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Author Topic: [0.9.1a-RC8] Tiandong Heavy Industries v1.2.1a - Updated 11/1/19  (Read 205052 times)

MesoTroniK

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[0.9.1a-RC8] Tiandong Heavy Industries v1.2.1a - Updated 11/1/19
« on: September 19, 2015, 10:33:35 PM »





Download Tiandong Heavy Industries 1.2.1a

Required Mods
GraphicsLib
LazyLib
MagicLib

Recommended Mods
Audio Plus
Autosave
Combat Chatter
Commissioned Crews
Common Radar
Console Commands
Nexerelin
Practice Targets
Ship/Weapon Pack
Speed Up
Underworld
Unknown Skies
Upgraded Rotary Weapons
Version Checker

Supports Custom Features In
Commissioned Crews
New Beginnings
Nexerelin
Ruthless Sector
Scy Nation
Ship/Weapon Pack
Starship Legends
Vayra's Sector
Vesperon Combine

Features
- Vanilla friendly faction
- Seventeen ship classes and six types of fighter wings
- Eleven modular weapons and several built-in weapons
- Retrofitting service at Shanghai converts compatible Vanilla / Other Mod hulls (including (D) variants and skins) into Tiandong versions
- One star system and a station added to three Vanilla star systems
- One quest and several unique campaign layer mechanics and mysteries to discover
- IBB bounty (requires Ship/Weapon Pack mod)


   



Tiandong Heavy Industries



Tiandong Heavy Industries is a powerful mercenary organization and trade conglomerate, established in the outskirts of the Sector following the Great Collapse. Originally a pack of freebooters bound together by the common ideal of profit, Tiandong began life by providing security services during troubled times, boosting profits by salvaging materials and scavenging blueprints from the wreckage. These business practices have held true for over a century, though the corporation's scope has increased significantly over the years.

The name 'Tiandong Heavy Industries' belies the range of services they provide. In addition to construction, Tiandong deals in resource extraction, tech mining, trade brokerage, and contract killing. Many factions see the Tiandong monopoly as a threat, but simultaneously view their influence as an unbiased stabilizing factor. This, combined with the fact that the Tiandong fleet consists of unique pre-Collapse technologies and retrofits, has led to a standoff policy when dealing with Tiandong Heavy Industries - each side keeps the other just outside of arm's reach.

                                                               

- Typically oversized weapons relative to their hull size
- Above average durability
- Below average mobility
- A focus on fleet line battles and artillery bombardment
- Also utilizes ships and weapons from vanilla

Some of the information contained below is out of date, and is pending a total rework at a to be determined time!
Ship Catalog
Spoiler

Xu-class Pocket Battleship
A retrofit of the Conquest that sacrifices its mobility and missile firepower to gain additional armor and gratuitous ballistic firepower.
System: Flux Override
Mounts: 4x Small Energy, 4x Medium Ballistic, 6x Small Ballistic, 7x Large Ballistic
Weapons: 2x Swarmer SRM Launcher


Xiakou-class Battlefreighter
A retrofit of the Atlas that sacrifices some of its cargo capacity to gain significant offensive and defensive capabilities.
System: Accelerated Ammo Feeder
Mounts: 1x Medium Missile, 3x Small Missile, 4x Medium Ballistic, 7x Small Ballistic


Shouren-class Cruiser
A retrofit of the Eagle that sacrifices some of its weapon slots to consolidate them into larger mounts.
System: Emergency Engine Power
Mounts: 1x Large Ballistic, 1x Medium Ballistic, 2x Medium Energy, 2x Small Ballistic, 2x Medium Missile, 2x Small Energy


Wuzhang-class Siege Cruiser
A specialized vessel intended as a dedicated artillery piece.
System: Maneuvering Jets
Mounts: 1x Small Energy, 2x Small Ballistic
Weapons: 1x Macro Cannon


Dingjun-class Arsenal Ship
A retrofit of the Venture that sacrifices some of its direct firepower to gain increased missile capabilities.
System: Emergency Engine Power
Mounts: 1x Small Energy, 1x Medium Ballistic, 2x Small Ballistic, 4x Medium Missile
Flight Decks: 1x


Tianshui-class Light Carrier
A retrofit of the Gemini that is tweaked more for close combat purposes, also carries a significant amount of fuel.
System: Bulwark Flares
Mounts: 1x Medium Ballistic, 2x Small Missile, 4x Small Ballistic
Flight Decks: 1x


Chengdu-class Escort Carrier
A retrofit of the Buffalo that sacrifices most of its cargo capacity to become the cheapest carrier option available.
System: Flare Launcher
Mounts: 1x Medium Energy, 1x Small Ballistic
Flight Decks: 1x


Qianzi-class Destroyer
A retrofit of the Sunder that sacrifices its Large Energy hardpoint and mobility to gain a powerful built-in weapon and improved defenses.
System: Flux Override
Mounts: 1x Small Hybrid, 2x Medium Energy, 2x Small Energy, 3x Small Ballistic
Weapons: 1x Triphammer


Hujing-class Destroyer
A retrofit of the Hammerhead that sacrifices shield strength and agility to gain significant armor and firepower.
System: Emergency Engine Power
Mounts: 1x Medium Missile, 1x Small Energy, 3x Medium Ballistic


Hanzhong-class Heavy Destroyer
A retrofit of the Enforcer that sacrifices its mobility and weapon flexibility to become a specialized fire support vessel.
System: Flux Override
Mounts: 1x Medium Ballistic, 2x Large Ballistic, 2x Small Ballistic


Tuolu-class Missile Destroyer
A retrofit of the Tarsus that sacrifices its freighter capabilities to become a dedicated missile boat.
System: Bulwark Flares
Mounts: 1x Small Ballistic, 2x Medium Missile, 3x Small Missile


Guandu-class Combat Freighter
A retrofit of the Mule that sacrifices its mobility and missile firepower to gain substantially improved defenses.
System: Emergency Engine Power
Mounts: 1x Medium Energy, 7x Small Ballistic


Wujun-class Artillery Frigate
A retrofit of the Vigilance that consolidates both of its weapon mounts into a single Large Ballistic turret.
System: Flux Override
Mounts: 1x Large Ballistic
Weapons: 1x Bulwark Flares


Nanzhong-class Gunship
A retrofit of the Brawler that sacrifices some of its defensive capabilities to gain increased firepower.
System: Accelerated Ammo Feeder
Mounts: 1x Small Missile. 2x Medium Ballistic


Luoyang-class Frigate
A retrofit of the Hound that sacrifices some of its mobility and cargo capacity to gain enhanced armor and firepower.
System: Flare Launcher
Mounts: 1x Medium Ballistic, 2x Small Ballistic


