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Author Topic: [0.9.1a] High Tech Expansion v1.2.4  (Read 28899 times)

Retry

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Re: [0.9.1a] High Tech Expansion v1.1.1
« Reply #15 on: December 28, 2020, 11:53:43 PM »

But then again, it's your mod, i put no effort in it, and please don't take it the wrong way, i love this mod for adding such high quality ship into the game, i just give my feedback, no hard feeling okay? It's just a game with .PNG and Javascript in the end of the day  ;D
Just to be clear, I'm not the mod author, theDragn is.

I'm just some random guy who happens to like the TPC and dabbles a bit in Starsector lore.
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There is an old thread about Onslaught lore, i believe that the entire arm of Onslaught is TPC because how old Onslaught are, how Onslaught and TPC was designed, and why there is no such thing as mountable TPC for other ship to use.

TPC was designed long before modular energy weapons were a reality so they use bulky, unoptimized and specialized blueprint to make it. TPC is a part of Onslaught itself, they're design for each other hence :

"Designed before modular energy weapons were a reality, this weapon was coded into the Onslaught's blueprint because no other ship was large enough or had reactors capable of generating the requisite power. Even though it's outperformed by some of the later epoch modular designs, the Thermal Pulse Cannon remains an integral part of the Onslaught's arsenal.."
That thread, while interesting (and something I already know about), is not at all about the TPC.

The TPC not only predates modular energy weapons, it predates shielding, fighter craft, and "advanced strike weapons" (whatever that vague phrase may mean).  The Onslaught is ancient, one of the oldest ships in the game, and around the same age as the Hound.  Furthermore, part of the Onslaught's description says that "When first launched from orbital dock, they must have surely dwarfed any other ship in existence and intimidated entire systems."  If true, then it's almost certain that the typical warship size prior to the launch of the first Onslaught-class Battleship was a frigate.  The thread you linked to agrees.
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I know there is no statement that said the arm of Onslaught is the TPC itself, unless Alex release some sort lore book, but for now i firmly believe that TPC is unique to the Onslaught because of reason above.
Given that the ships that existed prior to the Onslaught's launch were frigates, it's fairly self-evident why no other ship was armed with TPCs before then.  You'll get no argument from me that the Hound is not exactly a great platform to test an entire Thermal Pulse Cannon.

But that's the important part of the phrase, before then.  The Onslaught itself is ancient, launched at a time when neither shields nor fighters were a thing, and the typical warship was no larger than the Hound.  The Onslaught was the first TPC platform because the tiny Hound analogs running about were not cutting it in whatever conflict the early Domain found itself in.  That doesn't require a dubious explanation of a TPC assembly requiring the entire length of an Onslaught's arm.

(If that were the case, then EMP damage should theoretically be capable of impacting and disabling the TPC from anywhere along the Onslaught's side prongs.  Obviously, this is not the case; the TPCs can only be affected and disabled by damage originating fairly close to their barrels.)
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theDragn

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Re: [0.9.1a] High Tech Expansion v1.1.1
« Reply #16 on: December 29, 2020, 12:35:01 PM »

Really? wow. I loaded vanilla, the three libraries, audio plus and your mod. No other mods. The 2nd to last Mission in the list basically showcases many of your ships but its probably a bug of mine.

I went through all my mods to check for name conflicts, here's what I found:
  • Vayra Ship Pack 1.1.4 has a frigate called Kingfisher
  • The Star Federation 0.7.1 (FTL) has a destroyer called Invader
  • Kingdom of Terra 0.11 has a cruiser called Wyvern
  • Arsenal Expansion 1.5.3i has a fighter called Bombardier
  • The Nomads 1.4.11-rc2 has a battleship called Gila Monster, which is close
  • Roider Union 1.1.0 has a destroyer called Bombard, which is close

You mean the mission called "Benchmark"? That one pulls random ship variants (including ones added by mods) and tests your system performance in a fleet fight. You can't even pilot a ship in it. It is literally just a performance test. It also exists in the base game, and is not added by this mod.

As far as name deconflicting goes, bleh. I checked against the master name list, which is apparently not up to date anymore. I'll try to make sure hulls don't share names within a size category, but unless there's a serious chance of confusion (or a mod author asks me to change it) I'm probably not going to rename things. So, Invader and Kingfisher might get renamed, if I can find new names I like. Everything else will probably stay as is. (Though technically I think the Wyvern wing should probably be renamed to some sort of bladed weapon, to follow vanilla's naming pattern.)

There is an old thread about Onslaught lore, i believe that the entire arm of Onslaught is TPC because how old Onslaught are, how Onslaught and TPC was designed, and why there is no such thing as mountable TPC for other ship to use.

