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Author Topic: [0.9.1a] Kadur Remnant 3.1.2 - un-invincible 2020-02-11  (Read 294554 times)

Uomoz

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Re: [0.6a] Kadur Theocracy v1.1.4 (new version 9/24/2013)
« Reply #120 on: September 28, 2013, 06:37:05 PM »

Fair enough.  It's not irreparably problematic to have high projectile speed, but it needs to be considered as a proper advantage so the weapon is nerfed in other ways.  That's my biggest point.
As it is, I've dropped them to be more in line with the fastest vanilla weapons and nerfed pretty much everything else about them too, heh. The large mounts still fire at higher velocities than anything in the unmodded game, but not by as wide a margin as before. :)

I applaud this choice. Alpha strike and proj speed are almost always what break a mod for me, given the dodge nature of vanilla starfarer. Simply put, AI can't deal with any of them as good as the player can. That's why vanilla has only 1 real alpha-fast weapon, the am blaster, and its range is super poor to compensate for its strength.
« Last Edit: September 28, 2013, 06:39:21 PM by Uomoz »
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Vayra

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Re: [0.6a] Kadur Theocracy v1.1.4 (new version 9/24/2013)
« Reply #121 on: September 28, 2013, 08:02:57 PM »

Version 1.1.5, including integration with the ASP Syndicate, a pile of weapon nerfs, a slightly different Vulture, and hardpoint sprites for weapons. But mostly a pile of weapon nerfs.

Let me know what you guys think of the weapon balance now. I think it does a good job of maintaining the long-range high-alpha damage feel while now being not super useful in other applications, but I haven't tested it nearly as much as I'd like to. So shoot some stuff and blow some stuff up and get blown up some and get back to me?  :)

Edit: no blinking lights yet. However, I promise you one blinking light for each and every feedback comment on weapon balance I get.

Edit edit: Exerelin saves should work now, by the way. At least they did in my preliminary testing. Your old saves will still be ruined, sadly, but new ones should load just fine.
« Last Edit: September 29, 2013, 01:21:26 AM by Vayra »
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Ishman

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Re: [0.6a] Kadur Theocracy v1.1.5 (new version 9/28/2013) Exerelin Compatible!
« Reply #122 on: September 28, 2013, 11:27:10 PM »

NERFING BALLISTIC WEAPONS?

Well you done rightly turned me off this new update :(

There are too few ballistic focused mods out right now, and I enjoyed seeing some low-tech ships dominating those posh energy weapon spewing nancies.
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Vayra

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Re: [0.6a] Kadur Theocracy v1.1.5 (new version 9/28/2013) Exerelin Compatible!
« Reply #123 on: September 29, 2013, 12:20:27 AM »

NERFING BALLISTIC WEAPONS?

Well you done rightly turned me off this new update :(

There are too few ballistic focused mods out right now, and I enjoyed seeing some low-tech ships dominating those posh energy weapon spewing nancies.

Don't worry, that's still perfectly possible. You just have to play a little more carefully to do it... and when you do, you can feel secure in the knowledge that you've blown up a "posh energy weapon spewing nancy" with a weapon that's balanced as close to vanilla standards as I could get it. ;)

The Kadur are still all about long-range ballistic weapons and missiles, make no mistake. And they're still incredibly deadly if you know what you're doing. Just a little less unbalanced, that's all.

Edit: I've produced a short guide for people like myself who are not such good pilots, and might be struggling with the correct way to play Kadur ships. After weeks of intensive playtesting, I believe I have come to realize the most effective way to use this faction:
Spoiler

:P
[close]

Edit edit: Though, if you prefer to play with the old overpowered weapons, the old download links are still all live. You could simply go here to download the old version and copy the weapon_data.csv from it, overwriting the new one. That way you'd have the fancy new hardpoint weapon and vulture sprites, while keeping the old ridiculous ballistic firepower.
« Last Edit: September 29, 2013, 12:30:07 AM by Vayra »
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Unreal_One

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Re: [0.6a] Kadur Theocracy v1.1.5 (new version 9/28/2013) Exerelin Compatible!
« Reply #124 on: September 29, 2013, 01:13:15 AM »

Your link in the OP goes to a different place than the one you just posted. The one you posted goes to a 1.0.3 version, so I doubt that's what you meant.
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Vayra

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Re: [0.6a] Kadur Theocracy v1.1.5 (new version 9/28/2013) Exerelin Compatible!
« Reply #125 on: September 29, 2013, 01:22:11 AM »

Whoooops. Thanks for catching that. Fixed.  :-X
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Taverius

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Re: [0.6a] Kadur Theocracy v1.1.4 (new version 9/24/2013)
« Reply #126 on: September 29, 2013, 03:28:42 AM »

Edit: no blinking lights yet. However, I promise you one blinking light for each and every feedback comment on weapon balance I get.
Blinkenlights is the SS equivalent of motion blur? :D

In all seriousness, it does add a lot ot othe ship if done in moderation *cough cough hack*.

No feedback because busy installing new machine, but if the main weapons are now vanilla-balanced, how about PD weapons that ... well ... don't suck?

Pretty please, with explosions on top? :D
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Vayra

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Re: [0.6a] Kadur Theocracy v1.1.4 (new version 9/24/2013)
« Reply #127 on: September 29, 2013, 07:51:36 PM »

Edit: no blinking lights yet. However, I promise you one blinking light for each and every feedback comment on weapon balance I get.
Blinkenlights is the SS equivalent of motion blur? :D

In all seriousness, it does add a lot ot othe ship if done in moderation *cough cough hack*.

No feedback because busy installing new machine, but if the main weapons are now vanilla-balanced, how about PD weapons that ... well ... don't suck?

Pretty please, with explosions on top? :D

There are already plenty of those, though. :P Even more so now that BRDY is out.