Laohu-class Combat Freighter
A retrofit of the Lasher that that sacrifices most of its firepower to become a combat freighter.
System: Accelerated Ammo Feeder
Mounts: 1x Small Missile, 3x Small Ballistic


Shen-class Multirole Fighter Wing
A powerful fighter that is effective against any type of target, but lacks any particular specialization.
System: War Emergency Power
Weapons: 1x Vulcan Cannon, 1x Annihilator Rockets, 1x Light Thumper, 2x Light Machine Gun, 1x Flare Launcher (Fighter)


Hefei-class Assault Fighter Wing
A retrofit of the Warthog that sacrifices some of its ballistic firepower to gain Annihilator Rockets.
Weapons: 1x Annihilator Rocket Rack, 2x Light Autocannon


Dadao-class Assault Bomber Wing
A bomber specialized for saturating point-defense screens and is also able to defend itself from light threats.
Weapons: 1x Mini Vulcan Cannon, 1x Annihilator Rocket Array, 2x Punisher Torpedo, 5x Standard Bomb


Jian-class Heavy Fighter Wing
A retrofit of the Gladius that sacrifices much of its direct firepower to gain an array of point-defense weapons.
Weapons: 1x Swarmer SRM Launcher, 1x Light Thumper, 2x Mini Vulcan Cannon


Armored Mining Drone-class Standard Wing
A retrofit of the Mining Pod that gains substantial firepower.
Weapons: 1x Vulcan Cannon, 1x Light Mortar, 1x Mining Laser


Yiling-class Interceptor Wing
A retrofit of the Talon that sacrifices some of its mobility to gain increased firepower.
Weapons: 2x Vulcan Cannon


Liberty-class Mod-Cruiser
IBB bounty (requires Ship/Weapon Pack mod)
A once esteemed commander lost his sanity and now carries on against the Sector in the name of a fictional empire.

System: Liberty Accelerator
Mounts: 2x Medium Missile, 2x Small Energy
Weapons: 3x Heavy Assault Chaingun
[close]

Some of the information contained below is out of date, and is pending a total rework at a to be determined time!
Modular Weapon Catalog
Spoiler

Ultra Autocannon
Large Ballistic
A long-range shield suppressing autocannon, useful for supplementing burst fire weaponry.


Mauler Battery
Large Ballistic
Triple linked Heavy Maulers, highly effective at long-range combat.


Superheavy Machine Gun
Large Ballistic
The logical conclusion of the vanilla Machine Gun series of weapons.


Rotary Autocannon
Medium Ballistic
Essentially a reduced range constant fire Heavy Autocannon.


Burst Flak Cannon
Medium Ballistic
A flak variant intended to disrupt and destroy massed missile and fighter attacks but is less useful against single targets.


Heavy Mining Laser
Medium Energy
Useful for mining rocks, and ships.


Apsis LRT Launcher
Medium Missile
Launches extremely powerful, albeit easily evaded and intercepted long-range missiles.


Muscle LRM Launcher
Small Missile
A multi-stage long-range missile system that is akin to rocket artillery with a pre-aim, boost, and MIRV phases.


Concussion Missile Rack / Pod
Small / Medium Missile
A reduced cost Harpoon analog that deals some area of effect damage but the missile is slower and is less effective against single targets.


Punisher Torpedo Rack
Small Missile
A volley based torpedo weapon intended to saturate point-defenses.
[close]



Music by Psiyon


Donations will allow me to devote more time to modding


Changelog
Spoiler
1.2.1a

- Shanghai retrofitting submarket had a serious bug with it where D modded ships could not be retrofitted, and it also sometimes stripped from the ships certain built-in weapons and placed in the market. Both of these issues have been fixed. I am sorry that they were missed initially! The D modded ships issues was particularly nefarious as it once worked but changes made along the way broke it and this was not realized until it was too late. Note: If loading a save made on 1.2.1 you might need to enter and leave Shanghai market for the fixes to work.
- THI mercenary fleets got (hopefully) the last remaining battle joining logic bug fixed.
- Adjusted spawn weights for some ships and fighters THI uses.
- Apsis LRT Launcher missile hitpoints reduced to 400 from 425, and increased its engine burn delay max/min to 2/1.5 from 1.3/0.8 seconds.

1.2.1

Campaign stuff:
- Campaign rig in general tweaked for 0.9.1a compliance.
- Added a persistent NPC to the bar of Shanghai that currently offers a single quest (will be expanded greatly in the future with more quests), present in standard games and Nexerelin Corvus mode games.
- Hegemony, Lion's Guard, and the Sindrian Diktat will now use some THI weapons.
- Independents, Luddic Church, Luddic Path, Persean League, Pirates, and scavenger fleets all will now use export grade THI ships and fighters, and all THI weapons.
- Shanghai's Military Base replaced with Mercenary HQ (new unique structure type that Does Stuff), retrofitting submarket had its UI and tooltips greatly improved, now visibly lists skins of compatible hulls (it can refit them as always, just is more clear now), had many pertinent ships added to the refit table so many that is it not worth it list them all, and various other tweaks and quality of life improvements.
- Macau had Light Industry removed.
- Added custom bar text and commission dialogs.
- THI mercenary fleets now have improved escortee picking logic, spawn at a higher rate, fixed a bug where they could sometimes join a battle *against* their escortee, and fixed several other edge case battle joining logic bugs.
- THI mining fleets now have improved spawning logic, and fixed a bug that prevented some of the ships from having officers.
- THI survey fleets now have a vastly higher ratio of tankers.
- Shaanxi star sized increased.
- Zaolei orbit moved slightly farther out.
- Mogui market is now a free port, and it no longer does any mining.
- Shaanxi relay is now makeshift, and makeshift nav buoy and sensor array added to the star system.
- Updated faction relationships with various mod factions.
- Fixed bug with Shaanxi star system procgen custom entity naming rig that caused it to fail in some cases.

