Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.9.1a is out! (05/10/19); Updated the Forum Rules and Guidelines (02/29/20); Blog post: GIF Roundup (04/11/20)

Pages: 1 ... 10 11 [12] 13 14 ... 34

Author Topic: [0.9.1a] Kadur Remnant 3.1.2 - un-invincible 2020-02-11  (Read 294563 times)

Sabaton

  • Captain
  • ****
  • Posts: 481
    • View Profile

working to contain something that might concievably end up destroying humanity as a whole justifies a whole lot of exploitation that destroys human lives en masse on a daily basis.

 I don't see the difference here...
 On one side you have possible death by space monsters, on the other bankruptcy by an exploitative authority.
 Sure you stay alive, but at what cost?
Logged

Psycho Landlord

  • Ensign
  • *
  • Posts: 19
    • View Profile

I don't see the difference here...
 On one side you have possible death by space mo
 Sure you stay alive, but at what cost?

In a situation where life is pretty much all you have, that's not exactly a hard choice.
Logged

Vayra

  • Admiral
  • *****
  • Posts: 581
  • jangala delenda est
    • View Profile

In a situation where life is pretty much all you have, that's not exactly a hard choice.
Logged
Kadur Remnant: http://fractalsoftworks.com/forum/index.php?topic=6649
Vayra's Sector: http://fractalsoftworks.com/forum/index.php?topic=16058
Vayra's Ship Pack: http://fractalsoftworks.com/forum/index.php?topic=16059

im gonna push jangala into the sun i swear to god im gonna do it

Vayra

  • Admiral
  • *****
  • Posts: 581
  • jangala delenda est
    • View Profile

That said, let's end this derail for now, or start a lore thread. :)

Anyone have a least favorite Kadur ship sprite? I know the Hauberk is pretty bad, so I'm probably going to entirely replace the sprite with something a little more connected to the faction. I'm also thinking of making faction-specific freighters and tankers, rather than the current recolors with minor changes -- thoughts?

Edit: the Golem is also on my list of things to change, though much less dramatically. I also plan on doing some general cleanup, detailing and lighting on more or less everything in time, but I'd like the community to help me target the worst offenders first. :P
« Last Edit: October 03, 2013, 10:58:23 PM by Vayra »
Logged
Kadur Remnant: http://fractalsoftworks.com/forum/index.php?topic=6649
Vayra's Sector: http://fractalsoftworks.com/forum/index.php?topic=16058
Vayra's Ship Pack: http://fractalsoftworks.com/forum/index.php?topic=16059

im gonna push jangala into the sun i swear to god im gonna do it

Taverius

  • Captain
  • ****
  • Posts: 460
    • View Profile

Well, I like the Golem/Falchion Evil Empire 'Our Ships are Large Triangles!' ships, but yeah, they're missing some of the 'Kadur' signatures, like the welded-on engines on the main hull.

The Targe/Hauberk look fine, imo, they just fit even less with the faction aesthetic you're establishing, what with the exposed, non-plated hulls.

You might want to experiment with slightly more complex arrowhead shapes rather than just the simple broad-head, iunno.

I've already talked about fleet support / civilian ships, the main problem is that higher-deploy cost ones which can support the battle are ok in a small fleet but counter-productive in a large one, which is why in vanilla you don't use mules once you get past a certain size ... its not the cargo size that does it, but the AI running away from you because of the deploy cost of your cargo and fuel ships.

You're also going to want to look into a cruiser or capital-size cargo ship, since Kadur fleets have higher-than-average supply costs.
Logged

Vayra

  • Admiral
  • *****
  • Posts: 581
  • jangala delenda est
    • View Profile

I'm actually quite happy with the Falchion in terms of general outline and layout, I don't think I'll be changing that one much besides detail work -- it might get a little bit of stuff to break up the smooth lines on the front, and maybe to make the engines a little more unique to the sprite, but not any huge changes.

For the Golem, the worst part IMO is the bridge being a) small for a Kadur cruiser and b) far too far to the rear, leaving a giant "flat" part of the ship in the center ahead of it. I'm either going to enlarge it significantly, move it forwards, or both.

The Targe doesn't fit super well but I like it a lot... It also plays quite differently from any other Kadur ship, so I'm okay with the design marking it as kind of an outcast. :)

I have a design document for a capital-sized logistics vessel already, too! ;) I'll keep in mind what you said about freighters etc. as well. I've been thinking of ways to justify logistics ships with artificially low FP costs, because that seems like a cool thing that not many people are doing.

