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Author Topic: [0.9a] Tyrador Safeguard Coalition 1.6.1c (hotfixed January 13, 2019)  (Read 241297 times)

Machine

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Re: [0.8.1a] Tyrador Safeguard Coalition 1.4.0 (updated October 2, 2017)
« Reply #75 on: November 15, 2017, 02:38:58 PM »

Well, I can confirm it is this mod, however it should not be causing that error.

The Pernach-class was removed in the previous update, mainly due to being an obsolete concept. A heavily armored cheap troop transport was no longer needed, thanks to the removal of boarding, so it was replaced with the ability to add a crew boosting hullmod to Adze, Angon and Lance classes.

I see a couple of ways that it might be causing you issues. If you just overwrote/copied over the contents of the update over an older version of the mod, in that case you should delete the mod and reinstall it. Otherwise, you might be using a save created with an older version of the mod, in that case you would need to use save transfer.
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Drokkath

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Re: [0.8.1a] Tyrador Safeguard Coalition 1.4.0 (updated October 2, 2017)
« Reply #76 on: November 23, 2017, 01:51:07 AM »

This mod has only now appeared on my proverbial radar thanks to Nemonaemo. So far I've only given Labrys' assault variant a try and I'm impressed by it's default assault variant and the ship itself having enough amount of frontal weaponry mounts that makes it a very viable ship to me. Why I chose to try out Labrys first? Because it's general shape from afar reminded me of Auto-Assault drone/AI vessel from FTL.

Not that much of a fan of green and red color scheme of TSC faction, however; in-game experience changed my opinion of the color scheme to something I'm alright with just like in the original DOS-era X-Com 1 that made purple and pink colors seem a lot more alien, sinister, ominous and serious (at least to me it did).

Overall I just felt like posting because of finding this mod interesting enough.
« Last Edit: November 23, 2017, 01:55:12 AM by Drokkath »
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00lewnor

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Re: [0.8.1a] Tyrador Safeguard Coalition 1.4.0 (updated October 2, 2017)
« Reply #77 on: November 25, 2017, 06:49:35 AM »

Suggestion; Mention in the Threshal's description that the built in SCV construction corvette wing provides a 25% salvage bonus.

More outlandish suggestion; Modular flight deck and/or modular heavy weapon mount (what could go wrong with that?).
« Last Edit: November 26, 2017, 02:23:26 AM by 00lewnor »
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MajorTheRed

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Re: [0.8.1a] Tyrador Safeguard Coalition 1.4.0 (updated October 2, 2017)
« Reply #78 on: November 27, 2017, 04:27:31 PM »

Really like this mod, I was really surprise by the balancing of ships. Some of them seems overpowered on paper but manage to be not over the top with one or two drawback (Sagaris en Koncerz in particular).

My two main remarks are about the IA of some ships (I suppose you cannot do many things about it but still worth mentionning it) :
_The Lance cruiser charge needlessly on the ennemy using Ram Drive. I built a incredible dancing-laserball-of-death with Laser, graviton and ion beams for a cautious officer and this *** put himself in the middle of a pirat fleet with obvious results...
-The Kestros has the exact reverse problem. We need him to get close (ion cannon, pulse laser and plasma lance), but because it thinks he is a carrier he always pull back!
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A Random Jolteon

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Re: [0.8.1a] Tyrador Safeguard Coalition 1.4.0 (updated October 2, 2017)
« Reply #79 on: November 27, 2017, 04:52:22 PM »

Really like this mod, I was really surprise by the balancing of ships. Some of them seems overpowered on paper but manage to be not over the top with one or two drawback (Sagaris en Koncerz in particular).

My two main remarks are about the IA of some ships (I suppose you cannot do many things about it but still worth mentionning it) :
_The Lance cruiser charge needlessly on the ennemy using Ram Drive. I built a incredible dancing-laserball-of-death with Laser, graviton and ion beams for a cautious officer and this *** put himself in the middle of a pirat fleet with obvious results...
-The Kestros has the exact reverse problem. We need him to get close (ion cannon, pulse laser and plasma lance), but because it thinks he is a carrier he always pull back!
Nemo has a playthrough and had this problem with the Lance and Halberd. Never noticed the problem with the Kestros.

