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Author Topic: [0.8.1a] The Nomads, v1.4.11-rc2  (Read 370765 times)

Trylobot

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Re: [0.6.1a] The Nomads (v0.9.6)
« Reply #345 on: October 18, 2013, 10:15:34 PM »

Good points all of them, Flash; I might as well revisit this when I go to fix the Firecracker. I need to definitely make the Gila not exceed the tanking ability of a Paragon... that's not what it's supposed to do at all. Plus the Fleet Points of a Gila are well below that of a Paragon. Perhaps I should make the Gila have weaker shields but higher top speed and less turn acceleration. Like a missile (haha).
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HELMUT

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Re: [0.6.1a] The Nomads (v0.9.6)
« Reply #346 on: October 19, 2013, 09:31:30 AM »

Ah, i was wondering why my Nomad carrier fleet was so crappy, now i know!

The scarab wing seems bugged, for some reasons it don't shoot at enemies, at all.
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Trylobot

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Re: [0.6.1a] The Nomads (v0.9.6)
« Reply #347 on: October 19, 2013, 10:22:11 AM »

Yikes, I just figured out why. You can't use floats for the flux values in the ship data csv, they get cast to ints; and the base flux value for both scarab and gecko is currently less than 1, so they're both bugged in the same way. I'll need to correct this asap.
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joey4track

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Re: [0.6.1a] The Nomads (v0.9.6)
« Reply #348 on: October 19, 2013, 10:27:18 AM »

So it is possible to get this to work with Exerelin? Because I've had no luck with that. Tried to comment out the line in the modinfo file but I cannot choose to start with them and they don't show up in game. Strangely enough though they do appear in the simulator.
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Trylobot

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Re: [0.6.1a] The Nomads (v0.9.6)
« Reply #349 on: October 19, 2013, 10:41:13 AM »

joey4track, I believe we are still waiting on a release of Exelerin from Zaphide; it's been a long time coming. The version that I have works with Nomads, but then again I have the dev version straight from his BitBucket repository, and I don't think the current released public version is nearly as up-to-date.

If I'm wrong and it has been released and this is a new problem, I'll of course look into it becuase yes at some point it did work. I'll give you more info on this later today.
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Lopunny Zen

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Re: [0.6.1a] The Nomads (v0.9.6)
« Reply #350 on: October 19, 2013, 10:57:40 AM »

when will this be exerlin compatible?
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MShadowy

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Re: [0.6.1a] The Nomads (v0.9.6)
« Reply #351 on: October 19, 2013, 11:16:39 AM »

Well, Trylo, the Exerelin OP hasn't been updated since the 10th of this month (so over a week ago) and makes no mention of Nomads, so I'm guessing your version is probably newer than the publicly available build.

And Lopunny, that question has already been answered.
in the post directly preceding yours cripes

That depends on when the next version of Exerelin is released, which Trylo has no real control over.
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ValkyriaL

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Re: [0.6.1a] The Nomads (v0.9.6)
« Reply #352 on: October 19, 2013, 11:18:19 AM »

Not compatible with valks? :'(
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Trylobot

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Re: [0.6.1a] The Nomads (v0.9.6 RC2)
« Reply #353 on: October 19, 2013, 05:42:28 PM »

Download version 0.9.6RC2

Changes:
- fix for zero-flux scarabs and geckos
- balance tweaks, primarily on the firecracker but also other random tweaks
- increased overall accuracy of maser weapons to help with (the currently pathetic) transverse targeting (leading)
- added system tag to maser pulse beam, doom cannon and solar crucible (they're not meant to be used on just any old ship)
« Last Edit: October 19, 2013, 05:46:44 PM by Trylobot »
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xeranes

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Re: [0.6.1a] The Nomads (v0.9.6 RC2)
« Reply #354 on: October 19, 2013, 06:11:05 PM »

- added system tag to maser pulse beam, doom cannon and solar crucible (they're not meant to be used on just any old ship)

Noo! My fleet of Neutrino Falkens with augmented engines and doom cannons will be gone! Aw well, probably for the best!

Also, noticed a bug while using the doom cannon on these aforementioned Falkens... the projectile moves relative to the ship and not to the world. This allows you to "boomerang" shots around ships by moving your ship. I have been able to hit a ship in the rear after missing on purpose by backing up at full speed!
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HELMUT

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Re: [0.6.1a] The Nomads (v0.9.6 RC2)
« Reply #355 on: October 20, 2013, 09:52:56 AM »

Have finally finished my Nomad campaign. That was pretty fun game.

I wasn't really convinced by the Nomad carrier fleet. The Gila Monster is the only thing that can hope to take down capital ships and even cruisers. The problem with the Gila is that it had incredibly bad maneuverability and have trouble getting a proper gun-sight against other ships, even huge ones! I don't even want to know the nightmare Nomads have when they are fighting against Shadowyard.

So yeah, aiming is hard but other than this, the Gila Monster is the ultimate Brawler in the entire game. There is nothing (save perhaps Neutrinos) than can hope to tank the doom cannon. But even with its raw firepower, my Nomad carrier fleet had a lot of trouble taking down big stuffs.

