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Author Topic: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*  (Read 1560119 times)

LetsRetreat

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Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
« Reply #3555 on: April 16, 2014, 01:46:43 PM »

I've run into the same hope-crushing fleets at the start while drifting in hyperspace. Your flagship is usually able to make a hasty retreat, but your escorts tend to get overtaken. Retreating from the battle doesn't allow you a chance to zip away, as you're still drifting without fuel. If you're particularly unlucky (like I was), there's enough time for a second hostile fleet to swoop in and engage. Lady Luck is a fickle mistress. Chance dictates whether or not you make it to the nearest system with your fleet intact.

There's multiple sides to this. On one hand, you're gifted a few ships and set free in the universe, only to be greeted by the biggest, baddest bullies in town, who break your toys and send you limping home. Whatever cash you'd hoped to get selling your extra ships is a distant dream, a burning hulk in hyperspace. It's a rough start that you had no control over, and it feels a little punishing.

On the other hand, you're offered a brutal introduction to what really is a challenging mod. It's fitting, and it certainly sets the tone. Your greatest fears realized, you find yourself stranded in space. As reality sets in, you discover that you're a small fish in a big pond. Full of hungry fish. Schools of them. If you survive—and only if— you'll have to scrap it out just to get your next meal. Every supply will count. Nothing will come for free. Your hard-earned capital will only buy you so much, and even when you've built up a formidable fleet of your own you'll be reminded every step of the way that the miscalculation of resources comes with a hefty price.

Nothing like a series of grisly endings to give a success story a little context.
« Last Edit: April 16, 2014, 01:48:24 PM by LetsRetreat »
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theSONY

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Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
« Reply #3556 on: April 16, 2014, 01:53:10 PM »

You have a download link for the RC 1.7 version?  I believe it's one of the Dropbox links, but I can't find it.

my bad the Soldier what i ment was RC6.7  ::)
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dmaiski

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Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
« Reply #3557 on: April 16, 2014, 01:53:26 PM »

crash in combat (on missile hit i think)

log:
Code: java
java.lang.NullPointerException
at com.fs.starfarer.combat.ai.attack.AttackAIModule.super(Unknown Source)
at com.fs.starfarer.combat.ai.attack.AttackAIModule.super(Unknown Source)
at com.fs.starfarer.combat.ai.BasicShipAI.advance(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.G.??00(Unknown Source)
at com.fs.oOOO.A.?0000(Unknown Source)
at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncherjava.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
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BISO
(WIP) lots of shiny new weapons ( :-[ i have more weapons then sprites :-[ )

i got a cat pad
its like a mouse pad but better!

CrashToDesktop

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Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
« Reply #3558 on: April 16, 2014, 04:16:16 PM »

DEV NEWS: upped the BP gain back to the old levels and added back the hound BP at the VW activation (BUUUUUG).

I mean, where is this one, or is it even released yet? :P
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TheKillerWolf

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Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
« Reply #3559 on: April 16, 2014, 11:31:29 PM »

i must say im not a fan of everyone exploding when i try to board them.  it makes early progression too hard with BPs only dropping every couple hundred fights lol.  (granted you said your bringing back the upped BP drop rate.)
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dmaiski

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Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
« Reply #3560 on: April 17, 2014, 11:19:17 AM »

is it intentional that building ships with blueprints is more expencive(in parts cost) then buying them outright?
varries but often it costs 50-100% more to use parts to make a ship then to sell the parts and buy a ship with money
if you have to buy parts it can cost well over twice as much
« Last Edit: April 17, 2014, 11:39:05 AM by dmaiski »
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BISO
(WIP) lots of shiny new weapons ( :-[ i have more weapons then sprites :-[ )

i got a cat pad
its like a mouse pad but better!

Uomoz

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Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
« Reply #3561 on: April 17, 2014, 05:21:31 PM »

DEV NEWS: upped the BP gain back to the old levels and added back the hound BP at the VW activation (BUUUUUG).

I mean, where is this one, or is it even released yet? :P

Not released yet! Will be soon though!

i must say im not a fan of everyone exploding when i try to board them.  it makes early progression too hard with BPs only dropping every couple hundred fights lol.  (granted you said your bringing back the upped BP drop rate.)