Ship stuff:
- Fighter attack position offsets added for 0.9x compliance, balanced to be similar to equivalent fighters in vanilla.
- Many ship variants were adjusted, and some new ones were added.
- Combat Autoloader ship system ballistic and missile rate of fire bonus increased to 40% from 30%, reduced its weapon flux cost reduction to be neutral, and improved its status indicator message.
- Xu, Xiakou, Shouren, Dingjun, Tianshui, Chengdu, Qianzi, Hujing, Hanzhong, Tuolu, Guandu, Wujun, Nanzhong, Luoyang, Laohu, Hefei, Jian, Armored Mining Drone, and Yiling are lore wise retrofits of other ships and now this is reflected in gameplay! To learn how to manufacture them you must have the Retrofit Template item and also know how to manufacture the base hull that the THI retrofit it is based on. Yes I know this is brutal and grindy, but it will be less so later when more quests are added as many of them will pay out Retrofit Templates and blueprints (including the base hull blueprints needed for retrofits)!
- Dingjun, Chengdu, Hujing, Guandu, Luoyang, Laohu, Jian, Armored Mining Drone, and Yiling are considered "export grade" ships and fighters. This means their Retrofit Templates are sold in THI military submarkets and also black markets of locations that also have a military market, and export grade ships and fighters also used now by other factions.
- Shen and Dadao are part of the Tiandong blueprint package (later more package types will be created when additional content is added and some things will be moved to them and or to standalone rare blueprints).
- Xu max flux increased to 18000 from 17000, flux dissipation increased to 800 from 700, ordnance points increased to 295 from 285, both built-in Swarmer SRM Launchers were removed and those mounts are now modular small missile turrets, credit cost increased to 300500 from 180500, and made some weapon render order changes for visual improvements.
- Xiakou CR to deploy reduced to 15 from 20, and credit cost increased to 125000 from 100000.
- Shouren credit cost increased to 120500 from 44500.
- Wuzhang credit cost increased to 140000 from 60000, received Stereoscopic Sensors as a unique built-in hullmod that dramatically increases target leading accuracy, also Earthsalter Shells as a unique built-in hullmod that improves effectiveness of raids and reduces the cost of saturation bombardment, and added a unique ammo cook-off mechanic where if the Macro Cannon is loaded, not disabled, and passes a luck roll at the time of death it will fire the gun.
- Dingjun credit cost increased to 110500 from 44500.
- Tianshui credit cost increased to 47000 from 23500, and added the NO_AUTO_ESCORT ship AI hint.
- Chengdu shield efficiency improved to 1 from 1.2, and credit cost increased to 27000 from 15500.
- Qianzi flux dissipation increased to 500 from 475, and credit cost increased to 46500 from 26000.
- Hujing max flux increased to 4200 from 4000, flux dissipation increased to 250 from 225, and credit cost increased to 40500 from 20500.
- Hanzhong credit cost increased to 38500 from 19500.
- Tuolu credit cost increased to 22500 from 17000.
- Guandu medium energy turret changed to synergy, ordnance points increased to 85 from 70, max speed increased to 50 from 30, acceleration increased to 35 from 25, and credit cost increased to 34500 from 20500.
- Luoyang ordnance points increased to 40 from 38.
- Shen max flux reduced to 410 from 450, flux dissipation reduced to 15 from 25, and gave it a fancy hax script that Does Stuff to its AI weapon selection decisions as another balance lever.
- Hefei max flux reduced to 300 from 600, and flux dissipation reduced to 50 from 110.
- Dadao ordnance point cost increased to 23 from 22, and refit time increased to 20 from 15.
- Jian max flux reduced to 400 from 600, and flux dissipation reduced to 50 from 90.
- Armored Mining Drone visible variant name changed to Heavy Auxiliary from Standard, armor increased to 175 from 125, max flux reduced to 200 from 500, flux dissipation reduced to 40 from 90, gave it a fancy hax script that Does Stuff to its AI weapon selection decisions as another balance lever, changed its autofit tag to support2 from support1, and also changed another of its autofit tags to fighter from drone.
- Yiling ordnance point cost increased to 2 from 0.
- Liberty had its built-in Dedicated Targeting Core hullmod replaced with Integrated Targeting unit, received the no_autofit tag, and credit cost increased to 382000 from 202000.

Weapon stuff:
- Weapon visible roles changed for 0.9x compliance.
- Added custom stat card strings to appropriate weapons with unusual mechanics.
- Macro Cannon put into its own groupTag, added STRIKE,USE_VS_FRIGATES hints, on hit visuals / custom sound played / bonus damage / push force now become less strong when impacting while the shot is fading out, made its applied force more consistent, and improved the shot trail alignment and fade out visuals.
- Ultra Autocannon credit cost reduced to 4500 from 6500, and changed one of its autofit tags to kinetic19 from kinetic18.
- Mauler Battery damage per shot reduced to 275 from 300, flux per shot reduced to 275 from 300, burst delay increased to 2.2 from 2.1 (damage per second and flux per second reduced to 330 from 375), credit cost reduced to 4250 from 6000, and changed one of its autofit tags to he18 from he17.
- Triphammer range increased to 650 from 600, put into its own groupTag, added STRIKE,USE_VS_FRIGATES hints, and its autofit tag changed to energy17 from energy14.
- Superheavy Machine Gun credit cost reduced to 3750 from 5500, and removed its SR autofit tag.
- Rotary Autocannon credit cost reduced to 1700 from 2300.
- Burst Flak Cannon credit cost reduced to 1200 from 1800, also fixed a bug where its fuze could fail if fired from a station or ship with modules.
- Heavy Mining Laser was added to the Base blueprints and thus is known by all factions (unless a mod faction opts out of the Base set) and the player at game start, and fixed a rare bug where its custom firing glow visuals could sometimes persist past death of the ship equipping it.
- Apsis LRT Launcher missile hitpoints reduced to 425 from 450, and it now has a custom on hit explosion visual (similar to the Macro Cannon).
- Muscle LRM Launcher had one of its its autofit tags changed to utility13 from utility12.
- Punisher Torpedo Rack OP cost reduced to 2 from 3, max projectile speed increased to 275 from 250, launch speed increased to 60 from 50, engine time reduced to 4.6 from 5 seconds, acceleration increased to 85 from 75, now has a custom on hit explosion visual (similar to the Macro Cannon), added to the Base blueprints and thus is known by all factions (unless a mod faction opts out of the Base set) and the player at game start, and it got some hax to make them always remain armed after engine fizzling (unless hit by EMP arcs or whatever).
- Fission Mortar (fighter only weapon, for now) on hit visuals / bonus damage now become less strong when impacting while the shot is fading out, increased tier to 1 from 0, and changed its autofit tag to he5 from he7 while also adding the strike0 tag.
- Light Thumper (fighter only weapon) flux per shot reduced to 30 from 50, added the FIRE_WHEN_INEFFICIENT hint (minimal balance impact), and its autofit tag changed to kinetic5 from he7.
- Annihilator Rocket Rack (fighter only weapon) burst delay increased to 12 from 10.
- Concussion SRM (Single), (fighter only weapon) missile hitpoints reduced to 150 from 200.
- Heavy Assault Chaingun put into its own groupTag.
- Bulwark Countermeasure (ship system flare) projectile hitpoints increased to 30 from 10, also fixed a bug where its fuze could fail if fired from a station or ship with modules.
- All flare weapons put into their own groupTag.
- Ultra Autocannon, Mauler Battery, Superheavy Machine Gun, Rotary Autocannon, Burst Flak Cannon, Apsis LRT Launcher, Muscle LRM Launcher, Concussion Missile Pod, and Concussion Missile Rack (all of their modular weapons barring the Heavy Mining Laser and Punisher Torpedo Rack which are part of the Base blueprints) are part of the Tiandong blueprint package (later more package types will be created when additional content is added and some things will be moved to them and or to standalone rare blueprints).