I also tried something else. A fleet based around a Sandstorm, the idea is to get your entire fleet protecting the capital ship and flying as a big blob, crushing everything that come too close. And it worked pretty well, Komodoes make great PD escorts and shield walls. Some Yellowjackets as fire support to take down frigates and big fighters. Wurms struggled to find a use until the big final brawl when both core fleets collided, then they would make reasonable basic gunners/cannon fodder. The Sandstorm of course fit the role of big ship killer, while it lack the dreaded Doom cannon, its array of Maser is still reasonably efficient against everything from Talons to Onslaughts. It also doesn't have to worry about ammo.

The Death Bloom is perhaps the only ship fit for being the flagship. The IA can handle very well other ships as they don't do anything fancy other than "get close and shoot". While the DB is powerful, i think its turning speed was a tad too high, i had a lot of troubles aiming against moving targets.

The only one that have some trouble to fit in is perhaps the Scorpion. While it give reasonable medium range support fire , it doesn't do it as well as other ships. It isn't bad by any means but i think it's kinda lacking some long range missiles to really support the fleet. In the previous version, Pilums and MIRV were great to take down stuff at long range. With the new fusion torpedo pod, it is only good to scare away fighters and frigates.

I played with the 0.9.5 version, so i couldn't try the Rattlesnake yet. But overall, you really improved this mod for 0.61 Trylobot, one of the greatest faction on the modding forum.

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Trylobot

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Re: [0.6.1a] The Nomads (v0.9.6 RC2)
« Reply #356 on: October 20, 2013, 09:59:44 AM »

Thanks for the great feedback helmut :) I'll take a look at the death bloom and scorpion; regarding the DB's turning rate though, have you tried using "shift aiming"? It lets you turn at variable rates toward a precise target, using the mouse to aim (instead of the keyboard). It's the only way I can hit anything.
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HELMUT

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Re: [0.6.1a] The Nomads (v0.9.6 RC2)
« Reply #357 on: October 20, 2013, 10:04:21 AM »

Yeah i did this, still, it turn very fast. I may have to adjust my mouse sensitivity though.

Edit: oh yeah, one thing i forgot. You should put the fusion torpedoes for the Flycatcher and Scorpion on autofire. That way they'll be more eager to fire their payload and as they regenerate ammo it's worth shooting at everything that come close.
« Last Edit: October 20, 2013, 06:03:06 PM by HELMUT »
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Borgoid

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Re: [0.6.1a] The Nomads (v0.9.6 RC2)
« Reply #358 on: October 20, 2013, 06:45:20 PM »

I'm really struggling to find a use for the Rattlesnake. It's essentially a slow Sandstorm with less potential firepower and for 80% of the cost

The universal slots are useful there's no doubt about it, and it's definitely heavily armored, frankly it's tanky as hell... but I don't ever find myself wanting a tanky ship, or at least not one so slow.
Less a rattlesnake, more a snap-turtle : /
Perhaps it's not a problem with the Rattlesnake so much as it is with the Sandstorm.

The Sandstorm is a downright monsters. It can tackle a Paragon on a good day and for only 10 supplies/day and 22% CR per use it's incredibly cheap to maintain... It even has a burn speed of 4 compared to the Rattlesnakes 3.

On an unrelated note... why does the Komodo MkII have such terrible arcs on its Firecrackers compared to the standard Komodo?
The worst part about them is that they don't actually converge at the front of the ship, they're offset to the right. Kinda sucks for the ship with a less efficient shield, that's also slower by a fair chunk to have less comprehensive PD.
At least with the Rattlesnake you know missiles aren't ever going to bother you but with the MKII it's a bit harsh given the side-gradey nature.

I haven't had any problems with the Scorpion, apart from it being so expensive to maintain it does exactly what it says on the box, great support ship.


Edit: One more thing about the Rattlesnake/Sandstorm comparison... The range from ITU because of the hull class difference is a killer.
« Last Edit: October 20, 2013, 06:55:11 PM by Borgoid »
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Trylobot

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Re: [0.6.1a] The Nomads (v0.9.6 RC2)
« Reply #359 on: October 20, 2013, 07:35:52 PM »

Thanks @HELMUT, @Borgoid; your feedback has been considered and some balance tweaks have been made.

Also: Here's the Fang. Yes, it works as promised (seriously). Have fun 8)!
Note that the sound effect for the Retribution missile system might change in the near future, as Cycerin has mentioned to me that he might have one in mind.



Other misc changes for 0.9.9 RC2:
- tweaked base/static sprite for Oasis; this doesn't affect really anything except the small tactical icon used in various places, because it was missing the ring, and looked funny.
- tweaked the Retribution missile visual representation while the Fang is hulked, and the missile is waiting to fire, to make it more obvious which hulks have fired a missile, and which ones have not (and thus are immediate threats); does not affect normal Fang appearance or appearance of missile while in-flight.
« Last Edit: October 22, 2013, 12:04:15 AM by Trylobot »
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