TPC was designed long before modular energy weapons were a reality so they use bulky, unoptimized and specialized blueprint to make it. TPC is a part of Onslaught itself, they're design for each other

There are plenty of other mods with ships that have built-in TPCs. There's even a mod that adds a modular TPC. It's also implied that the Invader was designed later than the Onslaught, since it's effectively a cut-down Onslaught. Developments to reduce the size of the TPCs could have occurred.

IonDragonX

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Re: [0.9.1a] High Tech Expansion v1.1.1
« Reply #17 on: December 29, 2020, 02:30:34 PM »

As far as name deconflicting goes, bleh. I checked against the master name list, which is apparently not up to date anymore. I'll try to make sure hulls don't share names within a size category, but unless there's a serious chance of confusion (or a mod author asks me to change it) I'm probably not going to rename things. So, Invader and Kingfisher might get renamed, if I can find new names I like.
Invader is the only one I am worried about. The Star Federation is an active mod released this year. VSP is an older mod & the creator hasn't logged into the forum most of the year. (I'm worried, actually, that she won't be coming back.)

PreConceptor

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Re: [0.9.1a] High Tech Expansion v1.1.1
« Reply #18 on: December 30, 2020, 10:02:56 PM »

May I suggest Aggressor as an alternative name for the Invader?

The Vayra Kingfisher is a dinky shuttle most players won't pay a second thought to, unless you really want to change the name I don't think it will cause too much confusion. I actually changed the Vayra one to Fisher lol. Wyvern and Bombardier are in separate categories so also not too confusing. Although if I may suggest Fusilier, Strafe or Deluge as an alternative for Bombardier if you feel so inclined.
« Last Edit: December 30, 2020, 10:20:58 PM by PreConceptor »
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theDragn

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Re: [0.9.1a] High Tech Expansion v1.1.1
« Reply #19 on: January 01, 2021, 01:45:23 AM »

May I suggest Aggressor as an alternative name for the Invader?

Yeah, that's a pretty good name and as far as I can tell it's not taken. It'll be included in the next patch, which should hopefully be ready by Monday.

theDragn

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Re: [0.9.1a] High Tech Expansion v1.1.2
« Reply #20 on: January 02, 2021, 02:46:37 AM »

1.1.2 has been released. Patch notes:

Now requires MagicLib.


New:
- Weapon: Plasma Lens Projector. Large energy. Fires a slow, weakly-guided projectile that deals significant HE damage in a line if it connects with the target's hull. Holds two charges, and reloads one every 10 seconds. Nearly unusable against small, fast targets. Synergizes extremely well with autopulses. Known by Tritachyon.

Changes:
- Name changes to deconflict with other mods and adhere better to vanilla naming patterns.
-- Invader -> Aggressor
-- Wyvern -> Khanjali
- Name changes are display-name only, hull and weapon IDs won't change until a future patch. No sense in breaking saves if I don't have to.
- Wyvern (now Khanjali): Weapons no longer generate flux. Its Plasma Catapult now has a slow-reloading four-shot magazine and a fast rate of fire. Active flares are now shot forwards instead of to the sides, but the total number of flares has been reduced. Added two IR Pulse Lasers (high-delay). Speed reduced slightly. Shield is now frontal instead of omni, and arc has been reduced.
- Variants modified to account for changes and additions.
- New ships and items added to whitelists for Industrial Evolution and Vesperon Combine.

Nerfs:
- Incursion: Synergy slots converted to missile slots and turret arcs adjusted to reduce forward convergence. Maximum convergence is now 3 large energies, 3 medium energies, and 5 small energies. No more 9 graviton beams on a single target. System changed to Plasma Burn instead of Plasma Thrusters to reduce its ability to escape sticky situations. Maneuverability and flux capacity increased to compensate somewhat. It should now be significantly more dangerous to over-commit. Cleaned up the sprite a bit.

Buffs:
- Persephone: OP increased by 12.
- Moray: DP decreased to 9 (from 10).
- Iris: Has now been released from the PD jail. PD specialization no longer penalizes non-PD weapons and is compatible with DTC/ITU, but caps maximum weapon range at 1200 units. OP increased by 10.
- Kingfisher: Improved the AI's usage of Targeting Overclock. Arc of the large energy turret slightly reduced (this is a buff, it helps the AI)

Twilight Sentinel

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Re: [0.9.1a] High Tech Expansion v1.1.2
« Reply #21 on: January 02, 2021, 10:19:33 AM »

If I could make a request for ships, it would be for more frigates.  There's very few high-tech frigates in the base game relative to other ship types (unless you include TT variants, which can be very hit or miss).  Also many mod makers tend to skip over frigates.  So when I'm going high tech and have lots of frigates in my fleets, especially from early game colonies, I tend to have a lot of the same frigates in them.  Most often the vanilla ones; wolves, tempests, and mercuries.  More options here, especially covering both combat and non-combat/hybrid roles, would be very welcome.  Though preferably without bogging down the blueprint drops too much, so including many of them in packages would be a good call.
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theDragn

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Re: [0.9.1a] High Tech Expansion v1.1.2
« Reply #22 on: January 02, 2021, 11:12:13 AM »

Also many mod makers tend to skip over frigates.