I kept the vanilla capture mechanic as I find it kind of cool (UNPOPULAR OPINION).

is it intentional that building ships with blueprints is more expencive(in parts cost) then buying them outright?
varries but often it costs 50-100% more to use parts to make a ship then to sell the parts and buy a ship with money
if you have to buy parts it can cost well over twice as much

Yes intentional, since a) you can build as many as you can, even if the ship is rare to find, b) is the only way to obtain good military ships as of the latest devs.
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dmaiski

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Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
« Reply #3562 on: April 17, 2014, 05:24:49 PM »

Quote
Yes intentional, since a) you can build as many as you can, even if the ship is rare to find, b) is the only way to obtain good military ships as of the latest devs.
but what about the uterly usles civilian ships? i kinda wanted to sell those for profit
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BISO
(WIP) lots of shiny new weapons ( :-[ i have more weapons then sprites :-[ )

i got a cat pad
its like a mouse pad but better!

Uomoz

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Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
« Reply #3563 on: April 17, 2014, 05:26:25 PM »

Quote
Yes intentional, since a) you can build as many as you can, even if the ship is rare to find, b) is the only way to obtain good military ships as of the latest devs.
but what about the uterly usles civilian ships? i kinda wanted to sell those for profit

You can't profit from production atm.
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snull

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Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
« Reply #3564 on: April 17, 2014, 11:35:45 PM »

btw, mining doesnt work at all, I tryed it in many different ways on many astroides with and without faction ...
Would be helpfully to get started and store maybe some of the so rarely dropping supplies ;-(
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Nanao-kun

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Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
« Reply #3565 on: April 18, 2014, 01:08:31 AM »

btw, mining doesnt work at all, I tryed it in many different ways on many astroides with and without faction ...
Would be helpfully to get started and store maybe some of the so rarely dropping supplies ;-(
There is no mining.
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dmaiski

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Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
« Reply #3566 on: April 18, 2014, 04:06:12 AM »

ok i ahve figured out the level of causiousness you need to be profitable and build superfleets in this mod, but there are some things that seem like balance issues:

1) to make a profit, you must not take any damage whatsoever in combet, taking any damage makes battles pointless due to no supply drops and massive repair costs (shield boats go here)

2) some factions (junkers, shadowyards, and ocasinaly pirates) have no good frigates taht you can buy that will meet (1) early game. this makes starting with these factions without a verry good started combat frigate (imposible) hard.

3) once you have met (1) combat becomes really easy and repetetive
(find weaker fleet to attack, save, battle, did you take any hull damage? yes:save scum | no:rinse and repeat)
(dificulty curve looks like a messa, hard early, flat late game)

4) spawning in the middle of god knows where with no fule, this is an issue if you really want to play a specific faction without farming up to it with one of the other easy factions
« Last Edit: April 18, 2014, 04:12:47 AM by dmaiski »
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BISO
(WIP) lots of shiny new weapons ( :-[ i have more weapons then sprites :-[ )

i got a cat pad
its like a mouse pad but better!

Erick Doe

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Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
« Reply #3567 on: April 18, 2014, 04:32:31 AM »

Quote
3) once you have met (1) combat becomes really easy and repetetive
(find weaker fleet to attack, save, battle, did you take any hull damage? yes:save scum | no:rinse and repeat)
(dificulty curve looks like a messa, hard early, flat late game)

Solution? Play on hardcore mode.  8)
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dmaiski

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Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
« Reply #3568 on: April 18, 2014, 04:45:23 AM »

:p not really, on hard core mode all you need to do is be more cautious... does not change that the dificulty curve is escencially flat
« Last Edit: April 18, 2014, 05:44:23 AM by dmaiski »
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BISO
(WIP) lots of shiny new weapons ( :-[ i have more weapons then sprites :-[ )

i got a cat pad
its like a mouse pad but better!

Cycerin

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Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
« Reply #3569 on: April 18, 2014, 06:33:53 AM »

ok i ahve figured out the level of causiousness you need to be profitable and build superfleets in this mod, but there are some things that seem like balance issues:

1) to make a profit, you must not take any damage whatsoever in combet, taking any damage makes battles pointless due to no supply drops and massive repair costs (shield boats go here)

2) some factions (junkers, shadowyards, and ocasinaly pirates) have no good frigates taht you can buy that will meet (1) early game. this makes starting with these factions without a verry good started combat frigate (imposible) hard.

3) once you have met (1) combat becomes really easy and repetetive
(find weaker fleet to attack, save, battle, did you take any hull damage? yes:save scum | no:rinse and repeat)
(dificulty curve looks like a messa, hard early, flat late game)

4) spawning in the middle of god knows where with no fule, this is an issue if you really want to play a specific faction without farming up to it with one of the other easy factions

These aren't really absolute truths, I've taken huge hits after getting rolling and just started over several times without ending up doomed or stranded. Since there is no end goal, the objective of the game should be to engage in entertaining combat, and to this end, fighting small fleets in bad ships is just as fine as fighting titanic cap ship battles, which, by the way, is perfectly feasible after a lot of growth and salvaging.
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