Miscellaneous stuff:
"Now we forge a new alliance, to guard the tomb of space, and to find within its cold expanse, the salvation of our race."
- Now requires the MagicLib mod as a library and notifies with a useful crash message if is not enabled.
- Now enforces a specific (or newer than specified) version of Nexerelin if both mods are enabled and notifies with a useful crash message if the wrong version.
- Now enforces a specific (or newer than specified) version of Dynasector if both mods are enabled and notifies with a useful crash message if the wrong version.
- Now enforces a specific version of Starsector and notifies with a useful crash message if the wrong version.
- Now prevents adding the mod to an existing save where it was not present before and notifies with a useful crash message.
- Now prevents loading a save that had an older version of the mod if the new update is not save compatible with it and notifies with a useful crash message.
- Now prevents loading Starsector if the mod was installed incorrectly (overwrote the mod folder instead of deleting it first) and notifies with a useful crash message.
- Now has a nag message if the Version Checker and or Nexerelin mods are not enabled (Nex has its own Version Checker), this feature can be disabled in the tiandong_options.ini file.
- Fixed (probably) the bug where ships with modules can fail to retreat properly (even though THI uses no such ships, it is for the benefit of all).
- Updated Shaanxi star system procgen custom entity naming rig data for the changes made in recent updates of the Unknown Skies mod.
- Updated Scy / Nexerelin mods Prism station market whitelists / blacklists.
- Added Vesperon Combine mod whitelist support for most of THI's content.
- Added Starship Legends mod support for THI's content (thank you Sundog!).
- Added Ruthless Sector mod whitelist / blacklist support.
- Added New Beginnings mod whitelist / blacklist support for most of THI's content.
- Added Vayra's Sector mod player bounty support.
- Added Commissioned Crews mod support via the Shanghai Mechatronics hullmod (10% armor and hull damage repaired after battle at no cost and increases ship recovery chance by 25%), this hullmod can be equipped on your ships if you are commissioned with THI as per the mechanics of Commissioned Crews if both mods are enabled.
- Added Roider Union mod support (for a future version of it heh) concerning retrofitting some THI ships into Roider ones.
- Gunboat Diplomacy mission was rebalanced to be a bit easier, gave it some fancy code that Does Stuff to the enemy admiral AI decisions as another balance lever, and improved its briefing bullet points.
- Monopoly mission was rebalanced to be slightly more difficult, and improved its briefing bullet points.
- A Game Of War mission now has the Xu as the player side flagship instead of the Shouren, made some other minor changes to fleet composition and ordering (minimal balance impact), and improved its briefing bullet points.
- Big Trouble in Little Rocks mission was rebalanced to be more difficult, and improved its briefing bullet points.
- Random Battle missions now have a chance of adding a station to one side of a battle, can no longer pick Domain Drones or Remnants if you have not met them in the campaign yet (met them state persists across different saves), enhanced and added several hidden features (heh), and fixed some bugs with while also improving the flagship picker logic.
- Custom console commands GoToTHIMerc, GoToTHIMiner, and GoToTHISurvey simplified and consolidated into GoToTHIFleet <merc/miner/survey>, <> being the argument to choose which fleet type.
- Custom console command added CountTHIFleets <merc/miner/survey>, <> being the argument to choose which fleet type.
- Custom console command added ShootingGallery, is primarily used for debugging and testing content, only works in the simulator, can be a spoiler for hidden content and also is *extremely* hard on computers, especially with many faction / ship pack mods enabled, you have been warned! Also to other modders, there is the shootingGallery.json which is a mergeable config file where you can customize how your mod is handled by this rig if you care enough about a debugging command to do so (the script has a lot of rules to try and get things as right as possible, but in the end there are too many edge cases to *not* need a manual config available though it handles *most* things correctly by default). I already added support myself for edge cases of several common mods and ones that I use but there are certainly ones I didn't try and thus didn't do.
Arguments (comma-separated):
 <no args>: Spawns one of each ship (with some exceptions).
 hull/variant ID: Spawn the specified ship hull or variant.
 manufacturer: Spawn one of each ship associated with that manufacturer.
 ReloadConfig: Reloads shooting gallery config from file. Only works as standalone arg.
- Added a couple of runcode style testing / debug commands and a boolean switch that doesn't really concern anyone but me.
- Added various under the hood quality of life features and scripts that are there as treasures of the damned to discover and also for all normal players to benefit from.
- Improved descriptions for various things.
- Refactored, bug-fixed, optimized, and improved various scripts.
- Changed around which songs (both in THI and vanilla) play in what layers of the campaign for 0.9.1a compliance.
- Probably some things I don't recall and a few secret things as well.

1.2

Campaign stuff:
- Campaign rig in general tweaked for 0.8.1a compliance.
- Shaanxi star system moved to -18533, -10200, now has a custom procgen rig past the orbit of Tiexiu that also has a custom entity naming system, now has a custom procgen outer system wide nebula, Shanghai had its Barren condition removed, Mogui had its Uninhabitable condition removed, Silk Road Gate now at Gan's L5, Comm Relay now at Silk Road's old location (outer edge of second asteroid belt), removed Botai Feng Belt (old outer most third asteroid belt), improved its background image, and added a hidden *something* somewhere in the system (heh).
- Macau had its Orbital Station condition removed.
- Chaozhou had its Orbital Station condition removed.
- Fuxin had its Trade Center condition removed.
- THI mining fleets now use the Trade Fleet memory tag (relates to various interactions with other fleets).
- THI mercenary fleets had their custom AI, behaviors and ability usage massively improved with various hax, and will now have reduced rep impact with the player if fought against while they are escorting a NPC fleet.
- THI now has custom survey fleets that fly out to procgen space and survey planets, like the player does (though doesn't actually reveal conditions).
- Retrofitting submarket can no longer refit fighters (duh), can no longer refit the Venom, and added so many pertinent mod ships to the refit table that is it not worth it list them all.
- Updated faction relationships with vanilla and various mod factions.
- Additional fleet interaction chatter lines added.