He ended up just piloting the Halberd, and not using the Lance.
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Spess Mahren

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Re: [0.8.1a] Tyrador Safeguard Coalition 1.4.0 (updated October 2, 2017)
« Reply #80 on: January 18, 2018, 12:34:43 PM »

Is the SCV only found built in to the salvage cruiser? Been playing with the mod awhile and find the salvage bonus appealing but I cant find any LPC's of it in markets so far.
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Re: [0.8.1a] Tyrador Safeguard Coalition 1.5.0 (updated January 22, 2018)
« Reply #81 on: January 21, 2018, 10:46:58 PM »

Version 1.5.0 (for Starsector 0.8.1a)
Merry Christmas... heh, wait... where did December go to? edition
More information on the original post


(Requirements: LazyLib)
(Supported by DynaSector)


 

Large(ish) content update, another step closer to what I want for this mod. Includes a new gameplay mechanic, timed drone expiration, affecting every weapon spawned drone added by this mod, with the exception of the mines. Also added a new ship class (technically 2, but one is mission only content for now... this reminds me, added a new story line mission), some new weapons, 2 new shipsystems, improved the behavior of the Ram Drive shipsystem, and added a TSC exclusive Dmod.
Some content was also removed, mainly stuff deemed a bit redundant, specifically some ship skins, so, like always, this update .
Another big part of this update is the diversification of current ship skins, TSC skins are no longer strictly superior to TT skins, D skins (now pirate skins) now offer different load outs, replacing the energy weapon mounts with ballistics.
And balance changes... lots of them, as to be expected.
Full changelog in the section below.


Previews of some of the new content in action
Spoiler


Animated gifs
Spoiler

Judgement-class torpedo's new launch and explosion effects, also some new weapons.


Dronepods in action, also new Plasma Lance effect.


Shield Burst shipsystem in action.
[close]
[close]

Changelog:

Version 1.5.0:
Spoiler
-Implemented "timed expiration" system for weapon spawned drones:
      -Affects Kulbeda, Corvo, Kabura-ya drones and Dronepods.
      -Does not affect Caltrop-class phase mine drones.
      -Drones affected by the system loose their CR constantly (even if there are no enemies on the map).
      -CR dependent effects:
         -CR = 0%:   drone gets a high random chance to explode on the spot(adds a bit extra randomness so they don't all explode exactly at the same time).
         -CR ? 1%:   drone suddenly stops functioning.
         -CR ? 5%:   drone will try to self destruct by ramming into a nearby enemy vessel, doing low kinetic damage (mostly visual). (Dronepods will forcefully release their drones).
         -CR > 5%:   drone behaves normally.
   -Renamed Chakram's "Ion Pulser" to "Ion Micropulser"; the name change was reverted accidentally and went unnoticed.
   -Add the Anvil-class Forgeship, a "ship" version of TSC mobile shipyard stations, mission-exclusive content... for now, depending on next game update.
   -Added the Ayllo-class Frigate, a scout/surveying themed drone tender ship that uses built-in weapon spawned drones.
   -Added the Kabura-ya-class Scout Drone, a built-in weapon spawned drone, it lacks the "Low Resolution Sensors" hullmod found in the other weapon spawned drones.
   -Added Dronepods (for Kulbeda and Corvo drones), large weapon spawned shielded "drones", that release drones when: near an enemy, their CR gets too low, or they start getting HP damage. Just like a MIRV they can still be shot down before releasing their contents though.
   -Added the "Drone Swarm" shipsystem, the system reloads the ammunition of drone spawner weapons and sets their cooldown to 0. Currently used by Ayllo, Kestros and Atlatl classes.
   -Added the "Shield Burst" shipsystem, the system deploys a short lived 360° shield that grows in size up to 5 times the ship shield's normal radius, the shield does not collide with allies. Currently used by Adarga-class.
   -Added the "Mega Shield Burst" shipsystem, a much larger version of the "Shield Burst" shipsystem, with a slightly longer duration, less charges and slower recharge. Currently used by Anvil-class Forgeships (mission-only content).
   -Added "Kamikaze" shipsystems for Kulbeda, Corvo and Kabura-ya drones.
   -Added Dmod "Damaged Particle Conduits", a milder version of "Unreliable Subsystems" that also blocks "Hardened Subsystems" and "Integrated Particle Conduits" using hullmods, used by (P) skins and can be rolled in recovered TSC ships.
   -"Integrated Particle Conduits" hullmod blocks "Hardened Subsystems" hullmod.
   -Fixed autofit hullmod installing minor exploit.
   -Fixed bug that made weapon spawned drones use fleet deployment points.
   -Corrected OP values for carriers; was using outdated formula for launch bays.
   -Corrected laser offsets for fighters.
   -Added Kulbeda Dronepod Launcher weapon, a large sized missile weapon that deploys 6 Kulbeda drones.
   -Added Corvo Dronepod Launcher weapon, a large sized missile weapon that deploys 4 Corvo drones.
   -Added Warden PD System "modular" weapon, a large sized energy weapon similar to the Pavise-class frontal mounted built-in weapon, but a bit less powerful.
   -Added Disruptor Burst Beam weapon, a medium sized energy weapon, similar to the Disruptor Beam Cannon, it does a small amount of hard flux damage to raised shields, however unlike it, it is not a constant beam working similarly to a Burst PD Beam.
   -Added Orchid-class Torpedo Launcher weapon, a small sized missile weapon with 2 Orchid Torpedoes, each torpedo does about 55% the damage of a Lotus Torpedo.
   -Added new graphical effect to Plasma Lance and Warden PD System projectiles.
   -Added story mission: "To Tame a Land".
   -Ship variants updated.
   