Anyone else got some feedback?
Logged
Kadur Remnant: http://fractalsoftworks.com/forum/index.php?topic=6649
Vayra's Sector: http://fractalsoftworks.com/forum/index.php?topic=16058
Vayra's Ship Pack: http://fractalsoftworks.com/forum/index.php?topic=16059

im gonna push jangala into the sun i swear to god im gonna do it

Hyph_K31

  • Admiral
  • *****
  • Posts: 1605
  • O' Hear My Name and Tremble! Ug Ug.
    • View Profile

Had a quicke look at the Gedune integration in Oasis.

They're not there, at least not in my game.
Logged

"GEDUNE, stop venting in front of your classmates!"

Vayra

  • Admiral
  • *****
  • Posts: 581
  • jangala delenda est
    • View Profile

Well, that's a problem :x

Are you sure you're playing with them turned on? I swear it's been working since I implemented it... They should have a station on the very edge of the system called the "Fringe Hulk" and occasionally send out raiding fleets. Huh. I'll go over the script in depth tomorrow I guess. :(
Logged
Kadur Remnant: http://fractalsoftworks.com/forum/index.php?topic=6649
Vayra's Sector: http://fractalsoftworks.com/forum/index.php?topic=16058
Vayra's Ship Pack: http://fractalsoftworks.com/forum/index.php?topic=16059

im gonna push jangala into the sun i swear to god im gonna do it

Gotcha!

  • Admiral
  • *****
  • Posts: 1109
    • View Profile
    • Welcome to New Hiigara

Is this also the case for HD and/or Bushi? Can't find them raiding either.
Or maybe they aren't added. In that case, no biggie.

Anyway, I am getting severe performance issues, especially in the Mirage system. I am not sure if it is this mod that causes it, but I'm just making note of it in case other people have problems too.

A couple of notes about Mirage:
- Games should never be aimed at realism, I understand that, but having an entire system with twin planets? ^_^' Feels a bit too much. (Maybe not every planet had a twin. I quit the game before exploring all due to the performance issues.)
- You may ofcourse disregard the above and label it as whining, but grant me this please! The suns, they're horribly close to one another. Touching each other. Please add distance between them before your binary star system collapses! :o
Logged
  

Space Bob

  • Ensign
  • *
  • Posts: 16
    • View Profile

I was trying out a few mods(Kadur, Gedune, SHI, BRDY, Junk Pirates, ASP - basically the ones mentioned in the OP) and I have problems loading save files. Specifically loading one more than once. After a while the save itself can't even be used at all. It mentions the game is out of memory even though the java memory is set to 2+ gigs.

Now here is the weird part: Disabling Kadur fixes it. Any other combination of the mentioned mods is fine, adding Kadur is what creates a problem(thus my post here).

I don't know what is happening inside Kadur(or maybe it is thanks to changest in the latest version of the game) but it seemed fit to post this here. If not I can always take it back to the bug forum. :)
Logged

Gotcha!

  • Admiral
  • *****
  • Posts: 1109
    • View Profile
    • Welcome to New Hiigara

I'm afraid there're so many or perhaps bad scripts running in the mod that things are going haywire. :S

If I may, I'd suggest removing non-essential scripts and see how the mod is running then. And then slowly add new content after players report no problems. :-\
Logged
  

Vayra

  • Admiral
  • *****
  • Posts: 581
  • jangala delenda est
    • View Profile

Yeah, it would appear running a lot of mods at once in general inflates save files quite a bit, but mine in particular destroys them somehow.  :'(

I'm super busy with work right now, but I actually have pretty much no hope of pinning down the problem anyway short of a miracle occurring.

This is a general call for help to anyone who knows their way around a save campaign.xml file and/or javascript. The only idea I had is to reduce the number of copies of each script in each system in favor of a single script per type of spawnpoint with a counter determining targets, etc... I'm not sure if that would actually help though, so if anyone has any insight I'd love to hear it. I think it would drop the savefiles a couple of megabytes each if I understand how the game loads scripts correctly, but likely wouldn't stop them from increasing beyond that over time?

When I took my brief and confused look into the save files, it looked like the largest sections were scripts and fleets, so I'll also drop the number of fleets spawned across all the Kadur systems I suppose.