Ship stuff:
- Ship stats in general tweaked for 0.8.1a compliance.
- Many ship variants were adjusted, and some new ones were added.
- Added Combat Autoloader ship system, increases ballistic and missile rate of fire by 30% while also reducing flux cost to fire those weapon types by an equal amount. Currently only used by the Xiakou, but expect it on other (new) ships in the future.
- Xu now has the Heavy Ballistics Integration hullmod built in, ordnance points reduced to 285 from 315, cargo reduced to 300 from 350, fuel reduced to 300 from 500, and credit cost increased to 180500 from 160500.
- Xiakou had its Accelerated Ammo Feeder ship system replaced with Combat Autoloader.
- Shouren ordnance points increased to 150 from 135, cargo reduced to 150 from 250, and fuel reduced to 100 from 200.
- Wuzhang fuel reduced to 100 from 150.
- Dingjun now has the Surveying Equipment hullmod built in, converted its modular fighter bay to a built in Armored Mining Drone wing, ordnance points increased to 115 from 105, cargo reduced to 325 from 500, fuel reduced to 120 from 300, and Nexerelin mining strength increased to 8 from 6.
- Tianshui fleet points increased to 11 from 9, armor increased to 450 from 350, ordnance points increased to 75 from 50, max speed increased to 55 from 50, acceleration increased to 35 from 30, max turn rate increased to 25 from 20, turn acceleration increased to 20 from 16, min crew increased to 85 from 45, max crew increased to 145 from 130, cargo reduced to 100 from 125, fuel reduced to 300 from 400, credit cost increased to 23500 from 22500, CR to deploy increased to 12 from 8, peak CR time reduced to 360 from 420, supplies/rec and supplies/mo increased to 11 from 8, and added COMBAT ship AI hint (in addition to CARRIER which it already had).
- Chengdu one of its two modular fighter bays was converted to a built in Borer wing, ordnance points increased to 35 from 30, min crew increased to 60 from 50, max crew reduced to 110 from 140, fuel reduced to 70 from 90, peak CR time reduced to 360 from 420, supplies/rec and supplies/mo increased to 7 from 6, and Nexerelin mining strength increased to 9 from 6.
- Qianzi ordnance points increased to 90 from 85, shield upkeep reduced to 0.4 from 0.5, and fuel reduced to 50 from 80.
- Hujing ordnance points increased to 95 from 80, and fuel reduced to 60 from 110.
- Hanzhong ordnance points increased to 95 from 85, and fuel reduced to 90 from 130.
- Tuolu fuel reduced to 140 from 150.
- Guandu ordnance points increased to 70 from 65, and fuel reduced to 80 from 120.
- Wujun fuel reduced to 25 from 40.
- Nanzhong ordnance points increased to 45 from 40, and fuel reduced to 20 from 40.
- Luoyang ordnance points increased to 38 from 35, and fuel reduced to 30 from 50.
- Laohu ordnance points increased to 40 from 35, and fuel reduced to 35 from 50.
- Shen hit points reduced to 750 from 850, max flux reduced to 450 from 650, flux dissipation reduced to 25 from 100, max speed increased to 225 from 150, acceleration increased to 280 from 110, deceleration increased to 200 from 40, max turn rate increased to 100 from 80, turn acceleration increased to 200 from 170, fleet points reduced to 7 from 8, mass reduced to 55 from 60, refit time increased to 15 from 10 seconds, and credit cost reduced to 10500 from 19000. OP cost is 15, and roaming range is 4000.
- Hefei now has the vanilla PD decoy Flare Launcher Fighter ship system, removed its rocket launcher, traded its pair of Light Autocannons for a pair of hard-hitting Fission Mortars, hitpoints reduced to 775 from 800, armor increased to 225 from 200, max flux reduced to 600 from 800, flux dissipation reduced to 110 from 150, max speed increased to 130 from 90, acceleration increased to 180 from 90, deceleration increased to 150 from 70, max turn rate increased to 100 from 90, turn acceleration increased to 200 from 180, wing size reduced to 2 from 3, and credit cost reduced to 9050 from 18500. OP cost is 12, and roaming range is 4000.
- Dadao rocket volley sized reduced to 4 from 10, bomb volley size reduced to 2 from 5, removed the pair of Punisher Torpedos and replaced with a pair of Concussion SRMs, hitpoints reduced to 750 from 900, armor reduced to 100 from 125, max speed increased to 160 from 90, acceleration increased to 200 from 85, deceleration increased to 200 from 60, mass reduced to 50 from 65, and credit cost increased to 13000 from 12000. OP cost is 22, and roaming range is 4000.
- Jian hitpoints reduced to 525 from 550, armor reduced to 75 from 125, max speed increased to 290 from 145, acceleration increased to 390 from 115, deceleration increased to 290 from 45, max turn rate increased to 140 from 85, turn acceleration increased to 290 from 175, mass reduced to 45 from 50, credit cost reduced to 10050 from 16500, and changed its classification to Heavy Interceptor from Heavy Fighter. OP cost is 10, and roaming range is 4000.
- Armored Mining Drone hitpoints reduced to 1000 from 1200, max speed increased to 125 from 70, acceleration increased to 75 from 45, deceleration increased to 75 from 20, max turn rate increased to 45 from 40, turn acceleration increased to 90 from 80, mass reduced to 55 from 90, wing size reduced to 2 from 3, credit cost reduced to 4000 from 11000, and Nexerelin mining strength increased to 8 from 6.6. OP cost is 4, and roaming range is 2000.
- Yiling has received the Type-6 SRM Launcher to bolster its firepower, hitpoints reduced to 230 from 460, armor reduced to 30 from 60, max flux reduced to 30 from 460, flux dissipation reduced to 20 from 60, max speed increased to 300 from 170, acceleration increased to 375 from 130, deceleration increased to 275 from 300, max turn rate increased to 140 from 100, turn acceleration increased to 275 from 205, and credit cost reduced to 2050 from 4500. OP cost is 0, and roaming range is 4000.
- Liberty fuel reduced to 100 from 160, credit cost increased to 202000 from 170000, fixed an old bug that allowed the scripted flare launchers to be added to a variant in game, and is now hidden from the codex.