   -Balance Changes:
      -Claymore-class Battlecruiser:
         -Replaced "Plasma Jets" shipsystem with "Maneuvering Jets".
      -Atatl-class Carrier:
         -OP decreased to 275.   (Class adjustment OP set to +100)
         -Replaced "Phase Minelayer" shipsystem with "Drone Swarm" shipsystem.
         -Added a built-in 9x Kulbeda drone rack.
      -Threshal-class:
         -Designation changed to "Construction Ship".
         -Replaced "Reserve Deployment" shipsystem with "Burn Drive" shipsystem.
         -Threshal (S):
            Replaced "Reserve Deployment" shipsystem with "Phase Minelayer" shipsystem.
      -Kestros-class Cruiser:
         -Built-in fighters and launch bays removed.
         -Replaced "High Energy Focus" shipsystem with "Drone Swarm" shipsystem.
         -Added 6 built-in Corvo drone launchers.
      -Amentum-class Carrier:
         -OP decreased to 105.   (Class adjustment OP set to +25)
         -Replaced "Reserve Deployment" shipsystem with Targeting Feed.
      -Lance-class Cruiser:
         -Shield type changed to OMNI.
         -Lance (D):
            -Removed.
      -Angon-class Cruiser:
         -Added "Civilian-grade Hull" built-in hullmod.
         -Secondary shield emitter module (civ) replaced with the standard version used by combat vessels.
         -Angon (A):
            -Removed.
         -Angon (D):
            -Removed.
         -Angon (LC):
            -Removed.
         -Angon (TT):
            -Removed.
      -Sabre-class Destroyer:
         -OP decreased to 90.
         -Replaced rear facing medium energy turret mount with a small mount.
         -Reduced central large energy turret mount movement arc to 270°.
         -Added "Oversized Turret Mounts" built-in hullmod.
         -Sabre (D) renamed to Sabre (P).
         -Sabre (P):
            -Changed central medium energy turret to large.
            -Energy mounts replaced with ballistic mounts.
            -Added "Damaged Particle Conduits" built-in hullmod.
            -Can't be restored to base hull anymore.
      -Sagaris-class Missile Destroyer:
         -Sagaris (D) renamed to Sagaris (P).
         -Sagaris (P):
            -Changed central medium missile hardpoint to large.
            -Energy mounts replaced with ballistic mounts.
            -Added "Damaged Particle Conduits" built-in hullmod.
            -Can't be restored to base hull anymore.
      -Labrys-class Destroyer:
         -Labrys (D) renamed to Labrys (P).
         -Labrys (P):
            -Restored central large missile hardpoint as large ballistic.
            -Energy mounts replaced with ballistic mounts.
            -Added "Damaged Particle Conduits" built-in hullmod.
            -Added "Ill-advised Modifications" built-in hullmod.
            -Removed "Destroyed Weapon Mounts" built-in hullmod.
            -Can't be restored to base hull anymore.
      -Woomera-class Escort Carrier:
         -OP decreased to 85.   (Class adjustment OP set to +25)
      -Adze-class Transport:
         -OP decreased to 35.   (Class adjustment OP set to +0/+15 if not used for logistics)
         -Supplies/month increased to 5.
         -Added "Civilian-grade Hull" built-in hullmod.
         -Cost increased to 30000.
         -Transport stats: (note comparisons are according to hullsize)
            -Crew:   75   (with modular hullmod:   300)   closest vanilla equivalent: Valkyrie:   300
            -Cargo:   100   (with modular hullmod:   300)   closest vanilla equivalent: Buffalo:   300
            -Fuel:   80   (with modular hullmod:   320)   closest vanilla equivalent: Phaeton:   600
      -Koncerz-class Frigate:
         -OP decreased to 50.   (Class adjustment OP set to +20)
         -Central turret mount changed from synergy to missile.
         -Konccerz (D) renamed to Koncerz (P).
         -Koncerz (P):
            -Energy mounts replaced with ballistic mounts.
            -Added "Damaged Particle Conduits" built-in hullmod.
            -Can't be restored to base hull anymore.
      -Adarga-class Heavy Frigate:
         -Replaced "Ram Drive" shipsystem with "Shield Burst".
         -Increased max speed to 120.
         -Adarga (D) renamed to Adarga (P).
         -Adarga (P):
            -Restored rear small energy turrets.
            -Energy mounts replaced with ballistic mounts.
            -Added "Damaged Particle Conduits" built-in hullmod.
            -Removed "Destroyed Weapon Mounts" built-in hullmod.
            -Can't be restored to base hull anymore.
      -Ranseur-class Frigate:
         -Vessel class reimplemented, no longer a missile boat, now the frigate counterpart of the Ram Drive ship-class line.
         -Redesigned sprite.
         -Weapon mounts modified to suit new sprite.
         -OP increased to 60.   (Class adjustment OP set to +20)
         -Replaced "Maneuvering Jets" shipsystem with "Ram Drive".
         -Ranseur (D): renamed to Ranseur (P).
         -Ranseur (P):
            -Energy mounts replaced with ballistic mounts.
            -Synergy mounts replaced with composite mounts.
            -Replaced "Maneuvering Jets" shipsystem with "Burn Drive".
            -Added "Damaged Particle Conduits" built-in hullmod.
            -Can't be restored to base hull anymore.
         -Ranseur (TT):
            -Replaced "Maneuvering Jets" shipsystem with "Plasma Jets".
      -Scimitar-class Corvette:
         -OP cost increased to 25.
         -Reduced central medium energy turret mount movement arc to 120°.
         -Replaced Phase Lance (Corvette) with Disruptor Burst Beam.
      -Javelin-class Heavy Bomber:
         -Replaced Lotus-class Torpedoes with Orchid-class Torpedoes.
         -Added Jet Booster shipsystem (always active until Orchids are fired).
         -Reduced max speed to 100.
      -Kulbeda Drone Rack:
         -Increased chargedown time to 50 seconds.
         -Ammunition reloads in batches of 6 drones every 100 seconds.
         -Deploys drones in a single wave of 6.      
      -Corvo Drone Rack:
         -Increased chargedown time to 50 seconds.
         -Ammunition reloads in batches of 4 drones every 100 seconds.
         -Deploys drones in a single wave of 4.
      -Ram Drive shipsystem:
         -No longer locks direction.
         -Added small bonus to max turn rate, and turn acceleration.
         -Reduced duration to 4 seconds.
         -Ram Drive Shield has the same arc as the ship equipped shield.
         -Ram Drive Shield deployment speed increased.
         -Venting bug/exploit fixed.
[close]
« Last Edit: January 21, 2018, 11:01:48 PM by Machine »
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Machine