There's a reason for this— frigates are naturally limited to relatively few weapon slots because of their size, and their maneuverability decreases the impact of different arrangements of those slots. This basically means that there really aren't many different frigates you can make, especially if you don't want to tread on other mods. Additionally, most players stop using frigates relatively quickly once they get access to larger ships (aside from a few specialty ones like the Omen and phase frigates). I'll make an IV reskin of the Scarab and Wolf eventually, but unless someone has a particularly good suggestion, this mod probably won't add any unique frigates.

IonDragonX

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Re: [0.9.1a] High Tech Expansion v1.1.2
« Reply #23 on: January 02, 2021, 01:23:55 PM »

This basically means that there really aren't many different frigates you can make, especially if you don't want to tread on other mods.

DR's Ship & Weapon Pack is extremely popular. I bet you could ask permission to IV reskin his Nautilus (HT Combat Freighter) & Hecate (HT Corvette).
AxleMC131's Disassemble/Reassemble is also popular. Again, you could ask permission to reskin his Prophecy (HT Escort Frigate) & Quoin (HT Heavy Frigate).

BTW, you missed the version number change in the mod_info file.

Twilight Sentinel

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Re: [0.9.1a] High Tech Expansion v1.1.2
« Reply #24 on: January 02, 2021, 03:13:26 PM »

It says a lot about the vanilla game that there's only three ships in the high tech blueprint package, compared to the many more you can get in low tech and midline packages.  Unfortunately I cannot find a list of blueprint packages online or sort through the game's files to find them so I cannot verify what's in each of them.  I do know that the only frigate is the wolf.  Most vanilla high tech frigates are either phase ships or skipper ships.  There's a lot of potential room there, especially for a mod intended to supplement vanilla high tech ships.

Is it okay if I brainstorm some ideas for what could be filled in here that isn't covered by vanilla ships?

  • A blockade runner combat freighter.  A sort of high tech hound, fragile but with a decent shield and an engine boost.  Favorite of TT smugglers.
  • Private security transport.  A small shuttle used by high tech private security firms to move their soldiers, ordinance, and make threats when they aren't paid.  Decent crew and cargo space for a frigate and packs a punch, but can't take one.  Popular in independent and Persean League space.
  • Point defense escort ship.  Bristles with small energy weapon mounts, but they're pointed in all directions with no more than two ever converging.  Intended to protect other ships, but could conceivably be a driveby shooter.  Has a decoy flare launcher.
  • Shield tank ship.  Very efficient shield system and better armor than most high tech ships, with some okay firepower as well.  Pays for this with its slow speed and the normal high tech deployment time does it no favors.  The main advantage is a lower logistic profile than larger ships with comparable defenses.  Sometimes deployed by Hegemony picket fleets.
  • Sensor survey ship.  A platform for sensors, survey equipment, fuel storage, and not much else.  A civilian exploration ship, a bit like a scaled down apogee.  Has built in high resolution sensors, surveying equipment, and hardened subsystems.  A missile slot and a synergy slot allow it to provide a little long range support.  Sometimes seen in scavenger fleets and Tri-Tachyon open markets.
  • An alpha strike missile ship.  Features a medium missile mount and two small ones, but only a single energy weapon mount for general weapons.  Intended to get in, unleash hell, then get out.  Has good shields and decent speed, but no long term combat ability and will die if it has to lower its shields or overloads.  The pathers have modified it to not bother getting out, but left the good shield system in.
  • Basic high tech phase ship.  A generalist phase ship that can be included in the high tech blueprint package.  It's bigger than the shade with a bit more flanking power.  However its ship ability is nothing special, so it doesn't step on the toes of any of the other phase ships.  Found in independent and Tri-Tachyon open markets.
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theDragn

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Re: [0.9.1a] High Tech Expansion v1.1.2
« Reply #25 on: January 02, 2021, 03:51:51 PM »


  • A blockade runner combat freighter.  A sort of high tech hound
  • Private security transport.  A small shuttle used by high tech private security firms to move their soldiers, ordinance, and make threats when they aren't paid.
  • Point defense escort ship.
  • Shield tank ship.  Very efficient shield system and better armor than most high tech ships, with some okay firepower as well.
  • Sensor survey ship. A civilian exploration ship, a bit like a scaled down apogee.
  • An alpha strike missile ship.
  • Basic high tech phase ship.