Weapon stuff:
- Weapon tags added and tweaked in general for 0.8.1a compliance.
- Adjusted all custom missile AI for 0.8.1a compliant retargeting behavior.
- Added Fission Mortar (fighter only weapon used by the Hefei), a high alpha damage small HE weapon, expect a modular version in the future.
- Added Type-6 SRM Launcher (fighter only weapon used by the Yiling), essentially is the submunition of the Muscle LRM but fired directly from a launcher.
- Added Concussion SRM (Single) (fighter only weapon used by the Dadao), essentially is an SRM version of the Concussion Missile.
- Macro Cannon projectile and on hit visuals improved, AOE frag damage / push force now respects shield arcs more accurately including not damaging modules and fighters under shields, now plays damage sound properly (thank you Alex!), and no longer can damage missiles with collision class NONE or phased asteroids (heh).
- Burst Flak Cannon and Bulwark Flares AOE frag damage / push force now respects shield arcs more accurately including not damaging modules and fighters under shields, improved proximity fuze to be more precise, now plays damage sound properly (thank you Alex!), no longer can damage missiles with collision class NONE or phased asteroids (heh), and can no longer deal double damage in some edge case scenarios (for real this time, really, seriously).
- Concussion Missile (same missile fired from multiple weapons) direct hit single target contact damage increased to 700 from 600 (bonus AOE damage unchanged), AOE frag damage / push force now respects shield arcs more accurately including not damaging modules and fighters under shields, now plays damage sound properly (thank you Alex!), and no longer can damage missiles with collision class NONE or phased asteroids (heh).
- Superheavy Machine Gun now uses PD,PD_ALSO (instead of just PD) AI hints so it now is like the Devastator Cannon (fires at ships and fighters first, missiles second), and changed visible role to Assault from Point Defense.
- Rotary Autocannon max spread decreased to 16 from 20.
- Heavy Mining Laser damage/second and energy/second increased to 140/140 from 125/125, now fires in a slow sweeping motion, and improved its firing and cooldown visuals.
- Muscle LRM submunitions got some hax to make them always remain armed after engine fizzling (unless hit by EMP arcs or whatever).
- Light Thumper (fighter only weapon used by the Shen and Jian fighters) damage increased to 100 from 90, flux per shot increased to 50 from 30, chargedown increased to 1.2666667 from 0.8, burst delay reduced to 0.1 from 0.2, min shot spread increased to 12 from 0, max shot spread increased to 12 from 2, spread/shot reduced to 0 from 0.2, spread decay/sec reduced to 0 from 2, and projectile speed increased to 800 from 600 (these changes somewhat mirror in some ways the changes to the vanilla Thumper in 0.8.1a).
- Standard Bomb (special version for Dadao bomber) renamed to Standard Bomb (Single), damage reduced to 400 from 600, projectile speed increased to 170 from 20, flight time reduced to 25 from 60, and projectile hitpoints increased to 150 from 100 (these changes somewhat mirror in some ways the changes to the vanilla Standard Bomb Bay in 0.8.1a).

Miscellaneous stuff:
- Missions in general tweaked for 0.8.1a compliance.
- Improved the Random Battle missions in various manners, fixed a bug where objectives could sometimes overlap and also improved their distribution, and also added a pair of hidden features (heh).
- Custom console commands added that warps the player fleet to the location of THI custom fleet types, GoToTHIMerc, GoToTHIMiner, and GoToTHISurvey.
- Abrahamo Lincolni portrait massively improved and he can no longer be picked as a portrait for the player.
- Gave THI additional portraits from recent updates of vanilla.
- Improved descriptions for various things.
- Refactored, optimized, bug-fixed, and improved various scripts, also reduced RAM and VRAM usage via leveraging various tricks and methods some of which are rather esoteric (heh).
- Added some main menu / loading screen tips.
- Probably some things I don't recall and a secret thing or three as well.

1.1.2

- Fixed Tiandong not posting bounties in random map Nexerelin games.
- Updated faction relationships.
- Metelson Industries (faction mod) ships can now be converted at the Retrofitting submarket (Acutor -> Xiakou, Custos -> Hanzhong, Vigil -> Wujun).
- Grytpype and Moriarty Defence Authority (faction mod) ships can now be converted at the Retrofitting submarket (Tarsus (GM), Tarsus (GMs) -> Tuolu, Lasher (GM), Lasher (GMs Blue), Lasher (GMs Gold), Lasher (GMs Green), Lasher (GMs Red), Lasher (GMs) -> Laohu, Gladius (GM) -> Jian).
- Raccoon's Arms Pack (ship pack mod) ships can now be converted at the Retrofitting submarket (Gemini (G) -> Tianshui, Sunder (R) -> Qianzi, Hammerhead (R) -> Hujing).
- Added a couple of new variants, adjusted some old ones.
- Added Ultra Autocannon weapon.
- Macro Cannon on hit secondary AOE frag damage / push force outer radius decreased to 75 from 200, inner radius decreased to 50 from 100, and slightly improved its explosion visuals.
- Rotary Autocannon now fires one shot at a time instead of a three round burst (same overall rate of fire), improved firing sound, and improved its animation script.
- Burst Flak Cannon and Bulwark Flares AOE frag damage / push force outer radius decreased to 75 from 150, fuze range randomization removed, now interacts properly with exotic scripted defenses such as Exi Repulsors / Teleporters and BRDY Scalar Rejector / Scalar Repulsor, can no longer deal double damage in some edge case scenarios (for real this time), no longer triggers the AOE explosion on direct hits to neutral / friendly targets, improved visuals for direct hits, and various script improvements.
- Muscle LRM max burn delay increased to 0.35 from 0.25 seconds (reduces clumping a bit), will now MIRV on flares if successfully distracted by one, and will properly interact with exotic scripted missile defense systems.
- Concussion Missile on hit secondary AOE frag damage / push force outer radius decreased to 150 from 300.
- Very subtle improvements to some sprites (I bet no one but me will ever notice them).
- Probably some things I don't recall.

1.1.1

- Updated faction relationships.
- Added tooltip for the Tiandong Retrofit hullmod that displays the burn speed bonus when passing through campaign layer nebula.
- Added Shen-class multirole fighter.
- Hefei sprite was improved.
- Slightly improved Abrahamo Lincolni portrait.
- Mauler Battery range decreased to 1150 from 1200.
- Heavy Mining Laser tier decreased to 0 from 1 and its price decreased to 800 from 1000.
- Apsis LRT Launcher tier increased to 1 from 0 and its price increased to 1100 from 800.
- Muscle LRM Launcher tier decreased to 0 from 1, price decreased to 210 from 300, submunition deploy speed increased to 300 from 175, and the main missile no longer registers as locked onto your ship on the Combat Radar (requires v2.3 or newer).
- Concussion Missile Pod / Rack tier decreased to 0 from 1.
- Slightly tweaked the visuals of Liberty Flares.
- Improved the Random Battle missions.
- Adjusted the mission A Game of War.
- Improved descriptions for various things.
- Probably some things I don't recall.