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Re: [0.8.1a] Tyrador Safeguard Coalition 1.5.0 (updated January 22, 2018)
« Reply #82 on: January 21, 2018, 11:00:52 PM »

@Spess Mahren:
SCVs can only be found built-in in ships, they will appear in more places (still built-in though) as I make some space stations.

@00lewnor:
The SCV bonus is now mentioned on the first paragraph of their description so now it can be seen directly from their built-in "fighter" icon.
Also Modular Cargo Bays already provide a lot of utility adding a specialized carrier hullmod to it might be a bit too much.

@MajorTheRed:
The Ram Drive shipsystem should work much better than it did before, ships equipping it should be about as suicidal as ships that have Burn Drive as their shipsystem. The Kestros lost its built-in fighters in exchange of built-in weapon spawned drones, and the Drone Swarm shipsystem, so any issues with carrier AI should not apply to it anymore.
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A Random Jolteon

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Re: [0.8.1a] Tyrador Safeguard Coalition 1.5.0 (updated January 22, 2018)
« Reply #83 on: January 24, 2018, 05:17:37 PM »

@MajorTheRed:
The Ram Drive shipsystem should work much better than it did before, ships equipping it should be about as suicidal as ships that have Burn Drive as their shipsystem. The Kestros lost its built-in fighters in exchange of built-in weapon spawned drones, and the Drone Swarm shipsystem, so any issues with carrier AI should not apply to it anymore.
Nemo would be happy with that. ^.^
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HELMUT

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Re: [0.8.1a] Tyrador Safeguard Coalition 1.5.0 (updated January 22, 2018)
« Reply #84 on: January 25, 2018, 04:05:31 AM »

That new judgement "venting" animation just before firing adds +1 *cool point* to the Claymore.