Please peruse some of the other mods that are available, or even this one, because they add ships that are very similar to what you're suggesting. Ship/Weapon Pack adds two high-tech combat freighters, Disassemble-Reassemble adds small troop transports, and High Tech Expansion (this mod!) adds a heavy point-defense destroyer (Iris), a inexpensive survey cruiser (Aphelion), a tanky shield cruiser (Gila) and an alpha-strike missile ship (Bombardier).

Twilight Sentinel

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Re: [0.9.1a] High Tech Expansion v1.1.2
« Reply #26 on: January 02, 2021, 05:46:14 PM »

Please peruse some of the other mods that are available, or even this one, because they add ships that are very similar to what you're suggesting. Ship/Weapon Pack adds two high-tech combat freighters, Disassemble-Reassemble adds small troop transports, and High Tech Expansion (this mod!) adds a heavy point-defense destroyer (Iris), a inexpensive survey cruiser (Aphelion), a tanky shield cruiser (Gila) and an alpha-strike missile ship (Bombardier).
Well I specifically meant these as frigate ideas.

An all-in-one ship expansion mod for high-tech ships was what I was hoping for.  If that's not going to happen, that's fine.  I personally have found I like to keep my general ship lists somewhat small, to avoid over-saturation in the markets and for reverse-engineering.
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theDragn

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Re: [0.9.1a] High Tech Expansion v1.1.3
« Reply #27 on: January 07, 2021, 11:13:56 PM »

Updated to 1.1.3. Save compatible. Big highlight is two new weapons: Toroidal Plasma Railgun and Twin Toroidal Plasma Railgun. They're kind of an energy-weapon combo of HVD and Heavy Mauler.

Full patch notes:
- Added some variants of vanilla ships that use the new weapons.
- Actually added the Ahab to the vanilla missile blueprint package this time. For sure.
- New sprite for the Khanjali Strike Fighter.
- New weapon: Toroidal Plasma Railgun (medium energy, 12 OP) and Twin Toroidal Plasma Railgun (large energy, 26 OP). One of the oldest types of energy weapon, they use electric fields to accelerate a tiny ring of plasma to extreme velocities. It has great range (for an energy weapon, anyway) and good per-shot damage with a side of EMP, but poor DPS and efficiency. It has relatively low flux usage when compared to other energy guns, so it's a good choice for ships that have energy slots but not high-tech flux stats. The medium is in the base blueprint package, and the large is in the hightech package.

Buffs:
- Tawa Standoff Torpedoes: Second-stage spread reduced (35->30) and EMP damage increased (50->75). Ammo on medium and large launchers increased (8->10 and 30->36). Large launcher OP reduced (30->28). Large launcher reload time increased (12->13).
- Plasma Lens Projector: Homing improved (23 deg/sec -> 28 deg/sec).
- Kukri Bomber Wing: OP cost reduced (28->27).

Changes:
- Plasma Lens Projector: Now deals 1000 damage on initial hit and 3x 500 damage in a line. (Combining the first hit of the original 4x 500 line with the initial projectile). This is numerically a buff, but in reality it makes the AI catch the projectile on its shields much more often, so it's more of a nerf (and intended as such).
- Persean League now knows the blueprints for the large Tawa and large Atropos, though they won't use them very often.

Nerfs:
- Gila shield efficiency reduced (0.6->0.8), changed omni shield to front shield, arc reduced (180->110), armor reduced (950->800), and turn speed reduced (22->12). Still very tanky from the front, but much more vulnerable to flanking, and you can't catch shots on armor quite as much.
« Last Edit: January 08, 2021, 11:12:44 AM by theDragn »
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Prolbo

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Re: [0.9.1a] High Tech Expansion v1.1.3
« Reply #28 on: January 08, 2021, 05:26:30 AM »

Can you please use more clearer sprite for "tigership"? The one, like this one: https://imgur.com/BxA9wa4 or, I belive, original one from Spiral Arms II

Also I want to donate this little kitbash of mine, made a year ago: https://imgur.com/mvmHyKv
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IonDragonX

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Re: [0.9.1a] High Tech Expansion v1.1.3
« Reply #29 on: January 08, 2021, 06:58:14 AM »

Updated to 1.1.3.Big highlight is two new weapons: Toroidal Plasma Railgun and Twin Toroidal Plasma Railgun.

I think you should change these to ' Plasma ' projectiles instead of Beam. There aren't enough Plasma weapons in vanilla to begin with. It would fill a niche in the weapon selection.
« Last Edit: January 08, 2021, 07:03:01 AM by IonDragonX »
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