1.1

- Updated for 0.7.2a compliance.
- THI miner fleets in the Shaanxi system now get cargo injections of ores and volatiles while mining (still does not contribute to the economy).
- All markets added by this mod now use two different and context specific interaction images (in random Nexerelin games only Shanghai does).
- Improved faction flag, crest, and intel icons slightly.
- Added Jian-class heavy fighter.
- Improved all ships sprites, some more significantly than others.
- THI ships are now immune to slowdown from the unique nebula variant terrain in the Interstellar Imperium mod just like they are to standard nebula.
- Dingjun supplies/rec and supplies/mo increased to 17 from 16 and its designation changed to Arsenal Ship from Cruiser.
- Tuolu supplies/rec and supplies/mo increased to 8 from 7 and its designation changed to Missile Destroyer from Auxiliary Destroyer.
- Liberty supplies/mo increased to 40 from 30.
- Flux Override ship system (used by the Xu, Qianzi, Hanzhong, and Wujun) initial base dissipation bonus increased to 60% from 50%, diminishing returns penalty for each use reduced to 15% from 20%, and its visuals were adjusted slightly.
- New ship variants added, several old ones adjusted.
- Added Superheavy Machine Gun weapon.
- Added Muscle LRM Launcher weapon.
- The impact stat of most weapons was adjusted for 0.7.2a compliance.
- The scripted push force of many THI weapons now actually works properly against ships that use TwigLib and certain other edge cases.
- Macro Cannon no longer does reduced damage to friendlies (was a bug), and the ejected shell casing visuals / sound effects were improved by adding a slightly randomized rotation, slightly randomizing its velocity, will now sometimes bounce off of objects, and improved the shell casing impact sound.
- Triphammer sprite improved slightly.
- Burst Flak Cannon sprite improved slightly, improved the explosion visuals of its shells / Bulwark Flares slightly, also fixed certain edge cases where they could unintentionally deal double damage.
- Concussion Missile flight time increased to 12 from 10 seconds, projectile hitpoints increased to 200 from 175, 0.5 second arming time was added, and its sprite was improved slightly.
- Apsis LRT missile AI targeting logic improved, also now acquires a new target if the current one phases, and a 0.5 second arming time was added.
- Punisher Torpedos now has a 0.5 second arming time.
- Adjusted the missions Monopoly, A Game of War, and Big Trouble in Little Rocks.
- Removed Knights of Ludd as possible faction choice for the Random Battle missions.
- Improved a few random scripts.
- Probably some things I don't recall.

1.0.6

- Fixed THI mercenary fleets not working in Nexerelin games.
- Adjusted market conditions of Fort Macau.
- Added Qianzi-class destroyer and its built-in Triphammer weapon.
- Added custom portrait for SS+ boss bounty (also available as a player choice).
- Fixed nasty bug with Liberty Flares.
- Improved a few random scripts.
- Additional save file optimization.
- Probably some things I don't recall.

1.0.5

- General campaign rig updated for 0.7.1a compliance.
- THI mercenary fleets now escort other NPC fleets if it contains civilian ships and the faction is of neutral or better standing with them.
- Expanded tooltip detailing the specifics of the Tiandong Retrofitting submarket.
- Attempting to install incompatible hullmods on THI ships now displays a notification in the refit screen.
- General campaign layer ship stats updated for 0.7.1a compliance.
- THI ships are immune to slowdown from campaign layer nebula (and combat layer like they always have been).
- Added Liberty-class mod-cruiser (SS+ boss bounty).
- Added Shouren-class cruiser.
- Added Hujing-class destroyer.
- Added Tuolu-class auxiliary destroyer.
- Hanzhong ordnance points increased to 85 from 80.
- Guandu sprite was improved.
- New ship variants added, many old ones adjusted for 0.7.1a compliance.
- Added Apsis LRT Launcher weapon.
- Added Concussion Missile Pod weapon.
- Concussion Missile contact HE damage increased to 600 from 500, AOE frag damage unchanged.
- Concussion Missile launch sound volume lowered slightly.
- Concussion Missile Rack sprite was improved.
- Punisher Torpedo projectile hitpoints increased to 350 from 225.
- Heavy Mining Laser sprite was improved.
- Mauler Battery projectile speed increased to 700 from 660.
- Rotary Autocannon animation now respects rate of fire bonuses from ship systems.
- Added A Game of War mission.
- Rebalanced all missions.
- Improved descriptions for various things.
- Save file optimization.
- Changed file structure and naming conventions for some art assets to reduce VRAM consumption when THI is ran alongside certain other mods.
- Probably some things I don't recall.

1.0.1

- Added Dadao-class assault bomber.
- Xu acceleration increased to 20 from 15, deceleration increased to 15 from 12, max turn rate increased to 6 from 5, turn acceleration increased to 5 from 4, max flux increased to 17000 from 16500, flux dissipation increased to 700 from 650, and its engine visuals were adjusted slightly.
- Xiakou insignificant changes to some of the turret arcs for better handling of SS+ dynamic variants.
- Wuzhang ordnance points decreased to 50 from 55, Dedicated Targeting Core hullmod is now built-in, and its variant was adjusted.
- Tianshui hitpoints increased to 4500 from 4200, armor increased to 350 from 300, supplies/day decreased to 4.5 from 5, max speed increased to 50 from 45, deceleration increased to 15 from 12, max flux increased to 2700 from 2600, flux dissipation increased to 180 from 160, and and its small turret arcs were increased to 360 from 180 degrees.
- Chengdu supplies/day decreased to 3.25 from 3.5.
- Hanzhong fleet points decreased to 10 from 11, supplies/day decreased to 4 from 4.25, max speed increased to 55 from 50, deceleration increased to 20 from 15, max flux increased to 3750 from 3500, and flux dissipation increased to 225 from 200.
- Wujun fleet points decreased to 5 from 7, armor increased to 250 from 200, supplies/day decreased to 2 from 2.25, added built-in rear facing Bulwark Flare weapon (quasi second ship system), flux dissipation increased to 160 from 150, and its variants were adjusted.
- Nanzhong max speed increased to 95 from 90.
- Luoyang max speed increased to 170 from 160, flux dissipation increased to 130 from 120, its medium turret arc increased to 200 from 90 degrees, and its sprite was improved.
- Laohu supplies/day decreased to 1.25 from 1.5.
- Hefei assault fighter's Annihilator Rocket Rack weapon burst delay reduced to 0.2 from 0.25 and its sprite was improved.
- Armored Mining Drone sprite was improved.
- Yiling sprite was improved.
- Flux Override ship system sound effects volume increased.
- Burst Flak Cannon and Bulwark Flares AOE push force decreased to 10 from 30.
- Shaanxi star texture improved.
- Added Shaanxi star to the possible background elements for the random battle missions.
- Monopoly mission was rebalanced.
- Fixed minor mistake (no gameplay implication) with some of the missions.
- Added 5 ship names.

1.0

- First public build.
[close]

--

Contributors
Original concept and some of the initial kitbashes courtesy of HELMUT
Supplementary art assistance courtesy of Tartiflette, MShadowy, and Gwyvern
Quality assurance and random playtesting courtesy of GenBOOM, Avanitia, and Midnight Kitsune
Custom sound effects by Psiyon, SniZupGun, and Cycerin
Campaign and faction interaction music by Psiyon
Scripting assistance courtesy of Dark.Revenant, LazyWizard, Tartiflette, and Histidine
« Last Edit: November 01, 2019, 10:19:10 PM by MesoTroniK »
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Jonlissla

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Re: [0.65.2a] Tiandong Heavy Industries v1.0
« Reply #1 on: September 19, 2015, 11:17:07 PM »

A new Nexerelin and SS+ update, AND a new faction mod, all released in one day?

