 it will rip through the shield and one shot most of the ships in less than a second. Since the AI can't pilot many of these ships it's extremely difficult to play the faction due to their weakness. I already changes all the stats for my game to give them the same stat averages as base ships but retain their class identity.

Look at any base game ship in the same class and you'll see the P9 ships need a 50% increase in some stats to compete.
I have tried tweaking the stats with increasing the hitpoints and/or increasing max flux, but then all ships felt quite OP without also seriously nerfing flux dissipation, making the ships just fly like normal high-tech ships which felt somewhat boring.

If you have a ship_data.csv file with ships with stats you think works for while still having the same characteristics it would be great if you could send it to me via PMs and I could try it out myself.

The turn rate stat on many ships is way too high. You need to set it around 30 instead of +100 or the ships don't have momentum and will act strange when turning, sometimes bobbing left and right in a weird way.
True, this is something that I should probably change in a couple of ships. Especially the Korlo looks a bit dumb with manuvering increasing pilot skills. The silverfish at least looks to have that agility due to the dumb engine design with the enormus lateral engine thrust.

The spright for the silverfish is backwards.
While turning the other way would be fun as some custom pirate bounty I like it the way it is currently. The ship might get some medium energy slots though because now it's most useful for butt-whipping enemy ships.

The T1,T2,T3 are too similar.
They are supposed to look somewhat similar due to being designed around the same base model. I would say the T1 differs quite a lot from the other two both visually and in function, the T2 and T3 are however very similar in roles and in general playstyle.

I personally added the tachyon laser from the capital ship to the ...T3? I think?
The big shield popper on a relatively cheap highly mobile destroyer? How did it work in practice because it sounds a tad bit overpowered.

I added the minestrike back to the capital ship and gave it a cooldown.
You gave minestrike to the Samaa-DSI? Must be an even more annoying ship to fight.

I played 1 vs 1 skirmishes and fleet skirmishes for hours testing everything. They just seemed weak or more difficult to play than every single faction and faction mod released.

It's not bad but I'd suggest realignment closer to the base game ships stats but a large amount.

Thanks a lot for your diligence in testing and feedback :)


Also, a chinese translation made by SOSmayday can now be found in the OP.
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Zalpha

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Bug and fix. https://fractalsoftworks.com/forum/index.php?topic=27770.0

The monofilament cable in Starsector has been removed.

data/hulls
pn_mlmv_tug.ship
Open it with notepad(++) and change
"builtInMods": [
    "tow_cable",
    "pn_cores"
  ],
with the info from starsector-core/data/hulls
ox.ship
    "builtInMods": [
        "drive_field_stabilizer",
        "high_maintenance",
        "civgrade"
    ],
you want to copy "drive_field_stabilizer", over "tow_cable", (which is no longer in use for the games coding)

This is how I fixed the bug.
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TheSAguy

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Re: [0.96a-RC10] The P9 Colony Group - Faction mod (v0.54), Nexerelin Compatible
« Reply #253 on: September 18, 2023, 01:56:08 PM »

Great Mod!
Please consider making this mod compatible with the Version checker that built into Nexerelin.
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Edapblix

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this mod looks amazing!
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