If that doesn't work, I guess I'll have to take Gotcha!'s advice.  :-\
« Last Edit: October 06, 2013, 02:48:58 AM by Vayra »
Logged
Kadur Remnant: http://fractalsoftworks.com/forum/index.php?topic=6649
Vayra's Sector: http://fractalsoftworks.com/forum/index.php?topic=16058
Vayra's Ship Pack: http://fractalsoftworks.com/forum/index.php?topic=16059

im gonna push jangala into the sun i swear to god im gonna do it

Morion

  • Ensign
  • *
  • Posts: 10
    • View Profile
    • Email

A little late answer, but better late than never.  ;)
About Phase Shunt: solution can be to force AI to deselect their target before using Phase Shunt, and after using it, lock on same or any ship. AI already often doing so, that’s why sometimes it use Phase Shunt correctly and sometimes just put ship’s stern in the way of missiles. I think it can be crucial for balance. Kadur ship is strong in 1 to 1 combat, even sometimes too strong for such fast ships, but in real fight they often get hits at stern because of poor maneuverability. And Phase Shunt potentially can solve it, and make some Kadur ships overpowered, may be.

About corvettes: Yes, I was talking mostly about Myrmidon and Immortal. I found out that they actually have turrets :o even some vanilla fighters have one, I never looked so closely, LoL. I have tested corvettes as escort/support for other ships, mostly frigates and destroyers and there are some results:
Phalanx, as I think, supposed to be antimissile/fighter escort corvette. It’s not very effective at that role. Its two fixed Light Railgun Arrays can present a thread only for lightest fighters like Talon or Wasp, it just too weak. Sling ABM also not very good. It can be very effective as antimissile weapon, but only if missiles are flying directly to ship with those systems, they even can protect ship from swarm of unguided missiles. But, if missiles are flying around ship, Sling ABM have hard time shooting them down. Battlescape life of Phalanx corvettes are longer than of other two, mostly because they keep distance to enemy ships and be able to effectively use shields (their weaponry don’t generate much flux). May be, they even don’t need to increase survivability, but firepower must be increased. I think it need 2 Light Railgun Arrays in turrets and antifighter missiles (vanilla, you need 2-3 of them), or 2 Strike Cannons (perhaps not a good choice, Phalanx with them most likely will try to attack bigger ships and will be destroyed).

Main compline with Myrmidons and Immortals are tracking speed of main gun, it’s too slow, can’t compensate maneuvers of corvette and thus, can’t effectively shoot even at destroyers. I think, concept of Myrmidons and Immortals is long rage support craft. In that situation is better to have main gun in fixed mount and turret with antimissile/fighter weapon (they are vulnerable to heavy fighters now), it can be Light Railgun Array or Strike Cannon, or even some vanilla weapon.

Also, did you think about adding flare/active flare launchers to all corvettes?

About drones: I mean using drones like tiny fighters without crew, deploy and support like fighters, if it possible of course.

More about Buzzard, it have same problem as Myrmidons and Immortals, to slow main gun. May be better to give Buzzard special ability “Augmented Turret System”?
« Last Edit: October 08, 2013, 11:49:38 AM by Morion »
Logged

Zaphide

  • Admiral
  • *****
  • Posts: 799
    • View Profile

Hi Varya,

Really enjoyed playing my recent Exerelin tests as the Qamar :) (so much so that I probably spent more time actually playing instead of testing and held off introducing any save-breaking changes until it was over!)

The Falchion was generally my flagship of choice, with the Golem a close second. Really enjoyed the strength/weaknesses of the faction as I think it makes them feel unique to play as. I think their strength/weakness are more noticeable vs. certain factions, but I think this is a good thing and I generally switched my ship load-outs depending on who I was fighting so perhaps that also had something to do with it.

I did find the Buzzard disappointing for it's intended role (as frigate-based PD for bigger ship?) when the AI was controlling it as it's ship system overloads it at the most in-opportune moments (unless perhaps I was using it wrong as it could also be used as fire support for a larger ship). As it is unlikely to be used (much) by a player I would probably suggest changing the ship system to something that the AI uses correctly. I love the idea of the ship so I was hoping for it to be more effective :)
Logged

Vayra

  • Admiral
  • *****
  • Posts: 581
  • jangala delenda est
    • View Profile

Hi Varya,

Really enjoyed playing my recent Exerelin tests as the Qamar :) (so much so that I probably spent more time actually playing instead of testing and held off introducing any save-breaking changes until it was over!)

The Falchion was generally my flagship of choice, with the Golem a close second. Really enjoyed the strength/weaknesses of the faction as I think it makes them feel unique to play as. I think their strength/weakness are more noticeable vs. certain factions, but I think this is a good thing and I generally switched my ship load-outs depending on who I was fighting so perhaps that also had something to do with it.