Truly we live in remarkable times.
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Tartiflette

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Re: [0.65.2a] Tiandong Heavy Industries v1.0
« Reply #2 on: September 20, 2015, 12:27:39 AM »

HELL, IT WAS ABOUT TIME!! ^^

A new Nexerelin and SS+ update, AND a new faction mod, all released in one day?

Crazy coincidence huh?  :P
« Last Edit: September 20, 2015, 12:52:29 AM by Tartiflette »
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Ahne

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Re: [0.65.2a] Tiandong Heavy Industries v1.0
« Reply #3 on: September 20, 2015, 12:49:59 AM »

Nice to see a new faction! Also integrated in ss+ already?! I need better connections it seems, anyways gratz Meso!
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Cycerin

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Re: [0.65.2a] Tiandong Heavy Industries v1.0
« Reply #4 on: September 20, 2015, 03:03:45 AM »

A new Nexerelin and SS+ update, AND a new faction mod, all released in one day?

Crazy coincidence huh?  :P

The Mod Mafia is a fact.
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MShadowy

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Re: [0.65.2a] Tiandong Heavy Industries v1.0
« Reply #5 on: September 20, 2015, 06:58:38 AM »

I don't know you're talking about officer; the fact that an unreleased picture of mine is the banner image for this mod is pure coincidence.
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Schwartz

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Re: [0.65.2a] Tiandong Heavy Industries v1.0
« Reply #6 on: September 20, 2015, 08:56:25 AM »

Sweet-looking Mark IX in that picture.
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celestis

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Re: [0.65.2a] Tiandong Heavy Industries v1.0
« Reply #7 on: September 20, 2015, 11:03:24 AM »

Nice mod!
I've just tried Burst flak cannon. It seems a bit too good for its 10 ordnance points. In most cases they perform not worse than double flak, and in addition to that they have a strong aoe impact effect. BTW, that impact is also too heavy: I made the flameout frigate fly to the other corner of the map using these flaks.
Also, "Punisher torpedo rack" should have more than 3 OP. Atropos rack of 2 has 6 OP with 2x2000 dmg. Punisher has 3x1200. Total damage is almost the same, but it is harder to destroy 3 missiles than 2. Given that atropos has guidance, I suggest 5 OP for Punisher.
Great work anyway!
« Last Edit: September 20, 2015, 11:24:13 AM by celestis »
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Dark.Revenant

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Re: [0.65.2a] Tiandong Heavy Industries v1.0
« Reply #8 on: September 20, 2015, 01:49:00 PM »

It's not so much a matter of the Punisher being underpriced, it's a matter of Atropos being overpriced.
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MesoTroniK

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Re: [0.65.2a] Tiandong Heavy Industries v1.0
« Reply #9 on: September 20, 2015, 04:55:47 PM »

Nice mod!
I've just tried Burst flak cannon. It seems a bit too good for its 10 ordnance points. In most cases they perform not worse than double flak, and in addition to that they have a strong aoe impact effect. BTW, that impact is also too heavy: I made the flameout frigate fly to the other corner of the map using these flaks.
Also, "Punisher torpedo rack" should have more than 3 OP. Atropos rack of 2 has 6 OP with 2x2000 dmg. Punisher has 3x1200. Total damage is almost the same, but it is harder to destroy 3 missiles than 2. Given that atropos has guidance, I suggest 5 OP for Punisher.
Great work anyway!

Thank you for the feedback Celestis, I just spent a while testing in game the things you commented on and I will stand by my current balance decisions for the most part.

*WARNING BANDWIDTH MASSIVE BALANCE TEST GIFS*

Spoiler
   

   

   

   

[close]

Ok so this is basically my breakdown of the flak comparisons.

I will reduce the push force of Burst Flak by about 1/3.
I do not think it is overpowered relative to its OP cost. It does what it says on the label, disrupts mass missile attacks and fighter formations but sucks vs single targets such as armored / shielded fighters and torpedos.
In addition, it can only maintain max DPM for 6 seconds then its sustain DPM is 1/3, and with expanded magazines its max lasts for 10 seconds.

I believe Punishers are actually underpowered, but when you add expanded missile racks you get a second volley which gives them situational advantages vs normal torpedos... Basically chaos factor creating a wall of ordinance that overwhelms PD but even so it is not anything to write home about.
« Last Edit: September 20, 2015, 06:02:11 PM by MesoTroniK »
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Cycerin

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Re: [0.65.2a] Tiandong Heavy Industries v1.0
« Reply #10 on: September 20, 2015, 06:57:15 PM »

It's not so much a matter of the Punisher being underpriced, it's a matter of Atropos being overpriced.

Atropos just plain sucks
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Zudgemud

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Re: [0.65.2a] Tiandong Heavy Industries v1.0
« Reply #11 on: September 21, 2015, 01:46:40 PM »

Really what the game needs imho, more low/midtech neutral/pirate factions, too much hightech special snowflake factions out. :)

All ships really look fitting and pretty too, just like a proper vanilla faction.

Cant wait until I have time to actually play the game with them.
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SafariJohn

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Re: [0.65.2a] Tiandong Heavy Industries v1.0
« Reply #12 on: September 21, 2015, 02:55:01 PM »

These look really cool, MesoTroniK.

Really what the game needs imho, more low/midtech neutral/pirate factions, too much hightech special snowflake factions out. :)

I agree. Hopefully I can find some time to get back to work on my Roiders. I'm trying to learn how to draw using a book called Drawing on the Right Side of the Brain, but college stuff keeps taking up my time.
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Jonlissla

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Re: [0.65.2a] Tiandong Heavy Industries v1.0
« Reply #13 on: September 21, 2015, 09:43:27 PM »

That rugged converted look reminds me of the walled city of Kowloon for some reason, which looks great, and that dark forest green is nice for the eyes. Can't say I'm too fond of their gameplay though due to their slow speed, which feels out of place for a mercenary group, but they do feel balanced against vanilla factions. Being able to convert vanilla ships is a cool feature, albeit a bit expensive. I'm guessing you're supposed to board and capture ships for the feature, and not buy vanilla ships yourself since you'll be paying effectively twice.

The Not-Gemini looks a bit goofy with its medium missile slot once you put something on it. It sticks out a bit too much. Would be better if the slot were closer to center of the ship, like it's for the original Gemini.

Also, does the Not-Enforcer ship system actually work, or am I just plain bad? I know it says 40% better flux dissipation but I never really notice it when used in combat, except the ship starts glowing red.
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Dark.Revenant

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Re: [0.65.2a] Tiandong Heavy Industries v1.0
« Reply #14 on: September 21, 2015, 10:30:27 PM »

It gets progressively worse each time you use it in combat.  The first time is a pretty significant difference.
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