I do want to make some unique equipment for the Qamar Insurgency eventually though... Stuff that kind of turns the Kadur design philosophy on its head while still using the same ship hulls. An actually effective PD weapon is certainly un-Kadur, so it would fit right in there. Don't hold your breath, but I have some ideas. ;)

edit: Oh, and I've got permission from Cycerin to integrate BRDY in the same way Gedune, SHI, JP, ASP are right now, so I'll punch out a small update later tonight for that. Rejoice in a livelier sector (and an actual reason to visit Oasis, doubly so since I'm replacing the background with a one that's a little less ugly)
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NikolaiLev

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Re: [0.6a] Kadur Theocracy v1.1.5 (new version 9/28/2013) Exerelin Compatible!
« Reply #128 on: September 29, 2013, 09:22:17 PM »

NERFING BALLISTIC WEAPONS?

Well you done rightly turned me off this new update :(

There are too few ballistic focused mods out right now, and I enjoyed seeing some low-tech ships dominating those posh energy weapon spewing nancies.

This is still a ballistic focused mod.  There's no reason not to nerf it if it's overpowered.  And I have a feeling that the mod's weapons will still be effective; they'll just be vanilla balanced.
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Vayra

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Re: [0.6a] Kadur Theocracy v1.1.6 (new version 9/30/2013) Exerelin Compatible!
« Reply #129 on: September 30, 2013, 04:53:21 AM »

Version 1.1.6 now! Includes blinking lights, Blackrock Driveyards integration, a new Hyena sprite, new ship systems for the Hyena, Buzzard and Behemoth, and a new background for Oasis so it's prettier and worth spending time in now.

As always, the more feedback the better. Especially on the blinking lights. Too blinky? Not blinky enough? Is this the future of Starsector? Especially on ship, weapon and ship system balance.

Edit: Credit where credit is due!
Ok...phase shunting is great...however I propose:
The Quickening (AKA: Emergency Weapons Overide): Basically it ups the rate of fire and speed of projectiles/missiles, infinite flux....however when the cooldown is over, forced flux venting and engine burnout from the overload on ship systems.

Judgement of the Kadur: Fires the Spear of Longinous 5 times in a row. Decent buildup, but heck of a cooldown
These two basically describe the new system on the Behemoth and were the direct inspiration behind it, so I've added you to the special thanks section in the OP. :)

I think you can get a good 2 or 3 shots out of the Lance of Longinus while the Weapons Drive Redirect is active, not to mention the weight of fire your other weapons will be throwing out at the same time. Removing its Phase Shunt Array does mean it's incredibly vulnerable now though, so you have to make sure you keep a good escort of more maneuverable ships to handle sneaky frigates, fighters, and destroyers and to guard you while your ship is shut down following the barrage... Either that or play very, very carefully.

(I almost died to a single Wolf and a wing of fighters while testing. Shhhhh. :-[)
« Last Edit: September 30, 2013, 05:06:48 AM by Vayra »
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Taverius

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Re: [0.6a] Kadur Theocracy v1.1.6 (new version 9/30/2013) Exerelin Compatible!
« Reply #130 on: September 30, 2013, 05:07:22 AM »

Is this the future of Starsector?
That goes without saying.
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HELMUT

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Re: [0.6a] Kadur Theocracy v1.1.6 (new version 9/30/2013) Exerelin Compatible!
« Reply #131 on: September 30, 2013, 05:29:42 AM »


Ok...phase shunting is great...however I propose:
The Quickening (AKA: Emergency Weapons Overide): Basically it ups the rate of fire and speed of projectiles/missiles, infinite flux....however when the cooldown is over, forced flux venting and engine burnout from the overload on ship systems.

Judgement of the Kadur: Fires the Spear of Longinous 5 times in a row. Decent buildup, but heck of a cooldown

***'s gonna hit the fan really hard there... I'll try first before crying OP but i'm pretty sure the Nerfhammer will be needed here.
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Vayra

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Re: [0.6a] Kadur Theocracy v1.1.6 (new version 9/30/2013) Exerelin Compatible!
« Reply #132 on: September 30, 2013, 05:34:57 AM »

It doesn't do all of those things, that post just served as the inspiration behind the new system. :P

What the weapons drive redirect does exactly is, in order:
  • disables your engines
  • increases rate of fire and lowers weapon flux costs dramatically for a very short time
  • overloads your ship

So now you really, really don't want to be in front of a Behemoth... But it can't spin around to face you in an instant anymore, and if it pops the weapons drive redirect too early or when its weapons are misaligned, it'll be a sitting duck for much longer than you'll need to blow it up or at least get behind it so you can blow it up at your leisure.

Edit: Here's an image of the new Hyena:



Looks less like a glorified tugboat with a medium mount copy/pasted onto it now, IMO. Also, the big bridge looked a little weird on the old sprite for such a small ship, I think.
« Last Edit: September 30, 2013, 05:40:15 AM by Vayra »
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Gotcha!

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Re: [0.6a] Kadur Theocracy v1.1.6 (new version 9/30/2013) Exerelin Compatible!
« Reply #133 on: September 30, 2013, 06:28:56 AM »

Is this the future of Starsector?
That goes without saying.

Does it? I am still hoping it's just a phase. :D'
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valefore

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Re: [0.6a] Kadur Theocracy v1.1.6 (new version 9/30/2013) Exerelin Compatible!
« Reply #134 on: September 30, 2013, 02:17:25 PM »

My God, you really update your mod fast. And with all the quick balance changes. And the blinking lights! This mod is fantastic.
The new systems sound really great in that they add uniqueness to certain ships. I generally liked the Kadur faction but the majority of the ships having the same system felt a little bland before, but probably much less now!
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