Also, the Adarga is going to be a must have escort with its new shield burst system.
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Drokkath

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Re: [0.8.1a] Tyrador Safeguard Coalition 1.5.0 (updated January 22, 2018)
« Reply #85 on: January 26, 2018, 09:16:23 PM »

Quoting myself from Nexerlin thread, just in case:

Tyrador seems to be absent from the list of factions to start off with. I only recently grabbed the new version of that mod and the last time I played as a part of Tyrador was about one or two Nexerlin's updates back. So I'm not sure what's changed and what hasn't.

To me though it isn't that much of a big deal to begin with because I tend to leave factions eventually and become a pirate.

Thought it was important to mention/re-mention.


Nice, some answers:
Spoiler
There's a bug with Tyrador where the mod_info.json file contains incorrect values, that's probably the issue here: remove the text "DEV" from Tyrador's mod_info.json file.
Ah, so that's why. Thanks!

*headdesk* Looks like I have to re-start my playthrough because the faction didn't even spawn in the game because of that!
[close]
« Last Edit: January 27, 2018, 01:35:34 AM by Drokkath »
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Re: [0.8.1a] Tyrador Safeguard Coalition 1.5.1 (updated January 27, 2018)
« Reply #86 on: January 27, 2018, 07:23:57 AM »



Changelog:
Version 1.5.1:
Spoiler
   -Fixed incorrect settings on mod_info file.
   -Removed unnecessary line from setting.json.
   -Removed unnecessary old sprites.
[close]
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Drokkath

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Re: [0.8.1a] Tyrador Safeguard Coalition 1.5.1 (updated January 27, 2018)
« Reply #87 on: January 28, 2018, 02:52:47 AM »

Nice, thank you! Just checked the previous version again in case of clarity and indeed the faction didn't spawn as none of the mod's planets and places literally weren't on the map.
For some reason I found this overly hysterical as far as hindsight of it goes.
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Re: [0.8.1a] Tyrador Safeguard Coalition 1.5.1 (updated January 27, 2018)
« Reply #88 on: January 30, 2018, 03:47:20 PM »

I only have a few problems with this mod and it's that the coalition ships are 70% laser spam, I've had to increase the flux per second of the graviton and tac laser and decrease the range to 900 because most of the time the coalition ships that I face have multiple lasers on them, also when there are multiple ships doing it, all the damage adds up and makes pursuing them super difficult, especially when the fast ships that you have to use are small and lightly armored, so trying wont last long. Another problem I have is that I've been encountering small/medium-ish standard coalition fleets (5-10 ships) that have a whole battlecruiser or battleship in them and that a few of the Destroyers or simple cruisers with a large have PLASMA CANNONS on them, no matter the fleet size. I understand that the coalition isn't supposed to be some easy faction to take down or anything, it's just that the things I've stated are kind of... far fetched. But besides that, everything is good (including the sprites ;D). I'm not trying to be negative or anything, I just wanted to bring this up.
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Takion Kasukedo

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Re: [0.8.1a] Tyrador Safeguard Coalition 1.5.1 (updated January 27, 2018)
« Reply #89 on: February 26, 2018, 05:27:10 PM »

I think you may need to make the "distinct" ships, Like the Angon (P) and Pather Angon into skins for the Angon at some point.

Spoiler
If, for whatever reason you have, decide not to, then maybe decrease the turning speed of ill-suited ships converted into combat ships by a small margin.

Ram driving in a ship that looks like junk and turning fast doesn't make too much sense once you think about it, unless the sheer acceleration goes down for one side and allows the other side to enable the ship to turn for a hit in the acceleration/speed.

Said ship turns faster than pracitcally any other vanilla cruiser, curiously. Is it supposed to be that way, even with the pirate version? Pather, I can kind-of understand, that "Holy" ship has been ill-suited to modifications and overridden, making it's acceleration/speed/turn rate quite fast. But pirates? Surely the modifications are sub-standard, unless they've actually been smart enough to somehow tune the engines in a way that they turn faster than anything that would outmaneuver them.

Essentially, the Angon (Pirate) turns a tad too fast for it's sake, and other ship's sake, even a high speed Hecate, amongst other ships have trouble flanking an Pirate Angon. And this is a freighter/cargo ship that was modified into a functional-ish Cruiser.

I'm aware the Angon is linked to the Lance in the way that the Lance is the successor to the Angon's hull and form, hence why it can do what an Angon does, but better, while being able to survive longer. I overlooked that, hence why this edit exists.
[close]

Lowdown - Nerf Turn Rate for Angon MkII (Pirate) and check the top speed/acceleration for the other 'ill-suited for battle' ships that aren't made for combat in mind.
« Last Edit: February 26, 2018, 08:47:02 PM by Takion Kasukedo »
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