I did find the Buzzard disappointing for it's intended role (as frigate-based PD for bigger ship?) when the AI was controlling it as it's ship system overloads it at the most in-opportune moments (unless perhaps I was using it wrong as it could also be used as fire support for a larger ship). As it is unlikely to be used (much) by a player I would probably suggest changing the ship system to something that the AI uses correctly. I love the idea of the ship so I was hoping for it to be more effective :)

Hey, thanks. :) I've been really swamped with work and other assorted real-life stuff lately, but I still really appreciate the feedback. I also find myself piloting the Falchion and Golem (the Golem is honestly just a bigger Falchion with a little more survivability, OP, and missiles). They're just so all-around useful... Hope that doesn't mean they're overpowered, but I think what with the Enforcer existing in Vanilla it's not super egregious.

You are definitely intended to switch out weapons when fighting different enemies -- a reliance on ballistics and missiles rather than energy weapons helps to enforce that, I think, since it means you're constantly considering the various options: Choosing between kitting out your whole fleet with an abundance of one damage type at the cost of possibly being caught off-guard by a faction you're not prepared to fight (less of a problem in Exerelin, but welp), building every ship as a jack of all trades and wasting flux/OP/slots on less useful weapons against certain factions, or having specialist ships focused on each damage type and only deploying the relevant ones from a larger fleet adds gameplay depth IMO and it's one thing I'm quite proud of with the faction.

The Buzzard was originally intended to be a fire support frigate, sort of like the Elite Brawler from vanilla. This is more evident with the Kadur version -- remember, the Kadur built the hulls and field them as part of a cohesive military structure, the Qamar just maintain legacy ships and construct new ones from pirated blueprints, equipping them with whatever is handy. Hence their PD variant. I did make that before I gave it the weapons drive redirect, though. I think I'll consider giving it its own built-in hullmod and/or changing the ship system, because you bring up some good points.

A little late answer, but better late than never.  ;)
About Phase Shunt: solution can be to force AI to deselect their target before using Phase Shunt, and after using it, lock on same or any ship. AI already often doing so, that’s why sometimes it use Phase Shunt correctly and sometimes just put ship’s stern in the way of missiles. I think it can be crucial for balance. Kadur ship is strong in 1 to 1 combat, even sometimes too strong for such fast ships, but in real fight they often get hits at stern because of poor maneuverability. And Phase Shunt potentially can solve it, and make some Kadur ships overpowered, may be.

About corvettes: Yes, I was talking mostly about Myrmidon and Immortal. I found out that they actually have turrets :o even some vanilla fighters have one, I never looked so closely, LoL. I have tested corvettes as escort/support for other ships, mostly frigates and destroyers and there are some results:
Phalanx, as I think, supposed to be antimissile/fighter escort corvette. It’s not very effective at that role. Its two fixed Light Railgun Arrays can present a thread only for lightest fighters like Talon or Wasp, it just too weak. Sling ABM also not very good. It can be very effective as antimissile weapon, but only if missiles are flying directly to ship with those systems, they even can protect ship from swarm of unguided missiles. But, if missiles are flying around ship, Sling ABM have hard time shooting them down. Battlescape life of Phalanx corvettes are longer than of other two, mostly because they keep distance to enemy ships and be able to effectively use shields (their weaponry don’t generate much flux). May be, they even don’t need to increase survivability, but firepower must be increased. I think it need 2 Light Railgun Arrays in turrets and antifighter missiles (vanilla, you need 2-3 of them), or 2 Strike Cannons (perhaps not a good choice, Phalanx with them most likely will try to attack bigger ships and will be destroyed).

Main compline with Myrmidons and Immortals are tracking speed of main gun, it’s too slow, can’t compensate maneuvers of corvette and thus, can’t effectively shoot even at destroyers. I think, concept of Myrmidons and Immortals is long rage support craft. In that situation is better to have main gun in fixed mount and turret with antimissile/fighter weapon (they are vulnerable to heavy fighters now), it can be Light Railgun Array or Strike Cannon, or even some vanilla weapon.

Also, did you think about adding flare/active flare launchers to all corvettes?

About drones: I mean using drones like tiny fighters without crew, deploy and support like fighters, if it possible of course.

More about Buzzard, it have same problem as Myrmidons and Immortals, to slow main gun. May be better to give Buzzard special ability “Augmented Turret System”?

This is all really good feedback too, thank you. I like a lot of the changes you suggested -- all of my available time for modding is being spent tracking down the save file inflation/explosion bug right now, but once I've finally killed that you can expect to see somemost of them implemented along with the graphics cleanup. ;D
Logged
Kadur Remnant: http://fractalsoftworks.com/forum/index.php?topic=6649
Vayra's Sector: http://fractalsoftworks.com/forum/index.php?topic=16058
Vayra's Ship Pack: http://fractalsoftworks.com/forum/index.php?topic=16059

im gonna push jangala into the sun i swear to god im gonna do it
Pages: 1 ... 10 11 [12] 13 14 ... 34